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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URC04-03 
   
   
   
   
   
  The Eyes of the Beholder 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  County of Urnst Regional Adventure for APL’s 2-12 
  Version 1.5 
  by David Morgan 
   
   
   
  A celestial event opens a doorway to events that happened long ago.  There, past events may end up being retold for 
  good or ill.  A puzzling Living Greyhawk adventure set in the County of Urnst. 
  
  The Eyes of the Beholder 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  
  The Eyes of the Beholder 
   
  Page 2 
  # 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 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. 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. 
  3. 
  Sum the results of 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. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 
  1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is 
  successful. 
  Time Units and Upkeep 
  This is a standard one-round 
  Regional adventure, set in the 
  County of Urnst.  Characters 
  native to the County pay one 
  Time Unit per round, all others 
  pay two Time Units per round.   
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per 
  round.  Luxury Upkeep costs 
  100gp per round. 
  Writer’s Notes 
  A significant portion of this module is time dependent. 
  The DM should have a clock or timer that can be read 
  by all players at the table. 
   
  Do NOT attempt to run this module cold.  This 
  module is recommended for experienced DMs only, as 
  “time is of the essence”.   
   
  Special thanks goes out to my editors, my 
  playtesters, and the CoU Triad, old and new, without 
  whom this module wouldn’t have existed in its current 
  form. 
  Background and  
  Adventure Summary 
  Every 55 years, a conjunction of stars weakens the 
  fabric of reality separating the Flanaess from the lower 
  planes.  Unopposed, this conjunction has the 
  possibility of opening a permanent rift between the 
  two.  165 years ago, a sub-sect of the Ur-Flannae came 
  closer to making the rift a reality than they ever had 
  before.  As part of an evil ritual, the son of a County of 
  Urnst noble was kidnapped with the intention of 
  sacrificing him and opening the gate.  Fortunately a 
  band of heroes happened by.  They were able to stop 
  the sacrifice with the aid of a small band of centaurs 
  and thus save the child. 
   
  Since it is a stellar event posing the threat, it is the 
  domain of Celestian, god of the stars and space to 
  watch over and guide the forces for Good.  Though a 
  god, Celestian cannot influence the mortal realm 
  directly without enabling the forces of Hell to do the 
  
  The Eyes of the Beholder 
   
  Page 3 
  same.  So instead he opens a way for the forces of Good 
  to be present when and where they are most needed 
  and trusts in them to handle it.   
   
  This year the forces of Evil lie mostly dormant.  
  But such is the power of the stellar conjunction that 
  there is always some action in the ongoing struggle.  
  Each event can be different and time is not always a 
  fixed effect.  Tonight the lower powers are attempting 
  a temporal repetition of the event from 165 years ago.  
  This echo will be less powerful than the original event, 
  but the situation could still have dire consequences if 
  left untended. Fortunately, as the stars align, the hand 
  of a watchful god moves his chosen players into the 
  game once more. 
  Additional Regional Plotline Background:   
  • Legend of the Amulet and Stones of Urnst   
   
  Prior to the migrations of the Suloise to the regions 
  of what is now the County of Urnst, the Flannish people 
  here were prosperous but not numerous.  The Flan were 
  warned of the oncoming Suloise invaders by a group of 
  evil Flannish wizards known as the Ur-Flannae.  The Ur-
  Flannae delved into the dark magics and used the 
  invasion to coerce the Flan people into building them 
  powerful magical items made of northern Dweronite.  
  The items created were the Five Standing Stones and the 
  Amulet of the Stones (also known as the Amulet of the 
  Ninth Order).  The five monoliths were placed around 
  the lands east of the Nyr Dyv and the Flan people were 
  promised that the items would protect them from all 
  invaders.  What happened after the activation of the 
  stones is unclear, but the Suloise migrating to this area 
  found the lands nearly devoid of the Flan.  It’s always 
  been erroneously thought that the strength of the Suel 
  made for the ease of conquering this area. 
    
  Recently, an earthquake at Crystal Springs 
  unearthed one of the monoliths and it was discovered 
  and studied by an intrepid adventurer hailing from 
  Trigol.  The inscriptions on the monolith speak of a 
  great power and protection for these lands that is 
  channeled from a glowing gem into the area of five 
  great stones.  A second monolith was found in the 
  scenario “Servant of the Prophet,” and revealed that the 
  Ur-Flan were portrayed as ‘saviors.’  Some hint of the 
  scale of the magic was also revealed. 
   
  This information was sold to a drunken sage in 
  Radigast City, where it was distributed to those types 
  of people interested in such knowledge 
  Adventure Summary 
  A Curious Sight - The party encounters a flying 
  scimitar.  They may find the attack linked to a nearby 
  stone altar and archway.  If they find the altar, 
  Encounter 2 takes place there.  Otherwise Encounter 2 
  takes place a few miles down the road. (20 min.) 
   
  A Chance Meeting - Following the combat, they 
  meet a small band of centaurs.  If the party behaves in a 
  peaceful manner, one of the centaurs offers them aid 
  and explains some of the legends surrounding the 
  altar. The party then either continues on their journey 
  or stays in the vicinity of the altar.  Regardless of the 
  party’s actions, Encounter 3 will take place. (10 min.) 
   
  It’s Like A Bad Dream - That night the party 
  dreams of a young boy being kidnapped from a castle.  
  Within the dream they give pursuit and awaken near 
  the altar again.  Or they don’t give chase and awaken to 
  a total eclipse and must hurry back and pass through 
  the archway before noon, otherwise the adventure 
  ends. (10 min.) 
   
  It’s Like A Bad Dream, Part Deux - The party 
  must choose to follow the figure in the dream through 
  the archway.  If they refuse, the adventure ends. (10 
  min.) 
   
  The Eyes Have It - Following their dream of the 
  kidnapper escaping through the archway, they 
  eventually come to a room with ten doorways.  In the 
  center of the room is a large statue of a beholder with 
  gems in place of its eyes.  (0:45-50 min.) 
  Four of 
  the eyestalks do not have gems.  On the floor in front 
  of the statue a riddle appears, asking for the missing 
  eyes to be replaced.  If the statue is touched some of 
  the gemmed stalks recede into the body of the statue 
  and new gem-less stalks emerge. Meanwhile the 
  passage they came through vanishes. (10 min.) 
   
  The Doors - Behind each of the doors is a puzzle, 
  riddle or challenge with a beholder eye-sized gem as a 
  prize.  If the party doesn’t solve the puzzles in time to 
  rescue the child, go to Conclusion B Out of Time. (2 
  hours) 
   
  The Nick of Time – When the party replaces the 
  missing gems (which change every half hour or each 
  time the statue is touched), a new passageway opens.   
   
  Following the passage, the party will come out 
  near the sacrifice just in time to save the child.  If the 
  party is unable to save the child, go to Conclusion B: 
  Out of Time. (25 min.) 
   
  Conclusion (10 min.)  
   
  Note to the DM:  It is critical to keep an eye on 
  the time and to keep the adventure moving, otherwise, 
  the module will easily run over four hours. Encounters 
  One through Four should be about an hour.  
  
  The Eyes of the Beholder 
   
  Page 4 
  Encounters Five through Fifteen should be about two 
  hours.  This will leave an hour for the last encounter 
  and paperwork. 
  Introduction 
  Most of the time, the road from Didieln to Radigast 
  City is a pleasant journey interspaced with 
  occasional meetings with caravans, merchants, 
  farmers and the like. But for the last three days, the 
  sun has beat mercilessly down on the road and it’s 
  been uncommonly hot, especially for the month of 
  Patchwall.  Perhaps the unforgiving heat has forced 
  everyone else away since there’s been no one else 
  out on the road today.  Thirty feet off either side of 
  the road can be seen thick stands of trees and dense 
  bushes. But, other than the occasional rabbit 
  digging in before winter, or the sight of flocks of 
  birds heading south, it has been a very uneventful 
  trip. 
  Have the party introduce themselves, and then 
  proceed with the adventure. 
   
  DM 
  Note: 
  Patchwall 
  is 
  equivalent 
  to 
  November/December.  While very warm, it still hasn’t 
  been hot enough to require Fort saves for wearing 
  heavy armor. 
  Encounter One:  A Curious 
  Sight 
  You are still a few days out of Radigast City and it 
  seems that what once promised to be a pleasant 
  journey is beginning to drag on forever.  The sun 
  continues to beat down mercilessly and still the 
  road stretches endlessly on towards the horizon, 
  cutting a straight line through the trees and shrubs.  
   
  But what is this?  Eighty feet up ahead, in the 
  middle of the road, there is a sword lying on the 
  ground.  It appears to be a gleaming scimitar with a 
  jeweled hilt, abandoned for some unknown reason. 
   
  If the party approaches to within 30’ of the 
  scimitar, it will levitate off the ground and assume the 
  ‘en guard’ position.  Five rounds later it will attack, 
  striking at a different character each round until 
  defeated.  The scimitar’s attacks are very predictable, 
  hitting each character in sequence once then moving 
  on.  Once defeated, the scimitar loses its animating 
  force and falls to the ground. 
   
  If they completely avoid this encounter, proceed 
  to Encounter 2. 
  APL 2 
  � Dal’s Cursed Blade: hp 10, see Appendix A for 
  stats (100gp) 
  APL 4 
  � Dal’s Cursed Blade: hp 20, see Appendix A for 
  stats (200gp) 
  APL 6 
  � Dal’s Cursed Blade: hp 30, see Appendix A for 
  stats (400gp) 
  APL 8 
  � Dal’s Cursed Blade: hp 40, see Appendix A for 
  stats (800gp) 
  APL 10 
  � Dal’s Cursed Blade: hp 50, see Appendix A for 
  stats (1200gp) 
  APL 12 
  � Dal’s Cursed Blade: hp 60, see Appendix A for 
  stats (1600gp) 
   
   
  Tactics:  The scimitar will attack a different character 
  each round.   
  • 
  Dispel Magic cast at the scimitar will have no 
  effect.  (Target number 40) 
  • 
  Detect Magic will show a thread of magical energy 
  (Transmutation, Beyond Mortal Caster) leading 
  from the scimitar to an altar a short distance 
  beyond the southern tree line (see Development 
  below).  If the altar is attacked directly, it has DR 
  5/+3, DR 5/divine spells.  100 pts of damage done 
  to the altar will stop the scimitar’s attack (but 
  won’t significantly affect the altar).   
   
  Treasure: The Appraised value of the sword (DC 12 to 
  determine) is approximately 3000 gp.  However, the 
  sword will animate of its own accord at odd intervals 
  every few weeks and attack its owner.  Because of the 
  cursed nature of the blade, it loses a lot of its potential 
  value.  It does not radiate evil at APL2-6; it does radiate 
  evil at APL8-12. 
   
  Development:  50 ft. south of the tree line is a 
  clearing containing an ancient stone altar and a stone 
  archway.   
  
  The Eyes of the Beholder 
   
  Page 5 
  The Altar and the Archway  
   
  Both the Altar and the Archway are overgrown with 
  ivy and vines and both appear very old.  Along the edge 
  of the altar, there are Flannish characters scribed in the 
  Infernal Language.  They read, “With the stars in 
  alignment and noble blood upon the stone, the 
  Gate shall open unleashing darkness upon the 
  World.” 
   
  If a character can read both Flannish and Infernal 
  (naturally or magically), give that player Player 
  Handout Two.  A character may also attempt to 
  Decipher Script (22). 
   
  Neither the altar nor the archway radiate good or 
  evil.  But at the time of the sacrifice, the archway 
  becomes a tool of Celestian, while the altar becomes a 
  tool of the Infernal powers.  Both will radiate 
  appropriately at the end of the module.   
   
  If the party chooses to dismantle either the altar or 
  the arch, let them start but interrupt them with 
  Encounter Two before they get too far.  Both structures 
  are intact at the time of the sacrifice and will be rebuilt 
  when encountered again no matter what the party 
  does.  
  Encounter Two:   
  A Chance Meeting? 
  Whether the party is investigating the altar or archway, 
  or if they continue once more down the road, read 
  A small group of four creatures with the bodies of 
  horses but the upper torsos of humans can be seen 
  slowly approaching from the south, moving silently 
  between the trees. 
  Four centaurs cautiously approach the party. They are: 
  � Qondar:  Male centaur Dru7 of Celestian, an 
  older centaur with a flowing gray beard, 72 hp 
  � Talley:  Female centaur, Qondar’s mate, 32 hp 
  � Birch:  Male centaur, Talley’s brother, 26 hp 
  � Barley:  Male centaur, Talley’s younger brother, 
  21 hp.  See Monster Manual page 33-34. 
  If the centaurs are attacked, they will flee into the 
  forest.  Otherwise Qondar will greet the characters 
  The blessings of Celestian be upon you.  What 
  brings you to this accursed spot? 
  Qondar knows that Celestian has selected this party for 
  some purpose but is unsure of what that purpose is or if 
  it even relates to this part of the forest.  If they appear 
  to be of good intent and are wounded, he will offer to 
  cast up to 4 Cure Moderate Wounds on the group 
  (curing 2d8+7 pts).  He will also give the party some 
  information on the scimitar and/or the altar, if they 
  ask.   
   
  If necessary, Qondar can translate the Flannish 
  runes for the party. 
   
  If the party accepts the cure spells, they will notice 
  he uses a jeweled brooch set with 7 gems as a holy 
  symbol when he casts the healing spells.  If the party 
  asks, the gems are diamond, emerald, sapphire, ruby, 
  onyx, amethyst, and jacinth. 
   
  Have the party roleplay the encounter and then 
  have each character make two separate Gather 
  Information rolls.  Read the results from the 5: result 
  down to the group’s highest roll; first on the sword, 
  and then the altar (as appropriate).   
   
