TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-10 
   
   
   
   
   
   
   
  The Dark Gem 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  by Dan Hass 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: Paul Alexander, Joseph Bright, Konrad Bandemuhl, Shane Crockett, Dru Eubanks, Michael Gersztenkorn, 
  Natasha Harris, Christian Manning, Lindsey Sloan, Jeff Whitecotton, Jeff Withey. 
   
  Sometimes adventure finds you. Long ago something dark was trapped and hidden. Now it will be released unless 
  heroes can be found to secure it. A one-round Core adventure set in the Cairn Hills for characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], COR4-14 Key to 
  the Grave [Jason Bulmahn], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens, John Snead], Sandstorm [Bruce R. Cordell, Jennifer Clarke Wilkes, JD Wiker], and Spell Compendium 
  [Matthew Sernett, Jeff Grubb, Mike McArtor].  
  .
  
  COR7-10 The Dark Gem 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL) follow of the party sum the 
  levels of all characters participating, adding any animals 
  as specified in Chapter 5 of this document. Divide this 
  total by the number of players and round to the nearest 
  whole number, adding one to the result for tables of six 
  characters. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat does not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  
  COR7-10 The Dark Gem 
   
  Page 3 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Domain of Greyhawk and the Cairn Hills. All characters 
  pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about lifestyle and upkeep can be 
  found in the Lifestyle and Upkeep section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  PREPARATION FOR PLAY 
  The adventure references the geography of the Cairn 
  Hills, the Silver Star shop from COR 4-12 Key to the 
  Grave. Beyond this, it has no direct references to other 
  specific modules and is intended as a stand alone module. 
  It does, however, have allusions to undisclosed powerful 
  figures. 
   
  NEW RULES ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Ages ago, before the Twin Cataclysms a powerful outsider 
  named, Chonmok ruled as tyrant over a large nation of 
  Flan. Eventually, Chonmok’s supposedly loyal advisors 
  lured him into a trap the soul gem. With no way to kill the 
  powerful Chonmok, the only choice was to keep him 
  eternally imprisoned in the gem. To prevent Chonmok’s 
  release, either by accident or treachery, his traitorous 
  advisors needed a place to hide the gem.  
   
  They sent an expedition into the (then) wilderness. 
  Once the expedition found a suitable site, they 
  constructed a heavily warded subterranean vault to hold 
  the gem. They placed construct guardians in the vault as 
  the final line of protection should the vault be breached. 
  They then collapsed the tunnel to the vault and buried 
  the entrance under a landslide, so that none would ever 
  find it. Centuries passed, and Chonmok faded into 
  history – all but forgotten. 
   
  Several years ago, Zanzer was one of many young 
  wizards employed at the Great Library in the Free City of 
  Greyhawk. One day a halfling food vendor who inquired 
  if his name really was “Zanzer” approached him. When 
  Zanzer confirmed that is was, the halfling seemed highly 
  amused and offered the young wizard a free lunch of 
  soup. Zanzer and the halfling hit it off and lunch became 
  a daily affair. Curiously, each time Zanzer had a bowl of 
  the halfling’s soup, Zanzer grew a little more fond of the 
  halfling. In a matter of days, the halfling was one of 
  Zanzer’s most trusted friends and allies. 
   
  At some point, Chonmok’s legend came up in 
  conversation, and it became a frequent topic. As the 
  lunches and discussions continued, Zanzer found 
  himself virtually compelled to find the gem. The halfling 
  informed Zanzer that he had affairs elsewhere, but 
  encouraged Zanzer to continue his search for the gem 
  while cautioning him that information about such an 
  item certainly should not be shared openly - especially 
  with those in authority who would probably view the 
  knowledge as a threat to their power. The halfling 
  insisted that when Zanzer uncovers the location of the 
  gem, Zanzer should notify him immediately; this seemed 
  reasonable to Zanzer. 
   
  Zanzer’s obsession with the gem became so 
  consuming that he began to neglect his other duties and 
  was eventually dismissed from the Great Library. 
  However, Zanzer managed to smuggle out some relevant 
  tomes before being thrown out, and researching the gem 
  became his primary focus. 
   
  As 
  Zanzer 
  continued 
  his 
  investigations 
  he 
  influenced a number of greedy and degenerate creatures 
  (goblins, mostly) forming something of a cult. Most 
  notably, a tiefling rogue named Liku latched onto 
  Zanzer’s group quickly becoming his chief lieutenant (or 
  perhaps from a different perspective, Zanzer was Liku’s 
  chief researcher). Zanzer left organizational details 
  almost completely to Liku as long as Liku kept the funds 
  available for Zanzer’s project. Secretly, Liku hoped to 
  claim the Chonmok gem as his own.  
   
  Eventually Zanzer unearthed references to the 
  expedition that hid the Chonmok gem, and through 
  research, archaeology, and divinations found the location 
  of the vault within the Cairn Hills.  
   
  Arriving at the site and needing workers, Liku led a 
  raid on a nearby gnome mine, enslaving many and 
  
  COR7-10 The Dark Gem 
   
  Page 4 
  slaying the rest. Liku set them to work and, over the 
  course of several days, excavated the entrance. It was a 
  glorious day for Zanzer when the slaves reached the vault 
  door. He immediately magical notified his halfling 
  friend. 
   
  Since the gnome slaves had no further use, and to 
  keep his find secret, Liku made preparations to dispose of 
  them. During the ensuing massacre, a handful of the 
  slaves managed to escape. Liku dispatched a group of his 
  servants to find and eliminate the hapless gnomes. 
   
  In the meantime, fearing that the escapees might 
  draw attention, Zanzer’s patience evaporated, and he 
  opened the vault. This activated the guardian constructs, 
  and they immediately began to carry out their 
  instructions: “If the vault is ever opened kill all 
  intelligent living things nearby, and then collapse the 
  tunnel and re-close the vault.” Most of those present were 
  quickly slain, however, Zanzer and Liku managed to 
  avoid death.  
   
  While the constructs were wiping out his minions 
  and slaves, Zanzer, Liku, and Zanzer’s three personal 
  guards entered the vault unnoticed. However, all but 
  Liku fell prey to a pit trap where they remain trapped. 
  Liku managed to bypass the trap and retrieve the gem for 
  himself. He slipped past the constructs, leaving Zanzer to 
  his fate, and fled to parts unknown. 
   
  Once all apparent witnesses were killed the 
  constructs began to re-collapse the entrance. Zanzer 
  intended to magically escape the vault once he acquired 
  the gem, but magical wards prevent him from doing so; 
  he is now trapped in the vault. At this point a certain 
  group of PCs arrive. 
   
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are traveling through the Cairn 
  Hills toward the Free City of Greyhawk.  
   
  Encounter 1—The Rescue: A half-dozen fatigued 
  gnome slaves flee towards the PCs calling for aid. 
  Pursuing them are cultists intent on killing them. While 
  ingenious parties may be able to head off combat with a 
  rushed Diplomacy check or something similar, this is 
  probably a combat encounter. 
   
  Encounter 2—The Dig-Site: Every living creature 
  appears to have been killed and the constructs are busily 
  collapsing the tunnel. When they spot the PCs, they 
  attack immediately.  
   
  Encounter 
  3—Searching 
  the 
  Camp: 
  After 
  defeating the guardian construct, the PCs are free to 
  investigate the destroyed camp. They may discover a 
  surviving gnome and goblin. They may also find Zanzer’s 
  tent. If they do, they also likely discover his journal and 
  spellbook in a locked chest. The journal contains notes 
  explaining the situation. If they find Liku’s tent, they 
  encounter his notes on The Silver Star jewelry store inside 
  a trapped chest. 
   
  Encounter 4—The Vault Entrance: The PCs may 
  examine the vault and discern the Flan inscription which 
  gives more detail to the gem’s story and warns against 
  intrusion.  
   
  Encounter 5—The Vault: The vault is a large 
  chamber where the constructs perpetually watch the 
  Chonmok gem. It is warded against dimensional travel, 
  and scrying. The pedestal upon which the gem once 
  rested is now noticeably empty. The pedestal is trapped 
  so that when any living thing comes within 5 ft., trap 
  doors open throughout the room dropping occupants 
  into a sublevel (with locked iron trap doors).  
   
  Encounter 6—The Prisoner: After falling prey to 
  the pedestal trap, Zanzer and his guards were unable to 
  place a grappling hook on the smooth ceiling with the 
  trapdoors closed. They have been unable to break 
  through the trapdoors, either. The PCs have the 
  opportunity to face him if they discover the nature of the 
  trap and reveal the vault’s sublevel. Zanzer is not anxious 
  for a fight, and a role-playing option is probable, but 
  Zanzer has also worked extremely hard for much of his 
  adult life to find and acquire this gem, so his level of 
  obsession makes combat likely if the PCs cannot 
  convince him that they do not have the gem.  
   
  Conclusion: The PCs finally reach Greyhawk, and 
  decide what to do, if anything, with Zanzer and the 
  gnomes. 
   
  INTRODUCTION 
  As you travel toward the Free City of Greyhawk, 
  nexus of much adventure, you pass through the 
  Cairn Hills. While the small communities dotting 
  the way are generally friendly, danger is the 
  inevitable companion of adventure.  
   
  Fortunately, you found a group of likeminded 
  souls who seem reliable. Seeing the wisdom of 
  traveling in numbers, you fell in together and and as 
  you are in the process of pitching camp for the 
  night, you get to know your fellow travelers a little 
  better. 
   
  This is an opportunity for the PCs to introduce 
  themselves. Of course, if the PCs are already familiar with 
  each other introductions are not necessary. The camp is 
  on a gradual hill (DMG 89), but the PCs have a choice of 
  what type of foliage to set camp up in. A sample area map 
  is provided as DM Map 1, however the DM should feel 
  free to accommodate PCs’ desires to set up in a different 
  location – for example if the PCs want to set up within a 
  small copse of trees rather than a clearing. The PCs have 
  the option of setting up camp in a small clearing 
  surrounded by squat trees (no trees or undergrowth), or 
  camping within the trees (DMG 87—typical trees & light 
  undergrowth). 
   
  Trees: Ac 4, hardness 5, 150 hp, Climb DC 15. 
   
  Light Undergrowth: Entering a square with light 
  undergrowth costs 2 squares of movement. Increase the 
  DC of Tumble and Move Silently checks by 2. 
   
  
  COR7-10 The Dark Gem 
   
  Page 5 
  1: THE RESCUE 
  As the PCs are in the process of setting up their camp 
  (deciding watches, deciding whether to cast rope trick, or 
  alarm, and making other preparations) read or paraphrase 
  the following. 
   
  Suddenly, forty feet uphill from your group, a half-
  dozen 
  gnomes 
  come 
  bursting 
  through 
  the 
  undergrowth toward you. They are clearly in a panic 
  and have obvious signs of abuse and exhaustion. 
  Upon their body’s Hope flashes across their 
  desperate faces and they stumble towards you. 
   
  Thirty seconds (5 rounds) behind the gnomes, a clutch of 
  Zanzer’s cult is rapidly approaching. The gnomes 
  immediately warn the PCs of the approaching danger. In 
  a rush, they explain that an evil cult enslaved them,  
  forcing them to excavate a tomb or vault a few miles into 
  the hills. They have managed to escape, but are on the 
  verge of complete exhaustion. They are unable to defend 
  themselves or provide any aid during the (apparently) 
  imminent fight. 
   
  Five rounds after the gnomes appear, Zanzer’s forces 
  burst out of the tree from same direction. Barring some 
  extraordinary action on the PCs’ part, combat ensues. The 
  DM can use his discretion to determine how much of the 
  five rounds the PCs use communicating with the 
  gnomes; the PCs have the remaining time to prepare for 
  the cultists’ onslaught. The exhausted gnomes withdraw 
  past the PCs to a safe distance so that they are not caught 
  up in the ensuing combat. 
   
  All APLs 
   
  �Gnome Miners (6): male gnome warrior 1; hp 2 
  (6); MM 132. 
   
  APL 2 (EL 3) 
   
  �Zanzer Cultists (6): male goblin warrior 1; hp 8 
  each; Appendix 1. 
   
