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. 
   
   
  COR6-19 
   
   
   
   
   
  HEIR ABERRANT 
   
  A ONE-ROUND DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™ CORE ADVENTURE 
  Version 1 
   
  by Andrew Lloyd and Andrew Nuxoll 
  Circle Reviewer: Creighton Broadhurst 
  Reviewers: Chris Chesher and Jeff Simpson 
  Playtesters: John du Bois, Chris Hoffman, Morgan Meachum, Cliff Meggison, Sydney Bridges, Phil Tchou 
   
   
  “Do not dabble with denizens of forbidden places, lest ye would become one.” – Zashnichar 
  A bizarre creature needs help rescuing his master. Not all damsels in distress are as beautiful as the ones in 
  the storybooks but this one may very well give you nightmares! The players of this adventure should be 
  prepared for several unique challenges and puzzles in addition to more typical dangers. A one-round core 
  adventure set in the Mistmarsh for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Arms and Equipment  Guide [Eric 
  Cagle, Jesse Decker, Jeff Quick, James Wyatt], Complete Adventurer [Jesse Decker], Complete Arcane 
  [Richard Baker], COR1-09 Swamp Things [Bruce Paris], COR4-19 That Which Was Not Meant to be Known 
  [Greg Marks], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. 
  Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, P. Nathan Toomey], The City of Greyhawk 
  [Douglas Niles, Carl Sargent, Rik Rise], From the Ashes [Carl Sargent], Greyhawk Player’s Guide [Anne 
  Brown], Lords of Madness [Richard Baker, James Jacobs, Steve Winter],  Races of the Wild (Skip Williams), Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and the World of Greyhawk [Gary Gygax]. 
   
  
  COR6-19 Heir Aberrant 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  COR6-19 Heir Aberrant 
   
  Page 2 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard, one-round core adventure, set in the 
  Free City of Greyhawk and the Mistmarsh. 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. 
   
  ADVENTURE 
  BACKGROUND 
  It is said that when a wizard stares too deeply into the 
  unnatural, the unnatural stares into him. The alienist 
  prestige class further states that high-level alienists cease 
  to age but instead are "stolen away by horrible entities 
  when [their] time is up, and [they are] never seen again." 
  (Complete Arcane 23) But no one said that some don’t go 
  willingly.  
   
  Masginnian duLaque was born almost a century ago 
  in Crockport in the Kingdom of Furyondy, but her 
  travels have long since taken her from home. After three 
  failed apprenticeships, Masginnian finally found the 
  master she had been looking for - an insane 
  megalomaniac who instructed her on the teachings of a 
  long-dead scholar named Zashnichar. Loyal to a fault, she 
  watched while the wizard learned more and more about a 
  distant plane that he referred to only as “The Far Realm.” 
  Masginnian was entranced by the sanity-stretching 
  beings she glimpsed in that place and eagerly delved into 
  its secrets at her master’s side.  
   
  When her master vanished one night and did not 
  return Masginnian was not struck by fear but by envy. 
  Her master had been called, and it was her fervent desire 
  to follow him someday. Since then she has spent years 
  plumbing ever deeper into the works of Zashnichar. 
  Recently, she discovered the secret place deep in the 
  Mistmarsh where Zashnichar met his end (or perhaps his 
  beginning). 
   
  Masginnian has felt the call of the Far Realm grow 
  stronger now and knows the day is coming when she will 
  be stolen away by its creatures. Some small vestige of the 
  sane, untainted Masginnian is utterly terrified by her 
  impending fate. In a rare lucid moment, this Masginnian 
  turned to the only friend she had left: Doatzys, her raven 
  familiar. Because Masginnian is still torn over her fate 
  she impulsively teleported the poor raven to a location 
  where she knew she would fear to follow: Greyhawk 
  City. Her only instruction to the poor creature was a 
  desperate plea for help. It is her intent to delay the 
  abduction as long as she can in hopes that Doatzys can 
  arrange a rescue. 
   
  Meanwhile, the insane Masgninnian waits eagerly to 
  enter the Far Realm. Terrible monsters lurk there waiting 
  
  COR6-19 Heir Aberrant 
   
  Page 3 
  for her and she wants so badly to join them (that is except 
  for the portion of her that is screaming in abject terror…) 
   
  Meanwhile, Doatzys - confused and afraid – is 
  wandering the streets of Greyhawk. He is certain that his 
  mistress is in danger even if he is not sure what from. He 
  does not even know where she is in the Mistmarsh but is 
  determined to rescue her. Doatzys has determined that 
  he must gather help to succeed, however. He plans to 
  wander the Mistmarsh with anyone who is foolish 
  enough to join him until he can get within one mile of 
  his mistress (and thus reestablish his empathic link). 
  Then, he hopes that his intrepid hirelings can find the 
  caves where his mistress lives and vanquish this 
  unknown threat to her life. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are in the Green Dragon Inn and 
  see a strange notice on the wall. It calls for help but does 
  not say who needs the help or where applicants should 
  go. The PCs solve a puzzle hidden in the notice and head 
  out to the Mistmarsh. 
   
  Encounter 1—The Ery and the Neen: The PCs 
  arrive at the edge of the swamp at the location described 
  by the puzzle. Doatzys (Masginnian’s pseudonatural 
  familiar) tells the story of his master's kidnapping and 
  begs for the PCs' aid in rescuing her. He offers a 
  significant magic item in exchange for their service. 
   
  Encounter 2—Negotiating the Mistmarsh: The 
  PCs prepare for and begin their trek into the Mistmarsh 
  with Doatzys. The swamp is no place for those who lack 
  the skill to survive in this harsh environment. 
   
  Encounter 3—Lizardfolk Territory: The PCs 
  encounter evidence that they are in lizardfolk territory. 
  Unless they are particularly stealthy, a patrol stops them. 
  They must use diplomacy to continue to travel through 
  the tribe's lands without a fight. 
   
  Encounter 4—Lyrannikin: The PCs reach a statue 
  of a robed man. The man's has his arm upraised, pointing 
  to a small hillock. If the PCs approach the hillock, they 
  find the entrance but they also find a massive black treant 
  guarding it. This half-mad treant is slowly being twisted 
  by the aberrant forces in the caverns below. If brave PCs 
  address the treant and explain themselves, he offers to 
  reward them if they can help him. 
   
  Encounter 5—Into the Pit: Exploring the cavern 
  below the marsh they find a stone ledge surrounding a 
  wooden platform. Stepping on the platform awakens the 
  summoning ooze(s) below that attack indirectly using 
  their summoning abilities. Beyond the platform, the PCs 
  find a door leading deeper into the caverns. A strange 
  rhyme is carved into the door - a clue to the password 
  required for further doors beyond. 
   
  Encounter 6—Reflections: In the next cavern the 
  PCs discover a door that seems to have grown from living 
  tissue. Unless they have guessed the password hinted at 
  in encounter 5, they must bypass this door with weapons 
  or spells. Once in the room beyond, pseudonatural 
  versions of the PCs spill from a variant mirror of 
  opposition. 
   
  Encounter 
  7—Maze: 
  Proceeding 
  down 
  an 
  adjoining tunnel the PCs enter a maze whose walls are 
  composed of sheets of green slime. Something awful 
  appears to have imprisoned Doatzys' master at the center 
  of the maze. The PCs must navigate the maze (while 
  fighting Masginnian. 
   
  Encounter 8—A Ghastly Decision: The PCs 
  discover that the wizard has abducted herself! She labors 
  here beneath the Mistmarsh simultaneously resisting and 
  welcoming her abduction into the Far Realm. The PCs 
  must decide which version of the wizard to destroy (if 
  any) and deal with the consequences of their decision. 
   
  PREPARATION FOR PLAY 
  The following preparations are helpful for smooth and 
  enjoyable play: 
  • 
  Note which of the PCs have played COR4-19 That 
  Which Was Not Meant to be Known. In particular, 
  find if any PCs own and understand The 
  Blasphemous Whispers of Zashnichar. 
  • 
  Examine the character sheet of each PC and select a 
  signature trait of that PC. For example, for fighters 
  this trait is likely a preferred weapon, for a cleric this 
  may be a domain ability or a favorite spell, for 
  wizards this is probably a favorite offensive spell and 
  for druids, this is probably an animal companion. For 
  some characters, an unusual feat may make the best 
  choice. If you have time, adjust the stat blocks for the 
  clones in encounter 6 to reflect the signature trait of 
  each PC. 
  • 
  Ensure that all players at the table have calculated 
  their full weight, including their equipment. This 
  value may be necessary when running encounter 5. 
   
  INTRODUCTION 
  The adventure begins as the PCs arrive at the Green 
  Dragon Inn in the City of Greyhawk. The reasons for 
  their arrival are their own – perhaps they are looking for 
  work, or just trying to relax. The party is assumed to have 
  met somewhere along the road to the city, so pause for 
  character introductions. Once they are finished, read the 
  following: 
   
  It is no surprise, of course, to see that the posting 
  board at the Green Dragon Inn has drawn quite a 
  
  COR6-19 Heir Aberrant 
   
  Page 4 
  crowd. After all, it is among the best ways for the 
  city’s large, transient adventuring population to find 
  work. However, today’s crowd is a bit unusual: rather 
  than the normal excitement and bustle, it exudes a 
  palpable bafflement and confusion.  
   
   
  Once one or more PCs expresses an interest in what is 
  going on, continue. 
   
  Stepping closer, the source becomes clear: one 
  particular posting is in a style most different to those 
  around it. It is a riddle and it seems the riddle is yet to 
  be solved . . . perhaps you will find the solution and 
  net the reward. 
   
   
  At this point, give the players Player Handout 1. 
   
  Should the players not express an interest or just 
  avoid the board, the patrons begin to discuss it loudly, 
  arguing about how daft it is. In this case, read Player 
  Handout 1 aloud as various patrons continue to attempt 
  to divine the solution by repeating the words. 
   
  The solution to the riddle presented in the player 
  handout is that Doatzys is awaiting them at the junction 
  of the Ery and Neen rivers, at the eastern edge of the 
  Mistmarsh.  
   
  The solution to the riddle is relatively simple – 
  working out the riddle gives the words “Ery” and “Neen,” 
  which are the names of two rivers in the Mistmarsh 
  which meet in the Mistmarsh. These words can be 
  extracting the capitalized letters from the last four lines 
  of the riddle. If you extract these letters you get: 
   
  E 
  N 
   
  R 
  E 
   
  E 
  Y 
   
  N 
  % 
       
   The tricky party is observing that when the letters in the 
  last two rows are flipped, the resulting columns spell out 
  the names of the two rivers: 
     
  E 
  N             
   
  R 
  E               
   
  T 
  E               
    
  % 
  N 
   
  In effect, these two words have been "crossed" in the 
  original Riddle which indicates that the PCs should 
  travel to the intersection of those two rivers. 
   
  However, chances are that the players do not know 
  the names of major geographical features in the area. As 
  such, the only clue they will have at first is that the note 
  has something to do with the Mistmarsh. If the PCs 
  begin to rearrange the letters, a PC succeeding on a DC 
  15 Knowledge (geography) or a DC 20 Knowledge 
  (Local—Core) check realizes the information below. Give 
  characters with 5 or more ranks in both knowledge skills 
  a +2 synergy bonus on this check. If a character has 
  previously adventured in the Mistmarsh, give them a +2 
  circumstance bonus. 
   
  The Mistmarsh lies to the south and east of the city of 
  Greyhawk, and is centered around the Neen river 
  which flows out of Diamond Lake. The Neen flows 
  west, where it joins with the Ery River that skirts the 
  northern edge of the marsh before flowing into the 
  Selintan. The road south to Hardby from Greyhawk 
  crosses the confluence of the Ery and Neen rivers. 
   
  Because the spellings of these river names are so 
  important to the solution to the riddle, make sure you 
  spell them for the PCs when you mention them. If the 
  PC beats the check DC by 5 or more, give him Player 
  Handout 2 to represent his knowledge of the area. 
   
  A divination or similar spell or ability receives a 
  somewhat cryptic response: “The answer to your puzzle 
  can be found not by putting the pieces together, but by 
  taking them apart”. This, of course, refers to the fact that 
  the solution is obtained by arranging the letters in the 
  words rather than attempting to make sense of them. 
   
  If the PCs lack knowledge of geography, their best 
  course of action is to consult a cartographer. If any of the 
  players ask about a map, inform them that they happened 
  to notice a cartographer’s shop on their way into town, 
  and that perhaps the could find one there. Otherwise, 
  after giving them about five to ten minutes to look at it, 
  allow a DC 5 Intelligence check to realize that a map of 
  the Mistmarsh might be helpful in solving the puzzle. 
   
  The shop in question is Raylon’s Maps and Charts, run by 
  one Syrano Raylon. Raylon is a somewhat bookish but 
  keen fellow, who is slightly distrustful of adventurers due 
  to their tendency to “window shop.” 
   
   
  �Syrano Raylon: male human expert 7 (Knowledge 
  [geography] +12, Sense Motive +10). 
   
  If the PCs are genuinely interested in purchasing a map 
  of the area, Raylon is friendly and helpful, quickly rolling 
  out the best of his stores. If, however, he senses that they 
  just want to look at his maps and have no intention to 
  buy, (that is, if he beats their Bluff with his Sense 
  Motive), he instead provides one of his less accurate maps 
  that he keeps on hand for precisely that purpose. He sells 
  either map for 25 gp, which is a reasonable price given 
  their quality – a DC 12 Appraise check reveals this, but 
  doesn’t spot the errors in the “poor” map without an 
  accompanying DC 20 Knowledge (geography) check. 
  Consulting Riley’s good map provides a +2 modifier to 
  Survival checks to avoid getting lost. Consulting Riley’s 
  
  COR6-19 Heir Aberrant 
   
  Page 5 
  “poor” map applies a -2 penalty, as the subtle errors 
  compound to make things difficult. If they buy either 
  map, give them Player Handout 2. 
   
  If the PCs ask Raylon about the riddle or show him a 
  copy, he admits to being baffled by it, but suggests that 
  the solution probably lies in those last four lines. If the 
  PCs seem genuinely stumped, he’ll also suggest that 
  oftentimes the trick in riddles is not what is said but the 
  way it’s said, and that perhaps they should look at the 
  letters themselves. 
   
  Troubleshooting: It is possible that the PCs fail to solve 
  the riddle, even after all possible hints. In this case, have a 
  tavern patrol suddenly (and loudly) realize the answer.  
   
  Alternatively, the PCs should, however, at least 
  recognize that whatever the solution is, the meeting place 
  is somewhere in the Mistmarsh. Inform the players that 
  the road follows the Selintan River south and at the 
  confluence of the Ery and Neen rivers turns east. 
  Following this route, they will simply stumble across 
  Doatzys. 
   
  ENCOUNTER 1: THE ERY 
  AND THE NEEN 
  Once the PCs have solved the riddle and figured out 
  where to go, it is just a matter of traveling to the meeting. 
  All told, the trip from Greyhawk to where Doatzys awaits 
  is about 80 miles. 
   
  Inform the PCs that their route takes them down the 
  Selintan River, then east along to the point to the Ery’s 
  and Neen’s confluence. The journey is uneventful, 
  following mostly well-established roads and trails, but as 
  they draw nearer to the Mistmarsh, things begin to 
  become more and more untamed. 
   
  At last, you come to the confluence of the Ery and the 
  Neen. This close to the Mistmarsh, the ground is 
  already beginning to become soft, and the trees seem 
  twisted and gnarled rather than lush and green. All is 
  quiet but for the sound of the river and the cawing of 
  the crows and ravens in the branches above you. 
   
  Assuming at least one of the PCs is openly wearing the 
  black feather as instructed read the following: 
    
  “Brave, clever adventurers you are, yes, yes to have 
  solved the puzzle, yes?” says a voice from above you. 
  Looking up, you see no sign of the speaker until the 
  voice comes again. “You have come to help Doatzys, 
  yes, and to help yourselves, perhaps? Brave, clever 
  adventurers will be rewarded for helping us, yes.” The 
  voice comes from a raven perched in one of the 
  branches above you. The bird regards you with an 
  expression that makes its unnatural intelligence quite 
  clear. “Perhaps they would like to know how they can 
  help us?” 
   
   
  �Doatzys: male pseudonatural raven familiar; 
  Appendix 1. 
   
  Most PCs are likely to guess at this point that they are 
  dealing with a wizard’s familiar; a DC 15 Knowledge 
  (arcana) check confirms this. PCs succeeding on a DC 15 
  Spot check also notice that there is something unusual 
  about Doatzys. PCs succeeding on a DC 20 Spot check 
  notice that his toes seem to curl around the branch he’s 
  on in an unnatural fashion. If a PC notices this or has it 
  pointed out to him by another, he may attempt a DC 11 
  Knowledge (the planes) check to identify that Doatzys is 
  a pseudonatural creature. 
   
  Once the PCs confirm that they are here about the 
  riddle, Doatzys explains the situation. 
   
  “Doatzys is needing brave, clever adventurers, yes he 
  is. The mistress has been taken, yes! We need her, yes, 
  we need her, but Doatzys is only a very small bird, not 
  strong 
  and 
  mighty 
  like 
  these 
  brave, 
  clever 
  adventurers, no no! You will save her, yes? Yes? 
  Doatzys knows where things are hidden, things that 
  will be helpful to such brave, clever adventurers. He 
  will give gift to them if they are helping, yes, he will.  
   
  “There are dangers in the swamp, yes, and hidden 
  it is, but surely such brave, clever adventurers can 
  find it!” 
   
  Masginnian is not a famous wizard, given the nature of 
  her work. Accordingly, only bardic knowledge or an 
  exceptionally high Knowledge (arcana) check gain any 
  knowledge of her:  
  • 
  DC 25: Her full name is Masginnian du Lague, and 
  that she has a reputation in some particularly 
  esoteric circles as a potent summoner.  
  • 
  DC 30: It is rumored that she studied magics dealing 
  with creatures alien to even the most knowledgeable 
  of planar wizards.  
   
  The higher DC check reveals both pieces of knowledge. 
  If the PCs make the higher DC check or recognized 
  Dotazys as a pseudonatural creature, a DC 25 Knowledge 
  (arcana) check reveals the existence of wizards known as 
  alienists who delve into matters of the Far Realm, an 
  entirely alien plane full of unspeakable horrors. 
   
  What Doatzys Knows: If the PCs question Doatzys 
  about his master, he tell them only that she is a powerful 
  
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  Page 6 
  wizard and that he is greatly troubled that she is in 
  danger. Doatzys did not accompany Masginnian on her 
  previous foray into the Mistmarsh and his subsequent 
  were made by teleport spells. So, he has never actually 
  traveled there overland before. He has heard her speak of 
  the journey before, and knows that the way is dangerous, 
  but does not know of any specific danger. If possible, 
  however, he refrains from mentioning this, claiming that 
  such brave, clever adventurers have no problems at all 
  with any of the dangers in the swamp. 
   
  Tactics: In this and all future encounters, Doatzys keeps 
  his distance from obvious danger. In the first round of 
  combat, Doatzys flees to a safe, but nearby, location. Once 
  there, he cheers the PCs on in an annoying manner. 
   
