TEXT:  
  COR3-05 
   
   
   
   
   
  CIRCLE OF SIN 
   
  A ONE-ROUND D&D LIVING GREYHAWK® 
  CORE ADVENTURE 
  Version 1 
   
   
   
  By Stuart Kerrigan 
  Circle Reviewer: Creighton Broadhurst 
  Editing: Christopher Lindsay and Stephen Radney-MacFarland 
   
   
   
   
  Something is wrong in the Free City of Greyhawk. Tensions in the River Quarter rise as what was good has become evil, 
  a demented dying man screams something about iniquity being your downfall, and a zealot is one step ahead of you 
  everywhere you turn. The bonds that kept an old and terrible evil in check is loosened by an insane circle of 
  malcontents in this adventure for characters levels 1 to 12. 
   
   
   
  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. 
  
  Circle of Sin 
   
  Page 2 
  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 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 three 
  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. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players vote 
  while you determine treasure and experience awards 
  for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  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. 
   
  
  Circle of Sin 
   
  Page 3 
  DUNGEONS & DRAGONS PLAYER REWARDS 
  Playing this adventure is worth 2 DUNGEONS & 
  DRAGONS PLAYER REWARD points. A player must be 
  signed up with the D&D PLAYER REWARD program in 
  order to accumulate these points; they are not a part of 
  the normal RPGA membership, but signing up for D&D 
  PLAYER REWARDS is free. For more information 
  about D&D PLAYER REWARDS, see the RPGA website 
  (www.wizards.com/rpga). 
   
  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 paladin’s mounts, etc) 
  use the following 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. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  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. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. 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 Core adventure, set in the 
  Iuz occupied lands. This event costs two Time Units to 
  play.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  In 585 CY a group of adventurers from Greyhawk 
  helped a powerful cleric of Pholtus, Pholemius 
  Brightmantle, banish a powerful tanar’ri named 
  Xazivort in the Gnarley Forest. Pholemius himself was 
  a Sin Eater from the Theocracy of the Pale, a sect that 
  believe that by consuming victuals in front of dying 
  believers they may bring the soul of the departing 
  closer to perfection and the approval of Pholtus. 
  Pholemius was seeking Ragaer, a dying member of the 
  Church Militant but what he found was Ragaer 
  possessed by the fiend. 
   
  However, Xazivort was banished and not 
  destroyed. He left in his wake a minor cult responsible 
  for directing the fools who released Xazivort from 
  imprisonment the first time This cult has spent the last 
  eight years plotting Xazivort’s return in the hopes of 
  
  Circle of Sin 
   
  Page 4 
  earning the demonic boons he has falsely promised 
  them. 
   
  Xazivort’s age-long struggle with servants of 
  Pholtus has led to him to obsession with the four sins 
  of Pholtus: cowardice, avarice, self-indulgence and self-
  will. The cult believe these are the key to Xazivort’s 
  release, and thus if these sins are committed on a large 
  enough scale they provide enough power for a ritual to 
  summon Xazivort and he will once more walk the 
  Oerth. Needless to say this must not be allowed to pass, 
  as it would be dire for the people of the Flanaess. 
   
  It has come to the attention of the cult that 
  Greyhawk City’s River Quarter has seen numerous 
  clashes between the resident churches of Trithereon 
  and Pholtus. Being highly chaotic and lawful 
  respectively there have been verbal and even physical 
  conflicts between the two religions. The cult intends to 
  play upon this, and to this end two of their number 
  have infiltrated both clergy. 
   
  They intend to orchestrate a series of events, each 
  one representative of one of the four deadly sins that 
  culminate in a lethal confrontation between elite 
  followers of Trithereon, the Knights of the Chase, and 
  the Pholtans.  
   
  The first, the sin of cowardice, shall bring the PCs 
  into the adventure as a cleric of Pholtus, tortured and 
  drugged, dies at the feet of the PCs. 
   
  For the second sin, avarice, the cult has figured out 
  that there are templars acting as couriers from the 
  Church of Pholtus carrying gems to the Pale to aid the 
  war in Tenh. This fact is not known by most of the 
  lawful good clerics of Pholtus, but these actions are 
  sanctioned by Arkandy Benris the High Priest of 
  Pholtus in Greyhawk, who is sympathetic to the Palish. 
  During the recent upheaval in Tenh, Arkandy ceased 
  paying his secret tribute to the Church of the One True 
  Path in Wintershiven, until the Council of Nine sent 
  couriers to put pressure on Arkandy to resume sending 
  gems. 
   
  If these facts came to light, it would be most 
  embarrassing The lawful good faction of the religion 
  are often denounced as heretic by the Palish. 
  According to Arkandy, the church moneys are being 
  spent on “church upkeep.” He has not lied, he simply 
  did not explain he meant the upkeep of the Church of 
  Wintershiven. Because of this, the cult has decided to 
  attack one of these couriers within the city and frame 
  Trithereon worshippers.  
   