  �Zanzer Adepts (3): male goblin adept 1; hp 7 
  each; Appendix 1. 
   
   
  APL 4 (EL 5) 
   
  �Zanzer Adepts (9): male goblin adept 1; hp 7 
  each; Appendix 1. 
   
  �Cult Enforcer: male ogre; hp 29; MM 199. 
   
  APL 6 (EL 7) 
   
  �Zanzer Adepts (9): male goblin adept 1; hp 7 
  each; Appendix 1. 
   
  �Cult Enforcer: male ogre; hp 29; MM 199. 
   
  �Cult Master: male kobold sorcerer 5; hp 17; DMG 
  124. 
   
  APL 8 (EL 9) 
   
  �Zanzer Adepts (9): male goblin adept 1; hp 7 
  each; Appendix 1. 
   
  �Cult Enforcer: male ogre; hp 29; MM 199. 
   
  �Cult Master: male kobold sorcerer 5; hp 17; D|MG 
  124 
   
  �Cult Brute: male ogre barbarian 4; hp 79; MM 
  199. 
   
  APL 10 (EL 11) 
   
  �Cult Brute (2): male ogre barbarian 4; hp 79; MM 
  199. 
   
  �Cult Savant (2): male ogre mage; hp 37; MM 200. 
   
  APL 12 (EL 13) 
   
  �Cult Savant (3): male ogre mage; hp 37; MM 200. 
   
  �Cult Hunter: male troll hunter; hp 130; MM 247.
   
   
  APL 2-8 Tactics: The adepts use their scrolls of command 
  to send the front line PCs fleeing, allowing the cultists’ 
  melee troops to penetrate to the PCs’ second line; if their 
  command abilities are not needed, their second option is 
  to use their scrolls to heal. If neither of these roles are 
  needed they use their prepared spells in combat; as a final 
  option they engage in combat (preferring their 
  crossbows).  
   
  The warriors and ogres (at APL 4+) balance 
  protecting their spellcasters against opportunities to 
  inflict damage on the PCs (favoring the latter). 
   
  At APL 6 & 8, the cult master has precast mage armor. 
  He uses his scrolls of web to control the combat 
  environment; if he finds himself exposed, he opts for 
  protective measures (invisibility and blur) until he has 
  things under control; once he is comfortable with the 
  situation he uses his offensive spells (flaming sphere, Melf’s 
  acid arrow, magic missile). His familiar is not present. 
   
  APL 10-12 Tactics: At these APLs, the cultists were 
  really just toying with the fleeing gnomes and 
  encountering the PCs is unexpected. 
   
  The savants examine the PCs to discern PCs who 
  likely will have low Will saves (lightly armored, bow 
  wielders, or heavily armored with martial weapons and 
  no holy symbols, and so on.) They immediately use their 
  charm person on such targets and request protection from 
  those who fail their saves. Then, using their invisibility 
  and fly, they maneuver to maximize the impact of their 
  cone of cold. They then assist the brutes or hunter in melee. 
  If the battle looks hopeless, they use gaseous form to flee 
  the scene rather than fight to the death. 
   
  At APL12 the hunter immediately casts his entangle 
  to control the environment; he then engages any PC 
  escaping its effect. The brutes forgo subtlety and engage 
  the PCs directly.  
   
  Treasure: Refer to the Treasure Summary for details on 
  what the PCs find here. 
   
  Development: Once the cultist threat is eliminated, the 
  gnomes explain about Zanzer’s excavation, and how they 
  were kidnapped to do the labor. The gnomes have been 
  on the run for several hours, but with the PCs’ help, they 
  believe they can lead the PCs back to the dig site. The 
  
  COR7-10 The Dark Gem 
   
  Page 6 
  gnomes are pessimistic about any of their comrades 
  surviving the massacre, but still they insist on some sort 
  of rescue effort. Failing rescue, they want the cult 
  brought to justice. Assuming the PCs choose to aid the 
  gnomes, after a few hours of backtracking through the 
  darkness, they come upon the dig site (Encounter 2). 
   
  If the PCs do not help, the gnomes set off in the dark 
  to try and rescue their kinsmen on their own, and the 
  PCs’ adventure ends here. 
   
  2: THE DIG SITE 
  Refer to DM Map 2. Read or paraphrase the following. 
   
  A thirty-foot high cliff has a twenty-foot wide tunnel 
  entrance carved into it. The vegetation has been 
  cleared in a fifty-foot arc around the tunnel 
  entrance.  
   
  A gruesome sight fills the clearing. Twisted 
  bodies are scattered about – most are gnomes, and 
  goblins, but there are a handful of other races, too. 
  Every tent has been collapsed and its contents 
  scattered by the intensity of the melee. From the 
  tunnel 
  entrance 
  the repetitive thumping of 
  something striking earth and stone filters across the 
  death-shrouded scene. Several figures are moving 
  just inside the tunnel opening. 
   
  The guardian construct(s) have annihilated the cult and 
  are now collapsing the tunnel walls. When the statues see 
  the PCs (they have darkvision 60 ft., but no Spot or Listen 
  modifiers) they immediately move to kill the intruders. 
   
  The statues appear as ancient Flan warriors in full 
  battle regalia, although the pigments for their ritual 
  tattoos have long since faded away. 
   
  APL 2 (EL 3) 
   
  �Small Animated Object (3): hardness 2; hp 15 
  each; MM 13. 
   
  APL 4 (EL 5) 
   
  �Medium Animated Object (3): hardness 4; hp 31 
  each; MM 13. 
   
  APL 6 (EL 7) 
   
  �Large Animated Object (4): hardness 6; hp 52 
  each; MM 14. 
   
  APL 8 (EL 9) 
   
  �Huge Animated Object (4): hardness 8; hp 84 
  each; MM 14. 
   
  APL 10 (EL 11) 
   
  �Stone Golem (1): hp 107; MM 136. 
   
  APL 12 (EL 13) 
   
  �Stone Golem (2): hp 107 each; MM 136. 
   
  Tactics: The statue(s) mindlessly attack(s) the nearest 
  living thing. At APLs 10 and 12, the stone golem(s) use 
  their slow ability as often as possible, preferring to cast it 
  on their immediate opponent. 
   
  CAMPSITE FEATURES 
  The campsite is a mess. All the tents have collapsed in the 
  melee between the cultists and the tomb guardians. 
  Additionally, the excavations have created several large 
  piles of rubble. 
   
  The campsite has the following features: 
   
  Collapsed 
  Tents: 
  Collapsed 
  tents 
  hamper 
  movement. Entering such squares costs 2 squares of 
  movement, increases the DC of Balance and Tumble 
  checks by 5, and increases the DC of Move Silently 
  checks by 2. 
   
  Dense Rubble: In some places, the rubble has been 
  piled high up. Entering such squares costs 2 squares of 
  movement, increases the DC of Balance and Tumble 
  checks by 5, and increases the DC of Move Silently 
  checks by 2. While on the rubble piles, creatures gain a 
  +1 bonus on melee attacks against those below them. 
   
  Light Rubble: In these areas, the DC of Tumble and 
  Balance checks increase by 2. 
   
  Trees: Several small oaks (Ac 4, hardness 5, 150 hp, 
  Climb DC 15).dot the campsite. 
   
  Development: Once the PCs deal with the statues, they 
  can search the remains of the camp (Encounter 3) or 
  move through the tunnel to the vault (Encounter 4). 
   
  3: SEARCHING THE CAMP 
  Searching the ruined camp (which is also the site of the 
  massacre) could reveal several pieces of information. 
   
  EXAMINING THE BODIES 
  Two DC 15 Heal checks reveal one goblin and one 
  gnome unconscious, but stable (at-7 and -8 hp, 
  respectively). 
   
  Gingliblix the Goblin: The goblin is terrified and 
  wants only to flee. He is quite traumatized by the 
  preceding events, and was not very brave before seeing 
  his group wiped out. He tries to convince the PCs that he 
  is harmless and begs for mercy. If coerced (by Bluff, 
  Diplomacy, Intimidation, charm person, bribery, or some 
  other means) into relating the tales of the previous 
  events, he recounts (while being harassed by any 
  conscious gnome survivors) how the massacre of the 
  gnomes went great except for the six who escaped into 
  the night.  
   
  Everyone was having a wonderful time, when 
  suddenly stone statues stormed out of the tunnel and 
  killed everyone! The goblin saw neither Zanzer nor Liku 
  prior to being slammed into unconsciousness. If 
  sufficiently coerced or persuaded, the goblin can 
  considerably aid the PCs with regards to the layout of the 
  (now) demolished camp (giving a +6 circumstance 
  
  COR7-10 The Dark Gem 
   
  Page 7 
  modifier to the Search check below to locate the remains 
  of Zanzer’s and Liku’s tents). 
   
  The goblin can describe Zanzer as a typical wizard-
  type human who keeps his nose in books most of the 
  time. Liku is human, but has something special about 
  him that the goblin doesn’t quite recognize. 
   
  Gilly the Gnome: Confirm all that his fleeing 
  kindred explained in Encounter 1. He is not sure about 
  the statues. He was unconscious by the time they 
  attacked. Of course, his take on the cult’s slaughter of the 
  gnomes is from the other perspective, and while the 
  goblin is relating his story, the gnome tries to muster the 
  strength to smack him, but really doesn’t have the energy 
  to accomplish the task. He (like the fleeing gnomes from 
  Encounter 1) is emotionally stricken at the death of his 
  fellows, and tremendously worried about finding a new 
  home. Gilly is suffering from post-traumatic stress, but if 
  the PCs insist he elaborates on the massacre. However, 
  recounting the episode is painful (but he he does so 
  without 
  requiring 
  any 
  skill 
  checks 
  or 
  magical 
  inducement). He can relate that Liku was the one 
  directing the action, while Zanzer’s focus appeared to be 
  on the mysterious vault. 
   
  He can describe Zanzer as a typical absent-minded 
  wizard type. Liku at first look appears human, but once 
  Gilly spent some time up close, there was definitely 
  something non-human about him. 
   
  SEARCHING THE CAMP 
  The camp is in such disarray that it requires a minimum 
  of twenty minutes searching to organize the debris into 
  anything useful. Such organization allows a single Search 
  check. For every five minutes beyond the twenty-minute 
  minimum, the PCs receive a +2 circumstance modifier to 
  the check. (For example, if the PCs indicate they search 
  for 40 minutes, they receive a +8 circumstance modifier 
  to the Search check). Also, note that if the goblin survivor 
  is coerced into aiding the search, he provides a +6 
  additional circumstance modifier. The following results 
  are cumulative. 
   
  DC 18: The PCs locate Zanzer’s tent. (See Zanzer’s 
  Tent, below.) 
   
  DC 22: The PCs locate Liku’s tent. (See Liku’s Tent 
  below.) 
   
  DC 26: The PCs locate the remnants of a used magic 
  scroll. A DC 20 Spellcraft or Knowledge (arcana) check 
  reveal it to be an arcane scroll; a DC 25 Spellcraft or 
  Knowledge (arcana) check identify the residual evidence 
  as that typically left by an evocation spell. A DC 30 
  Spellcraft or Knowledge (arcana) identifies it as a used 
  scroll of sending. 
   
  ZANZER’S TENT  
  Within the remains of Zanzer’s tent is a large chest 
  (hardness 5, hp 10, Break DC 18; Open Lock DC 25).  
   
  It contains many books – several marked as property 
  of the Greyhawk Library. It also contains a journal with 
  entries from the previous several years. With normal 
  reading, it takes approximately six hours to read through 
  the journals with enough detail to assemble the data 
  summarized in Player Handout 1. (The PCs may have 
  means to speed up this time.) Returning these books 
  earns the PCs the Favor of the Great Library AR entry. 
   
  The chest also contains Zanzer’s spellbook (see 
  Treasure Summary for details). 
   
  LIKU’S TENT 
  Within the remains of Liku’s tent is a small trapped and 
  locked reinforced chest (hardness 7; hp 15; AC 5; Break 
  DC 22; Open Lock DC 25) protected by an acid gas trap.  
   