  Development: Once the PCs have agreed to help 
  Doatzys, proceed to encounter 2. If they don’t offer to aid 
  him their adventure is over. 
   
  ENCOUNTER 2: 
  NEGOTIATING THE 
  MISTMARSH 
  Once the PCs agree to help Doatzys there is nothing to 
  do but enter the swamp. Ask the players how they plan to 
  prepare for their adventure because these decisions affect 
  their success and the amount of time it takes to reach 
  their destination.  
   
  Allow the PCs a Knowledge (nature), Knowledge 
  (local-Core) or bardic knowledge check to learn the 
  following information: 
  • 
  DC 10: The Mistmarsh is a dangerous place. The 
  swamp is full of fearsome creatures and fell hazards. 
  It would be foolish to travel the swamp without a 
  skilled outdoorsman. 
  • 
  DC 12: Creatures commonly encountered in the 
  swamp include crocodiles, leaches, snakes, giant 
  toads, carnivorous plants, swarms of piranha, and 
  hordes of insects. Several tribes of kobolds and 
  lizardfolk inhabit the swamp.  
  • 
  DC 16: The environment in the marsh is harsh. The 
  heat and high humidity can be overwhelming in the 
  summer months. The waters of the marsh are quite 
  dangerous. Wading through them is usually 
  unavoidable but attracts unfriendly attention. 
  Quicksand and sinkholes catch the unwary. 
  Drinking the water is a sure way to contract a disease 
  (or worse).  
   
  If the party does not include anyone skilled at Survival, 
  Doatzys encourages them to hire a guide for this journey. 
  A guide can be hired from any of a handful of hamlets 
  bordering the swamp. The following guides are available: 
   
   
  �Bine Dissiny: N male human rogue 1; hp 8; 
  Survival +3; Bluff +6; Sense Motive +6. Fee: 25 gp.  
   
  Bine is more than a bit of a con artist. He claims expertise 
  at whatever it is the PCs need from him. He also wants 
  full payment in advance. Bine runs at the first sign of 
  trouble 
  (for 
  example 
  when 
  the 
  lizardfolk 
  are 
  encountered) at which point the PCs need to make a new 
  Survival check without him (see below). 
   
   
  �Yart: N female half-orc ranger 2; hp 18; Survival 
  +7; Sense Motive -1. Fee: 75 gp. 
   
  Yart is polite (for a half-orc). She needs the money to help 
  pay off a gambling debt to the Greyhawk Thieves’ Guild. 
  Yart is willing to accept half payment in advance and half 
  upon returning from the swamp. She defends herself in 
  combat but does not help the PCs. 
    
   
  �Selenie Weitz: N female human druid 1/ranger 2; 
  hp 21; Survival +11; Sense Motive +4. Fee: 200 gp (or 50 
  gp if there is a druid in the party). 
   
  Selenie’s manner makes her seem significantly older than 
  her relative few years. Her skin is bronzed by many days 
  in the swamps and a wicked-looking scar mars her 
  abdomen. Selenie’s price is high because she regards 
  adventurers as troublemakers. She views the fee as proper 
  restitution for the damage they do to “her” swamp. Like 
  Yart, she defends herself in combat but does not help the 
  PCs. She casts any 1st-level druid spell on a PC for a fee of 
  50 gp. She normally prepares slow poison and two cure 
  light wounds but prepares different spells if asked. She 
  does not even heal an unconscious PC unless another 
  party member pays her fee. 
   
  PCs hiring a guide can negotiate the price using a 
  Diplomacy check against the applicant’s Sense Motive. 
  Success lowers the price by 10% each time (to a minimum 
  of half the stated fee). Failure halts negotiation and fixes 
  the price. Failure by five or more insults the applicant 
  who walks away and refuses further negotiation unless 
  the PCs offer double the last agreed price. 
   
  The Mistmarsh is a deep swamp that is difficult to 
  navigate. Doatzys has some idea of what direction that his 
  master is in, so the PCs are not going to get (very) lost. 
  However, their skill at negotiating the swamp has a large 
  impact on their ability to make progress and their 
  physical condition when they arrive at their destination. 
  Measure the party’s success at this with a Survival check. 
  The result of the check determines their condition 
  during the remainder of the encounters in this 
  
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  Page 7 
  adventure. Ask the players to select one “guide” PC (or 
  NPC) to make the check. The guide may “take 10” if 
  desired but may not “take 20”. Given that this check 
  represents their success over multiple days, only PCs 
  with ranks in Survival may attempt the “Aid Another” 
  action to increase the chances of success. If more than 
  one PC insists on being the guide have both make the 
  check but use the lowest result to simulate the inevitable 
  bickering and confusion that results.  
   
  The following circumstance modifiers also apply: 
  • 
  +1 for each level of druid in the party. Thus, for 
  example, a 4th-level druid grants a +4 circumstance 
  bonus. 
  • 
  +1 for every two levels of ranger in the party. 
  • 
  +2 if the PCs brought an adequate supply of fresh 
  water or have someone in the party who casts create 
  water on a daily basis. 
  • 
  +2 if the PCs brought an adequate supply of rations. 
  • 
  +4 for any reasonable technique to keep the entire 
  party dry (a large skiff that can hold the whole party 
  or waterproof boots for each party member and so 
  on). 
  • 
  +1 for any reasonable techniques to ward off insects 
  • 
  +2 if all PCs in the party have an endure elements 
  spell cast upon them. (If only some PCs have the 
  spell, prorate the bonus appropriately.) 
  • 
  +3 if the PCs use the spell commune with nature to 
  find out about the terrain. 
  • 
  +1 for each hour of travel time that 75% or more of 
  the PCs can avoid directly interacting with the 
  terrain (e.g., water walk, flying, placing some PCs 
  atop a Tenser’s floating disk, phantom steed, etc.) 
  The maximum bonus that can be gained in this 
  manner is +8 (8 hours). 
  • 
  +5 if the PCs voluntarily slow their pace to give 
  themselves ample time to rest. This bonus can be 
  earned multiple times, but each +5 bonus earned in 
  this way adds an additional day to the amount of 
  time required to reach Masgninnian’s Lair. 
   
  Once the total bonus has been calculated, have the guide 
  make one Survival check for the entire trip through the 
  swamp. The table below shows the consequences of this 
  check: 
  • 
  DC 12 or less: PCs begin any encounter exhausted 
  and with 1d6 points nonlethal damage. In addition, 
  it takes them three more days of travel time to reach 
  Masginniana’s lair.  
  • 
  DC 13-17: PCs begin any encounter fatigued and 
  with 1d3 points of nonlethal damage. In addition, it 
  takes them an extra day of travel time to reach 
  Masginnian’s lair.  
  • 
  DC 18-22: Each PC must succeed on a DC 12 
  Fortitude save or begin each encounter fatigued.  
  • 
  DC 23-31: PCs are relatively rested and healthy 
  (considering that have waded through a deadly 
  swamp). 
  • 
  DC 32+: PCs are not only healthy but also move 
  quickly through the swamp. If the PCs did not earn a 
  +5 bonus to the check by deliberately slowing their 
  pace, they arrive at Masginnians’ Lair one day sooner 
  than normal. 
   
  Travel Time 
  The PCs must reach Masginnian in twelve days or less. If 
  the total time required to reach Masginnian is 13 days or 
  more the PCs have arrived too late. On the evening of the 
  12th day, Doatzys erupts into a frenzy of anguish and 
  leaves the PCs without explanation. If the party has 
  found the entrance by this point they can still reach the 
  lab but find it abandoned. Skip to Conclusion D. If the 
  party has not reached the entrance by this point, they 
  won’t be able to find it at all — short of a find the path 
  spell or other unusual circumstances — so the adventure 
  ends at this point. 
   
  The base time required to reach her is 9 days. This 
  travel time can be adjusted in the following ways: 
  • 
  +1 day: If the party had to take time to find and hire 
  an NPC guide in encounter 2. 
  • 
  -1 day: The party’s guide (whether PC or NPC) made 
  a DC 23 Survival check in encounter 2. 
  • 
  +1 or +3 days: If the party’s guide made a DC 13 or 
  lower Survival check in encounter 2. 
  • 
  +1 or more days: If the party slowed their pace to 
  improve their Survival check result in encounter 2. 
  • 
  -4 days: If the party was able to use flight (or similar 
  methods of travel) to search the swamp rather than 
  trudging through it. 
  • 
  +1 or 2 days: If the party attempt to skirt around the 
  lizardfolk territory in encounter 3.  
  • 
  +1 day: For each Search check required to find the 
  lair in encounter 4.  
  • 
  +1 day: For each extra day the party rested to recover 
  from a combat encounter. 
   
  ENCOUNTER 3: 
  LIZARDFOLK TERRITORY 
  If the PCs travel on foot, move at a normal pace, and have 
  no unusual means of transport they have been delving 
  into the Mistmarsh for about a week, when they enter 
  lizardfolk territory. The weather throughout this 
  adventure is hot and muggy. A thick mist clings to the 
  
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  Page 8 
  ground in the mornings and evenings but burns off 
  during the afternoons. Read the following: 
   
  For days now you’ve seen nothing but hip-deep water 
  and knee-deep mud. The snakes are tolerable. The 
  heat is overwhelming and the insects are merciless. 
  Worst of all, Doatzys has turned out to be capable of 
  chattering about nothing for hours on end without 
  any sign of fatigue. 
   
  The mist is particularly thick this morning so 
  that that you do not see the skull until you are with a 
  few strides of it. It’s a jawless, human skull rammed 
  onto a crude wooden stake. A large red ‘V’ has been 
  daubed on its forehead. 
   
  PCs succeeding on a DC 22 Spot check notice the 
  shadowy outline of a second post in the fog (this one with 
  a halfling’s skull) about 70 feet to the north. These posts 
  mark the territory of the Red Fang lizardfolk tribe. PCs 
  with Knowledge (nature) or Knowledge (local-core) can 
  determine the following information: 
  • 
  DC 12: These skulls indicate a territorial border of 
  some primitive tribe.. 
  • 
  DC 17: This form of border marking is typical of 
  lizardfolk tribes. Trespassing may provoke an attack. 
  • 
  DC 22: The rune indicates the Red Fang lizardfolk 
  tribe. The Red Fangs are known to trade with local 
  humans from time to time. As a result, the Red Fangs 
  may not be immediately hostile to intruders if 
  treated with deference.  
   
  If the PCs hired Selenie Weitz as a guide (see the 
  previous encounter) she knows all the information 
  granted to a DC 22 check and shares this with the PCs. 
   
  Doatzys is anxious to continue onward and protests 
  loudly (and repeatedly) if the PCs propose going around 
  the territory. Going around the Red Fang’s territory costs 
  the PCs an extra two days of travel time. A successful DC 
  15 Survival check reduces this to a one day delay. 
   
  One day after the PCs enter the Red Fang’s territory, 
  a lizardfolk scouting party probably spot them. It is 
  possible to evade this patrol through stealth. If the PCs 
  state they are attempting to be stealthy, allow an opposed 
  Hide check against the lizardfolk’s Spot check. Have each 
  PC make a Hide check and make Spot checks (with a -10 
  penalty for distance and mists) for each lizardfolk in the 
  scouting party against the lowest Hide check made by the 
  PCs. Repeat this process two more times. If the PCs hide 
  from the lizardfolk three times they successful avoid the 
  patrol. 
   
  The DM should allow other methods of evading the 
  lizardfolk (disguise, counter-scouting, and so on) a 
  reasonable chance of success. 
   
  Assuming the PCs are spotted, the scouting party 
  intercepts them. The lizardfolk are not intent on killing 
  the party (they would rather not risk their lives against a 
  band of adventurers if they can avoid it) but they are 
  angry about their trespass and hope to scare the PCs off.  
   
  Once the afternoon sun has thinned the mists, the 
  lizardfolk select an area of the swamp that they expect the 
  PCs to cross and remain motionless as they wait for the 
  party to arrive. (See DM’s Map 1). Allow the PCs a Spot 
  check against the lizardfolk’s worst Hide check (+0). The 
  result of the check determines how far away the PCs 
  when they spot the lizardfolk. Regardless of the outcome 
  of the Spot check, the lizardfolk do not let the PCs 
  approach closer than 30 feet before making themselves 
  known. 
   
  Once the two parties have seen each other, read the 
  following: 
   
   
  The ground rises just above the water and the mist 
  thins to reveal well over a dozen scaly humanoid 
  creatures with long tails and reptilian faces.  
   
  A lizardfolk warrior steps toward you. War paint 
  decorates her face and torso and she grips a javelin. 
  “sssMammalsss!,” she hisses angrily in common. 
  “Why do you tressspassss among the Red Fang?!” At 
  her words, several of the lizardfolk rattle their spears 
  and hiss in anger. 
   
  It should be clear at this point that this is a delicate 
  situation. The leader is initially hostile but if the PCs have 
  not attacked and can provide any reasonable explanation 
  for their presence (that she does not detect as a bluff) her 
  attitude immediately raises to unfriendly without the 
  need for a Diplomacy check. If the PCs lie to her, she 
  remains hostile (assuming she makes the appropriate 
  Sense Motive check). In either case, the leader questions 
  them in a severe tone about their presence in her tribe’s 
  territory. In particular, she wants firm assurances that the 
  PCs are not here to attack or steal from her people. She 
  also wants a firm assurance that the PCs are not staying 
  long. Once the PCs have explained themselves allow 
  them Diplomacy check to improve her attitude (see the 
  “Influencing NPC Attitudes” sidebar on page 72 of the 
  Player’s Handbook).  
   
  After you determine the lizardfolk’s final attitude, 
  read the appropriate reaction from the list below. 
   
  All APLs 
   
  �Lizardfolk Squad Leader: N female lizardfolk 
  barbarian 1/scout 5 hp 69; Appendix 1. 
   
  �Lizardfolk Shaman: N female lizardfolk adept 4; 
  hp 43; Appendix 1. 
   
  �Lizardfolk Warriors (4): N male lizardfolk 
  barbarian 2/ranger 2 hp 50; Appendix 1. 
  
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  Page 9 
  �Lizardfolk (12): Monster Manual 169. 
   
  Tactics: It should be obvious to the PCs that attacking 
  the lizardfolk is suicidal. If the party chooses to do so 
  anyway the lizardfolk make an organized retreat. The last 
  time they killed humans on their territory it only led to a 
  lot more humans seeking revenge and, therefore, a lot of 
  fallen warriors. The lizardfolk are angry about the 
  trespass but sensible enough to avoid a direct 
  confrontation. 
   
  What Doatzys Knows: Doatzys knows of lizardfolk 
  and he knows that they were a minor annoyance for 
  Masginnian on a few occasions. He knows they are 
  dangerous but not particularly so. If combat breaks out, 
  Doatzys immediately flees to a safe vantage point and 
  provides colorful commentary of the fight. 
   
  Treasure: If the PCs defeat the lizardfolk they gain 
  adventure access to their equipment but they do not 
  receive the “Recognition of the Red Fang Lizardfolk” 
  entry on the AR. If the PCs negotiate successfully with 
  the lizardfolk (even if it requires a large tribute) they 
  receive this favor (which means they have core access to 
  the same equipment). 
   
  All APLs: Loot – 36 gp. 
   
   
  Hostile 
  “Tressspasssers! Foolsss. You will leave our landss 
  now or the beastss will feassst on your flesssh!” 
   
  At this point, nothing less than a freely offered item of 
  value at least 150 gp x APL and a DC 15 Diplomacy check 
  convinces the lizardfolk to allow them to proceed. Failing 
  this, the party must double back and make their way 
  around the Red Fang territory, which takes 1-2 days (see 
  the Development section). It should be obvious that 
  attacking when they are so badly outnumbered is a poor 
  option. Attempts by the PCs to leave the territory but 
  then double back are met with immediate hostility. 
   
  Unfriendly 
  “The Red Fang do not like trespassers! You will leave 
  our territory now or pay tribute to buy your right to 
  stay here and continue your quest.” 
   
  If the PCs attempt to use gold as tribute, the leader sniffs 
  derisively. 75 gp x APL is required before she considers 
  the tribute adequate. If the PCs instead proffer 
  manufactured goods (particularly weapons and armor) 
  only 10 gp x APL worth of goods is required. However, 
  the lizardfolk do not tell the PCs what this price is. They 
  merely reject an inadequate tribute and accept an 
  adequate one. PCs succeeding at am opposed  Diplomacy 
  check with the lizardfolk leader get her to accept a tribute 
  of only half the expected value. Failure causes her 
  attitude to shift to hostile (see above). 
   
  If the PCs ask what she wants for tribute, the 
  lizardfolk warrior smiles gleefully and points to the most 
  impressive looking weapon carried by one of the party’s 
  warriors. “I would have thisss! Give me a weapon such as 
  thisss and you may passss!” 
   
  PCs who pay sufficient tribute may remain in the 
  lizardfolk territory for four days. 
   
   
  Indifferent 
  “The Red Fang does not allow trespassers, but 
  travelers who make a tribute to the tribe would be 
  welcome for a short time.” The lizardfolk pauses to 
  look meaningfully at your equipment. 
   
  A tribute of 10 gp x APL in coins or any manufactured 
  item worth at least 15 gp is acceptable. However, the 
  lizardfolk do not tell the PCs what this price is. They 
  merely reject an inadequate tribute and accept an 
  adequate one. An opposed Diplomacy check with the 
  leader allows the PCs to avoid paying any tribute at all. 
   
  PCs who win permission to stay in the lizardfolk 
  territory may remain for four days. 
   
  Friendly 
  “Your quessst seemsss an honorable one. The Red 
  Fang will allow you sssix sscycles to find your lost 
  wizard and leave our territory. If you wish, you can 
  buy the protection of the Red Fang with a small 
  tribute. 
   
  Alter the above text to fit the PCs’ explanation for their 
  presence. A tribute of 10 gp APL in coins or any 
  manufactured item worth at least 2 gp is also. If the PCs 
  pay tribute then the leader offers some advice. Read the 
  text for “Helpful” below. 
   
  The PCs may remain in lizardfolk territory for six 
  days. 
   
  Helpful 
  “You honor the Red Fang with a noble quessst! None 
  shall hinder you while you remain on our lands. I 
  offer you this advice: If you continue to travel in the 
  direction of sunrise you may encounter a great tree 
  that is not a tree but a being of great strength. A wise 
  traveler would be wary of such a tree. Some of our 
  tribesmen have fallen trying to prove themselves 
  against it.” The leader gestures meaningfully at you 
  and 
  attempts 
  a 
  hideous 
  approximation 
  of 
  a 
  mammalian smile. 
  
  COR6-19 Heir Aberrant 
   
  Page 10 
   
  This is a warning about the treant in the next encounter. 
  The lizardfolk do not know that the treant is unable to 
  attack non-lizardfolk humanoids. 
   
  The PCs may remain in lizardfolk territory for as 
  long as they wish. 
   
  ENCOUNTER 4: 
  LYRANNIKIN 
  In the middle of your second day in the lizardfolk 
  territory, Doatzys becomes agitated. “I feel her! I feel 
  her! We’re close close close!” he babbles. “Awwwk! 
  My mistress is growing weaker. Something is hurting 
  her! Please hurry. We are close! My mistress is very 
  near.” 
   