  The DM may grant up to +5 circumstance bonus if 
  they party role-played well. 
  About the Scimitar 
   5: Odd, there have been no recent reports of 
  attacks of this kind. 
  10: But now that I think on it, my grandsire 
  once told me a tale similar to yours.  A flying 
  sword attacked a group of adventurers oh, fifty-
  five years ago it must be. 
  15: According to my grandsire, attacks like 
  this were in some way related to a certain 
  configuration of the stars and planets.  It didn’t 
  make a whole lot of sense to me when I was 
  younger. 
  20+: But supposedly attacks like this have 
  happened every fifty-five years, ever since an 
  evil priest tried to kidnap and kill one of the 
  children from the Gellor family, 165 years ago. 
  About the Altar and Archway 
  5: 
  Well it is said, this area was once a hideout 
  of the Ur-Flannae, a cult of devil worshippers.  
  10:  We even have a story concerning this 
  clearing.  Many years ago, the Ur-Flan cult 
  sought to open a way to the lower planes by 
  sacrificing a child of noble birth. 
  15:  This sacrifice opened the County to a time 
  called The Great Darkness, and it took the lives 
  of many great heroes to set things aright before 
  it was over.  The archway was supposedly the 
  
  The Eyes of the Beholder 
   
  Page 6 
  doorway into our world that the devils used to 
  cross between the planes.  Oddly, it has never 
  appeared to be enchanted in any way that I 
  could sense.   
  20:  The child slain was of the House of Gellor, 
  and was named Leopold.  It is said that even 
  before the sacrifice, powerful outsiders from 
  the lower planes supported the cult that slew 
  him. 
  25:  Hmm. I never realized before, but as the 
  story is told, the child that was slain must have 
  been the same Leopold that later ruled the 
  County, and who became the ancestor of your 
  Countess Belissica.  This is odd, indeed! 
  30+: Yes, this is indeed disturbing.  I sense that 
  the Natural Order has been disturbed in this 
  place, either by what has happened before or 
  what may yet be to come.   
  A bard or character with Knowledge Local History, 
  Nobility, or The Planes (DC 24) can make a roll for 
  some more information concerning this obscure 
  ancient history.  This information is intentionally 
  obscure. 
   
  If they fail: it sounds familiar, but you don’t 
  remember any details.   
   
  If they succeed: you remember reading an old 
  parchment that mentioned a single day when devils 
  roamed the County, but it gave no details.  It might 
  have been related. 
   
  After speaking with the party, Qondar will give 
  the party one last piece of information. 
  You may not sense it, but the Lord of Stars has 
  marked you with some special purpose.    May his 
  blessing be upon you on your journey. 
  Then the centaurs will cross the road and head into the 
  forest to the north.  The party may either remain near 
  the altar or continue on down the road towards 
  Radigast City.   
  Encounter Three:  It’s Like A 
  Bad Dream 
  At the end of a long, hot day, the sun begins to set 
  as it has a thousand times before.  But as the camp 
  is set up and guard watches are assigned, a sense of 
  growing unease fills the air.  As the sun sets, a 
  single star overhead seems to shine brighter than 
  the rest. 
  Let the party set up camp as they wish.  But as they 
  drop off to sleep, they enter a group dream sequence.  
  There is no feeling of falling asleep, just a sudden sense 
  of “being there”, therefore there is no save vs. spell.  
  Role-play the sequence.  The players can act 
  independently within the dream, but must remain as a 
  group.  (If one stays behind, none of them can go on 
  without that person.).  The dream should be played 
  quickly so that the players don’t really get a sense of 
  stability or control over the situation.   
   
  Feel free as the DM to jump ahead in spots to help 
  convey an unnatural feel of time.  For example a 
  statement of, “We follow him . . .” leads immediately to 
   “You’re riding hard down the road . . . ” 
   
  The general sequence of the dream should be as 
  follows; 
  1. 
  The party is part of a group of guards, patrolling a 
  castle at night. 
  2. 
  A cry of distress goes up near the prince’s quarters 
  and alarms begin to sound. 
  3. 
  Rushing to the prince’s room, a dark figure can be 
  seen carrying a small child away. 
  4. 
  Leaping 20 ft. down to the courtyard, the dark 
  figure mounts a horse and escapes before the gate 
  can be closed. 
  5. 
  There is a strong sense of having to catch him 
  before dawn breaks or something bad will happen. 
  6. 
  A (mounted) pursuit leads down the East Road, 
  out of Radigast City, catching up to the dark figure 
  near the site of the altar.  After a brief scuffle, the 
  dark figure leaps through the arch, vanishing in a 
  burst of darkness. 
  The party awakens suddenly, ready for battle with their 
  weapons drawn facing the altar and arch.  Their 
  mounts or animals are waiting near the road and can be 
  called for as needed. 
   
  If they party doesn’t pursue the figure in the 
  dream, they wake up in the middle of the night to a 
  feeling of impending doom.  If they head back to the 
  area around the altar, go to Encounter Four, modifying 
  as needed.  Otherwise, with the dawn give them 
  Adventurer Handout One.  The adventure is over.   
  Encounter Four:  It’s Like A Bad 
  Dream, Part Deux 
  You stand before the altar and arch once more, 
  ready for battle. By the stars overhead, it appears to 
  
  The Eyes of the Beholder 
   
  Page 7 
  be around 2AM.  The trees and bushes can be dimly 
  seen behind the altar, but through the archway 
  there seems to be a stone corridor leading down 
  into darkness.  On the ground just beyond the arch 
  is an hourglass with its sand slowly running out.  
  Next to the hourglass is a small, jeweled pin set 
  with seven gems.   
  This is the passageway that Celestian has arranged to 
  get the party to where he wants them to be.  But due to 
  higher constraints, he can’t just whisk them to the final 
  battle.  Therefore, the passage must consist of 
  challenges that they must overcome within a certain 
  amount of time.  The hourglass and the pin are both 
  messages to the party.  He arranged for his cleric 
  Qondar to meet them earlier in the day, so hopefully 
  they will recognize the pin as one of his symbols.  The 
  hourglass is a warning that time is an important 
  consideration.   If detected for, they both radiate 
  powerful magic and a powerful good aura.   
   
  (A Knowledge Religion (DC 22) can be used to 
  identify the pin as a possible holy symbol of Celestian 
  [N-(NG) god of stars, space and wanderers].  This check 
  is automatic for a cleric of Celestian or a party member 
  healed by the centaur.) 
   
  At this point the party must enter through the 
  arch, each member vanishing into the darkness.  Upon 
  entering the archway, a character disappears from sight 
  of the rest of the party, appearing to travel down the 
  corridor into the darkness.   
   
  Once all the party members enter, it can be 
  determined that both the pin and the hourglass are 
  illusions as per the Silent Image spell.   
   
  If any (or all) party members refuse to enter, they 
  may camp here or return to their campsite on the road. 
   Give them until dawn to change their minds.  If they 
  choose to enter the archway, they will appear to have 
  entered immediately after anyone else who entered 
  earlier.  Otherwise, give them Adventurer Handout 
  One.  For them the adventure is over. 
   
  This module can be completed by fewer than four 
  players or even by one player, although it will be 
  noticeably more difficult.  After giving out Adventurer 
  Handout One and having those players leave the game, 
  continue the adventure with any who entered the 
  archway.   
   
  Be sure to have any banished players wait until the 
  players find their first puzzle room, then have them fill 
  out their Adventure Cert while the remaining players 
  are discussing the puzzle). 
  Encounter Five:   
  The Eyes Have It 
  The blackness presses in on all sides, but there is 
  the feel of stonework beneath your feet, gradually 
  slanting downwards.  With a flare of light, a torch 
  suddenly lights up revealing that you’re in a dank 
  narrow stone corridor twisting down into the 
  ground.  There is nothing but darkness behind you. 
   But up ahead the passage seems to open up a bit.  
  As the torch is passed up the front, there seems to 
  be only one way to go.  Down. 
  If they question the torch, tell them it just appeared 
  out of nowhere.  
   
  The torch only lasts long enough to get them near 
  the end of the corridor, and then it sputters out.  But a 
  dim multi-colored light can be seen coming from the 
  room ahead.  
   
  The corridor leads down 300 ft. to a dimly lit 
  circular room 50 ft. wide with a 20 ft. arched ceiling.  
  In the center of the room is a large (6 ft tall) statue of a 
  beholder.  
  The dim light is coming from the glowing eyes of a 
  large creature resting in the center of the room.  
  The thing appears to be a large armor plated ball 
  and it has a huge mouth filled with sharp teeth.  
  There’s a large glowing eye above its mouth and 
  many more, smaller eyes glowing in different 
  colors at the ends of tentacles or eye stalks at its 
  top.  Spaced equidistant around the room are ten 
  doors, each of which seems to be painted a different 
  color; light blue, yellow, red, orange, gray, green, 
  purple, white, black and blue. 
  The lead character may make a Spot check from the 
  doorway. 
   
  DC 15 – the monster doesn’t appear to be moving 
   
  DC 22 – not all of the tentacles on top seem to 
  have glowing eyes 
   
  Both of these things can be easily discovered by 
  closer observation. 
   
  The statue is six foot high and is carved from black 
  basalt.  The main eye seems to have an inner glow of 
  some kind, but six of the eye stalks have gems at the 
  end, glowing appropriate colors.  Each gem is 
  approximately seven feet above the floor.  An Appraise 
  check (DC 14) will identify them as ruby, topaz, 
  emerald, turquoise, amethyst, and black opal, all very 
  valuable. 
  
  The Eyes of the Beholder 
   
  Page 8 
   
  If the statue is approached a plaque will appear in 
  the floor in front of the statue with the following 
  inscription.  Hand them Player Handout Three. 
  “Once I was lord of all of my domain. ---But then 
  was confusion thus ending my reign. ---They 
  spelled up a scrambling, which clock-worked my 
  mind, ---And lifted mine eyes so that I couldn’t 
  find, ---The passage at left, or was it to right. ---I 
  must find my eyes, restoring my sight. ---To find 
  the new path and stop that which befell, ---For I 
  need all my eyes to re-open this spell. ---Before two 
  hours pass.” 
  Below the inscription a numeric countdown appears 
  inscribed in the stone.  This can be a countdown from 
  120, a verbal 2:00, 1:59, 1:58 upon request, a two-hour 
  hourglass, or the DM could place an actual alarm clock 
  on the table facing the players.  But the players need 
  some indication that they are in a timed mode that 
  they can track.  Their time should run out at or near 
  the module’s three-hour mark. 
   
  If the statue or the eyestalks are touched 
  Something inside of it begins to whirr and tick 
  madly.  
  Give the party 3 rounds to act, if they choose. 
  After a minute, the eye stalks with the ruby, 
  emerald and black opals (red, green and black 
  gems) recede down into the main body of the 
  statue, as do three of the empty eye stalks.   
  Give the party another 3 rounds to react, if they so 
  choose. 
  Still making mechanical noises, the six eyestalks re-
  emerge a minute later.  Now the three empty eye 
  stalks each have a gem; an orange (jacinth), a clear 
  (diamond), and gray gem (smoky quartz).  But the 
  three eye stalks that had gems before are now 
  empty.  The noises from the statue stop. 
  Non-combat, the passage of time is subjective.  
  Nothing that the party does should significantly 
  change what happens with the statue. 
   
  * 
  At some point, unnoticed by the party, the 
  passage they entered through has vanished and cannot 
  be found again.  This fact should not be announced but 
  should be discovered by the group. If characters try to 
  hide in the tunnel, the passage will close as soon as 
  possible, possibly when the party starts investigating 
  the various rooms. 
   
  * 
  On the wall where the passage way was is 
  carved a circle with six stars equally spaced around the 
  edge and a single star in the center.  Knowledge 
  (Religion) (DC 22) can be used to identify a symbol of 
  Celestian [N-NG god of stars, space and wanderers].  
  The check is automatic for a cleric of Celestian or a 
  party member healed by the centaur. 
   
  * 
  The statue of the beholder resets its eyes the 
  first time it is touched and then every half hour after 
  that (of real time, mark the time).  To re-open the 
  passageway back to the prime material plane, the party 
  must replace the eye/gems that are currently missing 
  at any given moment.   
   
  * 
  Replacing an eye locks that eye stalk so that it 
  will not shift again.  It also reduces the number of eyes 
  that shift as follows:   
  - At the beginning, three gems shift, one stays 
  empty. 
  - With one gem replaced, three gems shift with 
  the three remaining empty stalks. 
  - With two replaced, only two gems shift.  
  - With three replaced, only one gem shifts.   
  To reach an eye socket is a 7 ft. reach above the floor.  
  Halflings, gnomes or other short folk will have to use 
  spells or climb the statue to replace gems (Climb DC 
  10). 
   
  Each eyestalk corresponds to one gem (see the 
  map page illustration).  Roll randomly each time to see 
  which gems recede back into the statue and which 
  missing gems re-appear.  Gems that the characters 
  manage to replace will lock and never shift again. 
   
  An intelligent party could conceivably get 
  through with only four gems by forcing resets until 
  they find the combinations they want, but (other than 
  a cursed scimitar) the remaining gems are the only 
  treasure in this module.  An Appraise check (DC 18) 
  will set the value of the gems at (APL x 100) gp each. 
   
  If the party fails to exit before the end of the four 
  hours allotted for the module, see Out of Time at the 
  end of the module. 
  Encounters Six thru Fifteen:  
  The Doors 
  Some notes to the DM: 
  3. 
  By replacing the missing gems (which change 
  every half hour or each time the statue is touched) 
  a passageway back to the prime material plane can 
  be opened. 
  4. 
  When the statue’s eyes shift, any character in the 
  central room can notice it happening with a Spot 
  or Listen check (DC 12). 
  