  �Acid Gas Trap: CR 1; mechanical; touch trigger 
  (opening reinforced chest trigger); manual reset; 5 ft acid 
  gas (2d6 acid, DC 20 Fort save for half); Search DC 20; 
  Disable Device DC 20. 
   
  The chest contains 360 gp and a roster detailing the (now 
  dead) cult members and notes about the abilities of each 
  member; most were goblins, but there were some other 
  humanoid and giant races in the cult as well as a 
  hobgoblin druid; there are a total of sixty-three cult 
  members on the roster. It also has a note about the Silver 
  Star jewelry shop in the Artisan district of the Free City 
  of Greyhawk, and details some items of interest that may 
  be purchased there (as listed on the AR for the 
  appropriate APL). At various points in the records, notes 
  are made in Infernal. 
   
  If the acid gas trap is set off, the residue from the 
  acid gas destroys the documents in 1 minute (10 rounds) 
  unless the PCs take immediate action (copying the 
  documents, using prestidigitation to clean the residue from 
  the documents, or some other tactic). If the documents 
  are preserved, the PCs gain access to the items on the AR 
  marked as sold by the Silver Star. If the documents are 
  destroyed, the DM should score through those items on 
  the AR unless the PCs discover the items through an 
  alternate means (such as through talking with Zanzer). 
   
  Treasure: Refer to the Treasure Summary for details on 
  what the PCs find here. 
   
  Development: If the PCs have not entered the tunnel 
  (Encounter 4), that is really the only option left for them. 
   
  4: THE VAULT ENTRANCE 
  Once the animated statues are dealt with, the PCs can 
  proceed through the carnage littering the tunnel to the 
  vault entrance unhindered. Upon arriving read or 
  paraphrase the following. 
   
  The tunnel, (littered with the lifeless bodies of 
  gnomes and goblins), ends at two massive iron 
  doors, each seven and a half feet across, which stand 
  wide open. The massive lock on the doors appears 
  undamaged. Beyond the doors is a large iron-floored 
  vault. At the rear of the vault is a raised plinth atop 
  which stands an empty, but well made, pedestal 
  
  COR7-10 The Dark Gem 
   
  Page 8 
  about the right size to support a small piece of 
  jewelry. 
   
  Refer to DM Map 3. 
   
  Note that the description above includes that of The 
  Vault (Encounter 5). 
   
  The vault lock has not been forced. A DC 30 Open 
  Lock DC opens or closes the lock. 
   
  Because the doors are open, the inscription on the 
  other side is not immediately visible. If the PCs 
  maneuver the doors so that their rears are visible, they 
  find an ancient Flan message carved into them. If players 
  have a method of reading the inscription (someone 
  speaks Flan or has comprehend languages available), give 
  the players Player Handout 2. In such case, a DC 28 
  Knowledge (history), Knowledge (nobility and royalty), 
  bardic knowledge check, or some other similar ability 
  identifies Xald as an obscure arcane spellcaster from 
  distant Flan history. Legend says he was quite powerful. 
    
  Development: When the PCs enter the vault, proceed to 
  Encounter 5. 
   
  5: THE VAULT 
  Refer to Encounter 4 for a description of this area and 
  DM Map 2. 
   
  The floor of the vault is actually a grid of 5 ft. 
  squares, each of which is an iron trapdoor. These iron 
  trapdoors form part of a trap designed to deny access to 
  the pedestal. Refer to the Trap section below for more 
  information.  
   
  When Zanzer approached the gem, it triggered the 
  trap, and Zanzer and his three guards fell. Liku, however, 
  made his Reflex save. He then took the gem. Using his 
  high Move Silently and Hide skills, he slipped past the 
  ongoing massacre and is now beyond the scope of this 
  adventure. Someday, however, the PCs may catch up 
  with him. 
   
  TRAP! 
  If any PC stands on the floor within 5 ft. of the pedestal 
  he triggers a trap. When this happens all the trapdoors 
  open dumping all those who fail their Reflex saves into 
  the sublevel below. 
   
  �Dump into Sublevel Trap: CR 1; mechanical; 
  location trigger (within 5 ft. of pedestal); automatic reset 
  (2 rounds); DC 15 Reflex avoids; pre-locating support 
  beam bypass (DC 25 Search); 20 ft. fall to sublevel (2d6 
  falling); multiple targets; Search DC 20; Disable Device 
  DC 20. 
   
  A successful Reflex save indicates (as appropriate) 
  either a dive back out of the room, or successfully 
  jumping onto one of the grillwork beams that support 
  the trapdoor mechanisms. Moving along these beams 
  requires a DC 15 Balance check.  
   
  When the trapdoors are open, PCs can jump from 
  one beam to the next, if they desire. This requires a DC 10 
  Jump check. Failure by less than 5 indicates that the PCs 
  almost made it and can make a DC 15 Reflex save to grab 
  the beam. (The PCs must then take a move action and 
  make a DC 15 Climb check to pull themselves up onto 
  the beam). Failing the initial Jump check by more than 5 
  indicates that the PC falls into the sublevel. A PC 
  hanging onto a beam when the trapdoor shuts take 2d6 
  points of damage and is pinned in place. Winning an 
  opposed grapple check (the trap‘s bonus is equal to the 
  APL +2) frees the character. 
   
  Once activated, the trapdoors stay open for one 
  round before closing. On the following round, they reset 
  and can be triggered in subsequent rounds. 
   
  PCs trying to free trapped comrades can try and hack 
  through the iron trapdoors (AC 3; hardness 10; hp 60; 
  Break DC 28) but without an adamantine weapon, this 
  could prove difficult. 
   
  VAULT FEATURES 
  The vault has the following features: 
   
  Raised Dais: While on the dais, creatures gain a +1 
  bonus on melee attacks against those below them. 
   
  Pedestal: The pedestal (AC 4, hardness 8, hp 250) is 
  5 ft. high and unadorned. Dust shrouds its surface except 
  for an impression the shape and size of a large gem. 
  Characters in the same square as the pedestal gain a +2 
  cover bonus to Armor Class and a +1 cover bonus on 
  Reflex saves. 
   
  Wards: The vault is warded so that no means of 
  scrying is possible into either the vault or its sublevel; 
  this is an effect similar to Mordenkainen's private sanctum  
  A DC 25 Spellcraft check identifies it as such, if the PCs 
  observes it in some way. The effect does not prevent 
  direct visual inspection. Further, no form of dimensional 
  travel is possible into or out of the vault, and even 
  dimensional spells above 4th-level are blocked inside the 
  vault; a DC28 Spellcraft check will identify this as a 
  dimensional lock effect that has become weakened or 
  flawed if observed in some way. Any construct which 
  remains motionless inside the vault for 24 hrs will be 
  repaired 2 pts of damage by a permanent weak 
  Transmutation magical effect similar to repair minor 
  damage. The permanency of the effects was powered by 
  the presence of the Chonmok gem, and now that it is 
  removed, the effects will fade over the coming days so 
  that eventually the vault will be merely a large iron box. 
  However, currently the effects are still at full power. 
   
  Development: Zanzer and his guards used potions of 
  cure light wounds to heal their falling damage. They tried a 
  combination of Jump checks and attacks to break 
  through the iron trapdoors, but could not penetrate 
  them. Once the PCs enter the vault have them make 
  Listen checks every round until they hear the PCs. 
  Zanzer and his guards are unsure who the PCs are, so 
  Zanzer casts his shield (DC 22 Listen check to hear the 
  spellcasting), and his guards use their short duration 
  potions (if they have any). They then call for help. If the 
  PCs opt to respond by opening a trap door, move to 
  Encounter 6. 
  
  COR7-10 The Dark Gem 
   
  Page 9 
   
  6: THE PRISONERS 
  If the PCs open a trapdoor, read or paraphrase the 
  following. 
   
  Twenty feet beneath the trapdoor is a sublevel with 
  the same dimensions as the vault. Four humans 
  look up in anticipation. 
   
  This is Zanzer and his three personal guards. None detect 
  as evil. 
   
  APL 2 (EL 4) 
   
  �Zanzer: male human wizard 3; hp 18; Appendix 1 
   
  �Guard (3): male human warrior 1; hp 7 each; 
  Appendix 1 
   
  APL 4 (EL 6) 
   
  �Zanzer: male human wizard 5; hp 27; Appendix 1 
   
  �Guard (3): male human barbarian 1; hp 18 each; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  �Zanzer: male human wizard 7; hp 36; Appendix 1 
   
  �Guard (3): male human barbarian 1/fighter 2; hp 
  35 each; Appendix 1 
   
  APL 8 (EL 10) 
   
  �Zanzer: male human wizard 9; hp 45; Appendix 1 
   
  �Guard (3): male human barbarian 1/fighter 4; hp 
  54 each; Appendix 1 
   
  APL 10 (EL 12) 
   
  �Zanzer: male human wizard 11; hp 54; Appendix 
  1 
   
  �Guard (3): male human barbarian 1/fighter 6; hp 
  69 each; Appendix 1 
   
  APL 12 (EL 14) 
   
  �Zanzer: male human wizard 13; hp 63; Appendix 
  1 
   
  �Guard (3): male human barbarian 1/fighter 8; hp 
  95 each; Appendix 1.  
   
  Tactics: Considering his current position, Zanzer is not 
  anxious to engage in combat. His first task is to get the 
  PCs to help him out of the sublevel or at the least allow 
  his guards to place a rope and grappling hook and for 
  them to climb out. 
   
  Important Note: Because of the weakened 
  dimensional lock affect, no conjuration (teleportation) 
  spells above 3rd-level work within the vault. Zanzer is 
  able to use his wand of baleful transposition, and PCs can 
  use similar low-level spells, but dimension door and teleport 
  do not work inside the vault. 
   
  Zanzer Trapped: If combat does break out while 
  Zanzer and his men are trapped in the sublevel, he first 
  tries using his wand of baleful transposition to switch 
  himself with a PC while his guards use their smokesticks 
  to conceal themselves. Zanzer then tries to bargain with 
  the PCs, using the one trapped below as a hostage. If the 
  PCs continue to attack, the guards kill the PC trapped 
  below, while Zanzer uses his others spells and wand to 
  defend himself, hinder the PCs, and exchange more of 
  them for his guards as seems best. If the baleful 
  transposition fails, he attempts to hold the PCs back long 
  enough with his spells and scrolls to allow his guards to 
  place a grappling hook (DC 12 Use Rope check [PH 87]; 
  the guard’s stat blocks include the circumstance modifier 
  for using a silk rope [PH 127]) attached to a silk rope (hp 
  4, DC 24 Strength check to burst). Once the rope is 
  secured, the guards exit the sublevel (DC 5 Climb check 
  [PH 69]; the guards take the -5 penalty for accelerated 
  climbing). Then while the guards engage the PCs, Zanzer 
  climbs out and joins the fray. Zanzer fights as long as he 
  feels the combat is going his way.  
   
  If it looks like he will lose, Zanzer flees the vault 
  (where he’s figured out interdimensional travel won’t 
  work) and activates his scroll of teleport with as many of his 
  guards as he can take with him. He returns to his quarters 
  in the City of Greyhawk (where he has a copy of his 
  spellbook) and once he figures out that the PCs don’t 
  have the gem (which takes less than a day) he begins 
  searching for Liku. 
   
  Combat in the Vault: Zanzer uses his scrolls and 
  spells to control the tactical environment using his 
  guards as a front line. Zanzer fights as long as he feels the 
  combat is going his way. If it looks like he will lose, he 
  flees the vault (where interdemensional travel won’t 
  work) and activates his scroll of teleport taking as many of 
  his guards as he can take with him. He returns to his 
  quarters in the City of Greyhawk (where he has a copy of 
  his spellbook) and once he figures out that the PCs don’t 
  have the gem (less than a day) he begins searching for 
  Liku. 
   
  TALKING WITH ZANZER 
  Zanzer freely admits that he came to retrieve the Dark 
  Gem. If pressed on motives, he truthfully states that it is 
  just something in which he is extremely interested. 
  Zanzer is under a compulsion effect which detects and 
  behaves in all manners as a geas (CL 19), an enchantment 
  (compulsion) [mind-affecting] effect similar to modify 
  memory (caster level 19), and a charm affect similar to a 
  charm person but with a much longer duration (years) 
  (caster level 19). (Note that per PH 81, a DC 25 Sense 
  Motive check detects that Zanzer is under enchantment 
  effects even though he does not realize it himself.) 
   