  As the PCs begin to search around in earnest, read the 
  following: 
   
  Shortly, you come across a strange sight. A statue, 
  carved from basalt, sits slightly askew, knee deep in 
  the muck. It depicts a robed man of middle years with 
  upraised finger pointed to the northeast. The man’s 
  mouth is open as if speaking. 
   
  Zashnichar created this statue to help him (and select 
  colleagues) find his lair. Cockatrice roam the swamp so a 
  statue like this is not entirely out of place. However, this 
  one really is a statue. Zaschinar used magic so that it 
  would appear as if it was a cockatrice victim. If the PCs 
  dig down under the muck or somehow raise the statue 
  above the swamp they can find a short pedestal that it is 
  standing upon. (This should betrays its mundane nature). 
   
  If the PCs try to learn more about the statue consult 
  the notes below to determine what they find: 
  • 
  DC 18 Knowledge (architecture and engineering) 
  or 
  DC 
  18 
  Craft 
  (sculpting) 
  or 
  DC 
  12 
  Stonecunning: This is a statue and not some 
  unfortunate petrified by magic (though certainly 
  magic was used in its construction). 
  • 
  DC 24 Knowledge (arcana): This statue is 
  consistent with the result of a flesh to stone. If the 
  PCs have found the statue’s pedestal or have 
  otherwise determined that the statue is of 
  nonmagical origin skip this check. 
  • 
  DC 16 Search: Hidden beneath the man’s hood is a 
  third eye attached to the man’s head by a tentacle. 
  • 
  DC 26 Knowledge (arcana): The tentacle is 
  consistent with alienists (one who pursues the study 
  of the unnatural). 
   
  If the PCs succed on the Search check and Knowledge 
  (arcana) checks above they a successful DC 21 
  Knowledge (the planes) check reveals that alienists study 
  the Far Realm, a horrific place guaranteed to drive 
  anyone mad. PCs with levels in the alienist prestige class 
  know this automatically. 
   
  The statue is a critical clue if the PCs continue in 
  their quest. The statue is pointing directly toward the lair. 
  If the PCs do not realize this clue they must search the 
  area. This requires a DC 19 Search. Each check requires a 
  full day of searching. 
   
  If the party moves off in the direction pointed to by 
  the statue a DC 15 Spot check reveals the entrance to 
  Zashnichar lair.  
   
  Alternatively, a PC with the Track feat succeeding on 
  a DC 24 Survival check notices faint evidence of 
  something large and heavy (supplies) having been drug 
  through the swamp in the distant past. This trail leads to 
  the entrance. 
   
  Once the entrance is found, read the following: 
   
  Abruptly, you spot a small bore in the earth set in the 
  side of a small hillock that just clears the muck of the 
  swamp. A massive mangrove tree dominates the 
  hillock. Its roots surround the area and do a fine job 
  of camouflaging the hole.  
   
  The mangrove is a treant lured here long ago by 
  Zashnichar as an unwitting guardian. Decades of 
  exposure to the unnatural in the ground below has 
  warped its mind. Unable to leave, the treant slowly 
  descended into madness. As the PCs approach, the treant 
  confronts them: 
   
  As you step closer to the bore an ominous creaking 
  noise emanates from the tree. Its roots shift and its 
  gnarled trunk twists toward you. A pair of eyelids 
  raise slowly to reveal red-rimmed eyes that regard you 
  with both curiosity and malice. 
   
  The treant does not block the hole but entering the hole 
  requires that the PCs pass through its reach. 
   
  The treant does not speak to the PCs unless they 
  question it and even then its answers are abrupt and a bit 
  nonsensical. Much like Doatzys’ mistress, the treant has 
  split into two personalities. Its first personality is neutral 
  but sensible and practical. It views all life (even 
  humanoids) as part of the natural order and is content to 
  interact with them as Obad-Hai dictates. The second 
  personality is neutral evil. It hates humanoids and blames 
  them for its predicament. Spiteful and childish, it 
  threatens the PCs and takes every opportunity to insult 
  and confound them. 
  
  COR6-19 Heir Aberrant 
   
  Page 11 
   
  Roleplay the treant by alternating between the two 
  personalities as the treant speaks to them. Do not use a 
  separate voice for each personality. The treant should 
  sound self-contradictory and confused. 
   
  There are multiple ways for the PCs to bypass the 
  tree: 
  • 
  Some parties may try to influence the treant’s 
  attitude (see “Influencing NPC Attitudes” on page 72 
  of the Player’s Handbook). Since one personality is 
  hostile and the other is indifferent, treat the treant as 
  unfriendly for the purposes of the Diplomacy check. 
  PCs who use a speak with plants ability or spell gain 
  a +4 circumstance bonus on the check.  
  Making the treant friendly towards the PCs 
  causes it to experience a rare moment of clarity. It 
  speaks the following: 
   
  “Would you help a fellow being? Something… 
  something wrong stirs beneath my roots. It hurts 
  my mind. It changes me. If you would enter the 
  ground below I beg you find the source of this 
  wrongness and destroy it.” 
    
   
  Further questions only result in a contradictory 
  response from the other personality. PCs who agree 
  to this task and successfully complete the adventure 
  receive the Treant’s Favor on the AR. 
  • 
  If the PCs cast remove curse or break enchantment 
  upon the treant, its evil self is banished for 24 hours. 
  As a result, it immediately becomes friendly and 
  begs the PCs’ aid as above. 
  • 
  Since the PCs should be expecting the treant to 
  attack them, they may attempt to negotiate to let 
  them enter the bore. Any requests for passage trigger 
  the spell that binds the treant as a guardian. The 
  treant enters a trancelike state and recites the 
  following riddle: “I have no feet so I cannot walk. 
   But eyes have I and mouths that run. I’ve much 
  to speak but nothing said. Listen too closely and 
  you’ll be dead! What am I?” The answer to the 
  riddle is a “gibbering mouther.” The treant does not 
  remember reciting the riddle afterwards. If the 
  players grow frustrated with the riddle allow a DC 19 
  Knowledge (dungeoneering) check to identify the 
  solution. If any PC speaks the solution to the riddle, 
  the treant wordlessly pulls its roots aside and falls 
  dormant for three minutes. 
  • 
  A PC casting detect magic on the treant and 
  succeeding on a DC 21 Spellcraft check detects a 
  strong aura of enchantment. This does not detect the 
   magic items buried in the muck of the hill 
  • 
  The PCs may attempt to attack the tree. Zaschinar’s 
  last order was not to attack any humanoids except 
  lizardfolk (he was expecting a visitor). So the tree is 
  unable to fight back. It roars with anger and does 
  whatever it can to fool them into thinking it can 
  attack back but ultimately the PCs are free to destroy 
  it. Doing so is an evil act and should be noted on the 
  AR. Paladins who participate (or allow) this to 
  happen lose their abilities until they receive an 
  atonement. 
  • 
  Brave PCs can attempt to move past the tree and risk 
  an attack of opportunity. If they do so, the tree 
  swings but deliberately misses (since it is magically 
  compelled not to attack). Allow the PCs a DC 25 
  Sense Motive check to realize the treant’s 
  subterfuge. 
   
  All APLs: 
   
  �Treant: hp 66; Monster Manual 244. 
   
  What Doatzys Knows: Since Doatzys has always 
  teleported into and out of the lair, he has never seen the 
  treant before. If the PCs attack the treant for two rounds 
  or more so that it becomes clear the treant cannot defend 
  itself, Doatzys bravely wades in and pecks at it at few 
  times himself. 
   
  Treasure: If the PCs successfully destroy the 
  hexagonal pinnacle in Encounter 6: Reflections the 
  treant is freed from his curse. He leaves the area 
  immediately but leaves behind the magical items he 
  acquired centuries ago from a local druid. If the PCs kill 
  the treant and uproot it they also discover this treasure. If 
  the PCs used Diplomacy to make the treant friendly, 
  explicitly agreed to help it, and succeeded in destroying 
  the pinnacle they receive magic items and the Treants 
  Thanks entry on the AR.  
   
  APL 2: Magic – wildwood full plate armor (275 gp), 
  safewing emblem (20 gp). 
   
  APL 4: Magic – +1 wildwood full plate (358 gp), 
  safewing emblem (20 gp). 
   
  APL 6: Magic – +1  buoyant wildwood full plate (608 
  gp), safewing emblem (20 gp). 
   
  APL 8: Magic – +1 buoyant wildwood full plate (608 
  gp), safewing emblem (20 gp), ring of magic fang (500 
  gp). 
   
  Detect Magic Results: Safewing emblem (faint 
  transmutation), +1 wildwood full plate (faint abjuration). 
   
  ENCOUNTER 5: INTO THE 
  PIT 
  The underground lair is relatively straightforward (see 
  DM’s Map 2); the entry tunnel turns a bit but does not 
  fork as it delves downward.  
   
  
  COR6-19 Heir Aberrant 
   
  Page 12 
  Features of the Dungeon: The dungeon walls are made 
  of hewn stone, which has become somewhat decrepit but 
  remains, for the moment, safe. Roots poke through cracks 
  in the stone and the whole place smells of mildew. 
  Scaling the walls requires a DC 20 Climb check; while 
  the various cracks and the occasional sturdy root provide 
  additional handholds, this is offset by the fact that the 
  walls are wet and slippery due to condensation and fungi. 
  The walls are lined with torch sconces which, though 
  empty, emanate a soft, green light, providing sufficient 
  illumination that neither low-light vision nor darkvision 
  are necessary to see adequately in the dungeon. The 
  ceiling is about 8 feet high unless otherwise specified. 
   
  PCs who own and understand The Blasphemous 
  Whispers of Zashnichar (from COR4-19 That Which 
  Was Not Meant to be Known) gets an eerie sense of 
  familiarity from this place. Various excerpts of the book 
  seem…inexplicably relevant. Give these players a copy of 
  Player’s Handout 3, which may or may not be of any use. 
  The handout is a clue that unnatural things are at work in 
  these caves. These excerpts might also provide some 
  oblique clues to the perils of Zaschinar’s lair but 
  ultimately they should not distract the players for more 
  than a few minutes.  
   
  As they enter, the PCs descend a narrow, 5 ft. wide 
  winding tunnel for a short time (DC 0 Climb check) 
  before coming to the first point of interest in the 
  dungeon. 
   
  At last, the tunnel opens up a bit. You see a large 
  room ahead of you, with a door directly opposite in 
  front of which lies a skeleton. The room ahead of you 
  is odd, however, in that the floor is made of wood 
  rather than stone. A lip of stone floor runs around the 
  edges of the room, leaving the wood floor slightly 
  lower.  
   
  No other exits are visible but you can make out 
  what is clearly a lock on the door across from you.  
   
  Special features of the Room: Unlike the rest of the 
  dungeon, the floor in this room is made of sheet wood, 
  other than a 7-inch wide lip of stone running along the 
  entire edge of the room. This wood is not the actual 
  “floor” of the room; underneath the lip, it is secured by 
  rope moorings and hangs about a foot above the actual 
  stone floor. Due to both the damp nature of the wood and 
  this mooring, it tends to bow and shift under the weight 
  of people who stand on it. A DC 15 Search check is 
  sufficient to reveal all of these features to a cautious 
  adventurer before entering the room. 
   
  �Wooden Floor (5 ft section): 1 in. thick; AC 5; 
  hardness 5; hp 10. 
   
  The PCs have found the first of Zashnichar’s traps (see 
  DM’s Map 3). Any weight over 100 pounds causes the 
  floor to depress sufficiently to agitate the summoning 
  oozes living in the gap between the two floors, at which 
  point the creatures begin summoning in their defense. 
  Read the following when this happens: 
   
  As your weight lands on the wooden floor, it bounces 
  slightly, like a trampoline. The damp wood bows 
  slightly under your weight, but it seems stable 
  enough. As soon as you get your balance, however, a 
  creature pops into existence out of thin air and 
  charges you! 
   
  APL 2 (EL 4) 
   
  �Summoning Ooze (1): hp 42; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Summoning Ooze (2): hp 42 each; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Advanced Summoning Ooze (2): hp 94 each; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Advanced Summoning Ooze (3): hp 149 each; 
  Appendix 1. 
   
  What Doatzys Knows: Doatzys has never been on this 
  side of the locked door before and therefore knows 
  nothing about the oozes or the lock.  
   
  Once the summoned creatures begin appearing, 
  Doatzys flies about 20 feet back up the tunnel and calls 
  out about once a round to ask: “Are they dead yet?”  
   
  Tactics: The oozes use their summon monster ability 
  every round to summon more creatures to chase the PCs 
  off of the floors. (The narrow cracks between the planks 
  allow for line of effect.) These summoned creatures 
  attack until killed, but do their best to herd the PCs off 
  the floor in the process. Once no PC weighing 100 
  pounds or more is on the floor, or the oozes have run out 
  of summons for the day, the onslaught stops. The 
  appendix for each APL contains the stat block for the 
  creature the ooze prefers to summon; while it is possible 
  to summon other creatures, the oozes prefer those that 
  are either small and thus don’t add that much weight to 
  the platform, or fly and thus add none. If the fight is 
  proving too monotonous with only the same creature 
  being summoned over and over again, use a different 
  creature from the appropriate summon monster spell 
  chart (Player’s Handbook 287), but remember that the 
  ooze’s Augment Summoning feat gives all creatures it 
  
  COR6-19 Heir Aberrant 
   
  Page 13 
  summons a +4 enhancement bonus to its Strength and 
  Constitution scores.  
   
  The creatures appear out of thin air with no warning, 
  so it should be obvious to most PCs that some sort of 
  spell is responsible. A DC 16 Spellcraft check identifies 
  the creatures as being summoned by a summon monster 
  I. A subsequent DC 20 Knowledge (dungeoneering) 
  check is enough to recall the existence of a creature 
  known as a summoning ooze, which can utilize the 
  equivalent of a summon monster spell every round. 
   
  There are essentially two ways to attack the oozes 
  themselves. Note, however, that the PCs first have to 
  pinpoint the locations of the oozes under the floor. They 
  can do this using Listen checks opposed by the ooze’s 
  Move Silently, as the oozes prefer to move at half speed 
  and remain undetected. Refer to the rules for detecting 
  invisible creatures with Listen checks (Dungeon Master’s 
  Guide 295) the floor is not sufficiently thick to impose a 
  modifier on these checks. 
   
  The first is to hack apart the floor above them. 
  Hacking up a section of the floor allows direct access to 
  the ooze beneath that section, (unless it moves). Also, 
  apply any damage in excess of the section’s hit points to 
  the ooze beneath. However, the ooze can move out of the 
  section to force its attackers to hack up more of the floor; 
  because the wood is suspended only a foot above the 
  actual floor, there is not enough space for a Small or 
  Medium creature to fit down there. Once at least one 
  section is cleared, though, any PC in an adjacent square 
  can take a move action to peek down into it and 
  announce the positions of all the oozes in the room. 
   
  The second method is to simply jump up and down 
  on top of the oozes. Because of the nature of the floor, 
  this action causes damage to the ooze based on the weight 
  of the PC and the Jump check made to do so. To help clue 
  them in to this strategy, mention the way the floor 
  “bounces” and that there is an audible sound of 
  discomfort every time a PC passes over an ooze. The rules 
  for this are as follows: 
   
  Damaging the Oozes through Weight: A Small 
  Medium creature in the square above any part of the ooze 
  that makes a DC 10 Jump check deals 1d6 points of 
  damage for every 200 pounds she weighs (including 
  equipment). If the PC fails this check, you can inform her 
  that she may choose to “flop,” to increase her momentum, 
  in which case she deals damage as normal, but falls prone 
  and takes 1d6 points of nonlethal damage. Jumping in 
  such a way is a move action. An additional 1d6 damage is 
  rolled for every 5 points by which the check exceeds 10. 
  The oozes get no saving throw to reduce this damage, but 
  those in squares adjacent to the jumper take half damage 
  and those farther away take none. A large creature deals 
  1d6 damage per 200 pounds automatically every round it 
  remains on the floor to all squares it occupies (and half to 
  those adjacent), and can attempt the Jump check to add 
  an extra 1d6 for DC 10 and an additional 1d6 for every 5 
  points by which it exceeds that DC. (A PC who has been 
  enlarged through use of magic weighs 8 times more than 
  she did before the spell was cast). 
   
  The PCs might also attempt to set the floor ablaze or 
  melt it with acid. Because of the damp conditions, 
  however, the floor does not burn particularly well in the 
  absence of an accelerant. An effect that starts fires, such 
  as alchemist’s fire or a flaming sphere burns the 
  particular section it touches normally, but the fires do not 
  spread unless the adjacent squares have been coated with 
  some sort of accelerant (such as lamp oil). Being on fire 
  deals normal damage to the square in question (subject to 
  the normal halving before the application of hardness). 
  Any oozes beneath a square that is on fire take half the 
  damage that is rolled for the floor. Applying acid has the 
  same effect, though, of course, it does not spread. 
   
  Because this encounter is triggered based on the PCs 
  stepping on the wooden floor, it is possible to avoid it 
  entirely by simply not doing so. Beyond the ability to fly 
  or climb the walls or ceiling, the only way to accomplish 
  this is by skirting the small lip on the edge of the wall.  
   
  The lip is only about 7 inches wide, so a DC 10 
  Balance check is necessary to move at half speed along 
  each section. Failure by 5 or more causes the PC to fall to 
  the floor, taking no damage of course, but triggering the 
  oozes regardless of weight due to the force of the fall. It 
  takes 50 feet of movement to get around the edge of the 
  wall, meaning that PC with a speed of 30 need to make 4 
  checks to move that far at half speed (though as always, a 
  PC can choose to accept the -5 penalty to move at full 
  speed). Until the oozes have been alerted to the PCs, a PC 
  may choose to take 10 on this check. Afterwards, 
  however, this is not possible. Note that due to the small 
  size of the lip, no creature larger than Medium can 
  attempt a balance check to follow it. 
   
  There are two five-foot squares immediately in front 
  of the locked door that do not touch the wooden floor. 
  Once a PC has reached the door, read the following: 
   
  The door before you is made of solid, dark iron, and 
  looks as though it would open inward, as you can’t see 
  the hinges on this side. There is a prominent keyhole, 
  and a cursory examination reveals it to be locked. 
  Now that you are close, however, you can clearly see 
  that someone has carved a poem on to the door itself. 
  What looks to be a piece of an axe-head is embedded 
  in the door, the rest of it residing on the blackened 
  skeleton lying at its foot. 
   
  Give the player who has reached the door Player 
  Handout 4. Only the first line is relevant to this door; it 
  refers to the spare key hidden directly beneath the ledge. 
  
  COR6-19 Heir Aberrant 
   
  Page 14 
  If the PCs hack up the wooden floor (or just depress it by 
  hand and feel around) just in front of the stone portion in 
  front of the door, a DC 5 Search check uncovers the key 
  (essentially it’s just under the stone lip, and the PC just 
  has to feel around down there until he finds it). The rest 
  of the riddle is the key to the door farther down. 
   