  The Eyes of the Beholder 
   
  Page 9 
  5. 
  This is potentially a large encounter in terms of 
  time.  It may become necessary to subtly remind 
  the players that they need to hurry (at the DM’s 
  discretion).   
  6. 
  The party does not have time to rest or recover 
  spells if they intend to finish the module before 
  Encounter 16 happens.  If they try, they should 
  get a very claustrophobic sense of the walls 
  moving in on them and time running out. 
  7. 
  Five of the Rooms are easy.  Five are more 
  difficult.  It is possible that a party could get 
  through this area without a single fight.  So the 
  Experience for this entire section is a fixed 
  amount.  EL’s are given only as a reference to 
  the DM and do not apply to totals. 
  8. 
  It is not necessary (or expected) that the party 
  defeat each and every Room.  Some of the Rooms 
  are potentially quite lethal, even at high APL’s.  
  But the party always has the option of retreating or 
  closing a door. 
  9. 
  Have the players roll for initiative before entering 
  each room.  It may not be necessary each time, but 
  will help to maintain the flow of each encounter if 
  combat occurs. 
  10. The various encounters in the Rooms will 
  NEVER leave their room.  The central chamber is 
  always safe for the party. 
  11. There may be multiple ways to defeat a Room.  If 
  players can come up with a reasoned approach to 
  defeat a challenge, it should be allowed to work. 
  12. The party may actually have several Rooms active 
  at any given time as long as they keep the Door 
  open (either physically or by remaining in the 
  Room). 
  13. If a Room is failed (as defined by the Room or by 
  entering and then abandoning the room and 
  giving up on its puzzle), its Door will not open (as 
  per Arcane Lock at 18
  th level) for twenty minutes 
  real time – mark the time!    
  14. Once a Room is defeated and its gem is removed, 
  the Door to that Room Arcane Locks and is 
  thereafter impossible to open again.  
  15. The gem-eyes already on the statue cannot be 
  removed from the statue, only from the Rooms. 
  16. In each Room can be found a large gemstone, 
  corresponding to the color of the Door. 
  17. Some of the dimensions of Rooms may overlap.  
  This is normal. 
  18. The Doors by color are: 
   
   
  Color 
   
  Encounter 
   
   
  Light Blue 
  Six 
   
   
  Yellow  
  Seven 
   
   
  Red 
   
  Eight 
   
   
  Orange  
  Nine 
   
   
  Gray 
   
  Ten 
   
   
  Green 
   
  Eleven 
   
   
  Purple  
  Twelve 
   
   
  White 
   
  Thirteen 
   
   
  Black 
   
  Fourteen 
   
   
  Blue 
   
  Fifteen 
  Encounter Six: The Dragon’s 
  Teeth 
  As the light blue door swings open, the sunlight 
  within illuminates this ceiling-less 40 ft. by 100 ft. 
  room clearly.  The floor is covered with fresh dirt 
  that looks to have been recently tilled into furrows 
  running from the front all the way to the back of 
  the room. At the far end of the room against the 
  wall can clearly be seen a good-sized hole in the 
  ground.  A small door, unnoticed off to the near 
  right hand corner opens to admit an ancient 
  looking gnome wearing tattered rags but with a 
  large pouch hanging at his side. 
  Give each player one round to react.  Then read.   
  He glances at you and then moves over to the end 
  of the first row of dirt.  He pokes a gnarled finger 
  into the ground and, reaching into his pouch, pulls 
  forth a small blue seed.  He plants it, shoving it 
  down into the hole he made and covers it over with 
  a pat of dirt.  Then, with a mad cackle he moves 
  over to make a new hole. 
  Give each player one round to react.   
  Within six seconds the seed sprouts into a mighty 
  vine.  The gnome makes a new hole. 
  Six seconds after that the vine bursts into large pod-
  like flowers.  He grabs another seed. 
  Give each player one round to react.   
  Six seconds after that, the largest pod bursts, 
  dropping a man clad in armor holding a drawn 
  sword to the ground.  Looking up, the warrior sees 
  you and, screaming in rage, leaps to his feet and 
  charges!  The gnome pats the ground and moves to 
  the next clear spot, cackling like a fiend. 
  
  The Eyes of the Beholder 
   
  Page 10 
  The first vine is planted in the row next to the secret 
  door, about 15 ft. from the entrance.  Each additional 
  plant is 5 ft. further down that row.  After planting 18 
  vines (90 ft.), the gnome will start working his way 
  back down the next row.  The gnome will continue 
  planting seeds generating a new warrior every three 
  rounds.  He will only stop if slain.  The warriors are 
  identical and each begins the fight with a charge. 
  APL 2:  
  � Gnome, hp 4, see Appendix A 
  � Vine Warrior, hp 5, see Appendix A 
  APL 4:  
  � Gnome, hp 12, see Appendix A 
  � Vine Warrior, hp 12, see Appendix A 
  APL 6:  
  � Gnome, hp 18, see Appendix A 
  � Vine Warrior, hp 32, see Appendix A 
  APL 8:  
  � Gnome, hp 30, see Appendix A 
  � Vine Warrior, hp 55, see Appendix A 
  APL 10:  
  � Gnome, hp 33, see Appendix A 
  � Vine Warrior, hp 75, see Appendix A 
  APL 12:  
  � Gnome, hp 36, see Appendix A 
  � Vine Warrior, hp 95, see Appendix A 
  Solution:  Kill the gnome or immobilize him 
  somehow.  Sooner is better than later, but this is really 
  the only way to stop him from planting more vines. 
   
  Treasure:  The weapons and armor of the warriors 
  turns out to be some form of plant fiber that must be 
  cut away from the dead warriors.  It decomposes after a 
  few days. But inside the gnome’s pouch is a large light 
  blue stone (turquoise).  There is nothing else in the 
  gnome’s pouch or in the hole at the end of the room 
  and the secret door the gnome came in through seems 
  to have sealed itself closed, as there are no seams in the 
  wall.  There are no seeds in the pouch. 
  Encounter Seven: No Path at All 
  The yellow door opens revealing a long hallway, 10 
  ft. wide and stretching 80 ft. deep.  The room is 
  dimly lit by multiple torches set along the walls and 
  by the dim glow of a lit fireplace at the end.  
  Couches, stuffed chairs, benches and tables are 
  artfully placed down the length of the room.  But 
  the odd thing is the floor.  It’s covered in a fuzzy 
  yellow carpet that seems to also extend halfway up 
  the walls and over the furniture.  In fact, the whole 
  room is fuzzy yellow except for a small chest sitting 
  atop the fireplace mantle. 
  (EL 6) Hazard: This room is covered with a poisonous 
  mold (Spot DC 18 to notice the yellow fuzz is a mold of 
  some sort).  But it is NOT the standard yellow mold 
  from the DMG.  Any contact with this mold has a 50% 
  chance of releasing spores in a 10 ft. radius burst 
  requiring any creature caught to make a Reflex save to 
  avoid (DC 16).  Failure means that the victim has 
  inhaled the spores and must make a Fort save (DC 26) 
  or lose 1 point of permanent Con per day until a 
  Remove Disease spell (cost 150 gp.) is cast on them.  If 
  their Con reaches 0 the character dies, decomposing 
  into a new mold colony in a few days.  Permanent Con 
  lost this way can be recovered by the use of a 
  Restoration spell (cost 280 gp.) after the adventure is 
  over and the group reaches Radigast City or by asking 
  Qondar, the centaur druid for aid before he rides away 
  (no charge).  
   
  This variant of mold is immune to fire, lightning 
  or sonic attacks, but area effect cold attacks render it 
  dormant for 1 minute.  A Remove Disease spell 
  destroys a 10 ft. square area of mold. 
   
  Tactics/Solution: The small chest (weight 25 lbs.) 
  is 80 ft. away.  The spores cannot pass the Doorway into 
  the room.  There is no mold on the ceiling, so Spider 
  Climb is an option.   
   
  If they try to use a ranged weapon trying to 
  capture the chest, they will need to hit an AC 15 [+2 
  size, +3 for a line or rope attached to the missile] plus 
  the standard modifiers for range.  The chest has a 
  hardness of 3, so at least 4 points of damage must be 
  done to imbed an arrow or bolt in the wood.  After that 
  a Dex check (DC 8) must be made every 10 ft. to drag it 
  through the mold. 
   
  Treasure:  The gem, a large topaz, is in the chest. 
  Encounter Eight: Fires in the 
  Dark 
  Past the red door, this room is dark.  Steps lead 
  down five ft. to a lowered floor area, 70 ft. square.  
  The only lighting seems to come from the 
  abdomens of six large beetles scurrying about.  
  Other than their reddish light, this room is pitch 
  
  The Eyes of the Beholder 
   
  Page 11 
  black.  Two other, larger beetles can be seen waiting 
  motionless in the darkness while an enormous 
  roach lurks near the back of the room.  At the other 
  end of the room, under the roach – yes, it’s that big, 
  stairs lead up to a small platform with a large chest 
  against the wall. 
  There are six fire beetles scurrying about.  The 
  motionless beetles are a bombardier beetle, a stag 
  beetle, and a giant cockroach.  Three beetles killed 
  activates the bombardier, two more slain activates the 
  stag beetle, and the last activates the giant roach.  The 
  instant the required number of fire beetles are slain, 
  the 
  next 
  beetle 
  becomes 
  active 
  and 
  attacks 
  (immediately taking the initiative of the character that 
  killed the 3
  rd, 5
  th, or 6
  th fire beetle.  The large chest is 
  locked (DC 10) and takes 30 points of damage to break 
  into.  Motionless beetles cannot be affected until they 
  begin moving. 
   
  Tactics/Solution: if a character descends the 
  steps into the room the fire beetles will move to attack 
  that person and will ignore anyone else who enters 
  unless they are attacked.  This should allow other 
  characters to slip past to get to the chest.  The other 
  beetles will remain motionless unless the fire beetles 
  are slain.   
   
  Fire beetles are also attracted to heat, and if a 
  character guesses this (or knows this because they have 
  the Druid’s nature sense ability), they should be 
  allowed to use this to their advantage. 
  All APL’s:  
  � Fire Beetles (6), hp 5, 5, 4, 4, 3, 3; see Monster 
  Manual page 206 
  � Bombardier Beetle (1), hp 14, see Monster 
  Manual page 206 
  � Stag Beetle (1), hp 50, see Monster Manual page 
  206 
  � Giant Cockroach (1), hp 200, see Appendix A 
  Treasure:  there is a large round ruby in the chest.  
  There is no other treasure in the room. 
  Encounter Nine: Brothers & 
  Sisters 
  Behind the orange door, this 20ft. by 20 ft. room is 
  lit by four torches, one in each corner.  There are 
  two statues in the center of the room, of a boy and a 
  girl.  The statues are holding a single, large orange 
  gem in their hands.  At their feet seems to be a 
  plaque with an inscription. 
  It is impossible to remove the gem from the statues 
  without solving the puzzle.  Any and all attempts 
  should fail.  If the party tries to break the statues, to get 
  at the gem, the gem shatters to dust with the first blow. 
   If the room is allowed to reset, everything will be 
  restored.  The inscription is in Common and reads 
  “Our parents have many children and love all of us 
  very much.  Their sons have as many brothers as 
  they do sisters.  Their daughters have twice as many 
  brothers as sisters.  How many sons and daughters 
  do our parents have?” 
  Give the party Adventurer Handout Four. 
   
  Solution: If the correct answer: “4 sons and 3 
  daughters” is spoken, the gem can be easily removed 
  from the statues’ hands. 
   
  If the wrong answer is given, the torches suddenly 
  go out and the gem will never come loose until the 
  room resets. 
   
  Treasure: the statues hold a large round jacinth in 
  their stone hands. 
  Encounter Ten: Let Sleeping 
  Giants Lie 
  As the gray door swings open, the room beyond 
  seems to reverberate from the sound of snores.  The 
  room is 30 ft. wide, 40 ft. deep and 20 ft. high.  
  Against the far wall is a tremendous 8 ft. high table 
  with a 7 ft. tall iron cage on it.  Beside the table is a 
  huge bed.  The bed is 15 ft long and over 6 foot 
  high.  The snoring is coming from on top of the 
  bed.   
   
  If a character climbs the bed she will see an 
  enormous red haired bearded giant with coal black 
  skin (12 ft. tall) sleeping on top of the bed.  He is 
  holding an immense greatsword with a large gray gem 
  set into the crosspiece.  At higher APL’s he’s a light 
  sleeper. 
   
  A character will need to cross the room, climb the 
  bed, lift the gem out of the sword’s pommel, climb 
  down, and exit the room using Rogue Skills. 
   
  Action (Rogue Skills) 
  DC at APL 
   2     4      6 
  Sneak across room (Move Silently) 
  12 
  14 
  17 
  Climb the Bed (Climb) 
  10 
  10 
  12 
  Lift the gem off the sword (Pick 
  Pockets) 
  14 
  16 
  18 
  
  The Eyes of the Beholder 
   
  Page 12 
  Climb Down (Climb) 
  8 
  8 
  10 
  Sneak out of the room  (Move 
  Silently) 
  12 
  14 
  17 
   
   
  Action (Rogue Skills) 
  DC at APL 
   8    10     12 
  Sneak across room (Move Silently) 
  20 
  24 
  28 
  Climb the Bed (Climb) 
  14 
  15 
  15 
  Lift the gem off the sword (Pick 
  Pockets) 
  22 
  24 
  28 
  Climb Down (Climb) 
  12 
  14 
  14 
  Sneak out of the room  (Move 
  Silently) 
  20 
  24 
  28 
   
   
  If a roll is failed by 1-4, the giant snorts, humpffs, 
  gurgles, shifts around, or makes some other sleep 
  sound.  The roll may then be re-attempted. 
   