  For the third sin, self-indulgence, the cult 
  sacrifices one of their own as he indulges in pleasures 
  of the flesh at a local brothel. Mistaking this man for 
  one of their own, the local clerics of Trithereon take to 
  the streets for vengeance, but this murder provides the 
  PCs with the information they need to deal with the 
  cult. 
   
  For the fourth sin,  self-will, with tensions 
  running high on both sides. The cult intends to 
  provoke both some Pholtans and some Knights of the 
  Chase (Templars of Trithereon) into an all-out 
  confrontation in the streets of Greyhawk. They believe 
  that the death and destruction of so many followers of 
  good-aligned powers will be great enough to summon 
  their master. 
   
  The PCs however, interrupt the ritual, but are not 
  able to stop its completion. In the dramatic conclusion 
  of this adventure they go toe-to-toe with Xazivort 
  himself, a very real and evil demon! 
   
  Note: Circle of Sin is designed to be a roleplay intensive 
  adventure. Interplay and dialogue between NPCs 
  should take precedence over combat and acquiring 
  treasure. 
   
  This is primarily an investigative adventure 
  though there is some combat. The adventure relies on 
  the PCs to piece together what is going on. You should 
  roleplay interactions with suspects and witnesses, 
  though if you wish you can reduce the interaction to 
  Gather Information checks to save time. However, this 
  could dilute the experience.  
   
  There are contingency encounters if you need to 
  help speed the PCs on their way into the plot. You 
  certainly should not need, or expect to run every 
  encounter in this adventure within four hours. 
   
  ENCOUNTER 1: COWARDICE 
  Unaware of what is about to befall them, the PCs are 
  relaxing in the Green Dragon (R2 on the Greyhawk 
  City Map found in Living Greyhawk Journal #2). It is not 
  uncommon to find adventuresome fellows in the River 
  Quarter, and the delights of the quarter are easy upon 
  one’s coin pouch.  
   
  After allowing the PCs to speak and introduce 
  themselves briefly, read or paraphrase the following. 
   
  A wild-eyed, old man staggers toward you bearing a strange 
  mark of a claw upon his forehead. He is dressed in once-
  white robes, now caked with dirt and grime. As he reaches 
  you and before you can speak, he points to you, “You… you I 
  have seen! Great evil – beware the Four Sins of Pholtus lest 
  they bring you low. Each seeks a stranglehold on your very 
  soul… Repent and deny their embrace!” 
   
  Only at this point do you realize the man is spitting 
  blood as he speaks, “I have seen it… I have seen his eyes… 
  He seeks the death of one who shall be close to you…”  
   
  He looks into space, and trembles. He points , hand 
  shaking, but when you look to the place he is pointing there 
  is nothing unusual there. Finally, as more blood comes from 
  his lips, he whimpers and howls before suddenly dropping to 
  the floor, and convulses for a few seconds before laying still… 
   
  This man was Suneris Moroth, a cleric of Pholtus who 
  disappeared last month. He was taken by the cult and 
  was forced to take mind-altering drugs that allowed 
  him to see visions of the future. He was subjected to a 
  constant revelry of pure sin, with dark voices 
  alternating between whispering and screaming of 
  Xazivort’s imminent return, all within his own mind. 
  They were growing more vivid with each day. Both his 
  
  Circle of Sin 
   
  Page 5 
  mind and body have suffered, and he has now died of 
  fright. 
   
  Furthermore, as a direct consequence of an 
  ancient rune of a four-pronged claw tattooed on his 
  forehead Suneris may not be brought back to life by 
  anything short of a, wish or miracle spell. 
   
  Any PCs from either the Theocracy of the Pale 
  region or who play a cleric or paladin of Pholtus 
  understands the significance of the Four Sins of 
  Pholtus that Suneris mentioned.  Other PCs must 
  succeed at a Knowledge (religion) check (DC 15) to 
  understand what the sins are. In either case eventuality 
  give them Handout 1. 
   
  Attempts to aid this man either by mundane or 
  magical healing are fruitless. He dies within seconds of 
  finishing his monologue, even if the PCs try to heal 
  him. If this encounter occurs in the inn, several 
  patrons leave to fetch the watch as well as a cleric if the 
  party does not have one. 
   
  Searching the body reveals nothing; he has naught 
  except his once-ornamental robes and a holy symbol of 
  Pholtus (the sun and moon) around his neck. The 
  authorities expect these to be returned to the temple. 
   
  Finally, the watch arrives, and assuming all the 
  PCs have remained where they are, they want to 
  question them. Other witnesses agree that the man 
  seemed to choose them randomly out of the crowd, so 
  the watch does not press too far, unless PCs have a 
  previous record of being troublemakers in Greyhawk 
  City. 
   