  Alternatively, an APL-dependant Open Lock check 
  opens the door. 
  • 
  APL 2: Very simple lock (DC 20 Open Lock check) 
  • 
  APL 4: Average lock (DC 25 Open Lock check) 
  • 
  APL 6-8: Good lock (DC 30 Open Lock check) 
   
  The blackened skeleton of someone who obviously 
  attempted to break down the door may give the PCs 
  pause, but simply hacking down the door is a viable 
  solution. 
   
  �Iron Door: 2 in. thick (hollow); AC 5; hardness 10; 
  hp 30; Break DC 24. 
   
  The door itself is hollow, thus its lower hit point and 
  break DC value than normal for its size and composition. 
  However, the reason for its construction in this way is to 
  allow its creator to interject an insidious trap: the door 
  was protected with a glyph of warding spell set to trigger 
  if the surface of the door is “breached” (such as with a 
  weapon or by being bashed down). Fortunately for the 
  PCs, the trap does not reset, and was already triggered by 
  the previous incautious adventurer, whose remains lie 
  next to it, so they may hack away with no ill effects. 
   
  Once the PCs have all managed to get through the 
  door, proceed to the next encounter. 
   
  ENCOUNTER 6: 
  REFLECTIONS 
  Once the PCs open the door they can proceed down the 
  tunnel. Read the following: 
   
  After a small drop, the tunnel slopes down more 
  gently and then levels off. Abruptly the passage ends 
  at something that only vaguely resembles a door. A 
  slimy, opaque membrane, vaguely pink-orange in 
  color, covers the entire length and breadth of the 
  tunnel. A mostly transparent liquid oozes gently 
  down its surface and pooling on the floor. The 
  membrane pulses slowly as if fed by a gigantic, 
  unseen heart.  
   
  This membrane is indeed a door. If the PCs succeed on a 
  DC 31 Search check of the door they find an almost 
  undetectable cleft down the center of the membrane. If 
  the PCs have deciphered the riddle in the previous 
  encounter, they might correctly guess that the password 
  for this door is the verbal component of any spell from 
  the polymorph spell chain. Any PC who succeeds on a 
  DC 17 Spellcraft check knows such a verbal component 
  even if they don’t know the spell. Speaking this password 
  causes the membrane to open. The doorway (and its twin 
  on the other side of the room beyond) remains open for 
  five minutes before closing. The password also disables 
  the trap in the room beyond for the same period of time. 
  If the PCs are still in the room after 3 minutes, the doors 
  close and the trap activates provided the conditions are 
  met (see below). Similarly, if the PCs destroy the door the 
  trap remains active. 
   
  �Living Membrane Door: CR 0, Medium 
  aberration, HD 5d8; hp 25; AC 7; no attacks; SQ break DC 
  17, DR 5/slashing; AL N; SV Fort +1, Ref -4, Will +6; Str 6, 
  Dex 3, Con 10, Wis 3, Int 3, Cha 3. 
   
   
  If the PCs failed to find the riddle or failed to decipher it, 
  they can simply hack through this door. The door is alive 
  and subject to spells that target a creature (for example it 
  could be commanded to open). The door is blind and 
  dumb but not deaf. It understands (but cannot speak) the 
  Common tongue. It is capable of making humming, 
  sighing, and burbling noises. If the PCs begin to discuss 
  the possibility of bashing the door down it becomes quite 
  agitated. It pulses even more quickly, makes a few soft 
  squeaks, and squelches.  
   
  Pressing against the door or otherwise touching it in 
  a non-harmful manner causes it to sigh softly. The door 
  definitely likes to be touched and if petted repeatedly it 
  begins to hum softly. The door responds to Intimide or 
  Diplomacy checks if the PCs address it. When the PCs 
  first arrive, the door’s attitude is indifferent. If its attitude 
  can be raised to friendly it opens for the PCs but it won’t 
  think to disable the trap unless the PCs ask about it. 
   
  If the door is broken or destroyed, it bleeds 
  copiously on anyone standing within 5 feet of it. If struck 
  with a weapon it convulses spasmodically and makes a 
  high-pitched keening noise like a tortured animal. Once 
  destroyed, the door regenerates over a period of 24 hours 
  unless the pinnacle beyond is also destroyed. 
   
  What Doatzys Knows: Doatzys has been in this area 
  before. He knows there’s a password but can’t remember 
  what it is. “It is not Doatzys’ job to remember silly arcane 
  passwords, yes?” Doatzys has never seen the pinnacle 
  activate. However, if asked he can describe the room 
  beyond from an avian perspective: “Big cave! There’s big 
  cave with a wet floor and a pretty, shiny tree in the 
  middle. My mistress likes it a lot.” Doatzys can also 
  confirm that the PCs need to proceed through this door 
  to reach Masginnian. In fact, he is particularly agitated at 
  this point because he’s anxious to reach his mistress. 
   
  Once the PCs bypass the door (regardless of their 
  method), read the following: 
  
  COR6-19 Heir Aberrant 
   
  Page 15 
   
  The room beyond the membrane door is oval-shaped 
  with a high vaulted ceiling. A pool of pale yellowish-
  white goo of unknown depth covers the floor. 
  Occasionally something stirs beneath its surface. At 
  the center of the room is a hexagonal pinnacle that 
  comes to a point about seven feet from the “floor.” 
  Each of the six surfaces looks like mirrored glass as it 
  reflects the pulsing yellow-green light coming from 
  the pinnacle’s apex. A second membrane door blocks 
  the room’s only exit on the opposite side of the room. 
   
  Consult DM’s Aid 4 for the layout of this room. The 
  domed ceiling in this room is 20 feet high at the walls 
  and 30 feet high at the center. The walls and ceiling are 
  smooth and slick requiring a DC 30 Climb check to 
  climb. The goo on the floor is about four inches deep and 
  about the consistency and temperature of warm tapioca 
  pudding. It does not impede movement significantly. A 
  DC 25 Knowledge (the planes) check is sufficient to 
  determine that the goo on the floor is protoplasmic life, 
  raw and unformed. Occasionally, a small and hopelessly 
  aberrant creature forms spontaneously in the goo, 
  perishes and is reabsorbed by the protoplasm. This is the 
  source of the ripples in the goo. 
   
  Trap: The pinnacle at the center of the room is a device 
  similar to a mirror of opposition. Each of the six sides can 
  “store” a copy of a single living entity for about 10 
  minutes once they are reflected in its surface. When a 
  creature is stored, there is no external evidence of that 
  fact. Each time a new creature is “seen” by a side, it 
  discards its currently stored creature and stores the new 
  creature. 
   
  Any of these conditions triggers the pinnacle:  
  • 
  When three or more of the sides are storing a 
  different entity, the pinnacle triggers (see below).  
  • 
  If three or more sides are active when someone 
  reaches the opposite door (even if some or all of 
  those sides contain the same entity) the pinnacle 
  triggers.  
  • 
  An unsuccessful attempt to disarm the pinnacle. 
  • 
  Anyone attacking and/or damaging the pinnacle.  
   
  It is possible (though difficult) for someone who is 
  visible to cross the room and only be seen by two sides 
  (i.e., the side facing each door). This could be done by 
  flying directly over the pinnacle or by being invisible. 
  Other illusions (like disguise self, mirror image, blink 
  and blur) do not fool the pinnacle. Spells or mundane 
  effects that provide full concealment (for example 
  obscuring mist or just using a large object to hide behind) 
  also thwart the pinnacle.  
   
  Normally, anyone crossing the room by herself is 
  stored in a total of four sides of the pinnacle when she 
  reaches the other side. 
   
  When the pinnacle activates, read or paraphrase the 
  following: 
   
  The light at the top of the pinnacle suddenly pulses 
  more brightly. The goo slopping around your ankles 
  roils and bubbles. With a sickening squelch, several 
  humanoid figures rise up out of the goo covering the 
  floor. These newly formed creatures are grotesque 
  copies of yourselves complete with equipment and 
  sickening malicious grins. Wordlessly, the clones 
  move forward to attack. 
   
    
   
  �Pseudonatural Mirror of Opposition Trap: CR 
  variable; magical trigger; automatic reset (1 hour); Search 
  DC 33; Disable Device DC 33. 
   
  �Mirrored Pinnacle: 3 ft. thick; AC 5; hardness 5; 
  hp 40; Break DC 28. 
   
  Detect Magic Results: The pinnacle radiates strong 
  necromancy and transmutation magic. 
   
  Creatures: The clones of the stored entities form 
  instantly in the protoplasm on the room’s floor. These 
  clones are pseudonatural versions of stored creatures, 
  although they are usually much weaker in power than 
  the individual they imitate.  
   
  APL 2 (EL 3) 
   
  �Pseudonatural Humanoids (3): hp variable; 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Pseudonatural Humanoids (6): hp variable; 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Pseudonatural Humanoids (9): hp variable; 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Pseudonatural Humanoids (12): hp variable; 
  Appendix 1. 
   
  In most cases, the number of clones called for by the 
  encounter exceeds the number of stored entities. Simply 
  make multiple copies of the same PC. In some cases, it 
  may be that all the clones are of the same original PC. 
   
  To create a clone of a PC, follow these three steps: 
   
  Step 1: Determine the base class of the PC. In the 
  case of PC with multiple base classes, select the base class 
  that best fits that PC’s role in the party (for example 
  favored soul = cleric, scout = archer or rogue, and so on). 
  
  COR6-19 Heir Aberrant 
   
  Page 16 
   
  Step 2: Consult Appendix 1 and select the 
  pseudonatural creature of the same base class. 
   
  Step 3 (optional): Select a signature trait of the 
  original PC and grant it to the clone in place of the 
  default trait that’s given. For fighters this trait is likely a 
  preferred weapon. For a cleric this may be a domain 
  ability or a favorite spell. For wizards this is probably a 
  favorite offensive spell. For druids, this is probably an 
  animal companion. For some characters, an unusual feat 
  may make the best choice. You may also need to adjust 
  one of the pseudonatural creature’s feats or skills to 
  match the signature trait (the Weapon Focus feat would 
  change if you give the creature a signature weapon and so 
  on). 
   
  Step 3 is optional because a restricted time slot may 
  prevent you from taking the time required to create the 
  clones. However, you should perform this step if possible 
  to improve the experience for the players.  
   
  Regardless of whether you are able to perform Step 3 
  or not, describe these clones as looking and acting just 
  like the PC they copy except that they have bizarre 
  deformities: pustules, tentacles, extra eyes, a vestigial limb 
  and so on. 
   
  Tactics: The clones’ take a move action in the 
  surprise round action to rise up from the goo (they are 
  already fully formed as they do this) and a standard action 
  to ready their true strike ability. The clones appear 
  equally spaced around the pinnacle at the positions 
  indicated in DM’s Aid 4 (or as close as possible without 
  ending up in a square with a PC).  
   
  They immediately attack with a reasonable amount 
  of tactical sense. If it’s tactically reasonable, they prefer to 
  attack the original version of themselves. If possible, the 
  clones should use the same tactics as their originals and 
  often imitate their original self round for round. For 
  example, if a PC wizard fires a magic missile then all the 
  surviving clones of him fire a magic missile back at him! 
   
  Treasure: There is no treasure in this room. Any 
  equipment carried by the clones dissolves back into 
  protoplasm when that creature is destroyed. However, 
  PCs who successfully destroy the pinnacle (not just the 
  clones) receive the treant’s treasure from encounter 4 
  when they exit the lair.  
   
  Development: The password used to open the door to 
  this room is still in effect. If a PC speaks the verbal 
  component of a spell from the polymorph chain (for 
  example: alter self or polymorph) the pseudonatural 
  creatures immediately halt and dissolve into the goo 
  while the membrane doors both open as described above. 
  This may happen by accident when an arcane caster uses 
  such a spell. 
   
  If the PCs attempt to leave the room, the clones give 
  chase. The clones draw their animation from the pinnacle 
  and, as a result, lose 1 hp per round when the pinnacle 
  does not have line of effect to them. Similarly, destroying 
  the pinnacle causes the clones to lose 1 hp per round. 
   
   
  ENCOUNTER 7: MAZE 
  The remaining encounters occur only if the PCs arrive 
  here in time to prevent Masginnian’s transformation (see 
  “Travel Time” in encounter 2 for more information). This 
  transformation occurs on the evening of the 12th day 
  after the PCs first meet Doatzys.  
   
  Once the PCs proceed beyond the second membrane 
  door read the following: 
   
  Ahead, you can faintly hear a cacophony of faint 
  gurgling sounds. An agonized scream explodes from 
  somewhere deep in the cavern. “Mistress?,” Doatzys 
  responds in a quavering voice. “Mistress! Mistress!,” 
  he squawks in a mix of joy and fear. Quickly, he flies 
  ahead and out of sight into the tunnel beyond. 
   
  Doatzys has abandoned the PCs and they do not see him 
  again until the conclusion of the adventure. Once the 
  PCs proceed down the tunnel, they reach an unusual 
  obstacle: 
   
  As you round the corner you see the source of the 
  gurgling sound. A shimmering sheet of thick green 
  fluid oozes from ceiling to floor in front of you 
  making a wall of sorts. Avoiding passing through the 
  slime means you’ll have to turn left or right and go 
  around it. 
   
  Zashnichar used green slime (Dungeon Master’s Guide 
  76) to create a maze, whose walls are shimmering sheets 
  of the stuff (see DM’s Aid 5). Any PC succeeding on a DC 
  15 Knowledge (dungeoneering) check identifies the 
  green liquid as a variant form of green slime. 
   
  The slime is pumped through stone tubes in the 
  ceiling of the cavern and then back down through 
  narrow slits in the ceiling to form the “walls.” Deep 
  narrow channels cut in the floor collect the slime where 
  it flows back to the source only to be pumped out anew. 
  This creates thin sheets of slime that divide the cavern 
  into a maze.  
   
  PCs who own and understand The Blasphemous 
  Whispers of Zashnichar (from COR4-19 That Which 
  Was Not Meant to be Known) immediately recognize 
  this maze because it is described in the book. A sketch of 
  it even appears in the book. In this case, hand out DM’s 
  Aid 5 as a PC handout to any player owning The 
  Blasphemous Whispers of Zashnichar. 
   
  The slime has been thinned out (for easier pumping) 
  and made semi-dormant so it does not automatically seek 
  
  COR6-19 Heir Aberrant 
   
  Page 17 
  organic flesh. It is also a little less destructive than 
  normal green slime. As long as the PCs stay in the 
  passages of the maze, they are not splashed by slime. 
  However, stepping through a wall of slime splashes the 
  victim for 1d3 points of Constitution damage (no save). 
  In addition, worn or carried metal and wooden objects 
  take 2d4 points of damage (ignoring the hardness of 
  metal objects only). This damage continues every round. 
  The slime can be removed in the following ways: 
  • 
  During the first round of contact the slime can be 
  scraped off as a full-round action that provokes an 
  attack of opportunity and does 2d4 points of damage 
  to the scraping implement (ignoring hardness for 
  metal weapons only). Anyone can do this removal 
  (not just the slimed PC). 
  • 
  After the first round of contact, the slime can be 
  scrapped off as a full-round action. This action 
  inflicts 2d6 points of damage to the victim and 2d4 
  points of damage to the slashing weapon (ignoring 
  hardness for metal weapons only). Anyone can do 
  this removal (not just the affected PC). 
  • 
  Any area of affect spell that inflicts cold or fire 
  damage removes the slime but also inflicts normal 
  damage to the victim.  
  • 
  Alchemist’s fire, burning oil, or similar mundane 
  items dealing cold or fire damage removes the slime 
  but also deals damage to the victim. 
  • 
  A remove disease spell cast upon the victim 
  automatically removes the slime. 
   
  The PCs may try to make a doorway through a wall of 
  slime in some manner. Below are some anticipated 
  approaches and their effectiveness. You should adjudicate 
  other approaches using these results as a guide: 
  • 
  A remove disease spell makes a doorway in the slime 
  that lasts for 1 round 
  • 
  An instantaneous area of affect spell dealing cold or 
  fire damage removes the slime in its area of affect for 
  one round.  
  • 
  Area of affect spells with a duration that deal cold or 
  fire damage (for example wall of fire) wipe out the 
  slime walls within their area of affect. If these spells 
  remain active for 10 minutes or more, they disable 
  the maze entirely. 
  • 
  Similarly, mundane items that deal cold or fire 
  damage (burning oil, alchemist’s fire, and so on) 
  create a hole in the maze for every round that they 
  burn plus one additional round. 
  • 
  A PC with the trapfinding ability who can reach the 
  ceiling (8 feet high) can use Disable Device to 
  disable a five-foot section of the wall. The attempt 
  takes one round. The result of the check varies 
  depending upon the DC. 
   
  DC 17: The section has been successfully 
  disabled, but the PC has been slimed. 
   
  DC 23: The section has been disabled and 
  the PC has avoided getting slimed. 
   
  Other properties of the slime maze are as follows: 
  • 
  Most of the maze’s passageways are 5 ft. wide. A large 
  creature can move through the maze at half speed 
  without touching the walls as long as he makes a DC 
  10 Escape Artist check each round. Failure results in 
  being slimed just as if the creature had walked 
  through the slime wall. 
  • 
  There are three points on the maze (see DM’s Aid 5) 
  that are identified as a “tight spot.” A Small or 
  Medium creature passing through one of these 
  points requires a DC 10 Escape Artist check to avoid 
  being slimed just as if they had walked through the 
  slime wall. A Large creature must make a DC 30 
  check. 
  • 
  The slime walls provide total concealment (Player’s 
  Handbook 152) but do not block line of effect 
  (Player’s Handbook 176). Thus, a spellcaster is able to 
  target any square within the cave and spells with area 
  effects are not blocked by the slime walls. Spells that 
  required a ranged touch attack can be used if the 
  caster knows what square the target creature is in but 
  incur a 50% miss chance due to concealment. Spells 
  that target individual creatures or objects cannot be 
  used because there is no line of sight. If a spellcaster 
  mistakenly targets a spell into a square that is inside 
  the cavern wall, the spell simply fails. 
  • 
  If a PC wishes to target a square, that PC must have 
  some way of specifying the square he is targeting. A 
  DC 15 Spot check is sufficient to recognize the exact 
  direction that an arrow came from but not the 
  distance. Spot checks are of no further help due to 
  the concealment. 
  • 
  It is possible (though exceptionally difficult) to use 
  Listen checks to pinpoint the square where 
  Masginnian is standing. Treat this check as if she 
  were invisible. Because she constantly screams at the 
  PCs they require a DC 20 check  to pinpoint her 
  location. (Dungeon Master’s Guide 295). These 
  Listen checks suffer a -2 penalty due to the 
  intervening slime walls in addition to the usual -1 
  penalty per 10 feet of distance. 
  • 
  A thrown or missile weapon passing through one or 
  more walls deals 1 point of Constitution damage 
  from the green slime residue that it collected as it 
  traveled through the wall(s). This damage does not 
  recur on subsequent rounds like the damage from 
  stepping though a slime wall. Masginnian takes 
  
  COR6-19 Heir Aberrant 
   
  Page 18 
  advantage of this fact when attacking the PCs with 
  her crossbow. 
   
  IMPORTANT: The total concealment granted by the 
  maze is a critical part of the tactics of the next encounter. 
  If you are using a battle mat to depict the maze, you 
  should show care to position the maze on the battle mat 
  to avoid providing a hint at the general dimensions of the 
  cavern. In addition, you should only draw the parts of the 
  maze that the PCs have seen so far.  
   