  If a roll is failed by 5 or more, the giant wakes up. 
  All APL’s 
  � Lumbardon, hp 290, see Appendix A 
  Tactics: this awakened fire giant should be a terrifying 
  thing at any APL!  But fortunately Lumbardon isn’t 
  interested in killing characters.  (There’s a sacrifice 
  coming up next month that they would be useful for 
  though.)  He will attempt to use grapple attacks (10 ft. 
  reach, Str 31, no attack of opportunity), starting with 
  the most offensive seeming character.  If successful, 
  the following round he will carry the character to the 
  table, lift them 18 ft. off the floor to the top of the cage, 
  and drop them in via a one-way trapdoor in the cage’s 
  ceiling (as a standard action).   
   
  Read immediately to trapped characters.   
  Thrown down into the cage, you notice some more 
  details about it.  The trap door above you seems to 
  have been a one-way door, but there appears to be 
  another door, with an inset lock to the front.  
  Giants must have made it though, because the 
  keyhole is big enough to almost reach your hand 
  into. 
  Lumbardon speaks Common and Giant, but no other 
  languages.  Caged characters should be able to 
  communicate with the rest of the party about the door 
  out (via Elvish, Dwarvish, etc.). 
   
  But if a caged character continues to be obnoxious 
  (shooting arrows, casting spells, etc.) OR tries to pick 
  the lock before the giant returns to bed, Lumbardon 
  will roar out in common, “Stop that you vermin!”  If 
  the character persists in acting defiantly, the giant will 
  bellow “Quiet down you rodents!” lift and shake the 
  entire cage, and then slam it back down again.   
   
  The first time Lumbardon shakes the cage it does 
  2d6 damage to everyone inside, Reflex Save (DC-12) 
  for half damage, +2 circumstance bonus for trying to 
  hold onto the bars.  Each subsequent time he has to 
  yell and shake the cage, he does it more vigorously, 
  doing an additional 1d6 damage to those inside, (so 
  3d6, then 4d6, then 5d6, etc. up to 10d6) and increasing 
  the DC by 1 (so DC 13, 14, 15, etc).  This is an area 
  affect attack, so Evasion applies.   
  The bars of the 
  cage are 2 inches thick and have 6 inches space 
  between them. 
   
  Lumbardon will continue grabbing characters, one 
  at a time and locking them away until they’re all locked 
  up or the remaining free adventurers flee the room.  
  Then he will murmur a prayer to Erythnul (Spellcraft 
  DC 12 to recognize it as a Heal spell, which 
  Lumbardon can cast 2 times today), curing all his 
  damage, and return to his nap.  The Heal spell should 
  be a clue to the adventurers that a head-on assault is 
  doomed to fail.   
   
  Once Lumbardon gets back to bed, he’ll start 
  snoring again after 10 minutes.  At this time, the 
  character(s) may attempt to use two other skills; 
   
                                                   APL 
  2 
  4 
  6+
  Open the lock (Open Locks) 
  8 
  8 
  10 
  Get off the table (Jump to avoid 1d6 
  Damage) 
  12
  14
  16 
   
   
  * It is assumed that characters have never had the 
  opportunity to coup de grace a large giant before.  If 
  they attempt it, they are unable to hit the critical 
  organs so it doesn’t work that well.  Have them roll for 
  damage as normal (including rogue sneak attacks) for a 
  successful critical hit, but the giant immediately 
  awakens and starts trying to capture them (there is no 
  Con check).   
   
  Solution: Combat is NOT the solution to this 
  room although a combat oriented party may not 
  immediately want to accept that.  Other than shaking 
  the cage, Lumbardon should NEVER use an attack that 
  actually does damage, although character fatalities may 
  well result from repeated cage shaking. Sneaky 
  
  The Eyes of the Beholder 
   
  Page 13 
  thievery is definitely the easiest way to go.  Lumbardon 
  is a 15
  th level cleric of Erythnul and he’s got a LOT of 
  hit points.  The setup is such that he shouldn’t even 
  need to use any of his spells to capture any party of 
  adventurers.  But if he does cast, he will ALWAYS cast 
  defensively. 
   
  If Lumbardon is defeated in combat, the DM will 
  not have properly run this encounter!  As a CR 25 
  creature he should be able to easily defeat any party 
  that comes against him. 
   
  A second possible solution may occur to the party. 
   When Lumbardon gets out of bed he will not take his 
  sword with him.  The great sword weighs 75 pounds, 
  but a strong enough character might try climbing the 
  bed, and making off with the sword while the giant is 
  occupied with capturing the other party members. 
   
  If the entire party gets caged and they have no 
  rogue in the party, they can always escape by taking 20 
  on the lock, even non-rogues – it’s that low quality of a 
  device.  If the lock is picked, the door swings open.  If 
  it is closed again it immediately re-locks. 
   
  Treasure: if retrieved from the giant’s sword, the 
  gem is a large round smoky quartz. 
  Encounter Eleven: All I’m 
  Aspen is “Wood Yew Care to 
  Dance?” 
  Behind the green door, this well lit room is 25 ft. 
  wide and 60 ft. deep.  The walls bear carvings of 
  dozens of children at play.  In the center of the 
  room is a huge oak tree.  At the far end of the room 
  is a small elf child playing with a green gem. 
  As soon as one character enters this room, a force field 
  prevents anyone else from entering, but not stopping 
  inanimate objects (arrows, ropes, etc).  The character 
  may leave at any time, allowing someone else to enter.  
  If the character tries to approach the child, the tree 
  shifts to stay directly in front of him or her.  But the 
  tree doesn’t ever seem to actually move.   
   
  Tactics/Solution: the Oak Tree will not allow 
  anyone to move past it and will block attacks against 
  the child  
   
  The tree loves to have children climb it, though.  A 
  Spot check (DC 10) shows several of the carvings are of 
  children playing in trees.)  
   
  Any character under 5 ft. tall can easily climb the 
  tree and climb down the other side by making a Climb 
  check (DC 4).  Failure results in taking 1 point of 
  subdual damage from falling.  Casting a Reduce spell or 
  using a Potion of Diminution will allow a taller 
  character to climb as well.  
   
  A character 5 ft tall or taller must make a much 
  more difficult Climb check (DC 24).  Failure results in 
  taking 2d6 falling damage.   
   
  Climbing checks must be made both climbing up 
  and climbing down both to get past and then to get 
  back. 
   
  The ONLY solution is climbing through the tree.  
  Attempts to circumvent the tree will fail, ie. flying 
  characters will become turned around and tangled in 
  the branches, illusions will be ignored, the tree will see 
  past invisibility, etc.  
   
  If the party tries to chop down the tree, it has DR 
  15/+4 (10/+2 if using an axe) and 50 hp.  But any 
  wounds the tree takes are reflected on the elf child as 
  well. 
   
  Treasure: When approached, the elf child will 
  give the gem, a large spherical emerald, to anyone who 
  asks nicely for it.  The child ignores anyone on the 
  other side of the Tree. 
  Encounter Twelve: Accept No 
  Substitute! 
  Opening the purple door, the room is 30 ft. square.  
  In the center is a lion like creature with eagle 
  wings and a woman’s face.  Under one of its 
  forepaws is a large purple gem. 
  The creature, a Gynosphinx, speaks to any who 
  approach. 
  This gem is mine unless you can solve my riddle. 
  The riddle she gives depends on the APL and she won’t 
  repeat the riddle (hence no handout).  The answers 
  must be exact and correct on the first guess, although 
  the party may confer before giving an answer.  
  APL 2:  
  White, black, gray, 
  We add spice to life each day. 
  Answer:  Salt and Pepper 
  APL 4:  
  Tree and Hawk 
  Flying I bring death. 
  From Man’s hand 
  
  The Eyes of the Beholder 
   
  Page 14 
  My scream but a breath. 
  Answer:  an arrow 
  APL 6: 
  Walking through the Wilderland, 
  Future healing there’ll be a need. 
  Master of Nature makes a plan. 
  Each one a man to feed. 
  Answer:  Goodberries. 
  APL 8: 
  Sing the song of war and hate, 
  With family, at end, bereft. 
  At last, the conflict shall abate, 
  Six weapons.  A hand of death. 
  Answer:  Hextor 
  APL 10:  
  Living underground, 
  He never sees the sky. 
  His life’s a fairy ring, ‘cause 
  He’s a really fun guy. 
  Answer: Myconid 
  APL 12:  
  I am the One. 
  I am a sun. 
  A javelin, waterskin, or pouch, 
  But I am not these things. 
  Answer:  a gold piece. 
  Once given, the sphinx won’t repeat the riddle.  If the 
  party asks any other questions, a knowing smirk (think 
  Mona Lisa, but slightly more aggravating) is an 
  excellent response, as is the comment, “You County 
  folk, always expecting everything to be handed to 
  you on a platter.”  
   
  If the party gives up and leaves the room only to 
  return later, give them the next riddle in the sequence. 
   The party member who accepts the sphinx’s challenge 
  is the only one who may answer (or at least, the only 
  one whose answers count) until the room is reset. 
   
  If they try to take the gem by force, 
  All APL’s 
  � Gynosphinx (1), hp 74; see Monster Manual page 
  170-71. 
   
  Solution:  answering the riddle is the easiest win.  
  Fighting it out will be harder. 
   
  Treasure: the sphinx will give up a large amethyst 
  if her riddle is answered or if she’s defeated. 
  Encounter Thirteen: A Game of 
  Daggers 
  Opening the white door, this room is 20 ft. square 
  and the floor is covered with sand.  Pacing back and 
  forth is a small creature, the size of a halfling.  It 
  has dark red skin, black horns, goat hooves and a 
  tail.  Seeing you it turns and smiles. “Shall we play a 
  Game of Daggers?”  
  The only appropriate answer is “yes”.  If the little devil 
  is attacked, he vanishes in a puff of brimstone, only 
  returning after the room resets.  If someone agrees to 
  play, the devil (who radiates evil if someone detects) 
  talks like Dr. Seuss on a really bad sugar rush. 
  The little fiend capers about with joy and pulls 
  three daggers from somewhere.  Then he throws 
  them in the sand in front of him, 
   
  X  X  X 
   
   
  “See, I have a row of three!  One-Two-Three all in a 
  row.”  He pulls out three more and with flicks of his 
  wrist, puts them in a row beneath the first.  
   
  X  X  X 
  X  X  X 
   
   
  “And now there’s two rows, now don’t you know!” 
   He puts another dagger beneath the others…  
   
  X  X  X 
  X  X  X 
      X 
   
  
  The Eyes of the Beholder 
   
  Page 15 
   
  “And now there’s three, you see?  You see?  Two 
  across and one down makes three!” 
   
  X  X  X 
  X  X  X 
  X  X 
   
  “One in the corner adds two more!  Down and 
  Crossways, fun galore!” He puts one last dagger into 
  the sand. 
   
  X  X  X 
  X  X  X 
  X  X  X 
   
  “And one more then, but wait, oh wait!  That’s only 
  eight. I MUST HAVE TEN!  Ten rows of three, the 
  game must be!  To win my gem, I must have ten!  
  One rule to mind, on sandy floor, of daggers nine, 
  you may only move FOUR!  Four daggers moved, 
  then we’ll count again. And if the rows count up to 
  ten, you win!  You win!  You win, this GEM!”  He 
  flourishes a large diamond sphere then tucks it 
  away out of sight again. 
  Tactics: use dice or something to illustrate the devil’s 
  dagger patterns as you read.  The little devil cavorts 
  around the room, giggling constantly, but cannot be 
  attacked without forfeiting the game.  Only four 
  daggers need to be shifted to solve the puzzle.   
   
  Solution: (Counting, two additional diagonals can 
  be formed across the outside corners through the 
  center.) 
  X       X       X 
       X  X  X 
  X       X       X 
   
  Treasure:  if the party solves the puzzle, the little 
  devil drops his gem to the sand and goes over to stare 
  in rapt adoration of the group’s accomplishment, 
  moving around to happily recount again and again.  He 
  will ignore them after this unless some foolish paladin-
  type attacks him.  If attacked after the puzzle has been 
  solved, the little devil explodes into foul smelling 
  smoke.  But the smoke lingers and seems to cling to 
  the character that attacked it, getting in her face and 
  swirling around her.  The smoke has no harmful effect, 
  but attacks on the smoke will have also have no effect, 
  except where they might hit or affect the character in 
  the smoke.  The smoke will dissipate once the 
  character leaves the room. 
  Encounter Fourteen: Trailing 
  Shadow 
  The black door opens into a dimly lit room.  The 
  room is circular in shape, and 40 ft. across.  In the 
  center of this otherwise empty room is a small 
  stone urn putting out several dense columns of 
  smoke. The columns of smoke drift up to the 
  ceiling and then seem to disappear.   
  The Urn is 2 ft. tall and is unbreakable.  Each time a 
  character enters the room, a shadow emerges from the 
  urn and hides within the column of smoke.  There it 
  waits until it can strike at the one who brought it out of 
  the urn, catching them flat-footed.  If that character 
  leaves the room, his shadow returns to the urn. 
  APL 2 
  � Shadow (1-6), hp 12; see Monster Manual page 
  161. 
  APL 4 
  � Shadow (1-6), hp 20; see Monster Manual page 
  161. 
  APL 6 
  � Tough Shadow (1-6), hp 36; see Monster Manual 
  page 161. 
  APL 8 
  � Advanced Shadow (1-6), hp 40; see Appendix A. 
  APL 10 
  � Advanced Shadow (1-6), hp 55; see Appendix 
  A. 
  APL 12 
  � Advanced Shadow (1-6), hp 70; see Appendix A. 
  Tactics/Solution: as with Encounter Nine, characters 
  attacked by shadows can be assisted by characters 
  remaining outside the room, via the doorway. 
   
  Treasure: inside the urn is a large round black 
  opal.  If a character reaches into the urn, she can feel 
  more 
  shadows 
  swirling 
  around 
  inside 
  and 
  automatically loses 1d6 temporary strength each 
  round.  The character may make a Dex check (DC 12) 
  to find and grab the gem. 
  