  Zanzer’s research has uncovered the information 
  related in the Adventure Background, and he shares it if 
  the PCs do not present themselves as authority figures. If 
  the PCs indicate they are authority figures (members of 
  militia, law enforcement, and other such organizations), 
  the geas prevents him from relating any of the 
  information he has accumulated about the Dark Gem 
  even if his disposition is helpful. If he is somehow forced 
  
  COR7-10 The Dark Gem 
   
  Page 10 
  to relate such information to the PCs (dominate person or 
  some other tactic on the PCs’ part), he immediately take 
  3d6 of damage and recognize a queasiness that has 
  preceded the geas’s sickening affect on previous days 
  when he took actions counter to the geas. 
   
  The PCs may have some specific questions for 
  Zanzer: 
   
  On the Massacre: He explains that it was Liku’s 
  affair, and that he had to defer to Liku in matters such as 
  those. Perhaps he could have stopped the massacre, but 
  such action would have jeopardized his priority – 
  retrieving the Dark Gem – and he couldn’t risk it. He 
  doesn’t really have a lot of remorse about it; Liku’s aid was 
  a necessity that he had to bear in order to pursue that 
  gem, and he came to terms with that decision long ago. 
   
  On Liku: Liku was a rogue of some skill. He 
  managed to evade the trap that sent Zanzer and his 
  guards into the sublevel, but Zanzer assumes that the 
  constructs must have killed him. Liku wasn’t a combat 
  specialist, but had a definite knack with people. Zanzer 
  determined Liku had some sort of outsider heritage - 
  probably a tiefling. 
   
  On the Halfling Cook: Zanzer has a fondness of 
  the halfling cook that is clearly not normal. He does 
  everything in his power to convince the PCs that the 
  halfling is a person of good character. If pressed for 
  details about the cook, he can supply only vague 
  information – hairfoot halfling, very good soups, very 
  noble and decent fellow. Zanzer can “almost” remember 
  the cook’s name, but can’t quite recall it (or any other 
  specific details). If confronted about the oddity of this 
  situation, he rationalizes it in various ways – the stress of 
  the search, the distraction of the trap they encountered, 
  and so on. 
   
  If the charm person and modify memory are 
  somehow removed: Zanzer is shocked by the sudden 
  memories of the cook. He was, in fact, quite sneaky, and 
  had a penchant for cruel humor. Zanzer is quite certain 
  that the halfling never told him his name and that his 
  soups were actually quite foul tasting, but after the first 
  bowl, Zanzer was compelled to have one each day for 
  lunch.  
   
  Zanzer realizes that he is under the compulsion of a 
  geas to find the gem and notify the halfling through a 
  sending (which does not require Zanzer to know the 
  halfling’s name), although he is sure that he didn’t accept 
  such a geas voluntarily. He quickly realizes that it must 
  have been some sort of elixir contained in the soups. 
   
  If the geas is not removed, Zanzer has to continue his 
  pursuit of the gem. 
   
  On the used scroll of sending: He truthfully 
  admits that he notified a friend and ally that he had 
  found the Dark Gem. If pressed on the details of the 
  friend, he can relate little more than it is a halfling cook 
  who makes exquisite soups (see “On the Halfling Cook”). 
  He has never questioned why he knows so little about an 
  ally he feels so strongly about, and finds nothing out of 
  the ordinary about the fact that he knows so little about 
  the halfling. 
   
  On the legend of the Dark Gem: Zanzer is not sure 
  where he originally learned the legend of the Dark Gem. 
  He remembers discussing it with the halfling, but cannot 
  remember if it was the halfling who first pointed him in 
  the legend’s direction, or if he already knew about it. 
   
  If Zanzer becomes convinced that the PCs will 
  not help him voluntarily to leave the sublevel: He 
  attempts to charm one or two of the PCs using his scrolls 
  of charm person. See the Tactics section for more details 
   
  If Zanzer peacefully exits the sublevel: He 
  immediately begins searching for the Dark Gem. Once 
  he realizes that it is gone, he interrogates the PCs as to its 
  whereabouts. At that point, he is hostile (PH 72) and very 
  aggressive towards the PCs (but not necessarily violent). 
  If the PCs can convince him that they have not acquired 
  the gem, he becomes indifferent. If after a reasonable 
  amount of time Zanzer still suspects the PCs have 
  acquired the gem and are refusing to turn it over, he 
  attacks them. While not evil, his guards are completely 
  loyal to him and follow his directions without question, 
  even to the point of attacking the PCs. 
   
   
  Treasure: Refer to the Treasure Summary for details on 
  what the PCs find here. 
   
  Development: If the PCs are able to direct Zanzer’s 
  suspicion towards Liku, Zanzer becomes helpful (PH 72) 
  and tries to enlist the PCs in finding Liku. He offers the 
  PCs gold (see below) to help him find Liku as well as the 
  information about the Silver Star jewelry store (if the PCs 
  don’t know about it already) and access to his spellbook 
  (The PCs get the Favor of Zanzer AR item). The reward 
  varies depending on the APL: APL 2 = 300 gp each; APL4 
  = 500 gp each; APL 6 = 500 gp each; APL 8 = 500 gp each; 
  APL10 = 1,300 gp each; APL12 = 2,600 gp each.  
   
  Now that Zanzer has found the location of the Dark 
  Gem, he has no further need of the tomes from the Great 
  Library, and if peacefully disposed to the PCs, allow them 
  to return them if desired. 
   
  If 
  Zanzer 
  Overcomes 
  the 
  PCs: 
  Zanzer’s 
  compulsion is too strong for him to resist for very long. 
  Once he has searched the PCs and determined that they 
  do not have the Dark Gem he pursues Liku as quickly as 
  possible. Zanzer is not a pillager, and does not actively 
  loot the bodies of unconscious or dead PCs, however, if 
  the PCs were particularly provocative in some fashion, at 
  the DM’s discretion, Zanzer may impose what he 
  considers an appropriate “fine” based on his ability to cast 
  detect magic on an incapacitated PC’s gear. 
   
  The rescued gnomes have developed a sense of 
  obligation towards the PCs and if the entire party is 
  unconscious and/or dead when Zanzer leaves, the 
  gnomes retrieve them from the vault. 
   
  Development: Move to the appropriate conclusion. 
   
   
  
  COR7-10 The Dark Gem 
   
  Page 11 
  CONCLUSION 
  Read or paraphrase each of the following which apply to 
  the PCs (several may apply).  
   
  CONCLUSION A 
  If the PCs aid Zanzer to find Liku, read the following: 
   
  You and Zanzer’s party return to the City of 
  Greyhawk 
  without 
  further 
  incident. 
  Zanzer’s 
  demeanor is a mixture of relief at freeing himself 
  from the nefarious crowd he had fallen in with, and 
  an unhealthy obsession with retrieving the gem. 
  Several days of discrete investigation reveals that 
  Liku did return to Greyhawk briefly, but has 
  departed for parts unknown. When Zanzer pays you 
  the reward he promised, he informs you that he ran 
  into the halfling cook, and mentioned the help you 
  have been; Zanzer relates that the halfling took 
  considerable interest in what Zanzer could tell him 
  about you.  
   
  Unsatisfied with letting the gem slip away, 
  Zanzer is adamant that he must find Liku, and 
  adopts the same obsessive quality about finding his 
  former ally as he has demonstrated in finding the 
  gem. But that is his burden to bear, not yours. Still 
  he hopes that you will keep an eye out for Liku and 
  notify him if you have information. In return, 
  anytime your paths cross, he will assist you as he 
  can.  
   
  The PCs receive the following AR items: 
  • 
  Favor of Zanzer 
  • 
  Attention of the Halfling Cook 
   
  CONCLUSION B 
  If Zanzer escaped, read the following: 
   
  Word reaches you that Zanzer circulated among the 
  various adventuring haunts of the Free City of 
  Greyhawk inquiring about a rogue named Liku, and 
  then disappeared from the city to parts unknown. 
   
  Additionally, acquaintances of yours inform you 
  that a curious halfling has discretely inquired about 
  you.  
   
  The PCs receive the following AR items: 
  • 
  Enmity of the Halfling Cook 
   
  CONCLUSION C 
  If the PCs captured Zanzer and turned him in to 
  authorities, read the following: 
   
  Word filters to you that the obsessive wizard died 
  after several days in custody. While the precise cause 
  of death is not known, the rumor is that he was 
  under a strong compulsion spell, and when he was 
  unable to pursue the gem, fell mortally ill. 
   
  Additionally, acquaintances of yours inform you 
  that a curious halfling has discretely inquired about 
  you.  
   
  The PCs receive the following AR items: 
  • 
  Enmity of the Halfling Cook 
   
  CONCLUSION D 
  If the PCs killed Zanzer, read the following: 
   
  As word of your rescue of the gnomes and victory 
  over 
  Zanzer 
  circulates 
  among 
  Greyhawk’s 
  adventuring haunts, word gets back to you that a 
  curious halfling has discreetly inquired about you in 
  several such establishments. 
   
  The PCs receive the following AR items: 
  • 
  Enmity of the Halfling Cook 
   
  CONCLUSION E 
  If the PCs return the books to the Greyhawk’s Great 
  Library: 
   
  The librarians are enthusiastic and thankful for the 
  return of the tomes which they had discounted as 
  lost forever. While the librarians have no funds for 
  cash rewards, they assure you that you will be always 
  welcome to browse their reservoir of knowledge.  
   
  The PCs receive the following AR items: 
  • 
  Favor of the Greyhawk Library 
   
  CONCLUSION F 
  If the PCs obtain knowledge of the Silver Star jewelry 
  shop via Zanzer or Liku’s notes: 
   
  Though not a prominent feature in the Artisan 
  District, the directions to the Silver Star are 
  thorough enough for you to find the shop with little 
  delay. True to the indications, it does have items 
  that are wondrous and useful.  
   
  The PCs receive the following AR items: 
  • 
  Notes on the Silver Star 
   
  CONCLUSION G 
  If the PCs successfully rescued the escaping gnomes in 
  Encounter 1 and accompanied them to the dig site: 
   
  The rescued gnomes, though impoverished, are 
  tremendously grateful and impressed by your heroic 
  deeds on their behalf. Word of your deeds spreads 
  quickly through the gnomish enclaves throughout 
  the Cairn Hills as the refugees find new homes. 
  Within a few days a group of gnome leaders finds 
  
  COR7-10 The Dark Gem 
   
  Page 12 
  you, and gratefully invite you to form a closer bond 
  with their communities. 
   
  The PCs receive the following AR items: 
  • 
  Invitation to become Stoneblessed (gnome) 
  
  COR7-10 The Dark Gem 
   
  Page 13 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Rescue 
  Ended the Cultists’ threat to the fleeing gnomes 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  2: The Dig Site 
  Ended the animated statue threat. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  3: Searching the Camp 
  Overcome Liku’s trapped chest 
  All APLs  
  30 XP 
   
  5: The Vault 
  Overcome the trapped pedestal 
  All APLs  
  30 XP 
   
  6: The Prisoner 
  Eliminated Zanzer as a threat through negotiation or 
  combat 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Uncovered the history of the Dark Gem 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
   
  Discovered the halfling cook’s involvement 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
   
  Discover that Liku has the Dark Gem 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10 
  90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
  
  COR7-10 The Dark Gem 
   
  Page 14 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: The Rescue 
   
  APL 2: Loot 50 gp; Magic 24 gp; 3 scrolls of command 
  (2 gp each); 9 scrolls of cure light wounds (2 gp each); Total 
  74 gp. 
   
  APL 4: Loot 27; Magic 72 gp; 9 scrolls of command (2 
  gp each); 27 scrolls of cure light wounds (2 gp each); Total 99 
  gp. 
   