  Development: Once the PCs enter the slime maze 
  proceed to encounter 8. 
   
  ENCOUNTER 8: A 
  GHASTLY DECISION 
  Remember that this encounter occurs only if the PCs 
  reach this area no more than 12 days since they first 
  entered Mistmarsh.  
   
  Once Masginnian’s detects the PCs moving in the 
  maze with her 60 ft. tremorsense, she begins casting 
  damaging spells and/or targeting their squares with 
  missile fire (despite the 50% miss chance). She spends the 
  entire time screaming or threatening to destroy the PCs 
  if they do not leave her alone. The attacks, however, never 
  stop.  
   
  Creatures: Several factors affect the EL of this 
  encounter. The gaze attack, the maze, and the bizarre 
  benefits of Masginnian’s partial abduction make her 
  more powerful. On the other hand, Masginnian’s missing 
  familiar, her vulnerability to the severing of the 
  connection between her two selves, and the likelihood 
  that the PCs are able to prepare for the encounter all 
  decrease the EL. The net result is +1 to the normal 
  encounter level. 
   
  All APLs 
   
  �Inhuman Masginnian: CR 0, Large outsider, HD 
  10d8, hp 50; AC 8; no attacks; SA tendrils (see below) SQ 
  blinking; AL N.  
   
   
  The tendrils connecting the two Masginnians (or 
  connected to a PC) can be attacked separately from the 
  creature itself. The tendrils have the same blinking 
  quality as the inhuman Masginnian (see below). 
   
  Blinking: The inhuman Masginnian enjoys a 50% 
  miss chance against all physical attacks and spells. The 
  effect is similar to a blink spell except that the creature is 
  moving between the Prime Material plane and the Far 
  Realm. 
   
  APL 2 (EL 5) 
   
  �Masginnian: female human wizard 4; hp 21; 
  Appendix 1.  
   
  �Tendrils: AC 14; hardness 5; hp 10. 
   
  APL 4 (EL 7) 
   
  �Masginnian: female human wizard 5/alienist 1; 
  hp 31; see Appendix 1.  
   
  1�Tendrils: AC 14; hardness 5; hp 20. 
   
  APL 6 (EL 9) 
   
  �Masginnian: female human wizard 5/alienist 3; 
  hp 41; see Appendix 1.  
   
  �Tendrils: AC 14; hardness 5; hp 30. 
   
  APL 8 (EL 11) 
   
  �Masginnian: female human wizard 5/alienist 5; 
  hp 54; see Appendix 1.  
   
  �Tendrils: AC 14; hardness 5; hp 40. 
   
  Tactics: Masginnian’s goal is to frustrate and delay the 
  PCs with a combination of damage-dealing spells and 
  battlefield control spells. Masginnian is aware of her 
  vulnerability to grappling and entrapping spells (like 
  Evard’s black tentacles). (NOTE: Masginnian has 
  moderate protection from web spells due to the slime 
  walls. Webbing that touches the slime maze are 
  immediately dissolved and are thus ineffective.) 
  Masginnian relies upon the PCs not knowing where she 
  is to make them hesitate to cast them for fear they might 
  select an area of effect where she is not located. She, 
  therefore, does everything she can to keep the party from 
  reaching her. 
   
  All APLs: Masginnian uses her tremorsense to locate 
  her opponents.  
   
   
  APL 2: When the PCs first start moving in the maze, 
  Masginnian fires her crossbow at the PC who is closest to 
  her in terms of the maze (rather than distance measured 
  as a straight line). When the lead PC is halfway to her, she 
  uses a glitterdust spell to slow down the PCs who are 
  behind the leader. She switches to lesser acid orbs when 
  the lead PC is in range. When the lead PC reaches her, 
  (and does not fail his Will save against the gaze attack) 
  she uses Tasha's hideous laughter before switching back 
  to the crossbow and/or damage dealing spells. She 
  reserves her backbiter spells for burly fighter types. If the 
  PCs retreat she uses summoning spells to send spiders 
  after them.    
   
   APL 4: When the PCs first start exploring the maze, 
  Masginnian uses her enlarged lesser acid orb spells 
  against the PC who is closest to her in terms of the maze 
  (rather than distance measured as a straight line). When 
  the lead PC is halfway to her, she uses glitterdust spells to 
  slow down the PCs who are behind the leader. If she runs 
  
  COR6-19 Heir Aberrant 
   
  Page 19 
  out of lesser acid orbs she casts flame arrow and fires her 
  crossbow at the lead PC instead. When the lead PC 
  reaches her, (and does not fail his Will save against the 
  gaze attack) she uses Tasha's hideous laughter before 
  switching back to the crossbow and/or damage dealing 
  spells. She reserves her backbiter spells for burly fighter 
  types. If the PCs retreat, she uses summoning spells to 
  send spiders after them. 
   
  APL 6: When the PCs first start exploring the maze, 
  Masginnian uses her enlarged lesser acid orb spells 
  against the PC who is closest to her in terms of the maze 
  (rather than distance measured as a straight line). When 
  the lead PC is halfway to her, she uses glitterdust spells to 
  slow down the PCs who are behind the leader. If she runs 
  out of lesser acid orbs she casts flame arrow and fires her 
  crossbow at the lead PC instead. When the lead PC 
  reaches her (and does not fail his Will save against the 
  gaze attack) she uses Evard's black tentacles before 
  switching back to damage dealing spells. She tries to 
  reserve her blast of flame for a group of at least three 
  opponents. If the PCs retreat, she uses summoning spells 
  to send spiders after them. 
   
  APL 8: When the PCs first start moving in the maze, 
  Masginnian uses her enlarged lesser acid orb spells 
  against the PC closest to her in terms of the maze (rather 
  than distance measured as a straight line). When the lead 
  PC is halfway to her, she uses sleet storm (and/or 
  glitterdust spells) to slow down the PCs who are behind 
  the leader. She then switches to full acid orb spells on the 
  lead PC. When the lead PC reaches her, (and does not fail 
  his Will save against the gaze attack) she uses Evard's 
  black tentacles before switching back to damage dealing 
  spells. She reserves her daily use of Sudden Empower for 
  blast of flame, particularly if multiple PCs use inter-
  dimensional travel to reach her. Wall of force is her last 
  ditch effort to keep the PCs away. If the PCs retreat or get 
  stuck, she uses summoning spells to send spiders after 
  them. 
   
  When the PCs finally reach the point where they 
  can see Masginnian, read the following: 
   
  You are in what may once have been a wizard’s lab. 
  Floating at the center of a maelstrom of debris is a 
  vaguely feminine figure garbed in the shredded 
  remains of a wizard’s robe. Her form appears warped, 
  almost melted. Thousands of their-thin tendrils 
  explode from her body and grasp at the room in all 
  directions. 
   
  A much larger tendril emerges from her skull and 
  snakes behind her into a jagged split in the fabric of 
  reality. Lurking just within this rift is a massive being 
  so utterly indescribable, so alien and yet so 
  beautiful… It shifts to regard you and at the same 
  time, the woman’s eyes focus on you A strangled cry 
  like that of a child emerges from her stretched lips. 
  Then she raises her hand and begins a spell. 
   
  The Far Realm is slowly claiming Masginnian. The 
  indescribable being on the other side of the rift is not 
  only consuming her but also is her. Her humanoid self 
  on the Material Plane is the part of her that is still 
  unwilling (or perhaps unworthy) to give up her life. This 
  battle with herself is nearing its end. The human 
  Masginnian is slowly being drained of her life force. 
  Though part of her is resisting being consumed, it also 
  acts on behalf of her other self by fighting the PCs. 
   
  As long as the inhuman Masginnian in the rift is 
  visible, its utterly alien nature creates a powerful 
  supernatural gaze attack. All PCs that can see it must 
  make a Will save each round at the beginning of their 
  turn. The save DC is 10 + APL. (For the purposes of the 
  save, the gaze is a mind-affecting effect but not an 
  enchantment.) The PCs can close or avert their eyes to 
  negate or mitigate the effect as if this were a gaze attack. 
   
  PCs who own and understand The Blasphemous 
  Whispers of Zashnichar (from COR4-19 That Which 
  Was Not Meant to be Known) receive a –8 penalty on all 
  Will saves made to resist the inhuman Masginnian’s gaze.  
   
  PCs with levels of alienist prestige class may be more 
  or less vulnerable to the creature’s gaze attack. This 
  depends on how they react when they see the portal. For 
  example, a PC excited to see the portal receives a -2 
  penalty on saving throws to withstand Masginnian’s gaze. 
  Similarly, a PC wary of the rift (or downright terrified) 
  would receive a +2 penalty on saving throws to withstand 
  Masginnian’s gaze. These modifiers are cumulative with 
  the –8 for owning and understanding the book.  
   
  A PC failing this save is entranced by the inhuman 
  Masginnian. As a result, he drops all held objects and 
  attempts to move within 10 feet of the rift as soon as 
  possible. On Masginnian’s next turn, her inhuman self 
  releases a new tendril which attaches to the entranced 
  PC’s skull (if he is within 10 feet of the rift). The tendril 
  immediately causes 1d4 points of Wisdom damage to the 
  PC (which shatters the entrancement effect and the PCs 
  may, next round, begin to act normally). This damage 
  repeats on Masginnian’s turn each round. However, once 
  the tendril is attached, the PC can no longer move more 
  than 10 feet from the rift until the tendril is severed (see 
  below), the rift closes or the inhuman Masginnian is 
  destroyed. 
   
  Note: The inhuman Masginnian is not reducing the 
  Wisdom of her other self. It is draining experience. 
  (Hence, the human Masginnian is no longer the 15th-
  level wizard that she once was). 
   
  For roleplaying purposes, treat the inhuman 
  Masginnian as impossible to describe. If at any time a 
  player asks a question about the creature, cringe or 
  
  COR6-19 Heir Aberrant 
   
  Page 20 
  shudder visibly and refuse to answer the question. 
  Questions that are specifically about the rift or the 
  tendrils should not elicit this response. 
   
  Where is Doatzys?: The fate of Doatzys hinges upon 
  the PCs’ decisions in this encounter. As a result, the PCs 
  should fail to find the bird if they seek him out before the 
  fight. 
   
  Development: There are several possible outcomes to 
  this encounter.  
   
  The PCs Kill the Human Masginnian: Given the 
  situation in the maze, the PCs may start trading area of 
  affect spells with Masginnian. This most likely, results in 
  killing the human Masginnian. Alternatively, PCs 
  reaching the end of the maze may still attack her given 
  her unnatural appearance and obviously hostile behavior. 
  If the human Masginnian falls unconscious, her 
  remaining ‘id’ is released to the inhuman Masginnian and 
  the human Masginnian dies. The inhuman Masginnian 
  withdraws and allows the rift to close. Proceed to 
  Conclusion A. 
   
  The PCs Sever the Masginnians: The PCs may try 
  to rescue Masginnian by severing the large tendril that 
  joins her two selves. This tendril (as well those attached 
  to PCs) can be attacked separately from the creature itself. 
  The tendrils also have the same blinking quality as the 
  inhuman Masginnian. If the tendril connecting the 
  Masginnians is severed proceed to Conclusion B. 
  Tendrils 
  attached 
  to 
  PCs 
  when 
  this 
  happens 
  automatically detach and withdraw.  
   
  The PCs Destroy the Inhuman Masginnian: Some 
  PCs may try to attack the inhuman Masginnian. This 
  creature is AC 8 and has 50 hit points. It does not have 
  any way to counterattack the PCs other than its 
  dominating gaze and Wisdom damage ability. Nor can it 
  defend itself other than with its unusual blinking ability. 
  However, the human Masginnian defends her inhuman 
  self to the best of her ability. If the PCs are successful in 
  destroying the inhuman Masginnian, the entirety of 
  Masginnian’s ‘id’ returns to her humanoid self and the rift 
  closes. Proceed to Conclusion C. 
   
  Failure/Arrive too Late: For whatever reason, the 
  PCs may not reach Masginnian in time or may have had 
  to retreat from this encounter (she is taken away to the 
  Far Realm). The PCs may also fail to defeat the 
  Masginnians. Any PCs who fall unconscious (either due 
  to physical damage or Wisdom damage) are not harmed 
  further by the Masginnians as long as they remain 
  unconscious and may recover and awaken after 
  Masginnian has left the prime material plane. Proceed to 
  Conclusion D. 
   
  The PCs Retreat: If the PCs leave, Masginnian 
  cannot pursue them. So, the PCs are free to retreat, 
  regroup, and heal up if they need to. However, the clock 
  is still ticking. If the PCs take too long to rescue 
  Masginnian, her transformation is already complete and 
  they find the lab abandoned. Proceed to Conclusion D if 
  this happens. 
   
   
  Treasure: If the PCs search the destroyed lab they 
  automatically find the wand and scroll listed below. The 
  party only receives the vest of timely undulation from 
  Doatzys if he survives the adventure.  
   
  APL 2: Magic – vest of timely undulation (93 gp), 
  wand of stolen breath (CL 3, 7 charges) (52 gp), scroll of 
  stolen breath (12 gp). 
   
  APL 4-8: Magic – vest of timely undulation (93 gp), 
  wand of stolen breath (CL 8, 10 charges) (200 gp), scroll 
  of stolen breath (12 gp).  
   
   
  Detect Magic Results: Wand of stolen breath (faint 
  necromancy), scroll of stolen breath (faint necromancy) 
   
  The rift between the Prime Material and the Far 
  Realm radiates strong conjuration. Even after the rift has 
  closed, the area where it stood radiates faint conjuration 
  for 24 hours.  
  CONCLUSION 
  There are multiple possible outcomes for this adventure: 
   
  Conclusion A: The Human 
  Masginnian is Killed 
  If the human Masginnian is reduced to below 0 hp, her 
  remaining ‘id’ is released to the inhuman Masginnian, 
  which withdraws and allows the rift to close. Read the 
  following text: 
   
  With a soft sigh of surprise, the semi-humanoid form 
  slumps within the mass of tentacles. The long conduit 
  between her and the thing within the rift pulses one 
  last time before releasing her lifeless body. The 
  tendrils surrounding her simply evaporate into fine, 
  sweet smelling mist. The rift winks shut an instant 
  later leaving you  in near total darkness. Only later, as 
  you explore the cavern do you find Doatzys brushed 
  into a corner. He is as limp and lifeless as his former 
  master. Days later you emerge from the Mistmarsh a 
  bit richer, a bit more wary of strange requests for aid, 
  and with a blood hot scar pulsing across the surface of 
  your sanity. 
   
  These PCs do not receive the Favor of the new 
  Masginnian on their adventure record. They also do not 
  receive the Gift of Doatzys. 
   
  
  COR6-19 Heir Aberrant 
   
  Page 21 
  Conclusion B: The Conduit is 
  Severed 
  If the PCs sever the conduit connecting the two 
  Masginnians, have each PC make a DC 20 Will save. 
  Then, read the following: 
   
  The fleshy conduit between the woman and her 
  tormentor tears apart and immediately both creatures 
  contort in a rictus of anguish. The woman emits a 
  shrill keening scream that is as warped as her 
  physique but the grief of the creature on the other 
  side of the rift is unspeakable. A sonic rapier stabs 
  mercilessly into your mind and [PCs that failed the 
  save] 
  welcome 
  the 
  merciful 
  blackness 
  of 
  unconsciousness.  
   
  Moments later, the unconscious PCs awaken on the cold 
  stone floor. The rift and the tendrils have vanished. The 
  body of the woman they have rescued has resumed a 
  normal human form though she appears much older than 
  she did before. She smiles tentatively and offers the PCs a 
  drink from a flask of water.  
   
  The PCs can interact with her as much as they wish. 
  She is friendly and grateful to them for their rescue. This 
  Masginnian has regained her sanity but she has paid a 
  high price for it. Much of her memories of the last 40 
  years are lost. (In game terms she has lost all her levels in 
  the alienist prestige class.) Masginnian does remember 
  bits and pieces. In particular, she is quite aware that the 
  PCs have rescued her from being taken into an alternate 
  plane too terrible to comprehend. Her body shows her 
  true age now and she knows she has little time left on 
  Oerth. She intends to use her remaining time to return to 
  her former lair (hidden in the Yatil Mountains) and 
  destroy all the research materials there lest they corrupt 
  someone else. She asks the PCs to accompany her out of 
  the swamp. The backlash killed Doatzys but Masginnian 
  happily honors his bargain and tells the PCs where to 
  find their promised treasure. When the party decides to 
  leave the lair read the following: 
   
  As you pick your way toward civilization, it becomes 
  clear that this woman remembers only snatches of 
  her past. Clearly, you have rescued someone from a 
  terrible fate, but perhaps not the woman you came 
  for. You emerge from the Mistmarsh a bit richer, a bit 
  more wary of strange requests for aid and with a 
  blood hot scar pulsing across the surface of your 
  sanity. 
   
   
  These PCs receive the Favor of the new Masginnian on 
  their AR. They also receive the Gift of Doatzys. 
   
  Conclusion C: The Inhuman 
  Masginnian is Destroyed 
  If the PCs defeat the inhuman Masginnian, the inhuman 
  Masginnian dissolves and Masginnian’s entire self 
  returns to her human form and with her full powers (CN 
  female human wizard 5/alienist 10). 
   
  Read the following: 
   
  The creature dissolves into an infinity of pitiful forms 
  that writhe and keen as they fade. You turn to see the 
  woman staring coldly at you and her hands rippling 
  with incredible arcane power. “Fools.” she rasps. 
  “What did you think to gain by forestalling my 
  apotheosis? 
  Do 
  you 
  think 
  I 
  relish 
  this…this…abomination?!.” The woman gestures 
  derisively at her attractive female form, which bears 
  no trace of the tendrils or its formerly warped 
  appearance. “Leave here. Leave NOW before I destroy 
  you for your stupidity! The woman vanishes from 
  your sight with a sickening squelch. 
   
  The PCs may or may not do as Masginnian wishes but 
  there is nothing left to find in her lair. When they decide 
  to leave the Mistmarsh, read the following: 
   
  Hours later as you trudge back through the swamp 
  toward civilization a familiar voice calls to you. “You 
  are angry at Doatzys, yes? Yes, yes. Everyone is angry 
  at Doatzys now. Doatzys is so sorry. He will make you 
  happy though. He will tell you where the treasure is 
  hidden. Yes. That will make you nice happy 
  adventurers, no?” 
   
  These PCs do not receive the Favor of the new 
  Masginnian on their AR. They do receive the Gift of 
  Doatzys. 
   
  Conclusion D: The PCs arrive 
  too late 
  The PCs have 12 days to reach Masginnian before her 
  apotheosis is complete. For whatever reason, the PCs may 
  not be able to rescue her in time. If this occurs, read the 
  following: 
   
  Stepping out of the bizarre maze, you find yourself in 
  what looks like the decimated remains of the wizard’s 
  lab. Nothing of value remains now except an eerie 
  silence and an odd smell that makes you wonder if it 
  may have been best that you did not arrive sooner. 
  