  The Eyes of the Beholder 
   
  Page 16 
  Encounter Fifteen: Upon 
  Reflection 
  Beyond the blue door, this triangular room is lit 
  with torches and is 40 ft. to a side.  In each of the 
  other two corners is a large mirror. Otherwise the 
  room appears to be empty. 
  Each time a character enters this room, two (much 
  weaker) duplicates of that character step out of the two 
  mirrors and move to attack.  The two duplicates each 
  have the AC of the character and one third of his or her 
  hp.  The character’s weapons are also duplicated but 
  without any special or magical enhancements.  The 
  duplicates also will not cast spells.  If a duplicate is 
  slain, it and its possessions fade away.  If a character 
  exits and then re-enters the room after her duplicates 
  are slain, 2 new duplicates will be formed. 
   
  The mirrors are actually set into the wall and 
  cannot be removed without breaking them.  If the 
  mirrors are attacked, they have a hardness of 15 and 60 
  hit points. 
  All APL’s 
  � Reflections (2-12), see Appendix A 
  Tactics/Solution:  the Lesser Mirrors of Opposition 
  function each time a character enters the room.  A 
  melee attack into the room activates the mirrors.  But 
  there is nothing stopping the rest of the party from 
  using spells or ranged weapons from beyond the 
  doorway (if they think of it). 
   
  Treasure:  the large spherical sapphire in this 
  room is hidden in the reflection of the mirrors.  It 
  cannot be seen directly, but if a character looks into 
  either of the mirrors, she can see the gem sitting on the 
  floor in the center of the room.  She must state that she 
  is watching the gem in the mirror while she makes a 
  Dex check (DC 14) to pick it up without directly 
  looking down at where it’s supposed to be. 
  Encounter Sixteen: The Nick of 
  Time (EL 4, 6, 8, or 10, 12, 14) 
  Read this encounter when the PC’s put the final gem 
  in the socket. 
  As the last gem is placed in its socket, the statue 
  begins to whirr and click once more.  Slowly the 
  light from the largest eye begins to grow stronger.  
  A ray shoots out from the main eye, striking the 
  carved symbol on the wall in front of the statue and 
  the entrance you originally came through stands 
  revealed once more.  Then the light from within 
  the statue begins to gradually fade.  Four of the eye 
  stalks sink back into the main body, re-emerging 
  empty once again.  As the light from the main eye 
  begins to dim, the exit it revealed also begins to 
  slowly vanish as well. 
  The party should move quickly into the tunnel!  
  Anyone who does not must spend an extra time unit 
  escaping on their own (see Treasure Summary).  But 
  make sure to give them plenty of opportunity to get 
  out first! 
  The tunnel leads upwards 300 ft. and at the end is 
  the stone arch.  But beyond the arch can be heard 
  the sound of chanting.  Although it is still clearly 
  nighttime, the exit is lit by brilliant starlight 
  revealing part of the clearing around the altar and 
  the things who have come to worship.  Tied down 
  on the altar appears to be a young boy wearing 
  princely bedclothes. 
  The group is now present to re-enact the final battle 
  once more.  The kidnapping and sacrifice was 
  performed by an evil outsider (the Red Cleric) and his 
  followers (the Robes).  The party has ten rounds of 
  hellish chanting before the ceremony ends with the 
  cleric’s killing of the young prince (the prince only has 
  2 hit points). The other worshippers (the Robes) are 
  arranged in a 30-40 ft. circle around the altar.  The 
  creatures inside the robes wear hoods and are wrapped 
  up in cloth like mummies.  It is impossible to tell what 
  race they are, although they are roughly human in 
  height.  They all carry daggers.  The cleric will not be 
  distracted from the sacrifice countdown unless 
  attacked. 
   
  Note: at the higher APLs, the Red Cleric has no 
  Gate ability.  This is intentional and lowers his CR. 
  APL 2:  
  � the Red Cleric, hp 11, see Appendix A 
  � The Robes (12), hp 3, see Appendix A 
  APL 4 
  � the Red Cleric, hp 41, see Appendix A 
  � The Robes (12), hp 3, see Appendix A 
  APL 6 
  � the Red Cleric, hp 63, see Appendix A 
  � The Robes (24), hp 3, see Appendix A 
  APL 8 
  � the Red Cleric, hp 96, see Appendix A 
  � The Robes (24), hp 3, see Appendix A 
  
  The Eyes of the Beholder 
   
  Page 17 
  APL 10 
  � the Red Cleric, hp 140, see Appendix A 
  � The Robes (24), hp 3, see Appendix A 
  APL 12 
  � the Red Cleric, hp 160, see Appendix A 
  � The Robes (60), hp 3, see Appendix A 
  Tactics:  Don’t arrange the Robes where a single 
  Fireball can take them all out.  They should be spaced 
  across a good-sized circle around the altar. 
   
  If the characters fail to save the prince or fail to get 
  out in time, see Out of Time, following the 
  conclusion. 
  Conclusion 
  As the last enemy falls, you hear a thunder of many 
  horses approaching.  A large band of armored men 
  carrying torches come riding down the road led by 
  several centaurs.  The young boy sits up and 
  exclaims “My father!” 
   
  But then he begins to fade from view.  The 
  rapidly approaching soldiers gradually fade into the 
  darkness as the pre-dawn twilight recedes back to a 
  normal level.  The robes of the fallen and the body 
  of the evil priest are already gone.  But as 
  everything fades away and the sun slowly peeks 
  over the horizon, another figure slowly appears 
  before your eyes.  It is the centaur you met (or 
  chased away) yesterday. 
   
  “Celestian’s blessings, heroes.  I found a scroll 
  with a detailed history on a certain scimitar that 
  you might be interested in.  One hundred and 
  sixty-five years ago, an assassination attempt was 
  made on a royal heir.  It was set to coincide with a 
  pivotal conjunction of stars and would have caused 
  many problems by opening a permanent rift to the 
  lower planes.  Fortunately, a band of adventurers 
  happened by just as the forces of the Hells were 
  about to kill the young heir.  With the aid of some 
  of my forefathers, the boy was rescued and later 
  went on to unite the house of Gellor.  
   
   According to the story, the adventurers had to 
  fight their way past a duelist wielding a jeweled 
  scimitar as well as a small army of acolytes in order 
  to rescue the boy.  Then they went off in search of a 
  buyer for the duelist’s blade.  The boy’s father 
  intended to find and reward them, but the heroes 
  were never heard from again.   
   
  It seems the conjunction re-occurs every fifty-
  five years.  It was tonight, in fact.  I hope this 
  helps.”   
  Pause and give the party time to ask a question or two 
  (especially about healing, restorations, or cure 
  diseases).  Then read 
  Qondar turns and begins to move away.  But then 
  he stops and turns back. 
   
  “It’s interesting how you materialized in the 
  clearing just now.” 
   
  He gallops away. 
   
  The End 
   
  Conclusion B:  Out of Time 
  The module assumes that the party will solve the 
  puzzles and beat the final encounter before four hours 
  pass.  If time is not an issue, continue the game to the 
  end if possible.  But in a convention setting or if time is 
  a factor and the game runs on too long beyond 
  allowable limits, read the following (modified) text 
  from Adventurer Handout One. 
  Adventurer Handout One 
   
   
   
  With the coming of the dawn, the sacrifice that had 
  been stopped so many times before, succeeds at 
  last.  A tremor ripples through the ground as you 
  find yourself transported back to your campsite.  
  The sun rises as a disk of darkness and rippling 
  pools of non-light begin to form in the shadows.  
  Slowly the pools begin to overflow across the 
  ground, covering the land. 
   
  A strong smell of decay wafts past you.  With a 
  sound of tearing parchment, a huge evil frog head 
  tears its way out of one of the black pools.  It looks 
  into your eyes and you feel your sanity departing as 
  fear of certain obliteration overwhelms you.  The 
  rest of the creature is too horrible to describe as it 
  climbs out of the pool.  Flee! Get out while you can! 
   A crushing weight falls upon your shoulders and 
  all falls into darkness.  
   
  except 
   
  
  The Eyes of the Beholder 
   
  Page 18 
   
  Your last glimpse is of four beings leaping into 
  battle wielding glowing blades and staves and 
  wearing gleaming armor. 
   
  You awaken in an infirmary near the palace in 
  Radigast City.  A nurse informs you that a 
  tremendous battle took place with hordes of evil 
  creatures that emerged from a gate to the west that 
  had lain hidden for many years.  But fear not.  
  Several of the nearby temples, realizing that 
  something major was happening, were able to 
  summon forces who were able to close the gate – 
  for now anyway.   You have been treated as 
  casualties of the situation and you are now free to 
  leave.  But rest assured.  What happened to you will 
  not be allowed to happen again.  The forces of the 
  County have destroyed the altar and gateway.  
  Hopefully this will end the threat in the future. 
   
  Finis 
  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 One 
   
  The party defeats the flying scimitar 
   APL2 60 xp; APL4 120 xp; APL6 180 xp; APL8 240 
  xp; APL10 300 xp; APL12 360 xp. 
   
  Encounter Five thru Fourteen 
   
  The party escapes by replacing four of the Eyes of 
  the Beholder. 
   
  APL2 240 xp (or 60 per eye); APL4 300 xp (or 
  75 per eye); APL6 400 xp (or 100 per eye); APL8 
  520 xp (or 130 per eye); APL10 640 xp (or 160 per 
  eye); APL12 760 xp (or 190 per eye); 
   
  Encounter Fifteen 
   
  The party rescues the young prince 
   APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp; APL10 360 xp; APL12 420 xp. 
  Total possible experience 
  APL2 420 xp; APL4 600 xp; APL6 820 xp; APL8 
  1060 xp; APL10 1260 xp; APL12 1260xp. 
  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 Eyes of the Beholder 
   
  Page 19 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value). 
  Encounter One:  A Curious Sight 
  M:  Dal’s Cursed Blade: The original owner, an evil 
  duelist in league with the cultists named Dal Amerdon, 
  cursed his blade with his dying breath, so that no one 
  would ever profit from it.  A Remove Curse cast upon 
  the blade only seems to be effective for a short time, 
  then the curse returns.  Because of this curse, 
  shopkeepers will only pay a fraction of its true worth, 
  and that warily.   
   
  Sale value of the scimitar after being divided 
  amongst the players: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 25 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 100 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 200 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 300 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 400 gp 
   
  Encounters Five through Fourteen: The Doors 
  C:  The Eyes of the Beholder:  up to six gems can be 
  taken out of these rooms when the party leaves, 
  beyond the four needed to solve the puzzle.  Each is 
  valued at (the APL x 200 gp).  If they don’t bring 
  additional gems out, they don’t get the gold for them.   
   
  After being divided amongst the players: 
   
   
  APL 2: L: 0 gp; C: 300 gp (50 gp per eye); M: 0 gp 
   
  APL 4: L: 0 gp; C: 600 gp (100 per eye); M: 0 gp 
   
  APL 6: L: 0 gp; C: 900 gp (150 per eye); M: 0 gp 
   
  APL 8: L: 0 gp; C: 1200 gp (200 per eye); M: 0 gp 
   
  APL 10: L: 0 gp; C: 1500 gp (250 per eye); M: 0 gp 
   
  APL 12: L: 0 gp; C: 1800 gp (300 per eye); M: 0 gp 
   
  Total possible treasure (see Special below) 
   
  APL2: a max of 325 gp per player 
   
  APL4: a max of 600 gp per player 
   
   
  APL6: a max of 800 gp per player 
   
  APL8: a max of 1250 gp per player 
   
  APL10: a max of 1800 gp per player 
   
  APL12: a max of 2200 gp per player 
   
  Special 
  1) The possible treasure amounts are based on 
  recovering ALL of the eyes.  If they leave without 
  getting any extra eyes, they will only receive the gp 
  value of the scimitar from Encounter One and nothing 
  else.  Most groups’ treasure will likely fall somewhere 
  in between the minimum and maximum. 
   
  DO NOT automatically grant maximum gold 
  unless the players are successful in defeating all of the 
  encounters in the entire module. 
   
  2)   APL’s 4, 6, & 8 hit gp caps for modules and have 
  been adjusted downwards. 
   
  3) 
  Anyone who doesn’t leave expeditiously once the 
  passageway reopens (because they want to grab 
  
  The Eyes of the Beholder 
   
  Page 20 
  additional gems or some other reason) will lose an 
  additional time unit.  They emerge a week later having 
  missed the final battle, but with an additional APL X 
  100 (200/400/600/800/1000/1200) gp in their pocket. 
  Items for the Adventure Record 
  The only magic item available for purchase is the flying 
  cursed scimitar from Encounter One. It is assumed 
  that the players have the curse removed as part of the 
  price. This is an adventure only item until APL 8 where 
  it becomes a regional item.  At APLs 10 and 12, the 
  Keen enhancement is also an adventure only item. 
  Item Access 
  APL 2: no special items 
  APL 4: +2 Scimitar (Adventure), cost 8,315 gp. 
  APL 6: +3 Scimitar (Adventure), cost 18,315 gp 
  APL 8: +3 Scimitar (Regional), cost 18,315 gp 
  APL 10: +3 Keen Scimitar (Adventure) cost 32,315 gp. 
  APL 12: +4 Keen Scimitar (Adventure), cost 50,315 gp.
  
  The Eyes of the Beholder 
   
  Page 21 
  Maps 
   
   
   
   
   
   
   
   
   
   
   
   
   
   . 
  N
  Encounters 
  and 
  x 
  Roa
  Scale 10 
  To 
  alta
  arc
  red 
  yello
  orang
  Encounter 
  gra
  light 
  Scale 5 
  entrance/e
  Encounter 
  x = fire 
  gree
  dark 
  purpl
  blac
  x 
  whit
  Encounter 
  Encount
  Seve
  x 
  x
  x
  stag 
  bombar
  x 
    S 
  x
  light blue 
  red 
  cag
  Encount
  Te
  orange 
  yellow 
  Encounter 
  gray 
  .  
  