  APL 6: Loot 77; Magic 339 gp; bracers of armor +1 (83 
  gp); potion of blur (25 gp); potion of cure moderate wounds (25 
  gp); potion of haste (62 gp); 9 scrolls of command (2 gp each); 
  2 scrolls of invisibility (12 gp each); 2 scrolls of Melf’s acid 
  arrow (12 gp each); 2 scrolls of web (12 gp each); 27 potions of 
  cure light wounds (2 gp each); Total 416 gp. 
   
  APL 8: Loot 77; Magic 795 gp; bracers of armor +1 (83 
  gp); +1 greatclub (192 gp); +1 hide armor (97 gp); potion of 
  blur (25 gp); potion of cure moderate wounds (25 gp); potion of 
  haste (62 gp); ring of protection +1 (167 gp); 9 scroll of 
  command (2 gp each); 2 scroll of invisibility (12 gp each); 2 
  scroll of Melf’s acid arrow (12 gp each); 2 scroll of web (12 gp 
  each); 27 scroll of cure light wounds (2 gp each); ; Total 872 
  gp. 
   
  APL 10: Loot 83; Magic 912 gp; 2 +1 greatclub (192 gp 
  each); 2 +1 hide armor (97 gp each); 2 ring of protection +1 
  (167 gp each); Total 995 gp. 
   
  APL 12: Loot 423; Magic 298 gp; +1 battleaxe +1 (194 
  gp each); +1 chain shirt (104 gp each); Total 721 gp. 
   
  3: Searching the Camp 
   
  APL 2: Coin 60 gp; Loot 83 gp (Zanzer’s spellbook); 
  Total 143 gp. 
   
  APL 4: Coin 60 gp; Loot 125 gp (Zanzer’s spellbook); 
  Total 185 gp. 
   
  APL 6: Coin 60 gp; Loot 183 gp (Zanzer’s Spellbook); 
  Total 243 gp. 
   
  APL 8: Coin 60 gp; Loot 258 gp (Zanzer’s Spellbook); 
  Total 318 gp. 
   
  APL 10: Coin 60 gp; Loot 350 gp (Zanzer’s 
  Spellbook); Total 410 gp. 
   
  APL 12: Coin 60 gp; Loot 450 gp (Zanzer’s 
  Spellbook); Total 510 gp. 
   
  6: The Prisoner 
   
  6: The Prisoner 
   
  APL 2: Loot 121 gp; Magic 162 gp; wand of baleful 
  transposition – 10 charges (75 gp), potion of vigor (62 gp), 
  potion of invisibility (25 gp); Total 283 gp. 
   
  APL 4: Loot 189 gp; Magic 348 gp; wand of baleful 
  transposition – 10 charges (75 gp), potion of vigor (62 gp), 2 
  potion of invisibility (25 gp each), artificer’s monocle (125 gp), 
  6 potion of cure light wounds (4 gp each), 3 oil of magic 
  weapon (4 gp each); Total 537 gp 
   
  APL 6: Loot 102 gp; Magic 1,083 gp; wand of baleful 
  transposition – 10 charges (75 gp), potion of vigor (62 gp), 2 
  potion of invisibility (25 gp each), artificer’s monocle (125 gp), 
  6 potion of cure light wounds (4 gp each), 3 oil of magic 
  weapon (4 gp each), amulet of natural armor +1 (166 gp), 
  bracers of armor +1 (83 gp), 3 +1 breastplate (112 gp each), 3 
  potion of barkskin +2 (25 gp each), 3 potion of shield of faith 
  +3 (25 gp each); Total 1,185 gp. 
   
  APL 8: Loot 102 gp; Magic 1,925 gp; wand of baleful 
  transposition – 10 charges (75 gp), four potion of vigor (62 gp 
  each), 2 potion of invisibility (25 gp each), artificer’s monocle 
  (125), 6 potion of cure light wounds (4 gp each), 3 oil of magic 
  weapon (4 gp each), amulet of natural armor +1 (166 gp), 
  bracers of armor +1 (83 gp), 3 +1 breastplate (112 gp), 3 potion 
  of barkskin +2 (25 each), 3 potion of shield of faith +3 (25 
  each), Heward’s handy haversack (166 gp), infinite spellcase 
  (233 gp), 3 cloak of resistance +1 (83 gp each); Total 2,027 gp. 
   
  APL 10: Loot 15 gp; Magic 2,985 gp; wand of baleful 
  transposition – 10 charges (75 gp), 4 potion of vigor (62 gp 
  each), 2 potion of invisibility (25 gp each), artificer’s monocle 
  (125), 9 potion of cure light wounds (4 gp each), amulet of 
  natural armor +1 (166 gp), bracers of armor +2 (333 gp), 3 +1 
  breastplate (112 gp each), 3 potion of barkskin +2 (25 each), 3 
  potion of shield of faith +3 (25 gp each), Heward’s handy 
  haversack (166 gp), infinite spellcase (233 gp), 3 cloak of 
  resistance +1 (83 gp each), headband of intellect +2 (333 gp), 3 
  +1 greatsword (195 gp each); Total 3,000 gp. 
   
  APL 12: Loot 15 gp; Magic 5,625 gp; wand of baleful 
  transposition – 10 charges (75 gp), 4 potion of vigor (62 gp 
  each), 2 potion of invisibility (25 gp each), artificer’s monocle 
  (125), 9 potion of cure light wounds (4 gp each), amulet of 
  natural armor +2 (666 gp), bracers of armor +2 (333 gp), 3 +1 
  breastplate (112 gp each), 3 potion of barkskin +2 (25 each), 3 
  potion of shield of faith +3 (25 each), Heward’s handy 
  haversack (166 gp), infinite spellcase (233 gp), 3 cloak of 
  resistance +1 (83 gp each), headband of intellect +2 (333 gp), 3 
  +1 greatsword (195 gp each), ring of protection +2 (666 gp), 3 
  gauntlets of ogre power (333 gp each), 3 bear helm (125 gp 
  each); Total 5,640 gp. 
   
  Conclusion 
   
  APL2: Coin 300 gp. 
   
  APL4: Coin 500 gp. 
   
  APL6: Coin 500 gp. 
   
  APL8: Coin 500 gp. 
   
  APL10: Coin 1,300 gp. 
   
  APL12: Coin 2,600 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 517 gp (peaceful result with Zanzer) or 500 
  gp (killed and looted Zanzer). 
   
  APL 4: 784 gp (peaceful result with Zanzer) or 821 
  gp (killed and looted Zanzer). 
   
  APL 6: 1,159 gp (peaceful result with Zanzer) or 
  1,844 gp (killed and looted Zanzer). 
  
  COR7-10 The Dark Gem 
   
  Page 15 
   
  APL 8: 1,690 gp (peaceful result with Zanzer) or 
  3,217 gp (killed and looted Zanzer). 
   
  APL 10: 2,705 gp (peaceful result with Zanzer) or 
  4,405 gp (killed and looted Zanzer). 
   
  APL 12: 3,881 gp (peaceful result with Zanzer) or 
  6,921 gp (killed and looted Zanzer). 
   
  ADVENTURE RECORD ITEMS 
  �Favor of the Greyhawk Library: When in the 
  Domain of Greyhawk, you may spend half a day 
  researching a specific subject in the Great Library. Doing 
  so, grants you a +4 circumstance bonus on your 
  subsequent skill check. 
   
  �Favor of Zanzer: Following any Core adventure set in 
  the Domain of Greyhawk, you may copy spells from 
  Zanzer’s spellbook as if Zanzer were a member of your 
  party.  
   
  �Enmity/Attention (circle one) of the Halfling 
  Cook: You have drawn the enmity / attention (circle 
  one) of the halfling cook who instigated Zanzer’s 
  mission. But how important can that really be? 
   
  �Zanzer’s Spellbook: You have plundered Zanzer’s 
  spellbook. 
   
  APL 2: (1,000 gp) 0—acid splash, detect magic, light, 
  message, open/close, prestidigitation, ray of frost, read magic, 
  touch of fatigue; 1st—color spray, comprehend languages, mage 
  armor, magic missile, ray of enfeeblement, shield, sunstroke 
  (Sandstorm123); 2nd—glitterdust, Melf's acid arrow. 
   
  APL 4: (1,500 gp) APL 2 plus 2nd—blindness/deafness, 
  invisibility; 3rd—dispel magic, ray of exhaustion. 
   
  APL 6: (2,200 gp) APLs 2-4 plus 3rd—heroism, 
  stinking cloud; 4th—confusion, Evard's black tentacles. 
   
  APL 8: (3,100 gp) APLs 2-6 plus 4th—enervation, 
  greater invisibility; 5th—cone of cold, wall of force. 
   
  APL 10: (4,200 gp) APLs 2-8 plus 5th—baleful 
  polymorph, dominate person; 6th— greater heroism, legend 
  lore. 
   
  APL 12: (5,400 gp) APLs 2-10 plus 6th—disentigrate, 
  greater dispel magic; 5th—forcecage, mass hold person.  
   
  �Invitation to Become Stoneblessed: You have 
  performed a heroic act on behalf of the gnome race. This 
  fulfills the special requirement of the stoneblessed 
  (gnome) prestige class (Races of Stone 122.) You still must 
  meet the other requirements for the prestige class. 
   
  �Notes on the Silver Star: You gain access to items * 
  items on the adventure record below. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Scroll of sunstroke (Adventure; Sandstorm; 25 gp) 
  • 
  Silversheen* (Adventure; DMG) 
  • 
  Scroll of teleport (Adventure; DMG) 
  • 
  Zanzer’s spellbook (Adventure; see above) 
  • 
  Wand of baleful transposition – 10 charges (Adventure; 
  Spell Compendium; 900 gp) 
  • 
  Potion of vigor (Adventure; Spell Compendium; 750 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Brooch of shielding* (Adventure; DMG) 
  • 
  Pearl of power (1st-level)* (Adventure; DMG) 
  • 
  Artificer’s 
  monocle 
  (Adventure; 
  Magic 
  Item 
  Compendium; 1,500 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Ring of counterspells* (Adventure; DMG) 
  • 
  Necklace of fireballs (Type II)* (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Pearl of power (2nd-level)* (Adventure; DMG) 
  • 
  Circlet of persuasion* (Adventure; DMG) 
  • 
  Infinite scrollcase (Core; Magic Item Compendium; 
  2,800 gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Pearl of power (3rd-level)* (Adventure; DMG) 
  • 
  Ring of jumping, improved* (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Phylactery of undead turning* (Adventure; DMG) 
  • 
  Bear helm (Adventure; Magic Item Compendium; 1,500 
  gp) 
   
  
  COR7-10 The Dark Gem 
   
  Page 16 
  APPENDIX 1: APL 2
  ENCOUNTER 1: THE RESCUE 
  ZANZER CULTIST 
  CR 1/3 
  Male goblin warrior 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Goblin 
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD)  
  Fort +3, Ref +1, Will +0 
  Speed 30 ft. (6 squares)  
  Melee longsword +2 (1d6/19-20)  
  Ranged javelin +3 (1d4) 
  Base Atk +1; Grp -3 
  Combat Gear tanglefoot bag 
  Abilities Str 11, Dex 12, Con 12, Int 9, Wis 11, Cha 6 
  Feats Toughness 
  Skills Balance -3, Climb -4, Escape Artist -3, 
  Intimidate+0, Jump -2, Move Silently +1, Ride +5, 
  Swim -8 
  Possessions combat gear plus 50 gp, leather armor, 
  light wooden shield,  javelin (5), longsword 
   
  ZANZER ADEPT 
  CR 1/3 
  Male goblin adept 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Goblin 
  AC 12, touch 12, flat-footed 11 
   (+1 size, +1 Dex) 
  hp 7 (1 HD)  
  Fort +1, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Melee club -1 (1d4-2)  
  Ranged light crossbow +2 (1d6/19-20) 
  Base Atk +0; Grp -6  
  Combat Gear scroll of command, scroll of cure light 
  wounds (3) 
  Adept Spells Prepared (CL 1st): 
   1st—burning hands (2) (DC 12)  
   0—detect magic, touch of fatigue (2) (DC 11) 
  Abilities Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 6 
  Feats Toughness  
  Skills Concentration +5, Heal +5, Hide +5, Move 
  Silently +5, Ride +5 
  Possessions combat gear plus 50 gp, 10 bolts, club, 
  light crossbow 
   