  COR6-19 Heir Aberrant 
   
  Page 22 
   
  Searching the ruins, you find the smashed and 
  broken body of Doatzys in one corner. It appears that 
  your promised treasure will not be forthcoming. Days 
  later you emerge from the swamp a bit wiser and, in 
  particular, wary of strange pleas for help. 
   
  These PCs do not receive the Favor of the new 
  Masginnian on their adventure record. They also do not 
  receive the Gift of Doatzys. 
   
  The End 
   
  
  COR6-19 Heir Aberrant 
   
  Page 23 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  The PCs successfully negotiate with the lizardfolk. 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Encounter 4 
  The PCs win the friendship of the treant. 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
   
  Encounter 5 
  Defeat or avoid the summoning ooze(s). 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encounter 6 
  Defeat the pinnacle of pseudonatural opposition by 
  destroying it, destroying the minions it creates or using 
  the password to avoid it. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 8 
  Defeat one or both of the Masginnians or sever the 
  connection between them. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Story Award 
  The PCs prevent the sane Masginnian from being 
  abducted by severing the link between her human self 
  and her inhuman self. 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 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. 
  
  COR6-19 Heir Aberrant 
   
  Page 24 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Magic = Magic 
  Items.  
   
  Encounter 3: Lizardfolk 
  Territory 
   
  All APLs: Loot – 36 gp, Magic – 0gp. 
   
  Encounter 4: Lyrranikin 
  APL 2: Magic – wildwood full plate armor (275 gp), 
  safewing emblem (20 gp). 
   
  APL 4: Magic – +1 wildwood full plate (358 gp), 
  safewing emblem (20 gp). 
   
  APL 6: Magic – +1  buoyant wildwood full plate (608 
  gp), safewing emblem (20 gp). 
   
  APL 8: Magic – +1 buoyant wildwood full plate (608 
  gp), safewing emblem (20 gp), ring of magic fang (500 
  gp). 
   
  Encounter 8: A Ghastly 
  Decision 
   
  APL 2: Magic – vest of timely undulation (93 gp), 
  wand of stolen breath (CL 3, 7 charges) (52 gp), scroll of 
  stolen breath (12 gp). 
   
  APL 4-8: Magic – vest of timely undulation (93 gp), 
  wand of stolen breath (CL 8, 10 charges) (200 gp), scroll 
  of stolen breath (12 gp). 
   
  Total Possible Treasure 
   
  APL 2: Loot: 36 gp; Magic: 452 gp; Total: 488 gp. 
   
  APL 4: Loot: 36 gp; Magic: 683 gp; Total: 719 gp. 
   
  APL 6: Loot: 36 gp; Magic: 933 gp; Total: 969 gp. 
   
  APL 8: Loot: 36 gp; Magic: 1433 gp; Total: 1469 gp. 
   
  Special 
  �Recognition of the Red Fang Lizardfolk: For 
  winning the respect of the Red Fang, you gain Core 
  access to the items below marked with an 
  L. 
   
  �Treant’s Thanks: For befriending the treant and 
  saving him from madness you gain Core access to the 
  items below marked with a 
  T. 
   
  �Favor of the new Masginnian: The woman you 
  rescued shares a little forbidden knowledge from her 
  library with you. You gain “Any” access to one of the 
  following spells or feats from Lords of Madness: 
   
  Spells: arms of plenty, detect aberration, invoke the 
  cerulean sign, nature’s purity, pox, probe thoughts, 
  undulant innards. 
  Feats: Aberration Bane Magic, Aquatic Spellcasting, 
  Darkstalker, Music of the Outer Planes, Parrying Shield, 
  Quick Recovery, Ocular Spell. 
   
   
  �Vest of Timely Undulation (Gift of Doatzys): This 
  tsochar-hide vest feels slick and slightly oily to the touch. 
  When worn (it fills the vest slot) you may use an 
  immediate action to cast undulant innards (Lords of 
  Madness 213) with a range of personal and a duration of 
  one round. Once used in this manner the vest’s magic is 
  spent and it cannot be repaired. Faint Transmutation; CL 
  5th; undulant innards; Price 1125gp; Weight 1 lb. 
   
  �Encounter with the Psuedonatural: You have met 
  the special requirement for the alienist prestige class. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
  • 
  Vest of timely undulation (Adventure; see above, 
  1125 gp) 
  • 
  Masterwork duom
  L (Adventure; A&EG ) 
  • 
  Masterwork bone armor
  L (Adventure; A&EG) 
  • 
  Safewing emblem
  T (Adventure; RoW) 
  • 
  Wildwood full plate
  T (Adventure; RoW) 
  • 
  Wand of stolen breath (Adventure; SC; CL 3, 7 
  charges, 630 gp) 
  • 
  Scroll of stolen breath (Adventure; SC) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 wildwood full plate
  T (Adventure; RoW) 
  • 
  Wand of stolen breath (Adventure; SC; CL 8, 10 
  charges, 2,400 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 buoyant wildwood full plate
  T (Adventure; RoW & 
  Sw) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Ring of magic fang
  T (Adventure; A&EG ) 
   
  
  COR6-19 Heir Aberrant 
   
  Page 25 
  APPENDIX 1: ALL APLS
  Encounter 1 
   
   
   
   
  �Doatzys: pseudonatural raven familiar: CR 0; Tiny 
  outsider; HD 15 effective; hp 76; Init +2; Spd 10 ft, fly 
  40 ft (average); Ac 22, touch 14, flat-footed 20; Base Atk 
  +7; Grp -6; Atk +11 melee (1d2-5 claws); Full Atk 
  +11/+6 melee (1d2-5 claws); SA True strike SQ Low-
  light vision, Damage reduction 10/magic, Acid 
  resistance 15, Electricity resistance 15, Spell Resistance 
  25, alternate form, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master, 
  speak with animals of its kind; AL N; SV Fort +4, Ref 
  +6, Will +13; Str 1, Dex 15, Con 10, Int 13, Wis 14, Cha 
  6. 
   
  Skills and Feats: Listen +3, Spot +5;  Weapon 
  Finesse. 
   
  Languages: Common. 
   
  True Strike (Su): Once per day, Doatzys can gain 
  a +20 insight bonus to a single attack roll. In addition, 
  he suffers no miss chance against a target that has 
  concealment or total concealment when making this 
  attack. 
   
  Alternate Form (Su): As a standard action, 
  Doatzys can take the form of a grotesque, tentacled 
  mass. Despite the alien appearance, its abilities remain 
  unchanged. Other creatures receive a -1 morale penalty 
  on their attack rolls against a pseudonatural creature 
  when it is in this alternate form.  
   
  Encounter 3 
   
   
   
   
  �Lizardfolk 
  Squad 
  Leader: 
  female 
  lizardfolk 
  barbarian 1/scout 5; CR 7 Medium humanoid; HD 
  2d8+1d12+5d8+16; hp 69; Init +4; Spd 40 ft.; AC 21, 
  touch 13, flat-footed 18; Base Atk +5; Grp +6; Atk +9 
  ranged (1d6+1 javelin); Full Atk +9 ranged (1d6+1 
  javelin) or +7 melee (1d6+1 javelin) or +7 melee 
  (1d8+1/x3 masterwork duom) or +6/+6 melee (1d4+1 2 
  claws) or +6 melee (1d4 bite); SQ hold breath, rage, 
  trapfinding, uncanny dodge, trackless step, skirmish 
  (+2d6, +1 AC), evasion; AL N; SV Fort +5, Ref +10, Will 
  +3; Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +9, Climb +1, Hide +12, 
  Jump +11, Knowledge (geography) +2, Listen +2 , Move 
  Silently +12, Sense Motive +8, Spot +13, Survival +13, 
  Swim +5; Point Blank Shot, Precise Shot, Weapon 
  Focus (javelin). 
   
  Languages: Common, Draconic 
   
  Possessions: masterwork bone armor, 10 javelins, 
  masterwork duom. 
   
  Lizardfolk Shaman: male lizardfolk adept 4; CR 4 
  Medium humanoid; HD 2d8+4d6+12; hp 43; Init +1; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; 
  Grp +4; Atk +4 melee (1d4+1 claw); Full Atk +4/+4 
  melee (1d4+1 claws) or +4 melee (1d4 bite); SQ hold 
  breath, familiar (snake); AL CE; SV Fort +3, Ref +5, Will 
  +7; Str 12, Dex 12, Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +11, Spellcraft +7, 
  Survival +11; Point Blank Shot, Precise Shot, Spell 
  Focus (necromancy). 
   
  Languages: Common, Draconic. 
   
  Spells Known (3/3/1; base DC = 13 + spell level): 
  0- cure minor wounds, light, mending; 1st- cause fear, 
  cure light wounds, protection from good; 2nd- 
  scorching ray. 
   
  Possessions: heavy hide shield. 
   
  �Lizardfolk Warrior: lizardfolk barbarian 2/ranger 2; 
  CR 5 Medium humanoid; HD 2d8+2d12+2d8+18; hp 
  50; Init +2; Spd 40 ft.; AC 20, touch 12, flat-footed 20; 
  Base Atk +5; Grp +8; Atk +9 melee (1d8+4/x3 duom); 
  Full Atk +9 melee (1d8+4/x3 duom) or +8 ranged 
  (1d8+4/x3 duom) or +8 melee (1d4+1 bite) or +8/+8 
  melee (1d4+3 2 claws); SQ hold breath, rage, uncanny 
  dodge, wild empathy, favored enemy: humanoids 
  (human), two-weapon combat; AL CN; SV Fort +9, Ref 
  +8, Will +0 ; Str 17, Dex 14, Con 16, Int 6, Wis 10, Cha 
  10. 
   
  Skills and Feats: Hide +3, Move Silently +4, Spot 
  +7, Survival +7; Power Attack, Weapon Focus (duom), 
  Track, Multiattack. 
   
  Languages: Common, Draconic. 
   
  Possessions: bone armor, duom. 
   
  Encounter 6 
   
   
   
   
  NOTE: All the clones (below) have these special 
  qualities: 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form 
   
  
  COR6-19 Heir Aberrant 
   
  Page 26 
  �Archer Clone: pseudonatural <race varies> ranger 1; 
  CR 1 Medium outsider (augmented humanoid); HD 
  1d8+2; hp 10; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +1; Grp +3; Atk +4 ranged 
  (1d8+2/x3 mighty (+2) composite longbow); Full Atk 
  +3 melee (1d8+2/19-20 longsword) or +4 ranged 
  (1d8+2/x3 mighty (+2) composite longbow); SQ wild 
  empathy, favored enemy: humanoids (human), true 
  strike, alternate form, SR 11, acid resistance 5, 
  electricity resistance 5; AL N; SV Fort +4, Ref +5, Will -
  1; Str 14, Dex 16, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +5, Listen +3, 
  Move Silently +5, Spot +3, Survival +3; Point Blank 
  Shot, Precise Shot, Track. 
   
  Languages: Common. 
   
  Possessions: 
  arrows, 
  chain 
  shirt, composite 
  longbow, longsword. 
   
  �Barbarian Clone: pseudonatural <race varies> 
  barbarian 1; CR 1 Medium outsider (augmented 
  humanoid); HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  14, touch 12, flat-footed 12; Base Atk +1; Grp +4; Atk +5 
  melee (1d12+4/x3 greataxe); Full Atk +5 melee 
  (1d12+4/x3 greataxe) or +3 ranged (1d6+3 javelin); SA 
  rage; SQ true strike, alternate form, SR 11, acid 
  resistance 5, electricity resistance 5; AL N; SV Fort +4, 
  Ref +2, Will -1; Str 16, Dex 14, Con 14, Int 8, Wis 8, Cha 
  8. 
   
  Skills and Feats: Climb +7, Intimidate +3, Jump 
  +11, Survival +3; Power Attack, Weapon Focus 
  (greataxe). 
   
  Rage (Ex): 1/day; duration 7 rounds; +4 Str, +4 
  Con, +2 hp, +2 on Will saves, -2 t0 AC. 
   
  Languages: Common. 
   
  Possessions: leather armor, javelins, greataxe. 
   
  �Bard Clone: pseudonatural <race varies> bard 1; CR 
  1 Medium outsider (augmented humanoid); HD 
  1d6+2; hp 8; Init +2; Spd 30 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +0; Grp +0; Atk +2 ranged (1d8 
  light crossbow); Full Atk +2 ranged (1d8 light 
  crossbow) or +0 melee (1d6 Rapier); SQ bardic music, 
  bardic knowledge, inspire courage, true strike, 
  alternate form, SR 11, acid resistance 5, electricity 
  resistance 5; AL N; SV Fort +4, Ref +4, Will +1; Str 10, 
  Dex 14, Con 14, Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Escape Artist +6, Hide +6, Move 
  Silently +6, Perform +6, Sense Motive +3, Spellcraft +4, 
  Tumble +6; Combat Casting, Great Fortitude. 
   
  Languages: Common. 
   
  Spells Known: (4; base DC = 12 + spell level): 0- 
  daze, flare, summon instrument. 
   
  Possessions: leather armor, light crossbow, rapier, 
  crossbow bolts. 
   
  �Cleric Clone: pseudonatural <race varies> cleric 1; 
  CR 1 Medium outsider (augmented humanoid); HD 
  1d8+2; hp 10; Init -1; Spd 30 ft.; AC 14, touch 9, flat-
  footed 14; Base Atk +0; Grp: +1; Atk: +1 melee (1d8+1 
  mace, heavy); Full Atk +1 melee (1d8+1 mace, heavy) or 
  -1 ranged (1d8 light crossbow); SQ turn or rebuke 
  undead, true strike, alternate form, SR 11, acid 
  resistance 5, electricity resistance 5; AL N; SV Fort +4, 
  Ref +3, Will +5; Str 12, Dex 8, Con 14, Int 8, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Concentration +6, Heal +7; 
  Combat Casting, Lightning Reflexes. 
   
  Languages: Common. 
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0—guidance, resistance, virtue; 1st—command, cure 
  light wounds*, shield of faith. 
   
  *Domain spell. No specific deity; Domain: 
  [Healing (Casting cure spells at +1 caster level)] 
   
  Possessions: chain shirt, heavy mace, light 
  crossbow, crossbow bolts, buckler. 
   
  �Druid Clone: pseudonatural <race varies> druid 1; 
  CR 1 Medium outsider (augmented humanoid); HD 
  1d8+1; hp 9; Init +1; Spd 30 ft.; AC 13, touch 11, flat-
  footed 12; Base Atk +0; Grp +1; Atk +1 melee (1d6+1 
  club); Full Atk +1 melee (1d6+1 club) or +1 ranged 
  (1d4+1 sling); SQ nature sense, animal companion, 
  wild empathy, true strike, alternate form, SR 11, acid 
  resistance 5, electricity resistance 5; AL N; SV Fort +3, 
  Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 8, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Concentration +5 , Handle 
  Animal +3, Spot +7, Survival +9; Augment Summoning, 
  Spell Focus (conjuration). 
   
  Languages: Common, Druidic. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 
  0—flare, resistance, virtue; 1st— cure light wounds, 
  shillelagh. 
   
  Possessions: sling bullets, club, leather armor, 
  sling. 
   
  �Druid’s Animal Companion Clone: psueodnatural 
  wolf; CR – Medium outsider (augmented animal); HD 
  2d8+4; hp 13, Init +2; Spd 50 ft.; AC 14 , touch 12, flat-
  footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1 
  bite); Full Atk +3 melee (1d6+1 bite); SA Trip; SQ low-
  light vision; scent; AL N; SV Fort +5, Ref +5, Will +1; 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +3, Move Silently +3, Spot 
  +3; Track; Weapon Focus (bite) 
   
  �Fighter Clone: pseudonatural <race varies> fighter 
  1; CR 1 Medium outsider (augmented humanoid); HD 
  
  COR6-19 Heir Aberrant 
   
  Page 27 
  1d10+2; hp 12; Init +2; Spd 30 ft.; AC 16, touch 12, flat-
  footed 14; Base Atk +1; Grp +4; Atk +5 melee 
  (1d8+4/19-20 
  longsword); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+4/19-20 longsword); SQ true strike, alternate 
  form, SR 11, acid resistance 5, electricity resistance 5; 
  AL N; SV Fort +4, Ref +2, Will -1; Str 16, Dex 14, Con 
  14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +5, Jump +5; Combat 
  Reflexes, Power Attack, Weapon Focus (Longsword). 
   
  Languages: Common. 
   
  Possessions: chain shirt, longsword. 
   
  �Monk Clone: pseudonatural <race varies> monk 1; 
  CR 1 Medium outsider (augmented humanoid); HD 
  1d8; hp 8; Init +2; Spd 30 ft.; AC 13, touch 13, flat-
  footed 11; Base Atk +0; Grp +3; Atk +3 melee (1d6+3 
  unarmed strike); Full Atk +1/+1 melee (1d6+3 flurry of 
  blows) SQ flurry of blows, true strike, alternate form, 
  SR 11, acid resistance 5, electricity resistance 5; AL LN; 
  SV Fort +2, Ref +4, Will +3; Str 16, Dex 14, Con 10, Int 
  8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +7, Jump +7, 
  Tumble +6; Deflect Arrows, Improved Grapple, 
  Improved Unarmed Strike, Stunning Fist. 
   
  Languages: Common. 
   
  Possessions: none. 
   
  �Rogue Clone: pseudonatural <race varies> rogue 1; 
  CR 1 Medium outsider (augmented humanoid); HD 
  1d6+2; hp 8; Init +3; Spd 30 ft.; AC 15, touch 13, flat-
  footed 12; Base Atk +0; Grp +2; Atk +2 melee 
  (1d6+2/19-20 short sword); Full Atk +2 melee 
  (1d6+2/19-20 short sword) or +3 ranged (1d8 light 
  crossbow); SQ sneak attack +1d6, trapfinding, true 
  strike, alternate form, SR 11, acid resistance 5, 
  electricity resistance 5; AL N; SV Fort +2, Ref +5, Will -
  1; Str 14, Dex 16, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +6, Escape 
  Artist +7, Hide +7, Listen +3, Sense Motive +3, Spot +3, 
  Tumble +7; Combat Reflexes, Dodge. 
   
  Languages: Common. 
   
  Possessions: leather armor, light crossbow with 10 
  bolts, short sword. 
   
  �Sorcerer/Wizard 
  Clone: 
  pseudonatural 
  <race 
  varies> sorcerer 1; CR 1 Medium outsider (augmented 
  humanoid); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10 ; Base Atk +0; Grp -1; Atk -1 
  melee (1d4-1 dagger); Full Atk -1 melee (1d4-1 dagger) 
  or +2 ranged (1d8-1 light crossbow); SQ summon 
  familiar, true strike, alternate form, SR 11, acid 
  resistance 5, electricity resistance 5; AL N; SV Fort +2, 
  Ref +2, Will +1; Str 8, Dex 14, Con 14, Int 8, Wis 8, Cha 
  16. 
   
  Skills and Feats: Concentration +6, Spellcraft +3; 
  Combat Casting, Point Blank Shot. 
   
  Languages: Common. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0—
  dancing lights, daze, light, resistance; 1st—magic 
  missile, shield. 
   