  The Eyes of the Beholder 
   
  Page 22 
  .
  Encounter Eleven
  Encounter Twelve
  Encounter Thirteen
     x
  white door
  purple door
  Encounter Fourteen
  green door
  Encounter
  Fifteen
  black door
  blue door
   
   
   
   
  .
  Sapphire
  Emerald
  d10 Gemstone
  Color
  Encounter
  0
  Turquoise
  Lt Blue
  Six
  Ruby
  Diamond
  1
  Topaz
  Yellow
  Seven
  2
  Ruby
  Red
  Eight
  Turquoise
  3
  Jacynth
  Orange
  Nine
  Amethyst
  4
  Smokey Qtz
  Gray
  Ten
  5
  Emerald
  Green
  Eleven
  Topaz
  6
  Amethyst
  Purple
  Twelve
  Black Opal
  7
  Diamond
  Clear
  Thirteen
  8
  Black Opal
  Black
  Fourteen
  Jacinth
  Smokey Quartz
  9
  Sapphire
  Blue
  Fifteen
  
  The Eyes of the Beholder 
   
  Page 23 
  Adventurer Handout One 
   
   
  With the coming of the dawn, the sacrifice that had been stopped so 
  many times before, succeeds at last.  A tremor ripples through the 
  ground.  The sun rises as a disk of darkness and rippling pools of non-
  light begin to form in the shadows.  Slowly the pools begin to overflow 
  across the ground, covering the land. 
   
  A strong smell of decay wafts past you.  With a sound of tearing 
  parchment, a huge evil frog head tears its way out of one of the black 
  pools.  It looks into your eyes and you feel your sanity departing as fear 
  of certain obliteration overwhelms you.  The rest of the creature is too 
  horrible to describe as it climbs out of the pool.  Flee! Get out while you 
  can!  A crushing weight falls upon your shoulders and all falls into 
  darkness.  
   
  except 
   
   
  Your last glimpse is of four beings leaping into battle wielding glowing 
  blades and staves and wearing gleaming armor. 
   
  You awaken in an infirmary near the palace in Radigast City.  A nurse 
  informs you that a tremendous battle took place with hordes of evil 
  creatures that emerged from a gate to the west that had lain hidden for 
  many years.  But fear not.  Several of the nearby temples, realizing that 
  something major was happening, were able to summon forces who were 
  able to close the gate – for now anyway.   You have been treated as 
  casualties of the situation and you are now free to leave.  But rest 
  assured.  What happened to you will not be allowed to happen again.  
  The forces of the County have destroyed the altar and gateway.  
  Hopefully this will end the threat in the future. 
   
   
   
  
  The Eyes of the Beholder 
   
  Page 24 
  Adventurer Handout Two:  The Altar 
   
  “With the stars in alignment and noble blood upon the stone, the Gate shall open unleashing 
  darkness upon the World.” 
   
   
   
   
   
   
   
   
   
  (cut here) 
  **************************************************************************************************** 
   
   
  Adventurer Handout Three:  The Beholder’s Rhyme 
   
  “Once I was lord of all of my domain. 
  But then was confusion thus ending my reign. 
  They spelled up a scrambling, which clock-worked my mind, 
  And lifted mine eyes so that I couldn’t find, 
  The passage at left, or was it to right. 
  I must find my eyes, restoring my sight. 
  To find the new path and stop that which befell, 
  For I need all my eyes to re-open this spell. 
  Before two hours pass.” 
   
   
   
   
   
   
   
   
   
  (cut here) 
  **************************************************************************************************** 
   
  Adventurer Handout Four:  The Children’s Riddle 
   
  Our parents have many children and love all of us very much. 
   Their sons have as many brothers as they do sisters.  Their 
  daughters have twice as many brothers as sisters.  How 
  many sons and daughters do our parents have? 
  
  The Eyes of the Beholder 
   
  Page 25 
  Appendix A – Encounters
  Encounter One 
   
   
   
   
  APL 2 
   
   
   
  Animated Scimitar:  CR 2; Tiny Animated Item; HD 2; 
  hp 10; Init +0; Spd fly 60 ft.; AC 22 [+2 size, +10 natural]; 
  Atk +1 melee (1d6+1, Crit. 18-20); SQ Evades AoO, 
  Magical; AL N; SV Fort +6, Ref +6, Will +6; Str 10, Dex 10, 
  Con 10, Int -, Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Magical (Su): the Scimitar is effectively a +1 magical 
  blade. 
   
  APL 4 
   
  Animated Scimitar:  CR 4; Tiny Animated Item; 
  HD 4; hp 20; Init +0; Spd fly 60 ft.; AC 24 [+2 size, +12 
  natural]; Atk +5 melee (1d6+2, Crit. 18-20); SQ Evades 
  AoO, Magical; AL N; SV Fort +8, Ref +8, Will +8; Str 10, 
  Dex 10, Con 10, Int -, Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Magical (Su): the Scimitar is effectively a +2 magical 
  blade. 
   
  APL 6 
   
  Animated Scimitar:  CR 6; Tiny Animated Item; 
  HD 6; hp 30; Init +0; Spd fly 60 ft.; AC 25 [+2 size, +15 
  natural]; Atk +8 melee (1d6+3, Crit. 18-20); SQ Evades 
  AoO, Magical; AL N; SV Fort +10, Ref +10, Will +10; Str 
  10, Dex 10, Con 10, Int -, Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Magical (Su): the Scimitar is effectively a +3 magical 
  blade. 
   
  APL 8 
   
  Animated Scimitar:  CR 8; Tiny Animated Item; 
  HD 8; hp 40; Init +0; Spd fly 60 ft.; AC 25 [+2 size, +15 
  natural]; Atk +9 melee (1d6+2 plus +2d6 vs. good targets, 
  Crit. 18-20); SQ Evades AoO; AL N; SQ Unholy Blade; SV 
  Fort +10, Ref +10, Will +10; Str 10, Dex 10, Con 10, Int -, 
  Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Unholy Blade (Su) the Scimitar is effectively a +2 
  magical blade and does an additional 2d6 damage when 
  striking good aligned targets. 
   
  APL 10 
   
  Animated Scimitar:  CR 10; Tiny Animated Item; 
  HD 10; hp 50; Init +0; Spd fly 60 ft.; AC 28 [+2 size, +18 
  natural]; Atk +11 melee (1d6+3 plus +2d6 vs. good targets, 
  Crit. 15-20); SQ Evades AoO; AL N; SQ Unholy Blade; SV 
  Fort +10, Ref +10, Will +10; Str 10, Dex 10, Con 10, Int -, 
  Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
  
  The Eyes of the Beholder 
   
  Page 26 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Unholy Blade (Su) the Scimitar is effectively a +3 
  magical blade and does an additional 2d6 damage when 
  striking good aligned targets. 
   
  Improved Critical (Ex) the Scimitar effectively has 
  the Improved Critical feat and can critically hit on a roll 
  of 15-20. 
   
  APL 12 
   
  Animated Scimitar:  CR 12; Tiny Animated Item; 
  HD 12; hp 60; Init +0; Spd fly 60 ft.; AC 30 [+2 size, +18 
  natural]; Atk +14 melee (1d6+4 plus +2d6 vs. good targets, 
  Crit. 15-20); SQ Evades AoO; AL N; SQ Unholy Blade; SV 
  Fort +10, Ref +10, Will +10; Str 10, Dex 10, Con 10, Int -, 
  Wis 10, Cha -. Length 3-1/2 ft. 
   
  Evades AoO (Ex) the sword is fast enough to 
  effectively avoid attacks of opportunity.  In-game, the 
  players may hit the weapon, but it should “roll with the 
  punches”, ie be knocked slightly off course, but continue 
  to levitate, and take no damage. 
   
  Animated Weapon: - A Sunder or Disarm attack is 
  ineffective against the scimitar.  A grapple attack will stop 
  the scimitar’s attacks only until it is released or the altar is 
  defeated. 
   
  Unholy Blade (Su) the Scimitar is effectively a +4 
  magical blade and does an additional 2d6 damage when 
  striking good aligned targets. 
   
  Improved Critical (Ex) the Scimitar effectively has 
  the Improved Critical feat and can critically hit on a roll 
  of 15-20. 
  Encounter Six  
   
   
   
  APL 2 
  Twisted Gnome, Com1: CR 1/4; Small Humanoid; HD 
  1d6-2; hp 4; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort -2, Ref -1, Will +5; Str 11, Dex 
  9, Con 7, Int 18, Wis 21, Cha 7. Height 3 ft. 
  Skills and Feats: Toughness 
  Vine Warrior, Rog1: CR 1; Medium Sized Humanoid; 
  HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 14(15) (touch 11, 
  flat-footed 13) [[+1 Dex,+3 studded leather armor, (+1 
  Dodge)]]; Atk +0 melee (1d6, short sword);  AL CN; SV 
  Fort +1, Ref +5, Will +2; Str 11, Dex 17, Con 12, Int 8, Wis 
  15, Cha 10. Height 5.5 ft. 
   
  Skills and Feats: Dodge (+1 AC vs. 1 opponent) 
   
  APL 4 
  Twisted Gnome, Com3: CR 1; Small Humanoid; HD 
  3d6-3; hp 12; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort 0, Ref 2, Will +6; Str 11, Dex 9, 
  Con 9, Int 18, Wis 21, Cha 7. Height 3 ft. 
   
  Skills and Feats: Toughness, Lightning Reflexes 
  Vine Warrior, War2: CR 2; Medium Sized Humanoid; 
  HD 2d8+2; hp 12; Init +1; Spd 30 ft.; AC 17(18) (touch 11, 
  flat-footed 14) [+3 Dex,+4 scale mail, (+1 Dodge)]; Atk +2 
  melee (1d6, short sword);  AL CN; SV Fort +1, Ref +6, 
  Will +2; Str 11, Dex 17, Con 12, Int 8, Wis 15, Cha 10. 
  Height 5.5 ft. 
   
  Skills and Feats: Dodge (+1 AC vs. 1 opponent) 
   
  APL 6 
  Twisted Gnome, Com5: CR 3; Small Humanoid; HD 
  5d6; hp 18; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort 1, Ref 2, Will +6; Str 11, Dex 9, 
  Con 11, Int 18, Wis 21, Cha 7. Height 3 ft. 
   
  Skills and Feats: Toughness, Lightning Reflexes 
  Vine Warrior, Fgt3: CR 3; Medium Sized Humanoid; 
  HD 3d10+9; hp 32; Init +1; Spd 20 ft.; AC 18(19) (touch 
  10, flat-footed 18) [+0 Dex, +6 splint mail, +2 large shield 
  (+1 Dodge)]; Atk +4 melee (1d6+1, short sword);  AL CN; 
  SV Fort +1, Ref +6, Will +2; Str 13, Dex 17, Con 16, Int 8, 
  Wis 15, Cha 10. Height 5.5 ft. 
   
  Skills and Feats: Dodge (+1 AC vs. 1 opponent), 
  Power Attack, Toughness (x2) 
   
  APL 8 
  Twisted Gnome, Com8: CR 4; Small Humanoid; HD 
  8d6; hp 30; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort 4, Ref 3, Will +7; Str 11, Dex 9, 
  Con 11, Int 18, Wis 21, Cha 7. Height 3 ft. 
   
  Skills and Feats: Toughness, Lightning Reflexes, 
  Great Fortitude 
  Vine Warrior, Fgt6: CR 6; Medium Sized Humanoid; 
  HD 6d10+18; hp 55; Init +7; Spd 20 ft.; AC 21(22) (touch 
  11, flat-footed 20) [+1 Dex, +8 full plate, +2 large shield 
  (+1 Dodge)]; Atk +9 melee (1d8+3, long sword);  AL CN; 
  SV Fort +1, Ref +6, Will +2; Str 17, Dex 17, Con 16, Int 8, 
  Wis 15, Cha 10. Height 5.5 ft. 
   
  Skills and Feats: Cleave, Dodge (+1 AC vs. 1 
  opponent), Great Cleave, Improved Initiative, Power 
  Attack, Toughness (x2) 
  
  The Eyes of the Beholder 
   
  Page 27 
   
  APL 10 
  Twisted Gnome, Com10: CR 4; Small Humanoid; HD 
  10d6; hp 33; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort 5, Ref 4, Will +10; Str 11, Dex 
  9, Con 11, Int 18, Wis 21, Cha 7. Height 3 ft. 
   
  Skills and Feats: Toughness, Lightning Reflexes, 
  Great Fortitude 
  Vine Warrior, Fgt8: CR 8; Medium Sized Humanoid; 
  HD 8d10+24; hp 75; Init +7; Spd 20 ft.; AC 21(22) (touch 
  11, flat-footed 20) [+1 Dex, +8 full plate, +2 large shield 
  (+1 Dodge)]; Atk +11 melee (1d8+3, long sword);  AL CN; 
  SV Fort +9, Ref +5, Will +4; Str 17, Dex 17, Con 16, Int 8, 
  Wis 15, Cha 10. Height 5.5 ft. 
   
  Skills and Feats: Cleave, Dodge (+1 AC vs. 1 
  opponent), Great Cleave, Improved Initiative, Power 
  Attack, Toughness (x3) 
   
  APL 12 
  Twisted Gnome, Com12: CR 4; Small Humanoid; HD 
  12d6; hp 36; Init +0; Spd 15 ft.; AC 10) [[-1 Dex, +1 size]]; 
  Atk none; AL NE; SV Fort 6, Ref 5, Will +11; Str 11, Dex 
  9, Con 11, Int 18, Wis 21, Cha 7. Height 3 ft. 
   