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 3 
  Male human wizard 3 
  N Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Goblin, empathic link 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 18 (3 HD) 
  Fort +3, Ref +2, Will +2 
  Speed 30 ft. (6 squares) 
  Melee touch +1 (spell)  
  Ranged ray +3 (spell) or  
  Ranged light crossbow +2  (1d8/19-20) 
  Base Atk +1; Grp +1 
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility, scroll 
  of teleport 
  Wizard Spells Prepared (CL 3rd): 
   2nd—sculpted grease (DC 13), glitterdust (DC 14) 
   1st—color spray (DC 13), shield, sunstroke (DC13) 
   0—detect magic, ray of frost (3) 
  Abilities Str 10, Dex 13, Con 14, Int 15, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats AlertnessB, Scribe Scroll, Sculpt Spell, Silent 
  Spell, Weapon Focus (ray)  
  Skills Concentration +8, Knowledge (arcana) +8, 
  Knowledge (architecture & engineering) +3, 
  Knowledge (dungeoneering) +3, Knowledge 
  (geography) +3, Knowledge (history) +8, 
  Knowledge (nobility) +3, Knowledge (religion) +3, 
  Knowledge (the planes) +3, Listen +1 (+3 if familiar 
  within 5 ft.), Spellcraft +10, Spot +1 (+3 if familiar 
  within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2) 
  Wizard Spellbook spells prepared plus 0—all PH; 
  1st—mage armor, magic missile, ray of 
  enfeeblement; 2nd—Melf's acid arrow 
   
  GUARD 
  CR 1/2 
  Male human warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Goblin  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 7 (1 HD) 
  Fort +2, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +4  (1d8+1/19-20)  
  Ranged javelin +2  (1d6+1) 
  Base Atk +1; Grp +2  
  Abilities Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8 
  Feats Toughness, Weapon Focus (longsword)   
  Skills Climb +2, Jump +2, Speak Language (Goblin), 
  Use Rope +5 
  Possessions combat gear plus buckler, chain shirt, 
  grappling hook and 50 ft. knotted silk rope, javelin 
  (8), smokestick, masterwork longsword 
   
  
  COR7-10 The Dark Gem 
   
  Page 17 
  APL 4 
  ENCOUNTER 1: THE RESCUE 
  ZANZER ADEPT 
  CR 1/3 
  Male goblin adept 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Goblin 
  AC 12, touch 12, flat-footed 11 
   (+1 size, +1 Dex) 
  hp 7 (1 HD)  
  Fort +1, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Melee club -1 (1d4-2)  
  Ranged light crossbow +2 (1d6/19-20) 
  Base Atk +0; Grp -6  
  Combat Gear scroll of command, scroll of cure light 
  wounds (3) 
  Adept Spells Prepared (CL 1st): 
   1st—burning hands (DC 12) (2) 
   0—detect magic, touch of fatigue (2) (DC 11) 
  Abilities Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 6 
  Feats Toughness  
  Skills Concentration +5, Heal +5, Hide +5, Move 
  Silently +5, Ride +5 
  Possessions combat gear plus 50 gp, 10 bolts, club, 
  light crossbow 
   
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 5 
  Male human wizard 5 
  N Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Goblin, empathic link 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 27 (5 HD) 
  Fort +3, Ref +2, Will +3 
  Speed 30 ft. (6 squares) 
  Melee touch +2 (spell)  
  Ranged ray +4 (spell) or  
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +2 
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility (2), 
  scroll of teleport  
  Wizard Spells Prepared (CL 3rd): 
   3rd—sculpted glitterdust (DC 16), ray of exhaustion 
  (DC 16) 
   2nd—sculpt grease (DC 15), invisibility 
   1st—color spray (DC 14), ray of enfeeblement (2), 
  shield 
   0—detect magic, ray of frost (3) 
  Abilities Str 10, Dex 13, Con 14, Int 16, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats AlertnessB, Scribe Scroll, Sculpt Spell, Silent 
  Spell, Spell Focus (conjuration), Weapon Focus 
  (ray)  
  Skills Concentration +10, Decipher Script +5, 
  Knowledge (arcana) +10, Knowledge (architecture 
  & engineering) +3, Knowledge (dungeoneering) +3, 
  Knowledge (geography) +3, Knowledge (history) 
  +10, Knowledge (nature) +3, Knowledge (nobility) 
  +3, Knowledge (religion) +3, Knowledge (the 
  planes) +3, Listen +1 (+3 if familiar within 5 ft.), 
  Spellcraft +12, Spot +1 (+3 if familiar within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2), 
  artificer’s monocle 
  Wizard Spellbook spells prepared plus 0—all PH; 
  1st—color spray, grease, mage armor, magic 
  missile, ray of enfeeblement, shield, sunstroke; 
  2nd—blindness/deafness, invisibility, Melf's acid 
  arrow; 3rd—dispel magic 
   
  GUARD (RAGING) 
  CR 1 
  Male human barbarian 1 
  N Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +0 
  Languages Common, Goblin  
  AC 15, touch 10, flat-footed 13 
   (+2 Dex, -2 class, +5 armor) 
  hp 18 (1 HD) 
  Fort +3, Ref +2, Will +3 
  Speed 40 ft. (6 squares) 
  Melee mwk greatsword +7  (2d6+6/19-20)  
  Ranged javelin +3  (1d6+4) 
  Base Atk +1; Grp +5  
  Special Actions rage 1/day (6 rounds) 
  Combat Gear potion of cure light wounds (2), oil of 
  magic weapon 
  Abilities Str 19, Dex 14, Con 17, Int 10, Wis 12, Cha 
  8 
  SQ illiteracy 
  Feats Toughness, Weapon Focus (greatsword) B  
  Skills Climb +5, Jump +7 , Listen +5, Speak 
  Language (Goblin), Spot +3, Survival +5, Use 
  Rope +6 
  Possessions combat gear plus grappling hook and 
  50 ft. knotted silk rope, javelin (8), smokestick, 
  masterwork greatsword, masterwork breastplate  
   
  When not raging, the guard has the following changed 
  statistics: 
  AC 17, touch 12, flat-footed 15 
  hp 16 
  Fort +3, Will +1 
  Melee mwk greatsword +5(2d6+3/19-20)  
  Ranged javelin +3 (1d6+2) 
  Grp +3 
  Abilities Str 15, Con 13 
  Skills Climb +3, Jump +5 
  
  COR7-10 The Dark Gem 
   
  Page 18 
  APL 6 
  ENCOUNTER 1: THE RESCUE 
  ZANZER ADEPT 
  CR 1/3 
  Male goblin adept 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft; Listen +3, Spot +3 
  Languages Goblin 
  AC 12, touch 12, flat-footed 11 
   (+1 size, +1 Dex) 
  hp 7 (1 HD)  
  Fort +1, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Melee club -1 (1d4-2)  
  Ranged light crossbow +2 (1d6/19-20) 
  Base Atk +0; Grp -6  
  Combat Gear scroll of command, scroll of cure light 
  wounds (3) 
  Adept Spells Prepared (CL 1st): 
   1st—burning hands (DC 12) (2) 
   0—detect magic, touch of fatigue (2) (DC 11) 
  Abilities Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 6 
  Feats Toughness  
  Skills Concentration +5, Heal +5, Hide +5, Move 
  Silently +5, Ride +5 
  Possessions combat gear plus 50 gp, 10 bolts, club, 
  light crossbow 
   
  CULT MASTER 
  CR 5 
   Male kobold sorcerer 5 
  CE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 19, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +4 armor,+2 natural) 
  hp 17 (5 HD)  
  Fort +1, Ref +3, Will +5 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee halfspear +3 (1d4/x3)  
  Ranged mwk light crossbow +6 (1d6/19-20) 
  Base Atk +2; Grp -2  
  Combat Gear potion of blur, potion of cure moderate 
  wounds, potion of haste, scroll of invisibility (2), 
  scrolls of Melf’s acid arrow (2), scrolls of web (2) 
  (DC 15) 
  Sorcerer Spells Known (CL 5th; +5 ranged touch; 
  +3 melee touch): 
   2nd (5/day)—blur, flaming sphere (DC15) 
   1st (7/day)—cause fear (DC14), mage armor�, 
  magic missile, sleep (DC 14) 
   0 (6/day)—daze (DC 13), ghost sound (DC 13), 
  ghost hand, ray of frost), read magic, touch of 
  fatigue (DC 13) 
  �Already cast 
  Abilities Str 10, Dex 14, Con 11, Int 8, Wis 12, Cha 
  16 
  Feats Improved Initiative, Toughness  
  Skills Bluff +6, Concentration +4, Craft (trapmaking) 
  +1, Hide+6, Profession (miner) +3, Search +1, 
  Spellcraft +3 
  Possessions combat gear plus bracers of armor +1, 
  masterwork halfspear, masterwork light crossbow, 
  10 bolts, dagger 
  Light Sensitivity (Ex) Kobolds are sensitive to light 
  and take a -1 circumstance penalty on attack rolls 
  in bright sunlight or within the radius of a daylight 
  spell.  
   
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 7 
  Male human wizard 7 
  N Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin, empathic link 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +1 armor, +1 natural) 
  hp 36 (7 HD) 
  Fort +4, Ref +3, Will +4 
  Speed 30 ft. (6 squares) 
  Melee touch +3 (spell)  
  Ranged ray+5 (spell) or  
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +3  
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility (2), 
  scroll of teleport 
  Wizard Spells Prepared (CL 7th): 
   4th—Evard's black tentacles 
   3rd— dispel magic, sculpted glitterdust (DC 16), 
  stinking cloud (DC17) 
   2nd— blindness/deafness (DC15), invisibility, 
  sculpted grease (2) (DC 15) 
   1st—color spray (DC 14), magic missile, ray of 
  enfeeblement, shield, sunstroke (DC14) 
   0—detect magic, ray of frost (3) 
  �Already cast 
  Abilities Str 10, Dex 13, Con 14, Int 16, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats Improved Initiative, Scribe Scroll, Sculpt Spell, 
  Silent Spell, Spell Focus (conjuration), Weapon 
  Focus (ray)  
  Skills Concentration +12, Decipher Script +9, 
  Knowledge (arcana) +12, Knowledge (arch & eng) 
  +3, Knowledge (dungeoneering) +3, Knowledge 
  (geography) +3, Knowledge (history) +12, 
  Knowledge (nature) +3, Knowledge (nobility) +3, 
  Knowledge (religion) +3, Knowledge (the planes) 
  +3, Listen +1 (+3 if familiar within 5 ft.), Spellcraft 
  +14, Spot +1 (+3 if familiar within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2), 
  artificer’s monocle, amulet of natural armor +1, 
  bracers of armor +1 
  
  COR7-10 The Dark Gem 
   
  Page 19 
  Spellbook spells prepared plus 0—all PH core; 1st—
  mage armor; 2nd—Melf's acid arrow; 3rd—
  heroism, ray of exhaustion, stinking cloud; 4th—
  confusion. 
   