  Possessions: dagger light crossbow with 10 bolts. 
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 28 
  APL 2
  Encounter 5 
   
   
   
   
  �Summoning Ooze: CR 4 Medium ooze; HD 
  5d10+15 hp 42; Init +4; Spd 20 ft., climb 10 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk +3; Grp +5; Atk +5 
  melee (1d8+2 plus 1d6 acid, slam); Full Atk +5/+5 
  melee (1d8+2 plus 1d6 acid, slam); SA acid, summon 
  monster; SQ blindsight 60 ft, fast healing 5, immunity 
  to acid and fire, ooze traits; AL N; SV Fort +6, Ref +1, 
  Will +2 ; Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 14.  
   
  Skills and Feats: Climb +10, Concentration +10, 
  Hide +8, Listen +9, Move Silently +5; Augment 
  Summoning, Great Fortitude, Improved Initiative. 
   
  Acid (Ex): Each of  the summoning ooze’s natural 
  attacks deals an extra 1d6 points of acid damage. 
   
  Summon Monster (Sp): Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster I spell (caster level 
  20
  th). The summoned creature remains for 20 rounds or 
  until slain. A summoning ooze can summon a 
  maximum of twice its Hit Dice in creatures per day. 
   
  �Fiendish Small Monstrous Spider: CR 1/2 Small 
  magical beast (augmented vermin); HD 1d8; hp 6; Init 
  +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-footed 
  11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus poison, 
  bite); Full Atk +4 melee (1d4 plus poison, bite); SA 
  poison, smite good (+1 damage), web; SQ darkvision 60 
  ft., tremorsense 60 ft., resistance to cold 5 and fire 5, 
  vermin traits; SV Fort +4, Ref +3, Will +0; AL CE; Str 
  11, Con 14, Dex 17, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 12; initial and secondary damage: 1d3 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal melee attack to deal and extra +1 
  damage against a good foe. 
   
   
  Encounter 8 
   
   
   
   
  �Masginnian: female human wizard 4; CR 4 Medium 
  humanoid (human); HD 4d4+8; hp 18; Init +2; Spd 30 
  ft. (currently 5 ft.); AC 16, touch 12, flat-footed 14; Base 
  Atk +2; Grp +2; Atk +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +4 ranged (1d8/19-20, light 
  crossbow) or +2 melee (1d4/19-20, dagger); SQ gifts of 
  partial apotheosis; AL CN; SV Fort +3, Ref +3, Will +3; 
  Str 10, Dex 14, Con 14, Int 17, Wis 9, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Craft 
  (alchemy) +10, Decipher Script +10, Knowledge 
  (arcana) +10, Knowledge (the planes) +10, Spellcraft 
  +12; Augment Summoning, Greater Spell Focus 
  (conjuration), Scribe Scroll, Spell Focus (conjuration). 
   
  Languages: Abyssal, Celestial, Common, Infernal. 
   
  Gifts of Partial Apotheosis: As Masginnian 
  transforms, her prime material body warps to reflect 
  her Far Realm self. Specifically, her body elongates and 
  distends into a shape that, while pleasing to her, is 
  disturbing to most. In addition, a mass of tens of 
  thousands thread-thin tendrils have grown from her 
  body and surround her in a 10 ft. radius. These tendrils 
  grant here tremorsense with a 60 ft. range. 
   
   
  Spells Prepared: (4/5/4 base DC = 13 + spell level, 
  15 + spell level for conjuration spells): 0—daze, ghost 
  sound, prestidigitation, resistance; 1st–backbiter, lesser 
  orb of acid (x2), mage armor, grease; 2nd– Tasha’s 
  hideous laughter, summon monster II, glitterdust (x2). 
   
  Possessions: light crossbow with 20 bolts, dagger, 
  spell component pouch. 
   
  Monsters Masginnian Summons 
  Note: The Augment Summoning feat has already been 
  applied to these stat blocks: 
   
  Summon Monster I 
  �Fiendish Small Monstrous Spider: CR 1/2 Small 
  magical beast (augmented vermin); HD 1d8; hp 6; Init 
  +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-footed 
  11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus poison, 
  bite); Full Atk +4 melee (1d4 plus poison, bite); SA 
  poison, smite good (+1 damage), web; SQ darkvision 60 
  ft., tremorsense 60 ft., resistance to cold 5 and fire 5, 
  vermin traits; SV Fort +4, Ref +3, Will +0; AL CE; Str 
  11, Con 14, Dex 17, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 12; initial and secondary damage: 1d3 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  
  COR6-19 Heir Aberrant 
   
  Page 29 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal melee attack to deal and extra +1 
  damage against a good foe. 
   
  Summon Monster II 
  �Fiendish Medium Monstrous Spider: CR 1; 
  Medium magical beast (augmented vermin); HD 
  2d8+2; hp 15; Init +3; Spd 30 ft., climb 20 ft.; AC 14; 
  touch 13; flat-footed 11; Base Atk +1; Grp +1; Atk +4 
  melee (1d6+2 plus poison, bite); Full Atk +4 melee 
  (1d6+2 , plus poison, bite); SA poison, smite good (+2 
  damage), web; SQ darkvision 60 ft., resistance to cold 5 
  and fire 5, tremorsense 60 ft., vermin traits; SV Fort +6, 
  Ref +3, Will +0; AL; Str 15, Con 16, Dex 17, Int -, Wis 
  10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +7; Jump +12; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 14; initial and secondary damage: 1d4 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 13 Escape Artist check or burst it with a 
  DC 17 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal melee attack to deal and extra +1 
  damage against a good foe. 
  
  COR6-19 Heir Aberrant 
   
  Page 30 
  APPENDIX APL 4
  Encounter 5 
   
   
   
   
  �Summoning Ooze: CR 4 Medium ooze; HD 
  5d10+15 hp 42; Init +4; Spd 20 ft., climb 10 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk +3; Grp +5; Atk +5 
  melee (1d8+2 plus 1d6 acid, slam); Full Atk +5/+5 
  melee (1d8+2 plus 1d6 acid, slam); SA acid, summon 
  monster; SQ blindsight 60 ft, fast healing 5, immunity 
  to acid and fire, ooze traits; AL N; SV Fort +6, Ref +1, 
  Will +2 ; Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 14.  
   
  Skills and Feats: Climb +10, Concentration +10, 
  Hide +8, Listen +9, Move Silently +5; Augment 
  Summoning, Great Fortitude, Improved Initiative. 
   
  Acid (Ex): Each of  the summoning ooze’s natural 
  attacks deals an extra 1d6 points of acid damage. 
   
  Summon Monster (Sp): Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster I spell (caster level 
  20
  th). The summoned creature remains for 20 rounds or 
  until slain. A summoning ooze can summon a 
  maximum of twice its Hit Dice in creatures per day. 
   
  �Fiendish Small Monstrous Spider: CR 1/2 Small 
  magical beast (augmented vermin); HD 1d8; hp 6; Init 
  +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-footed 
  11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus poison, 
  bite); Full Atk +4 melee (1d4 plus poison, bite); SA 
  poison, smite good (+1 damage), web; SQ darkvision 60 
  ft., tremorsense 60 ft., resistance to cold 5 and fire 5, 
  vermin traits; SV Fort +4, Ref +3, Will +0; AL CE; Str 
  11, Con 14, Dex 17, Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 12; initial and secondary damage: 1d3 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal melee attack to deal and extra +1 
  damage against a good foe. 
   
   
  Encounter 8 
   
   
   
   
  �Masginnian: female human wizard 5/alienist 1; CR 
  6 Medium humanoid (human); HD 5d4+1d4+12; hp 31; 
  Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base 
  Atk +2; Grp +2; Atk +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +4 ranged (1d8/19-20, light 
  crossbow) or +2 melee (1d4/19-20, dagger); SQ familiar 
  abilities, summon alien; AL CN; SV Fort +3, Ref +3, 
  Will +5; Str 10, Dex 14, Con 14, Int 17, Wis 9, Cha 8. 
   
  Skills and Feats: Concentration +11, Craft 
  (alchemy) +11, Decipher Script +11, Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge (the planes) +12, Spellcraft +14; Augment 
  Summoning, Enlarge Spell, Greater Spell Focus 
  (conjuration), Scribe Scroll, Spell Focus (conjuration). 
   
  Languages: Abyssal, Celestial, Common, Infernal. 
   
  Gifts of Partial Apotheosis: As Masginnian 
  transforms, her prime material body warps to reflect 
  her Far Realm self. Specifically, her body elongates and 
  distends into a shape that, while pleasing to her, is 
  disturbing to most. In addition, a mass of tens of 
  thousands thread-thin tendrils have grown from her 
  body and surround her in a 10 ft. radius. These tendrils 
  grant here tremorsense with a 60 ft. range. 
   
  Summon 
  Alien: 
  Whenever 
  Masginnian 
  summons a celestial or fiendish creature she instead 
  summons a pseudonatural version of that creature 
  (adding the pseudonatural template to the summoned 
  creature). 
   
  Spells Prepared: (4/5/5/4 base DC = 13 + spell 
  level, 15 + spell level for conjuration spells): 0—daze, 
  ghost sound, prestidigitation, resistance; 1st– backbiter, 
  grease, lesser orb of acid (x2), summon monster I; 2nd– 
  enlarged lesser orb of acid (x2), summon monster II, 
  Tasha’s hideous laughter, glitterdust; 3rd– flame arrow, 
  greater mage armor, summon monster III, wind wall. 
   
  Possessions: light crossbow with 20 bolts, dagger, 
  spell component pouch. 
   
  Monsters Masginnian Will 
  Summon 
  Note: The Augment Summoning feat has already been 
  applied to these stat blocks: 
   
  Summon Monster I 
  �Pseudonatural Small Monstrous Spider: CR 1/2 
  Small outsider (augmented vermin); HD 1d8+2; hp 6; 
  Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-
  footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus 
  poison, bite); Full Atk +4 melee (1d4 plus poison, bite); 
  SA poison, true strike, web, SQ alternate form, 
  darkvision 60 ft., resistance to acid 5 and electricity 5, 
  
  COR6-19 Heir Aberrant 
   
  Page 31 
  SR 11, tremorsense 60 ft., vermin traits; SV Fort +4, Ref 
  +3, Will +0; AL CE; Str 11, Con 14, Dex 17, Int 3, Wis 
  10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison (Ex): DC 12; initial and secondary damage: 
  1d3 Str. 
   
  Web (Ex): Eight times per day, the spider can 
  throw a web. This is similar to an attack with a next but 
  as a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the spider can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster II 
  �Pseudonatural Medium Monstrous Spider: CR 1; 
  Medium outsider (augmented vermin); HD 2d8+6; hp 
  15; Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 13; flat-
  footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6+2 
  plus poison, bite); Full Atk +4 melee (1d6+2 plus 
  poison, bite); SA poison, true strike, web; SQ alternate 
  form, darkvision 60 ft., resistance to acid 5 and 
  electricity 5, tremorsense 60 ft., SR 12, vermin traits; 
  SV Fort +6, Ref +3, Will +0; AL ; Str 15, Con 16, Dex 17, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +7; Jump +12; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 14; initial and secondary damage: 1d4 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a next but as a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 13 Escape Artist check or burst it with a 
  DC 17 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster III: When casting this spell, 
  Masginnian summons 1d4+1 pseudonatural Small 
  monstrous spiders. 
  
  COR6-19 Heir Aberrant 
   
  Page 32 
  APPENDIX APL 6
  Encounter 5 
   
   
   
   
  �Advanced Summoning Ooze: CR 6 Large ooze; HD 
  9d10+45 hp 94; Init +4; Spd 20 ft., climb 10 ft.; AC 17, 
  touch 8, flat-footed 17; Base Atk +6; Grp +16; Atk +11 
  melee (2d6+6 plus 1d6 acid, slam); Full Atk +11/+11 
  melee (2d6+6 plus 1d6 acid, slam); SA acid, summon 
  monster; SQ blindsight 60 ft., fast healing 5, immunity 
  to acid and fire, ooze traits; AL N; SV Fort +10, Ref +4, 
  Will +6; Str 22, Dex 8, Con 21, Int 10, Wis 12, Cha 14.  
   
  Skills and Feats: Climb +10, Concentration +17, 
  Hide +4, Listen +9, Move Silently +8; Augment 
  Summoning, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes. 
   
  Acid (Ex): Each of a summoning ooze’s natural 
  attacks deals an extra 1d6 points of acid damage. 
   
  Summon Monster (Sp): Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster III spell (caster level 
  20
  th). The summoned creature remains for 20 rounds or 
  until slain. A summoning ooze can summon a 
  maximum of twice its Hit Dice in creatures per day. 
   
  �Dretch; CR 2 Small outsider (chaotic, extraplanar, 
  evil, tanar’ri); HD 2d8+8 hp 17; Init +0; Spd 20 ft.; AC 
  16, touch 11, flat-footed 16; Base Atk +2; Grp -1; Atk +6 
  melee (1d6+3, claw); Full Atk +6/+6 melee (1d6+3, 
  claw) and +4 melee (1d4+1, bite); SA Spell-like abilities, 
  summon tanar’ri; SQ: damage reduction 5/cold iron or 
  good, darkvision 60 ft, immunity to electricity and 
  poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; AL CE; SV Fort +7, Ref +3, Will +3; Str 
  16, Dex 10, Con 18, Int 5, Wis 11, Cha 11.  
   
  Skills and Feats: Hide +9, Listen +5, Move Silently 
  +5, Spot +5, Survival +0 (+2 when following tracks); 
  Multiattack. 
   
  Languages: Dretches cannot speak but understand 
  Abyssal. 
   
  Spell-Like Abilities (Sp): 1/day—scare (DC 12), 
  stinking cloud (DC 13). Caster level 2
  nd. The save DCs 
  are Charisma-based. 
   
  Summon Tanar’ri (Sp): As a summoned creature, 
  the dretch is unable to use its ability to summon 
  another dretch. 
   
  Telepathy (Su): Dretches can communicate 
  telepathically with creatures within 100 feet that speak 
  Abyssal. 
   
  Encounter 8 
   
   
   
   
  �Masginnian: female human wizard 5/alienist 3; CR 
  8 Medium humanoid (human); HD 5d4+3d4+16; hp 41; 
  Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base 
  Atk +3; Grp +3; Atk +5 ranged (1d8/19-20, light 
  crossbow); Full Atk +5 ranged (1d8/19-20, light 
  crossbow) or +3 melee (1d4/19-20 dagger); SQ alien 
  blessing, familiar abilities, summon alien; AL CN; SV 
  Fort +5, Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 18, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Concentration +13, Craft 
  (alchemy) +12, Decipher Script +12, Knowledge 
  (arcana) 
  +15, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge (the planes) +15, Spellcraft +17; Augment 
  Summoning, Enlarge Spell, Greater Spell Focus 
  (conjuration), Scribe Scroll, Spell Focus (conjuration). 
   
  Languages: Abyssal, Celestial, Common, Infernal. 
   
  Alien Blessing: Masginnian loses 2 poitns of 
  Wisdom but gains a +1 insight bonus on all saving 
  throws.  
   
  Gifts of Partial Apotheosis: As Masginnian 
  transforms, her prime material body warps to reflect 
  her Far Realm self. Specifically, her body elongates and 
  distends into a shape that, while pleasing to her, is 
  disturbing to most. In addition, a mass of tens of 
  thousands thread-thin tendrils have grown from her 
  body and surround her in a 10 ft. radius. These tendrils 
  grant here tremorsense with a 60 ft. range. 
   
  Summon 
  Alien: 
  Whenever 
  Masginnian 
  summons a celestial or fiendish creature she instead 
  summons a pseudonatural version of that creature 
  (adding the pseudonatural template to the summoned 
  creature). 
   
  Spells Prepared (4/6/5/5/4 base DC = 13 + spell 
  level, 15 + spell level for conjuration spells): 0—daze, 
  ghost sound, prestidigitation, resistance; 1st– lesser orb 
  of acid (x2), grease, ray of enfeeblement (x2), summon 
  monster I; 2nd– enlarged lesser acid orb (x3), summon 
  monster II, glitterdust; 3rd– flame arrow, greater mage 
  armor, summon monster III (x2), wind wall; 4th–blast 
  of flame (x2), Evard’s black tentacles, orb of acid. 
   
  Possessions: crossbow bolts light crossbow, dagger, 
  spell component pouch. 
   
  Monsters Masginnian Will 
  Summon 
  Note: The Augment Summoning feat has already been 
  applied to these stat blocks: 
   
  Summon Monster I 
  �Pseudonatural Small Monstrous Spider: CR 1/2 
  Small outsider (augmented vermin); HD 1d8+2; hp 6; 
  Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-
  footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus 
  
  COR6-19 Heir Aberrant 
   
  Page 33 
  poison, bite); Full Atk +4 melee (1d4 plus poison, bite); 
  SA poison, true strike, web, SQ alternate form, 
  darkvision 60 ft., resistance to acid 5 and electricity 5, 
  SR 11, tremorsense 60 ft., vermin traits; SV Fort +4, Ref 
  +3, Will +0; AL CE; Str 11, Con 14, Dex 17, Int 3, Wis 
  10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison (Ex): DC 12; initial and secondary damage: 
  1d3 Str. 
   
  Web (Ex): Eight times per day, the spider can 
  throw a web. This is similar to an attack with a next but 
  as a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the spider can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster II 
  �Pseudonatural Medium Monstrous Spider: CR 1; 
  Medium outsider (augmented vermin); HD 2d8+6; hp 
  15; Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 13; flat-
  footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6+2 
  plus poison, bite); Full Atk +4 melee (1d6+2 plus 
  poison, bite); SA poison, true strike, web; SQ alternate 
  form, darkvision 60 ft., resistance to acid 5 and 
  electricity 5, tremorsense 60 ft., SR 12, vermin traits; 
  SV Fort +6, Ref +3, Will +0; AL ; Str 15, Con 16, Dex 17, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +7; Jump +12; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 14; initial and secondary damage: 1d4 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a next but as a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 13 Escape Artist check or burst it with a 
  DC 17 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster III: When casting this spell, 
  Masginnian summons 1d4+1 Pseudonatural Small 
  Monstrous Spiders. 
  
  COR6-19 Heir Aberrant 
   
  Page 34 
  APPENDIX APL 8
  Encounter 5 
   
   
   
   
  �Advanced Summoning Ooze: CR 7; Large ooze; 
  HD 13d10+78 hp 149; Init +4; Spd 20 ft., climb 10 ft.; 
  AC 17, touch 8, flat-footed 17; Base Atk +9; Grp +19; 
  Atk +14 melee (2d6+6 plus 1d6 acid, slam); Full Atk 
  +14/+14 melee (2d6+2 plus 1d6 acid, slam); SA acid, 
  summon monster; SQ: blindsight 60 ft, fast healing 5, 
  immunity to acid and fire, ooze traits; AL N; SV Fort 
  +12, Ref +5, Will +6; Str 22, Dex 8, Con 22, Int 10, Wis 
  12, Cha 14.  
   
  Skills and Feats: Climb +10, Concentration +22, 
  Hide +4, Listen +9, Move Silently +12 Augment 
  Summoning, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes, Quicken Spell Like-Ability 
  (summon monster). 
   
  Acid: Each of a summoning ooze’s natural attacks 
  deals an extra 1d6 points of acid damage. 
   