  Skills and Feats: Toughness, Lightning Reflexes, 
  Great Fortitude, Iron Will 
  Vine Warrior, Fgt10: CR 10; Medium Sized Humanoid; 
  HD 10d10+30; hp 95; Init +7; Spd 20 ft.; AC 21(22) (touch 
  11, flat-footed 20) [+1 Dex, +8 full plate, +2 large shield 
  (+1 Dodge)]; Atk +13 melee (1d8+3, long sword);  AL CN; 
  SV Fort +10, Ref +6, Will +5; Str 17, Dex 17, Con 16, Int 8, 
  Wis 15, Cha 10. Height 5.5 ft. 
   
  Skills and Feats: Cleave, Dodge (+1 AC vs. 1 
  opponent), Great Cleave, Improved Initiative, Power 
  Attack, Toughness (x5) 
  Encounter Eight 
   
   
   
   
  All APL’s 
  Fire Beetles (6): hp 5, 5, 4, 4, 3, 3; see Monster Manual 
  page 206 
  Bombardier Beetle (1): hp 14, see Monster Manual page 
  206 
  Stag Beetle (1): hp 50, see Monster Manual page 206 
  Giant Cockroach (1): CR 8; Gargantuan Vermin; HD 
  16d10+96; hp 200; Init +4; Spd 45 ft.; AC 22 (touch 12, 
  flat-footed 18) [+4 Dex, –4 size, +12 natural]; Atk +12 
  melee (1d6+6, bite); SQ Damage reduction +5/see below; 
  AL N; SV Fort +12, Ref +8, Will +6; Str 23, Dex 19, Con 
  25, Int -, Wis 10, Cha 3. Height 12 ft., Length 30 ft. 
   
  Skills and Feats: Hide +13, Listen +10, Spot +6; 
  Alertness. 
   
  Damage Reduction (Ex) The giant cockroach is 
  tough to kill.  It disregards a fixed amount of damage 
  from all attacks depending on the APL.  Only a +5 
  weapon will ignore this creature’s defenses. 
  APL 2-6: +5/5 
  APL 8: 
    +5/10 
  APL 10:   +5/15 
  APL 12:   +5/20 
  Encounter Ten 
   
   
   
   
  ALL APL’s 
  (EL 20
  +) Lumbardon: Male Fire Giant Cle15; CR 25; 
  Huge Giant (Fire); HD 15d8+75 [giant] plus 15d8+75 
  [cleric]; hp 290; Init –1 (Dex); Spd 40 ft; AC 18 (touch 10, 
  flat-footed 17) [-1 size, +1 Dex, +8 Natural]; Atk 
  +31/+26/+21/+16/+11 melee [standard grapple attack]; 
  Face/Reach 5 ft. by 5 ft./10 ft.]; SA Spells; SQ Fire 
  Subtype; AL LE; SV Fort +23, Ref +11, Will +19; Str 31, 
  Dex 13, Con 21, Int 12, Wis 20, Cha 11. Height 12 ft.  
   
  Skills and Feats: Concentration +12, Listen +6, Spot 
  +15; Combat Casting, Improved Unarmed Strike (for 
  grabbing).   
   
  Languages: Common, Giant. 
   
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save. 
   
  Spells (Su):  Lumbardon will not resort to spells 
  unless really pressed by a party.  But if necessary he will 
  use up to  
  5
  th  2x Greater Command – Sleep (DC 20) 
  1x 
  Spell 
  Resistance (SR 27) 
   
  1x True Seeing 
  6
  th  2x Heal 
   
  1x Harm 
  7
  th  2x Word of Chaos 
  8
  th  1x Anti-magic Field 
   
  If he casts spells, he will ALWAYS cast defensively. 
   
  The use of these spells is intended to signal to an 
  obstinate party that THEY ARE OUTMATCHED! 
   
  Possessions: wearing a red robe tied with a rope belt, 
  he has an immense great sword (75 lb) with a round 
  smoky quartz set into the pommel. 
  
  The Eyes of the Beholder 
   
  Page 28 
  Encounter Twelve 
   
   
   
   
  All APL’s 
  Gynosphinx (1): hp 74; see Monster Manual page 170-71 
  Encounter Fourteen  
   
   
  APL 2 
  Shadow (1-6), hp 12; see Monster Manual page 161. 
   
  APL 4 
  Shadow (1-6): hp 20; see Monster Manual page 161. 
   
  APL 6 
  Tough Shadow (1-6): hp 36; see Monster Manual 
  page 161. 
   
  APL 8 
  Advanced Shadow (1-6): CR 3; Medium sized Undead 
  (Incorporeal); HD 6d12; hp 40; Init +2; Spd 45 ft., fly 75 
  ft. (average); AC 13(14) (touch 12, flat-footed 12) [+2 Dex, 
  +2 Deflection (+1 Dodge)]; Atk +7 melee (1d6+2 
  temporary Strength, Incorporeal touch); SA Strength 
  Damage, Create Spawn; SQ Undead, Incorporeal, +5 Turn 
  Resistance; AL CE; SV Fort +3, Ref +5 Will +6; Str -, Dex 
  16, Con -, Int 6, Wis 12, Cha 13. . 
   
  Skills and Feats: Hide +13, Intuit Direction +8, 
  Listen +10, Spot +10; Dodge, Weapon Focus (touch).  
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6+2 points of temporary Strength damage to a living 
  foe.  A creature reduced to Strength 0 by a shadow dies. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can only be harmed by other 
  incorporeal creatures; +1 or better magic weapons, or 
  magic with a  50% chance to ignore any damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently.  
   
  Turn Resistance (Ex): The shadow has +5 turn 
  resistance (see MM page 10). 
   
  APL 10 
  Advanced Shadow (1-6): CR 4; Medium sized Undead 
  (Incorporeal); HD 8d12; hp 55; Init +2; Spd 45 ft., fly 75 
  ft. (average); AC 13(14) (touch 12, flat-footed 12) [+2 Dex, 
  +2 Deflection (+1 Dodge)]; Atk +9 melee (1d6+2 
  temporary Strength, Incorporeal touch); SA Strength 
  Damage, Create Spawn; SQ Undead, Incorporeal, +8 Turn 
  Resistance; AL CE; SV Fort +3, Ref +5 Will +6; Str -, Dex 
  16, Con -, Int 6, Wis 12, Cha 13. . 
   
  Skills and Feats: Hide +13, Intuit Direction +8, 
  Listen +10, Spot +10; Dodge, Weapon Focus (touch).  
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6+2 points of temporary Strength damage to a living 
  foe.  A creature reduced to Strength 0 by a shadow dies. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can only be harmed by other 
  incorporeal creatures; +1 or better magic weapons, or 
  magic with a 50% chance to ignore any damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently.  
   
  Turn Resistance (Ex): The shadow has +8 turn 
  resistance (see MM page 10). 
   
  APL 12 
  Advanced Shadow (1-6): CR 6; Medium sized Undead 
  (Incorporeal); HD 10d12; hp 70; Init +2; Spd 45 ft., fly 75 
  ft. (average); AC 13(14) (touch 12, flat-footed 12) [+2 Dex, 
  +2 Deflection (+1 Dodge)]; Atk +12 melee (1d6+2 
  temporary Strength, Incorporeal touch); SA Strength 
  Damage, Create Spawn; SQ Undead, Incorporeal, +10 
  Turn Resistance; AL CE; SV Fort +3, Ref +5 Will +6; Str -, 
  Dex 16, Con -, Int 6, Wis 12, Cha 13. . 
   
  Skills and Feats: Hide +13, Intuit Direction +8, 
  Listen +10, Spot +10; Dodge, Weapon Focus (touch).  
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6+2 points of temporary Strength damage to a living 
  foe.  A creature reduced to Strength 0 by a shadow dies. 
  
  The Eyes of the Beholder 
   
  Page 29 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can only be harmed by other 
  incorporeal creatures; +1 or better magic weapons, or 
  magic with a 50% chance to ignore any damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently. 
   
  Turn Resistance (Ex): The shadow has +10 turn 
  resistance (see MM page 10). 
  Encounter Fifteen 
   
   
   
   
  All APL’s  
  Reflections (2-12): CR as PC level; Various sized 
  humanoids; HD as the character level; hp 1/3 the 
  character’s; Init +0; Spd 30ft.; AC as the character; Atk as 
  the character’s base weapon; AL NE; SV Fort +10, Ref +10, 
  Will +10; Str, etc. as the character’s. 
  Encounter Sixteen 
   
   
   
   
  APL 2 
  the Red Cleric, Saladiss: Male human; Cle1; CR 1; 
  Medium Humanoid (human); HD 1d8+3; hp 11; Init +0; 
  Spd 30 ft.; AC 15 (touch 10, flat-footed 15) [+5 armor]; Atk 
  +1 melee (1d4+1, dagger); AL CE; SA Spells; SQ 
  Resistances, SR 10; SV Fort +5, Ref +0, Will +4; Str 13, 
  Dex 10, Con 17, Int 14, Wis 15, Cha 15. 
   
  Skills and Feats: Concentration +7 (+11), Diplomacy 
  +5, Heal +5, Knowledge (Religion)+4, Knowledge (The 
  Planes)+4, Scry +4, Spellcraft +5; Combat Casting 
   
  Spell Resistance (Su): the powers that support the 
  Red Cleric granted him an SR of 10 for this night only. 
   
  Resistances (Ex): the powers that support the Red 
  Cleric granted him acid, cold, electricity, fire, and sonic 
  resistance 5 for this night only.   
   
  Possessions: 
  dagger, 
  clerical 
  vestments 
  over 
  chainmail. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them 
  over armor.  He has painted his face and hands red. 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 0—
  [Cure Minor Wounds, Guidance, Resistance (3)]; 1
  st- 
  Burning Hands*, Bane, Shield of Faith. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (12): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 
  14) [+4 natural]; Atk +1 melee (1d4-1, dagger); AL CE; SV 
  Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, Wis 
  19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  APL 4 
  the Red Cleric, Saladiss: Male Red Slaad (weakened); 
  Cle1; CR 5; Medium Sized Outsider (Chaotic); HD 
  4d8+12 + 1d8+3; hp 41; Init +1; Spd 30 ft.; AC 17 (touch 
  10, flat-footed 16) [+1 Dex, +6 Natural]; Atk +8 melee 
  (1d8+4, bite), +6 melee (1d4+4, dagger); SA Pounce, 
  Spells, Stunning Croak; SQ Resistances; AL CE; SV Fort 
  +5, Ref +3, Will +5; Str 19, Dex 12, Con 17, Int 14, Wis 15, 
  Cha 15. 
   
  Skills and Feats: Climb +10, Concentration +7 (+11), 
  Diplomacy +5, Heal +5, Jump +14, Knowledge 
  (Religion)+4, Knowledge (The Planes)+4, Listen +10, 
  Move Silently +5, Scry +4, Spellcraft +5, Spot +12; 
  Combat Casting, Dodge, Multiattack 
   
  Pounce (Ex): If a red slaad leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Stunning Croak (Su): Once per day a red slaad can 
  emit a loud croak.  Every creature within 20 feet must 
  succeed at a Fortitude save (DC 16) or be stunned for 1d3 
  rounds. 
   
  Resistances (Ex): All slaadi have acid, cold, 
  electricity, fire, and sonic resistance 5.   
   
  Possessions: dagger, clerical vestments. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them. 
   He looks like a red skinned humanoid toad. 
  
  The Eyes of the Beholder 
   
  Page 30 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 0—
  [Cure Minor Wounds, Guidance, Resistance (3)]; 1
  st- 
  Burning Hands*, Bane, Shield of Faith. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (12): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 30 ft.; AC 16 (touch 10, flat-footed 
  16) [+6 natural]; Atk +1 melee (1d4-1, dagger); AL CE; SV 
  Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, Wis 
  19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  APL 6 
  the Red Cleric, Saladiss: Male Red Slaad ; Cle1; CR 7; 
  Medium Sized Outsider (Chaotic); HD 7d8+21 + 1d8+3; 
  hp 63; Init +1; Spd 30 ft.; AC 17(18) (touch 10, flat-footed 
  16) [+1 Dex, +6 Natural, (+1 Dodge)]; Atk +10 melee 
  (2d8+4, bite), +8 melee (1d4+4, dagger), +8 melee (1d4+2, 
  claw); SA Implant, Pounce, Spells, Stunning Croak; SQ 
  Fast Healing 5, Resistances; AL CE; SV Fort +10, Ref +6, 
  Will +5; Str 19, Dex 12, Con 17, Int 14, Wis 15, Cha 15. 
   
  Skills and Feats: Climb +14, Concentration +7 (+11), 
  Diplomacy +5, Heal +5, Jump +14, Knowledge 
  (Religion)+4, Knowledge (The Planes)+4, Listen +10, 
  Move Silently +5, Scry +4, Spellcraft +5, Spot +12; 
  Combat Casting, Dodge, Multiattack 
   
  Implant (Ex): A red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body.  The 
  affected creature must succeed at a Fortitude save (DC 
  17) to avoid implantation.  The egg gestates for one week 
  before hatching into a blue slaad that eats its way out, 
  killing the host.  Twenty-four hours before the egg fully 
  matures, the victim falls extremely ill (-10 to all ability 
  scores).  A Remove Disease spell (cost 150 gp) rids a 
  victim of the pellet, as does a successful Heal check (DC 
  20) by someone with that skill.  If the check fails, the 
  healer can try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient.  If the host is 
  an arcane spellcaster, the egg pellet instead hatches into a 
  green slaad. 
   
  Pounce (Ex): If a red slaad leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Stunning Croak (Su): Once per day a red slaad can 
  emit a loud croak.  Every creature within 20 feet must 
  succeed at a Fortitude save (DC 16) or be stunned for 1d3 
  rounds. 
   
  Fast Healing (Ex): The slaad regains hit points at a 
  rate of 5 points per round. 
   