  GUARD (RAGING) 
  CR 3 
  Male human barbarian 1/fighter 2 
  N Medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +3 
  Languages Common, Goblin  
  AC 16, touch 10, flat-footed 14 
   (+2 Dex, -2 class, +6 armor) 
  hp 35 (3 HD) 
  Fort +6, Ref +2, Will +5 
  Speed 40 ft. (8 squares) 
  Melee mwk greatsword +9 (2d6+6/19-20) 
  Ranged javelin +5 (1d6+4) 
  Base Atk +3; Grp +7  
  Atk Options Power Attack 
  Special Actions rage 1/day (6 rounds) 
  Combat Gear potion of cure light wounds (2), oil of 
  magic weapon, potion of barkskin +2, potion of 
  shield of faith +3 
  Abilities Str 19, Dex 14, Con 17, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Iron Will, Power Attack, 
  Toughness, Weapon Focus (greatsword)   
  Skills Climb +7, Jump +11 , Listen +5, Speak 
  Language (Goblin), Spot +3, Survival +5, Use 
  Rope +6 
  Possessions combat gear plus grappling hook and 
  50 ft. knotted silk rope, javelin (8), smokestick, 
  masterwork greatsword, +1 breastplate 
   
  When not raging, the guard has the following changed 
  statistics: 
  AC 18, touch 12, flat-footed 16 
  hp 29 
  Fort +6, Will +3 
  Melee mwk greatsword +7(2d6+3/19-20)  
  Ranged javelin +5 (1d6+2) 
  Grp +5 
  Abilities Str 15, Con 13 
  Skills Climb +5, Jump +9 
   
   
  
  COR7-10 The Dark Gem 
   
  Page 20 
  APL 8 
  ENCOUNTER 1: THE RESCUE 
  ZANZER ADEPT 
  CR 1/3 
  Male goblin adept 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Goblin 
  AC 12, touch 12, flat-footed 11 
   (+1 size, +1 Dex) 
  hp 7 (1 HD)  
  Fort +1, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Melee club -1 (1d4-2) or 
  Ranged light crossbow +2 (1d6/19-20) 
  Base Atk +0; Grp -6  
  Combat Gear scroll of command, scroll of cure light 
  wounds (3) 
  Adept Spells Prepared (CL 1st): 
   1st—burning hands (DC 12) (2) 
   0—detect magic, touch of fatigue (2) (DC 11) 
  Abilities Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 6 
  Feats Toughness  
  Skills Concentration +5, Heal +5, Hide +5, Move 
  Silently +5, Ride +5 
  Possessions combat gear plus 50 gp, 10 bolts, club, 
  light crossbow 
   
  CULT MASTER 
  CR 5 
   Male kobold sorcerer 5 
  CE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 19, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +4 armor,+2 natural) 
  hp 17 (5 HD)  
  Fort +1, Ref +3, Will +5 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee halfspear +3 (1d4/x3)  
  Ranged mwk light crossbow +6 (1d6/19-20) 
  Base Atk +2; Grp -2  
  Combat Gear potion of blur, potion of cure moderate 
  wounds, potion of haste, scroll of invisibility (2), 
  scrolls of Melf’s acid arrow (2), scrolls of web (2) 
  (DC 15) 
  Sorcerer Spells Known (CL 5th; +5 ranged touch; 
  +3 melee touch): 
   2nd (5/day)—blur, flaming sphere (DC 15) 
   1st (7/day)—cause fear (DC 14), mage armor�, 
  magic missile, sleep (DC 14) 
   0 (6/day)—daze (DC 13), ghost sound (DC 13), 
  ghost hand, ray of frost), read magic, touch of 
  fatigue (DC 13) 
  �Already cast 
  Abilities Str 10, Dex 14, Con 11, Int 8, Wis 12, Cha 
  16 
  Feats Improved Initiative, Toughness  
  Skills Bluff +6, Concentration +4, Craft (trapmaking) 
  +1, Hide+6, Profession (miner) +3, Search +1, 
  Spellcraft +3 
  Possessions combat gear plus bracers of armor +1, 
  masterwork halfspear, masterwork light crossbow, 
  10 bolts, dagger 
  Light Sensitivity (Ex) Kobolds are sensitive to light 
  and take a -1 circumstance penalty on attack rolls 
  in bright sunlight or within the radius of a daylight 
  spell.  
   
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 9 
  Male human wizard 9 
  N Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Goblin, empathic link 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +1 armor, +1 natural) 
  hp 45 (9 HD)  
  Fort +5, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee touch +4 (spell) 
  Ranged ray +7 (spell) 
   
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +4; Grp +4  
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility (2), 
  scroll of teleport 
  Wizard Spells Prepared (CL 9th): 
   5th— sculpted Evard's black tentacles 
   4th—confusion (DC 17), enervation 
   3rd—dispel magic (2), sculpted glitterdust (DC 15), 
  stinking cloud (DC17) 
   2nd—blindness/deafness (DC15), invisibility, Melf’s 
  acid arrow, sculpted grease (2) (DC 15) 
   1st—color spray (DC 14), magic missile (2), ray of 
  enfeeblement, shield 
   0—detect magic, ray of frost (3) 
  Abilities Str 10, Dex 14, Con 14, Int 16, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats AlertnessB, Improved Initiative, Scribe Scroll, 
  Sculpt Spell, Silent Spell, Skill Focus 
  (concentration), Spell Focus (conjuration), Weapon 
  Focus (ray)  
  Skills Concentration +17, Decipher Script +13, 
  Knowledge (arcana) +14, Knowledge (arch & eng) 
  +3, Knowledge (dungeoneering) +3, Knowledge 
  (geography) +3, Knowledge (history) +14, 
  Knowledge (nature) +3, Knowledge (nobility) +3, 
  Knowledge (religion) +3, Knowledge (the planes) 
  +3, Listen +1 (+3 if familiar within 5 ft.), Spellcraft 
  +16, Spot +1 (+3 if familiar within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2). 
  artificer’s monocle, amulet of natural armor +1, 
  
  COR7-10 The Dark Gem 
   
  Page 21 
  bracers of armor +1, Heward’s hand haversack, 
  infinite scrollcase 
  Spellbook spells prepared plus 0—all PH core; 1st—
  grease, mage armor, sunstroke; 3rd—heroism, ray 
  of exhaustion; 4th—greater invisibility; 5th—cone 
  of cold, wall of force 
   
  GUARD (RAGING) 
  CR 5 
  Male human barbarian 1/fighter 4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +5 
  Languages Common, Goblin  
  AC 16, touch 10, flat-footed 14 
   (+2 Dex, -2 class, +6 armor) 
  hp 54 (5 HD) 
  Fort +7, Ref +3, Will +6 
  Speed 40 ft. (8 squares) 
  Melee mwk greatsword +12 (2d6+7/19-20)  
  Ranged javelin +7 (1d6+5) 
  Base Atk +5; Grp +10  
  Atk Options Power Attack 
  Special Actions Rage 1/day (6 rounds) 
  Combat Gear potion of cure light wounds (3), oil of 
  magic weapon, potion of barkskin +2, potion of 
  shield of faith +3, potion of vigor 
  Abilities Str 20, Dex 14, Con 173, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Iron Will, Power Attack, 
  Toughness, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Climb +10, Jump +14 , Listen +5, Speak 
  Language (Goblin), Spot +4, Survival +5, Use 
  Rope +7 
  Possessions combat gear plus grappling hook and 
  50 ft. knotted silk rope, javelin (8), smokestick, 
  masterwork greatsword, +1 breastplate, cloak of 
  resistance +1 
   
  When not raging, the guard has the following changed 
  statistics: 
  AC 18, touch 12, flat-footed 16 
  hp 44 
  Fort +7, Will +4 
  Melee mwk greatsword +10 (2d6+6/19-20)  
  Ranged javelin +7 (1d6+3) 
  Grp +8 
  Abilities Str 16, Con 13 
  Skills Climb +8, Jump +12 
   
   
  
  COR7-10 The Dark Gem 
   
  Page 22 
  APL 10 
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 11 
  Male human (suel) wizard 11 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Goblin, empathic link 
  AC 15, touch 12, flat-footed 13  
   
  (+2 dex, +2 armor, +1 natural) 
  hp 54 (11 HD) 
  Fort +5, Ref +5, Will +6 
  Speed 30 ft. (6 squares)  
  Melee touch +5  (spell)  
  Ranged ray +8  (spell) or 
  Ranged light crossbow +7  (1d8/19-20)  
  Base Atk +5; Grp +5 
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility (2), 
  scroll of teleport 
  Wizard Spells Prepared (CL 11th): 
   6th—sculpted cone of cold (DC 19) 
   5th—dominate person (DC 19), sculpted Evard's 
  black tentacles 
   4th—confusion (DC 18), greater invisibility, 
  sculpted stinking cloud (DC 17) 
   3rd—dispel magic (2), ray of exhaustion (2) (DC 
  16), sculpted glitterdust (DC 17) 
   2nd—Melf's acid arrow (3), sculpted grease (2) 
  (DC15) 
   1st—mage armor, ray of enfeeblement (2), 
  sunstroke (2) (DC 14)  
   0—detect magic (2), light, open/close 
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats AlertnessB, Improved Initiative, Scribe Scroll, 
  Sculpt Spell, Silent Spell, Skill Focus 
  (concentration), Spell Focus (conjuration), Spell 
  Focus (Enchantment), Weapon Focus (ray)  
  Skills Concentration +19, Decipher Script +18, 
  Knowledge (arcana) +16, Knowledge (arch & eng) 
  +5, Knowledge (dungeoneering) +5, Knowledge 
  (geography) +5, Knowledge (history) +18, 
  Knowledge (nature) +5, Knowledge (nobility) +5, 
  Knowledge (religion) +5, Knowledge (the planes) 
  +5, Listen +1 (+3 if familiar within 5 ft.), Spellcraft 
  +20, Spot +1 (+3 if familiar within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2), 
  artificer’s monocle, amulet of natural armor +1, 
  bracers of armor +2, Heward’s handy haversack, 
  infinite scrollcase, headband of intellect +2 
  Wizard Spellbook spells prepared plus 0—all PH 
  core; 1st—color spray, grease, magic missile, 
  shield; 2nd—blindness/deafness, invisibility; 3rd—
  heroism; 4th—enervation, Evard's black tentacles; 
  5th—baleful polymorph, wall of force; 6th—greater 
  heroism, legend lore 
   
  GUARD (RAGING) 
  CR 7 
  Male human barbarian 1/fighter 6 
  N Medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +5 
  Languages Common, Goblin  
  AC 16, touch 10, flat-footed 14 
    (+2 dex, -2 class, +6 armor) 
  hp 69 (7 HD) 
  Fort +8, Ref +6, Will +7 
  Speed 40 ft. (8 squares)  
  Melee +1 greatsword +14/+9 (2d6+10/19-20)  
  Ranged javelin (thrown) +9/+4 (1d6+5) 
  Base Atk +7; Grp +12 
  Atk Options Cleave, Power Attack, rage 1/day (6 
  rounds) 
  Combat Gear potion of cure light wounds (3), potion 
  of barkskin +2, potion of shield of faith +3, potion of 
  vigor 
  Abilities Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 
  8 
  Feats Cleave, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Toughness, Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword) 
  Skills Climb +12, Jump +14, Listen +5, Speak 
  Language (Goblin), Spot +5, Survival +5, Use 
  Rope +8 
  Possessions combat gear plus grappling hook and 
  50 ft. knotted silk rope, javelin (8), smokestick, +1 
  greatsword, +1 breastplate, cloak of resistance +1  
   
  When not raging, the guard has the following changed 
  statistics: 
  AC 18, touch 12, flat-footed 16 
  hp 55 
  Fort +8, Will +5 
  Melee +1 greatsword +12/+7(2d6+7/19-20)  
  Ranged javelin +9/+4 (1d6+3) 
  Grp +10 
  Abilities Str 16, Con 13 
  Skills Climb +10, Jump +12 
   
   
  
  COR7-10 The Dark Gem 
   
  Page 23 
  APL 12 
  ENCOUNTER 6: THE PRISONER 
  ZANZER 
  CR 13 
  Male human (suel) wizard 13 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Goblin, empathic link  
  AC 18, touch 14, flat-footed 16  
   