  Summon Monster (Sp): Once per round as a 
  standard action, a summoning ooze can summon a 
  creature as the summon monster V spell (caster level 
  20
  th). The summoned creature remains for 20 rounds or 
  until slain. A summoning ooze can summon a 
  maximum of twice its Hit Dice in creatures per day. 
   
  Thanks to its Quicken Spell-like Ability feat, the 
  summoning ooze can use this spell as a free action 3 
  times/day, though it is still limited to a single use per 
  round. 
   
  �Medium Air Elemental; CR 3 Medium elemental 
  (air, extraplanar); HD 4d8+16 hp 34; Init +9; Spd fly 100 
  ft (perfect); AC 18, touch 15, flat-footed 13; Base Atk +3; 
  Grp +4; Atk +8 melee (1d6+3, slam); Full Atk +8 melee 
  (1d6+3, slam); SA Air mastery, whirlwind; SQ: 
  Darkvision 60 ft, elemental traits; AL N; SV Fort +5, Ref 
  +9, Will +1; Str 16, Dex 21, Con 18, Int 4, Wis 11, Cha 
  11.  
   
  Skills and Feats: Listen +3, Spot +4; Dodge , Flyby 
  Attack, Improved Initiative, Weapon Finesse. 
   
  Air Mastery: Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
   
  Whirlwind (Su): The elemental can transform 
  itself into a whirlwind once every 10 minutes and 
  remain in that form for up to 2 rounds. In this form, 
  the elemental can move through the air or along a 
  surface at its fly speed. 
   
  The whirlwind is 5 feet wide at its base, up to 30 
  feet wide at the top, and up to 30 feet tall. The 
  elemental controls the exact height, but it must be at 
  least 10 feet. 
   
  The elemental’s movement while in whirlwind 
  form does not provoke attacks of opportunity, even if it 
  enters the space another creature occupies. Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into 
  or through the creature’s space. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (1d6 damage) and may be lifted into the air. 
  An afflicted creature must succeed on a Reflex save DC 
  15 when it comes into contact with the whirlwind or 
  take the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  1d6 damage each round. A creature that can fly is 
  allowed a Reflex save each round at the same DC to 
  escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful. The save DC is 
  strength based. 
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental takes them or to 
  escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell level) 
  to cast a spell. Creatures caught in the whirlwind take a 
  -4 penalty to Dexterity and a -2 penalty to attack rolls. 
  The elemental can have only as many creatures trapped 
  inside the whirlwind as will fit within the whirlwind’s 
  volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to its 
  home plane. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal to 
  half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther away 
  have total concealment. Those caught in the cloud 
  must succeed on a Concentration check (DC 15 + spell 
  level) to cast a spell. 
   
  An elemental in whirlwind form cannot make 
  attacks of opportunity, nor does it threaten the area 
  around it. 
   
  Encounter 8 
   
   
   
   
  �Masginnian: female human wizard 5/alienist 5; CR 
  10 Medium humanoid (human); HD 5d4+5d4+20+3; 
  hp 54; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 
  16; Base Atk +4; Grp +4; Atk +6 ranged (1d8/19-20, 
  light crossbow); Full Atk +6 ranged (1d8/19-20, light 
  
  COR6-19 Heir Aberrant 
   
  Page 35 
  crossbow) or +4 melee (1d4,19-20, dagger); SQ alien 
  blessing, 
  familiar 
  abilities, 
  mad 
  certainty, 
  pseudonatural familiar, summon alien; AL CN; SV Fort 
  +5, Ref +5, Will +8; Str 10, Dex 14, Con 14, Int 18, Wis 
  9, Cha 8. 
   
  Skills and Feats: Concentration +15, Craft 
  (alchemy) +12, Decipher Script +12, Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (dungeoneering) 
  +17, 
  Knowledge (the planes) +17, Spellcraft +19; Augment 
  Summoning, Enlarge Spell, Greater Spell Focus 
  (conjuration), Scribe Scroll, Spell Focus (conjuration), 
  Sudden Empower. 
   
  Languages: Abyssal, Celestial, Common, Infernal. 
   
  Alien Blessing: Masginnian loses 2 poitns of 
  Wisdom but gains a +1 insight bonus on all saving 
  throws.  
   
  Gifts of Partial Apotheosis: As Masginnian 
  transforms, her prime material body warps to reflect 
  her Far Realm self. Specifically, her body elongates and 
  distends into a shape that, while pleasing to her, is 
  disturbing to most. In addition, a mass of tens of 
  thousands thread-thin tendrils have grown from her 
  body and surround her in a 10 ft. radius. These tendrils 
  grant here tremorsense with a 60 ft. range. 
   
  Summon 
  Alien: 
  Whenever 
  Masginnian 
  summons a celestial or fiendish creature she instead 
  summons a pseudonatural version of that creature 
  (adding the pseudonatural template to the summoned 
  creature). 
   
  Spells Prepared (4/6/6/5/5/3 base DC = 14 + spell 
  level, 16 + spell level for conjuration spells): 0—daze, 
  ghost sound, prestidigitation, resistance; 1st– lesser orb 
  of acid (x2), grease, ray of enfeeblement (x2), summon 
  monster I; 2nd– enlarged lesser acid orb (x4), summon 
  monster II, glitterdust; 3rd– flame arrow, greater mage 
  armor, sleet storm, summon monster III, wind wall; 
  4th– Evard’s black tentacles, blast of flame(x2), orb of 
  acid (x2); 5th– arc of lightning, wall of force(x2). 
   
  Possessions: light crossbow with 20 bolts, dagger, 
  spell component pouch. 
   
   
  Monsters Masginnian Will 
  Summon 
  Note: The Augment Summoning feat has already been 
  applied to these stat blocks: 
   
  Summon Monster I 
  �Pseudonatural Small Monstrous Spider: CR 1/2 
  Small outsider (augmented vermin); HD 1d8+2; hp 6; 
  Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 14; flat-
  footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4 plus 
  poison, bite); Full Atk +4 melee (1d4 plus poison, bite); 
  SA poison, true strike, web, SQ alternate form, 
  darkvision 60 ft., resistance to acid 5 and electricity 5, 
  SR 11, tremorsense 60 ft., vermin traits; SV Fort +4, Ref 
  +3, Will +0; AL CE; Str 11, Con 14, Dex 17, Int 3, Wis 
  10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +11; Jump +10; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison (Ex): DC 12; initial and secondary damage: 
  1d3 Str. 
   
  Web (Ex): Eight times per day, the spider can 
  throw a web. This is similar to an attack with a next but 
  as a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 12 Escape Artist check or burst it with a 
  DC 16 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the spider can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster II 
  �Pseudonatural Medium Monstrous Spider: CR 1; 
  Medium outsider (augmented vermin); HD 2d8+6; hp 
  15; Init +3; Spd 30 ft., climb 20 ft.; AC 14; touch 13; flat-
  footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6+2 
  plus poison, bite); Full Atk +4 melee (1d6+2 plus 
  poison, bite); SA poison, true strike, web; SQ alternate 
  form, darkvision 60 ft., resistance to acid 5 and 
  electricity 5, tremorsense 60 ft., SR 12, vermin traits; 
  SV Fort +6, Ref +3, Will +0; AL ; Str 15, Con 16, Dex 17, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11; Hide +7; Jump +12; 
  Spot +8; Move Silently +3; Weapon Finesse. 
   
  Poison: DC 14; initial and secondary damage: 1d4 
  Str. 
   
  Web: Eight times per day, the spider can throw a 
  web. This is similar to an attack with a next but as a 
  maximum range of 50 feet, with a range increment of 
  10 feet, and is effective against targets up to one size 
  category larger than the spider. 
   
  An entangled creature can escape with a 
  successful DC 13 Escape Artist check or burst it with a 
  
  COR6-19 Heir Aberrant 
   
  Page 36 
  DC 17 Strength Check. Both are standard actions. The 
  DCs are constitution based, and the Strength check DC 
  includes a +4 racial bonus. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Summon Monster III: When casting this spell, 
  Masginnian summons 1d4+1 Pseudonatural Small 
  Monstrous Spiders. 
   
  
  COR6-19 Heir Aberrant 
   
  Page 37 
  APPENDIX NEW RULES ITEMS
  Mundane Items 
   
   
   
   
  Duom 
  The duom is a longspear with a standard spearhead, as 
  well as two blades curved so they point backward along 
  the shaft. The weapon has reach, allowing you to strike 
  opponents 10 feet away with it. Those proficient with 
  the can also attack adjacent foes with the reversed 
  heads using a practiced “reverse thrust.” Apply a -2 
  penalty on the attack roll if you use the duom to attack 
  a second, adjacent opponent in the same round you 
  attack the first opponent.  
   
  Cost 20 gp, Damage 1d8, Crit x3, Range 
  Increment: N/A, Weight 8lb, Damage Type: Piercing. 
   
  Bone Armor 
  Bone armor is a cloth or leather coat reinforced with 
  strips of bone, often cut from animals used for food. 
  The armor covers the torso but leaves the limbs free for 
  better mobility.  
   
  Cost 15 gp, Armor Bonus +3, Max Dex Bonus +4, 
  Armor Check Penalty -3, Arcane Spell Failure 15%, 
  Speed (30ft./20ft) 30ft./20ft, Weight 20lb. 
   
  Magic Items 
   
   
   
   
  Ring of Magic Fang 
  Arms and Equipment Guide 125 
  While worn, this ring grants one (and only one) of the 
  wearer’s natural weapons (bite, slam, fist, and so on) 1 
  +1 enhancement bonus on attack and damage rolls. 
   
  CL 12
  th; Prerequisites: Forge Ring, magic fang; 
  Market Price: 6,000 gp. 
   
  Safewing Emblem 
  Races of the Wild 173 
  This small feathered token can be worn or carried. If 
  the owner falls at least 5 feet, the emblem becomes a 
  set of feathery wings that allow her to use a feather fall 
  effect to descend safely from any height up to 180 feet. 
  The emblem requires no activation. When the owner 
  lands, the token disappears, its magic expended. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, feather fall; Price 250 gp. 
   
   
  Wildwood   
  Races of the Wild 168 
  The rare saelas tree (saelas is an Elven word that 
  translates as "wildwood" in Common) produces wood 
  with a peculiar set of qualities. Not only is it 
  extraordinarily flexible for days after harvesting, but 
  items crafted of wildwood regrow after being damaged. 
   
  At the hands of an armorsmith also skilled in 
  woodworking, 
  wildwood 
  can 
  be 
  crafted 
  into 
  lightweight armor nearly as strong as steel.  It is prized 
  by druids, who can wear it without sacrificing their 
  class abilities. 
     
  Wildwood armor provides one less point of armor 
  bonus than ordinary armor of the same sort.  However, 
  the armor's maximum Dex bonus increases by one, its 
  armor check penalty is reduced by 1 (minimum 0), and 
  its arcand spell failure chance is reduced by 5%.  In 
  addition, the wearer of a suit of wildwood armor can 
  ignore its armor check penalty on Hide checks made 
  in areas of undergrowth or heavy undergrowth. 
     
  Armor made from wildwood weighs three-
  quarters as much as the same item made from metal.  
  Armor not primarily made of metal is not 
  meaningfully affected by being partially made from 
  wildwood. 
     
  As long as it is exposed to sunlight for at least 1 
  hour per day, a suit of wildwood armor naturally 
  "heals" 1 point of damage every 24 hours.  If it is left to 
  soak in at least one gallon of water while exposed to 
  sunlight for 8 hours, it heals 5 points of damage. 
     
  Armor made from wildwood is always of 
  masterwork quality (the masterwork cost is included in 
  the armor's given cost).  Wildwood armor costs double 
  what ordinary masterwork armor of the same type 
  costs, but takes no longer to make than masterwork 
  armor of that sort. 
    
  For each Craft (armorsmithing) check required to 
  create a suit of wildwood armor, a Craft (woodworking) 
  check against the same DC is also required (though the 
  same character need not make both checks). 
     
  Wildwood has 10 hit points per inch of thickness 
  and a hardness 6. 
   
  Wildwood Full Plate 
  Heavy Armor, 3300gp, +7 Armor bonus, +2 max dex, 
  -5 armor check penalty, 30% arcane spell failure, 20 foot 
  movement, 
  37.5 lbs. 
   
  
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  Page 38 
  Feats 
   
   
   
   
   
  Sudden Empower [Metamagic]  
  Complete Arcane 83 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it. 
   
   
  Spells 
   
   
   
   
   
  Arc of Lightning  
  Spell Compendium 15 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./21evels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Static fills the air as you complete he spell. With a 
  gesture you create magical conductivity between tow 
  creatures and a bolt of electricity arcs between them 
  with a shockingly loud crackle. 
   
  This bolt deals ld6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and to 
  anything in the line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its 
  targets). Draw the line from any corner in one 
  creature's space to any corner in the other's space. The 
  bolt affects all creatures in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Backbiter  
  Spell Compendium 23 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V,S,F 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
   
  The weapon you indicate during the spell’s casting 
  briefly shimmers with a black aura that disappears in 
  an eyeblink 
   
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its shaft 
  twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack 
  roll is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously 
  reduced (though damage reduction applies) or changed 
  to nonlethal damage. Once the weapon attacks its 
  wielder (whether successfully or not) the spell is 
  discharged. 
   
  Magic weapons targeted by this spell receive a 
  Will save. An item in a creatures possession uses its 
  Will save bonus or its wielder’s bonus, whichever is 
  higher. 
   
  Focus: A Dagger. 
   
  Stolen breath 
  Spell Compendium 26 
  Necromancy [Air] 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Living creature that breathes air 
  Duration: Instantaneous; see text 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  With a clenched fist, you make a tugging motion 
  toward your target. A transparent, barely perceptible 
  hand appears to plunge into your target’s mouth. 
   
  With this spell, you steal all the air from the subject’s 
  lungs, causing it to suffer a momentary respiratory 
  crisis. It can take shallow breaths and act normally but 
  is considered sickened for 1 minute. At any time 
  during this minute, the subject can take a full-round 
  action to get its wind back, ending the condition. 
   
  Focus: A stoppered glass vial. 
   
  Blast of Flame 
  Spell Compendium 31 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4 
  
  COR6-19 Heir Aberrant 
   
  Page 39 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  As you cast the spell, your hand becomes sheathed in 
  barely perceptible yellow flams. With a roar, the flames 
  burst from your hand in the shape of a cone, leaving 
  trailing wisps of smoke. 
   
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw. 
   
  Material Component: A bit of wick soaked in oil. 
   
  Mage Armor, Greater  
  Spell Compendium 136 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V,S 
   
  An invisible sheen of armor shaped force surrounds 
  you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Orb of Acid  
  Spell Compendium 150 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect bur does not reduce the damage. 
   
  Orb of Acid, Lesser  
  Spell Compendium 150 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
   Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Your quick, precise movements culminate in your 
  open falm facing your target. An rob of dark green acid 
  flies from your hand. 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  
  COR6-19 Heir Aberrant 
   
  Page 40 
  DM AID 1: LIZARDFOLK ENCOUNTER 
   
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 41 
  DM AID 2: LAIR MAP 
   
  
  COR6-19 Heir Aberrant 
   
  Page 42 
  DM AID 3: SUMMONING PLATFORM 
   
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 43 
  DM AID 4: PINNACLE ROOM 
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 44 
  DM AID 5: MAZE MAP 
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 45 
  PLAYER HANDOUT 1: THE POSTING 
   
  To all of those adventure desiring, 
  I find myself your services requiring! 
  To perform a mission of greatest import, 
  Never fear! Of the helpful and noble sort! 
  And if that’s not enough to do as I’ve bidden, 
  I’ve an item of magic to you to be given. 
  But a test I’ve for you before we begin, 
  A riddle to solve, the secret within! 
  Once the solution you’ve truly discovered, 
  Come to the Mistmarsh, myself to uncover! 
  Wear on your head a feather of black, 
  Lest I think you’re trespassing and boldly attack! 
   
  EvergreeN EveN, ElaN ElectioN 
  RisE, RoguE, RipplE RougE!  
  EverY EnemY, EternallY EntropY? 
  Nonsense# Never% Neglected& Nobody* 
  
  COR6-19 Heir Aberrant 
   
  Page 46 
  PLAYER HANDOUT 2: GREYHAWK AREA MAP 
   
   
   
   
  
  COR6-19 Heir Aberrant 
   
  Page 47 
  PLAYER HANDOUT 3: EXCERPTS FROM THE 
  BLASPHEMOUS WHISPERS 
   
  Page 51: Fleshlings and the test prod and the disturbance. Time is lost. Troubles endeavors. Wandering am I. 
  Seeking this places, which are unwelcoming, and thus I find a welcome. Honeyed smell of rot is welcome sure 
  and beasty fleshlings are disturbing. I must hold it out straight. For I under the swamps have a dark hole for 
  remaining and finding my notes to the absolute. Yet not far is the great city should I need supplies or foolish 
  fleshlings. I like this place. I have made another me. A stone me to help me find myself. Its hand points and I 
  heed. 
   
  Page 68: The dark hole has happier now for there will be no more visitors. He has a friend at his door: an old 
  tree who blathers for me and smashes beastlings. Yes, he does not know he guards my wonderful dark hole. 
  But he does know my name. Yes he does. He knows! 
   
  Page 69: ...and I have grown and grown the green flesh eater. I have made splashing walls of it! I have made it 
  in homage to the absolute and thus it is in their image. Now none may walk straight me to visit me however 
  having in second place to turn to the left and first right or lost themselves or in the flesh eater die there. Ah 
  fortunate flesh eater! 
   
  Page 99: A good friend came from the absolute ones to live with me. A good friend however the flesh eater 
  eats at him and I must him help. A new place have a found to hold my friend in: a stone box with a wooden lid! 
  My friend can slide about now and conjure its many creatures which help, to hold the lucky beastlings which 
  mean through tree exceed. 
   
  Page 182: A blessing from the absolute ones today! A shiny spire of life making! A spire I do not understand 
  though it flashes at me. I must contemplate it and concentrate my thoughts upon it! 
   
  Page 195: Wretched shiny spire how I hates thee! 
   
  Page 211: My spire is not for me today or perhaps tomorrow. My spire is for others. For the lucky lucky 
  beastlings who delve so deep. Simlacra to confound them and destroy them. Be gone you nasty beastlings! But 
  I must pass. I must not be in trouble with my others! So I just says the words of changing fleshlings.  
   
  Page 288: My time grows near now. The absolute ones love for me and I love for them. I can feel something 
  grabbing at me and I want it. Soon now. Soon I shall not be such a fleshling as I ever was! 
  
  COR6-19 Heir Aberrant 
   
  Page 48 
  PLAYER HANDOUT 4: THE RIDDLE OF THE DOOR 
   
  Seek the key to the depths below you now, if you would pass farther into my lair. 
   
   
  (Carved in the same hand, though seemingly with more care) 
  If entry to the end you require, 
  A certain key you’ll much desire. 
   
  ‘Ware the summoning of your foes 
  If wrong has been the key you chose. 
   
  To see the door and traps disarmed, 
  Speak “changing” words, and pass unharmed. 
   
  
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