  Resistances (Ex): All slaadi have acid, cold, 
  electricity, fire, and sonic resistance 5.   
   
  Possessions: dagger, clerical vestments. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them. 
   He looks like a red skinned humanoid toad. 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 0—
  [Cure Minor Wounds, Guidance, Resistance (3)]; 1
  st- 
  Burning Hands*, Bane, Shield of Faith. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (24): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 30 ft.; AC 18 (touch 10, flat-footed 
  18) [+8 natural]; Atk +1 melee (1d4-1, dagger); AL CE; SV 
  Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, Wis 
  19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  APL 8 
  the Red Cleric, Saladiss: Male Red Slaad ; Cle5; CR 11; 
  Medium Sized Outsider (Chaotic); HD 7d8+21 + 5d8+15; 
  hp 96; Init +1; Spd 30 ft.; AC 17(18) (touch 10, flat-footed 
  16) [+1 Dex, +6 Natural, (+1 Dodge)]; Atk +15 melee 
  (2d8+6, bite), +13 melee (1d4+6, dagger), +13 melee 
  (1d4+6, claw); SA Implant, Pounce, Spells, Stunning 
  Croak; SQ Fast Healing 5, Resistances; AL CE; SV Fort 
  +12, Ref +7, Will +7; Str 19 (23, Bull’s Strength), Dex 12, 
  Con 17, Int 14, Wis 15, Cha 15. 
   
  Skills and Feats: Climb +14, Concentration +10 (+14), 
  Diplomacy +5, Heal +5, Jump +14, Knowledge 
  
  The Eyes of the Beholder 
   
  Page 31 
  (Religion)+6, Knowledge (The Planes)+6, Listen +10, 
  Move Silently +5, Scry +4, Spellcraft +5, Spot +12; 
  Combat Casting, Dodge, Mobility, Multiattack 
   
  Implant (Ex): A red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body.  The 
  affected creature must succeed at a Fortitude save (DC 
  17) to avoid implantation.  The egg gestates for one week 
  before hatching into a blue slaad that eats its way out, 
  killing the host.  Twenty-four hours before the egg fully 
  matures, the victim falls extremely ill (-10 to all ability 
  scores).  A Remove Disease spell (cost 150 gp) rids a 
  victim of the pellet, as does a successful Heal check (DC 
  20) by someone with that skill.  If the check fails, the 
  healer can try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient.  If the host is 
  an arcane spellcaster, the egg pellet instead hatches into a 
  green slaad. 
   
  Pounce (Ex): If a red slaad leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Stunning Croak (Su): Once per day a red slaad can 
  emit a loud croak.  Every creature within 20 feet must 
  succeed at a Fortitude save (DC 16) or be stunned for 1d3 
  rounds. 
   
  Fast Healing (Ex): The slaad regains hit points at a 
  rate of 5 points per round. 
   
  Resistances (Ex): All slaadi have acid, cold, 
  electricity, fire, and sonic resistance 5.  Saladiss has fire 
  resistance of 12 from Resist Elements. 
   
  Possessions: dagger, clerical vestments. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them. 
   He looks like a red skinned humanoid toad. 
   
  Spells Prepared (5/5/4/3; base DC = 12 + spell level): 
  0—[Cure Minor Wounds, Guidance, Light (x2), 
  Resistance; 1
  st- Burning Hands*, Bane, Cause Fear, 
  Obscuring Mist, Shield of Faith; 2
  nd- Invisibility*, Bull’s 
  Strength, Hold Person, Silence; 3
  rd- Resist Elements-
  Fire*, Meld Into Stone, Prayer. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (24): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 30 ft.; AC 20 (touch 10, flat-footed 
  20) [+10 natural]; Atk +1 melee (1d4-1, dagger); AL CE; 
  SV Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, 
  Wis 19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  Revised Tactics: The Bull’s Strength (+4) and Resist 
  Elements-Fire are already active on the Red Cleric.   
  If the ceremony is disturbed, the Red Cleric will not wait 
  to be attacked.  The Robes are cannon fodder and he will 
  use the time they buy him.  He will immediately cast 
  Invisibility, then Prayer, Shield of Faith, then Obscuring 
  Mist.  Then he will attack.  If pressed, he will try to use 
  Meld Into Stone to hide inside the altar. 
   
   
  The Robes will charge into battle, avoiding 
  fighters with their Cleave attacks and focusing on 
  spellcasters.  They will act in unison, with one Robe 
  attacking and the rest assisting the primary attacker (AC 
  10 to hit, grants a +2 stackable bonus to hit). 
   
  APL 10 
  the Red Cleric, Saladiss: Male Red Slaad ; Cle7; CR 11; 
  Medium Sized Outsider (Chaotic); HD 7d8+35 + 7d8+35; 
  hp 140; Init +1; Spd 30 ft.; AC 17(18) (touch 10, flat-footed 
  16) [+1 Dex, +6 Natural, (+1 Dodge)]; Atk +17 melee 
  (2d8+6, bite), +15 melee (1d4+6, dagger), +15 melee 
  (1d4+6, claw); SA Implant, Pounce, Spells, Stunning 
  Croak; SQ Fast Healing 5, Resistances; AL CE; SV Fort 
  +15, Ref +8, Will +8; Str 19 (23, Bull’s Strength), Dex 12, 
  Con 17(20, Endurance), Int 14, Wis 15, Cha 15. 
   
  Skills and Feats: Climb +14, Concentration +12 (+16), 
  Diplomacy +7, Heal +5, Jump +16, Knowledge 
  (Religion)+6, Knowledge (The Planes)+8, Listen +10, 
  Move Silently +5, Scry +4, Spellcraft +5, Spot +12; 
  Combat Casting, Dodge, Mobility, Multiattack 
   
  Implant (Ex): A red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body.  The 
  affected creature must succeed at a Fortitude save (DC 
  17) to avoid implantation.  The egg gestates for one week 
  before hatching into a blue slaad that eats its way out, 
  killing the host.  Twenty-four hours before the egg fully 
  matures, the victim falls extremely ill (-10 to all ability 
  scores).  A Remove Disease spell (cost 150 gp) rids a 
  victim of the pellet, as does a successful Heal check (DC 
  20) by someone with that skill.  If the check fails, the 
  healer can try again, but each attempt (successful or not) 
  
  The Eyes of the Beholder 
   
  Page 32 
  deals 1d4 points of damage to the patient.  If the host is 
  an arcane spellcaster, the egg pellet instead hatches into a 
  green slaad. 
   
  Pounce (Ex): If a red slaad leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Stunning Croak (Su): Once per day a red slaad can 
  emit a loud croak.  Every creature within 20 feet must 
  succeed at a Fortitude save (DC 16) or be stunned for 1d3 
  rounds. 
   
  Fast Healing (Ex): The slaad regains hit points at a 
  rate of 5 points per round. 
   
  Resistances (Ex): All slaadi have acid, cold, 
  electricity, fire, and sonic resistance 5.  Saladiss has fire 
  resistance of 12 from Resist Elements. 
   
  Possessions: dagger, clerical vestments. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them. 
   He looks like a red skinned humanoid toad. 
   
  Spells Prepared (5/5/4/3; base DC = 12 + spell level): 
  0—[Cure Minor Wounds (x2), Guidance, Light (x2), 
  Resistance; 1
  st- Burning Hands*, Bane, Cause Fear, Doom, 
  Obscuring Mist, Shield of Faith; 2
  nd- Invisibility*, Bull’s 
  Strength, Endurance, Hold Person, Silence; 3
  rd- Resist 
  Elements-Fire*, Dispel Magic, Meld Into Stone, Prayer; 
  4
  th- Confusion*, Poison. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (24): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 40 ft.; AC 20 (touch 10, flat-footed 
  20) [+10 natural]; Atk +1 melee (1d6-1, dagger); AL CE; 
  SV Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, 
  Wis 19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  Revised Tactics: The Bull’s Strength (+4), Endurance 
  (+3) and Resist Elements-Fire are already active on the 
  Red Cleric.   
  If the ceremony is disturbed, the Red Cleric will not wait 
  to be attacked.  The Robes are cannon fodder and he will 
  use the time they buy him.  He will immediately cast 
  Invisibility, then Prayer, Shield of Faith, then Obscuring 
  Mist.  Then he will attack, starting with casting 
  Confusion on the strongest seeming fighter.  If pressed, 
  he will try to use Meld Into Stone to hide inside the altar.  
   
  The Robes will charge into battle, avoiding fighters 
  with their Cleave attacks and focusing on spellcasters.  
  They will act in unison, with one Robe attacking and the 
  rest assisting the primary attacker (AC 10 to hit, grants a 
  +2 stackable bonus to hit). 
   
  APL 12 
  the Red Cleric, Saladiss: Male Red Slaad ; Cle9; CR 11; 
  Medium Sized Outsider (Chaotic); HD 7d8+35 + 9d8+45; 
  hp 160; Init +1; Spd 30 ft.; AC 17(18) (touch 10, flat-footed 
  16) [+1 Dex, +6 Natural, (+1 Dodge)]; Atk +19 melee 
  (2d8+7, bite), +17 melee (1d4+7, dagger), +17 melee 
  (1d4+7, claw); SA Implant, Pounce, Spells, Stunning 
  Croak; SQ Fast Healing 5, Resistances; AL CE; SV Fort 
  +16, Ref +9, Will +9; Str 12 (24, Bull’s Strength), Dex 12, 
  Con 17(20, Endurance), Int 14, Wis 15, Cha 15. 
   
  Skills and Feats: Climb +14, Concentration +14 (+18), 
  Diplomacy +7, Heal +5, Jump +18, Knowledge 
  (Religion)+8, Knowledge (The Planes)+8, Listen +10, 
  Move Silently +6, Scry +4, Spellcraft +5, Spot +12; 
  Combat Casting, Dodge, Mobility, Multiattack 
   
  Implant (Ex): A red slaad that hits with a claw attack 
  can inject an egg pellet into the opponent’s body.  The 
  affected creature must succeed at a Fortitude save (DC 
  17) to avoid implantation.  The egg gestates for one week 
  before hatching into a blue slaad that eats its way out, 
  killing the host.  Twenty-four hours before the egg fully 
  matures, the victim falls extremely ill (-10 to all ability 
  scores).  A Remove Disease spell (cost 150 gp) rids a 
  victim of the pellet, as does a successful Heal check (DC 
  20) by someone with that skill.  If the check fails, the 
  healer can try again, but each attempt (successful or not) 
  deals 1d4 points of damage to the patient.  If the host is 
  an arcane spellcaster, the egg pellet instead hatches into a 
  green slaad. 
   
  Pounce (Ex): If a red slaad leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Stunning Croak (Su): Once per day a red slaad can 
  emit a loud croak.  Every creature within 20 feet must 
  succeed at a Fortitude save (DC 16) or be stunned for 1d3 
  rounds. 
  
  The Eyes of the Beholder 
   
  Page 33 
   
  Fast Healing (Ex): The slaad regains hit points at a 
  rate of 5 points per round. 
   
  Resistances (Ex): All slaadi have acid, cold, 
  electricity, fire, and sonic resistance 5.  Saladiss has fire 
  resistance of 12 from Resist Elements. 
   
  Possessions: dagger, clerical vestments. 
   
  Physical Description: the Red Cleric wears gray 
  clerical vestments with symbols of flames sewn on them. 
   He looks like a red skinned humanoid toad. 
   
  Spells Prepared (5/5/4/3; base DC = 12 + spell level): 
  0—[Cure Minor Wounds (x2), Guidance, Light (x2), 
  Resistance; 1
  st- Burning Hands*, Bane, Cause Fear, Doom, 
  Obscuring Mist, Shield of Faith; 2
  nd- Invisibility*, Bull’s 
  Strength, Endurance, Hold Person, Silence; 3
  rd- Resist 
  Elements-Fire*, Dispel Magic, Meld Into Stone, Prayer; 
  4
  th- Confusion*, Poison. 
   
  *Domain spell. Domains: Fire (rebuke fire creatures); 
  Trickery (Bluff, Disguise, and Hide are class skills). 
   
  The Robes (60): CR 1/4; Medium sized Humanoids; HD 
  1/2; hp 3; Init +0; Spd 40 ft.; AC 20 (touch 10, flat-footed 
  20) [+10 natural]; Atk +1 melee (1d8-1, dagger); AL CE; 
  SV Fort +2, Ref +0, Will +4; Str 9 Dex 10, Con 13, Int 6, 
  Wis 19, Cha 7.  
   
  Skills and Feats: Hide +4, Listen +2, Spot +2; Weapon 
  Focus-dagger. 
   
  Possessions: dagger 
   
  Physical Description: the Robes wear red hooded 
  robes and their hands are wrapped in strips of cloth.  
  When a Robe is killed, its body vanishes, leaving only the 
  robe and wrappings behind. 
   
  Revised Tactics: The Bull’s Strength (+4), Endurance 
  (+3) and Resist Elements-Fire are already active on the 
  Red Cleric.   
  If the ceremony is disturbed, the Red Cleric will not wait 
  to be attacked.  The Robes are cannon fodder and he will 
  use the time they buy him.  He will immediately cast 
  Invisibility, then Prayer, Shield of Faith, then Obscuring 
  Mist.  Then he will attack, starting with casting 
  Confusion on the strongest seeming fighter.  If pressed, 
  he will try to use Meld Into Stone to hide inside the altar. 
   
  The Robes will charge into battle, avoiding fighters 
  with their Cleave attacks and focusing on spellcasters.  
  They will act in unison, with one Robe attacking and the 
  rest assisting the primary attacker (AC 10 to hit, grants a 
  +2 stackable bonus to hit). 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/593/Normal Scenarios/URC3-04 - Eye of the Beholder (APL 2-12)/URC3-04 - Eye of the Beholder.pdf