  (+2 dex, +2 armor, +2 deflection, +2 natural) 
  hp 63 (13 HD) 
  Fort +8, Ref +6, Will +7 
  Speed 30 ft. (6 squares)  
  Melee touch +6/+1  (spell)  
  Ranged ray +9  (spell) or 
  Ranged light crossbow +8  (1d8/19-20)  
  Base Atk +6; Grp +6 
  Combat Gear wand of baleful transposition (10 
  charges), potion of vigor, potion of invisibility (2), 
  scroll of teleport  
  Wizard Spells Prepared (CL 13th): 
   7th—mass hold person (DC 22) 
   6th—greater dispel magic, sculpted cone of cold 
  (DC 20) 
   5th—dominate person (DC 20), sculpted Evard's 
  black tentacles, wall of force 
   4th—confusion (DC 19), enervation (2), greater 
  invisibility, sculpted stinking cloud (DC 18) 
   3rd—dispel magic (2), ray of exhaustion (2) (DC 
  17), sculpted glitterdust (DC 17) 
   2nd—Melf's acid arrow (3), sculpted grease (2) 
  (DC 16) 
   1st—color spray (DC 15), ray of enfeeblement (2), 
  sunstroke (2) (DC 15) 
   0—detect magic (2), light, open/close 
  �Already cast 
  Abilities Str 10, Dex 14, Con 14, Int 19, Wis 8, Cha 
  12 
  SQ share spells, toad familiar (not present) 
  Feats AlertnessB, Great Fortitude, Improved Initiative, 
  Scribe Scroll, Sculpt Spell, Silent Spell, Skill Focus 
  (concentration), Spell Focus (conjuration), Spell 
  Focus (enchantment) , Weapon Focus (ray)  
  Skills Concentration +21, Decipher Script +20, 
  Knowledge (arcana) +20, Knowledge (arch & eng) 
  +5, Knowledge (dungeoneering) +5, Knowledge 
  (geography) +6, Knowledge (history) +20, 
  Knowledge (nature) +5, Knowledge (nobility) +5, 
  Knowledge (religion) +6, Knowledge (the planes) 
  +6, Listen +1 (+3 if familiar within 5 ft.), Spellcraft 
  +22, Spot +1 (+3 if familiar within 5 ft.) 
  Possessions combat gear plus 10 bolts, explorer's 
  outfit, light crossbow, spell component pouch (2), 
  artificer’s monocle, amulet of natural armor +2, 
  bracers of armor +2, Heward’s handy haversack, 
  infinite scrollcase, headband of intellect +2, ring of 
  protection +2 
  Wizard Spellbook spells prepared plus 0—all PH; 
  1st—mage armor, magic missile, shield; 2nd—
  blindness/deafness, invisibility; 3rd—heroism; 
  4th—none; 5th—baleful polymorph; 6th—
  disintegrate, greater heroism, legend lore; 7th—
  forcecage 
   
  GUARD (RAGING) 
  CR 9 
  Male human barbarian 1/fighter 8 
  N medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +8 
  Languages Common, Goblin  
  AC 16, touch 10, flat-footed 14  
   
  (+2 dex, -2 class, +6 armor) 
  hp 95 (9 HD) 
  Fort +13, Ref +7, Will +8 
  Speed 40 ft. (8 squares)  
  Melee +1 greatsword +17/+12 (2d6+12/17-20)  
  Ranged javelin +11/+6 (1d6+6) 
  Base Atk +9; Grp +15 
  Atk Options Cleave, Power Attack, rage 1/day (7 
  rounds) 
  Combat Gear potion of cure light wounds (3), potion 
  of barkskin +2, potion of shield of faith +3, potion of 
  vigor 
  Abilities Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 
  8 
  Feats Cleave, Great Fortitude, Improved Critical 
  (greatsword), Improved Initiative, Iron Will , 
  Lightning Reflexes, Power Attack , Toughness, 
  Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Climb +15, Jump +15, Listen +5, Speak 
  Language (Goblin), Spot +5, Survival +5, Use 
  Rope +10 
  Possessions combat gear plus grappling hook and 
  50 ft. knotted silk rope, javelin (8), smokestick, +1 
  greatsword, +1 breastplate, cloak of resistance +1, 
  gauntlets of ogre power +2, bear helm 
   
  When not raging, the guard has the following changed 
  statistics: 
  AC 18, touch 12, flat-footed 16 
  hp 77 
  Fort +13, Will +6 
  Melee +1 greatsword +15/+10 (2d6+13/17-20)  
  Ranged javelin +11/+6 (1d6+4) 
  Grp +13 
  Abilities Str 18, Con 14 
  Skills Climb +13, Jump +13 
   
   
  
  COR7-10 The Dark Gem 
   
  Page 24 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Sculpt Spell [Metamagic] 
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread), or a 120-foot line. The sculpted 
  spell works normally in all respects except for its 
  shape. For example, a lightning bolt whose area is 
  changed to a ball deals the same amount of damage, but 
  affects a 20-foot-radius spread. 
   
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level. 
   
  Source: Complete Arcane 83 
   
  SPELLS 
  Sunstroke 
  Necromancy 
  Level: Druid 1, sorcerer/wizard 1, Summer 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You cause a living creature to experience the effects of 
  heatstroke. The target takes 2d6 points of nonlethal 
  damage. If the target fails a Fortitude save, it 
  immediately becomes fatigued, or exhausted if already 
  fatigued. Since this spell causes heatstroke, the damage 
  and fatigue dealt can only be healed after that 
  condition is treated properly (see Supplemental Rules 
  below). 
   
  Source: Sandstorm p.123 
   
  Baleful Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Seeing your friend imperiled, you cast about for a likely target 
  and settle upon a nearby foe. With a word, your ally stands 
  free while your foe faces death. 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. A solid object such as the 
  ground, a bridge, or a rope must connect the creatures. 
  Both subjects must be within range. 
  Objects carried by the creatures (up to the creatures’ 
  maximum loads) go with them, but other creatures do 
  not, even if they are carried. The movement is 
  instantaneous and does not provoke attacks of 
  opportunity. 
  If either creature succeeds on its Will save, the spell is 
  negated. 
   
  Source: Spell Compendium p.23 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Living creature touched 
  Duration: 10 round +1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on 
  your fallen comrade. You can spare neither time nor magic to 
  do more right now, but the blood flow slows to a trickle and 
  her breathing becomes less labored, even as you are called to 
  the aid of another. 
   
  The subject gains fast healing 2, enabling it to heal 2 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during that time. Vigor does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body parts. 
  The effects of multiple vigor spells do not stack; only 
  the highest-level effect applies. 
   
  Source: Spell Compendium p.229 
   
  MAGIC ITEMS 
  Artificer’s Monocle 
  Price (Item Level):1,500 gp (5th) 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination 
  Activation: See text 
  Weight: -- 
   
  Putting on a monocle is a standard action. While 
  wearing 
  an 
  artificer’s 
  monocle, 
  whenever 
  you 
  successfully use your artificer knowledge class feature 
  (ECS 31) to detect an item’s magical aura, or you cast 
  detect magic and have at least 5 ranks of Knowledge 
  (arcana) you can spend 1 additional minute studying 
  the item. If you do, you can identify the abilities of the 
  item as if you had cast identify upon it. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, identify, 
  artificer knowledge or Knowledge (arcana) 5 ranks. 
  
  COR7-10 The Dark Gem 
   
  Page 25 
   
  Cost to Create: 750 gp, 60 xp, 2 days. 
   
  Source: Magic Item Compendium 72. 
   
  Bear Helm 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Head 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: Immediate (mental) 
  Weight: -- 
   
  While raging, you can halve the damage dealt by a 
  single sneak attack or critical hit scored against you. 
  You can activate this item after the damage from the 
  attack has been determined. 
   
  A bear helm functions once per day. 
   
  Prerequisites: Craft Wondrous Item, stoneskin. 
   
  Cost to Create: 750 gp, 60 xp, 2 days. 
   
  Source: Magic Item Compendium 73. 
   
  Infinite Spellcase 
  Price (Item Level): 2,800 gp (7th) 
  Body Slot: -- (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) conjuration 
  Activation: Move (manipulation); see text 
  Weight: 3lb. 
   
  An infinite scrollcase holds up to fifty scrolls or other 
  parchments, which can be placed within it or removed 
  as with any normal scrollcase. When you activate an 
  infinite scrollcase, the desired scroll unfurls through the 
  slit, ready to read or cast from. When you cast a spell 
  from a scroll unfurled from an infinite scrollcase, you 
  gain a +4 competence bonus on Concentration checks 
  made to cast that spell defensively. 
   
  If you have at least a +1 base attack bonus, you can 
  retrieve a scroll from an infinite scrollcase as part of a 
  move action, similar to drawing a weapon. 
   
  Prerequisites: Craft Wondrous Item, Leomund’s secret 
  chest. 
   
  Cost to Create: 1,440 gp, 112 xp, 3 days. 
   
  Source: Magic Item Compendium 162. 
   
  SUPPLEMENT RULES 
  Treating Heatstroke 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until a 
  character gets cooled off – by reaching shade, surviving 
  until nightfall, getting doused in water, being treated 
  by endure elements, or the equivalent. Once the 
  character is cooled or reaches a cooler environment (a 
  temperature of 90 degrees or lower), the character 
  responds normally to healing that removes nonlethal 
  damage taken from heatstroke, the fatigue penalties 
  also end. 
   
  Source: Sandstorm 13 
  
  COR7-10 The Dark Gem 
   
  Page 26 
  PLAYER HANDOUT 1: SUMMARY OF ZANZER’S JOURNAL 
  About three years ago, Zanzer was a wizard working in the Greyhawk Library. He befriended a halfling food vendor 
  who took noticeable delight in the sound of Zanzer’s name. Zanzer became very attached to the halfling food vendor 
  and apparently trusted him implicitly; however, Zanzer never references the halfling food vendor’s name.  
   
  An ancient Flan legend describes a hidden gem of great power which holds the soul of a powerful outsider named 
  Chonmok. How Zanzer originally came to know about the legend is not indicated. Zanzer began searching for the gem. 
  Zanzer indicates he discussed the gem at length with the halfling food vendor, but it is unclear if Zanzer began his 
  search under the halfling food vendor’s instructions or merely received additional information from the halfling.  
   
  Zanzer searched the Great Library in Greyhawk but eventually the search required Zanzer to travel across the 
  Flanaess to various obscure document repositories. The gem is sometimes called the Chonmok Gem and other times the 
  “Dark Gem”. There are several references to dead-end research he did on “Dark Gems” that turn out to be a completely 
  different legendary item than the target of his search. 
   
  There are times when Zanzer is forced to take time off from his search – to visit his ailing uncle, deal with a minor 
  legal matter, craft scrolls for his personal use, and so on. Each time he ceases searching for the gem, within a matter of 
  days, his health takes a dramatic downturn until he returns to his search. This may be psychological, but it definitely 
  focuses Zanzer’s on the search for The Dark Gem.  
   
  Apparently, in an effort to alleviate the possibility of distractions, about a year and a half ago Zanzer picked up a 
  sidekick named Liku. Liku’s profession is unclear, but he has a knack for finding the funds necessary to support 
  Zanzer’s search, and Zanzer seems to deliberately avoid questioning whether the sources of those funds are legitimate. 
  Over time, Liku accumulates a following of many other outcasts who Liku assembles into something of an organization. 
  Zanzer apparently has very little interaction with the organization, but the members pay Zanzer a great deal of respect, 
  and there’s an expectation that the culmination of Zanzer’s research will be a boon to all members of the organization.  
   
  The most recent notes begin focusing on an expedition commissioned by a Flan arcane specialist name Xald who is 
  referenced by several Flan documents dating back to generally around -600 CY; a time before the Twin Cataclysms 
  when several sizable Flan kingdoms existed in the eastern Flanaess. The purpose of the expedition is shrouded in 
  secrecy, but there are a series of notes which indicates that Xald may be the first possessor of “The” Dark Gem.  
   
  A most recent portion of the journal is dedicated to discerning which ancient Flan documents are tied to the 
  expedition commissioned by Xald, discerning landmarks and other clues from those documents, and associating the 
  ancient landmarks/clues to current landmarks. 
  
  COR7-10 The Dark Gem 
   
  Page 27 
  PLAYER HANDOUT 2: THE VAULT INSCRIPTION 
  BY ORDER OF HIGH ARCANIST 
  XALD, REALIZING THAT IT IS 
  BEYOND 
  THE 
  ARCANE 
  COUNCIL’S ABILITIES TO RID 
  THE UNIVERSE OF CHONMOK 
  PERMANENTLY, HE IS TO BE 
  IMPRISONED FOR ALL ETERNITY 
  HERE 
  TO 
  SPREAD 
  HIS 
  OPPRESSION NO LONGER. 
  
  COR7-10 The Dark Gem 
   
  Page 28 
   
  DM MAPS 
  MAP 1: SAMPLE CAMPSITE 
  
  COR7-10 The Dark Gem 
   
  Page 29 
  DM MAP 2: CAMP AND VAULT 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-10 The Dark Gem (APL 2-12)/COR7-10 The Dark Gem.pdf