  Eventually someone sends for a representative of 
  the Church of Pholtus when the dead man’s holy 
  symbol is found. The body is taken away for 
  examination. Incidentally speak with dead spells are cast 
  on Suneris in the Temple, but these do not work. Due 
  to the intense damage to his mind, Suneris cannot 
  answer questions coherently and the divination on his 
  troubled soul yields no concrete findings. 
   
   
  ENCOUNTER 2: THE SIN 
  EATER 
  Upon recovering from the shock of all these events, 
  regardless of what the PCs are doing that evening, a 
  messenger from the Temple of Pholtus (location R8 on 
  the Greyhawk City Map) seeks them out unerringly to 
  deliver the message given in Handout Two. The 
  messenger is insistent that each PC returns with him. 
  Pholemius is a very important person, and when a Sin-
  Eater seeks you it is best you go straight to him. 
   
  When the PCs are ready to go read or paraphrase 
  the following: 
   
  The Temple of Pholtus is easy to find; it stands as a beacon of 
  light in the dreariness of the River Quarter. Glowing orbs of 
  divine light and golden flames that gently lick at the sunset 
  from braziers illuminate the building. Even the walls 
  themselves have their own bright glow, no doubt caused by 
  the prayers of the brethren. 
   
  The messenger leads you through several corridors that 
  contain doors leading into spartan and monastical cells. 
  Eventually you are brought into a meeting area where a tall 
  cleric waits. 
   
  “I am Pholemius,” he booms loudly, “and Pholtus has 
  guided you to me, all the way from the Theocracy of the Pale, 
  his sacred lands.” 
   
  Pholemius can tell the PCs the following information. 
  • 
  He is a SinEater of Pholtus. He won’t elaborate on 
  what that is unless the PCs ask him. 
  • 
  A Sin Eater is a cleric who travels to where there 
  are dying servants of Pholtus. By eating and 
  drinking in their presence he makes their life’s 
  shortcomings more tolerated by Pholtus through a 
  symbolic ritual. PCs of the Pale or those who 
  worship Pholtus know this is an accepted death-
  rite of Pholtus. 
  • 
  He was told by Pholtus to seek Suneris, a cleric 
  within the Jewel of the Flanaess. Pholtus speaks to 
  Pholemius and guides him to where he is needed. 
  Unfortunately this time it seems he was too late. 
  • 
  Pholemius asks the PCs of what transpired with 
  Suneris. If mention of the Four Sins of Pholtus is 
  made, Pholemius is quite interested, but makes no 
  attempt to explain the four sins unless asked. If 
  Pholemius does explain the four sins, give the 
  characters Handout 1if they don’t already have it. 
  • 
  Pholtus has obviously guided the PCs to him. He 
  may seek their aid again in investigating Suneris’s 
  death, which the High Priest of Pholtus, Arkandy 
  Benris has given him jurisdiction over. Something 
  drove the dead priest Suneris mad. He asks where 
  he can contact the PCs and tells them to remain 
  vigilant. 
   
   
  ENCOUNTER 3: AVARICE 
  As the PCs return from their audience with Pholemius, 
  passing through the River Quarter, they hear a moan 
  from a side alley. A man dressed in mail is being 
  attacked by shadowy figures there. They are dressed in 
  blue robes and wear their hoods over their faces. In the 
  River Quarter locals tend not to “see” anything of this 
  sort, so it’s up to the PCs to intervene. 
   
  APL 2 (EL 3) 
  �Cultists (4): Male human War1; hp 9, 9, 9, 9; see 
  Appendix 1: NPCs. 
   
  APL 4 (EL 5) 
  �Cultists (4): Male human War2; hp 15, 15, 15, 15; see 
  Appendix 1: NPCs. 
   
  
  Circle of Sin 
   
  Page 6 
  APL 6 (EL 7) 
  �Cultists (4): Male human War4; hp 27, 27, 27, 27; see 
  Appendix 1: NPCs. 
   
  APL 8 (EL 9) 
  �Cultists (4): Male human War6; hp 39, 39, 39, 39; see 
  Appendix 1: NPCs. 
   
  APL 10 (EL 11) 
  �Cultists (4): Male human War8; hp 51, 51, 51, 51; see 
  Appendix 1: NPCs. 
   
  APL 12 (EL 13) 
  �Cultists (4): Male human War10; hp 63, 63, 63, 63; 
  see Appendix 1: NPCs. 
   
  ALL APLs 
  �Verstan: Male human Rog8; hp 66; see Appendix 1: 
  NPCs. 
   
  Verstan is not factored into the ELs, he is a non-
  combatant and should not be killed or captured during 
  this encounter. He intends to escape, and has no 
  interest in attacking the PCs.  
   
  Tactics 
  Round One: The four cultists, fanatics of the Cult of 
  Xazivort, try to delay the PCs while their leader 
  performs a coup-de-grace on his victim. The thugs 
  should not go down in the first round, though they 
  continue to fight even if the PCs have gained the upper 
  hand.  
  As soon as possible, Verstan, slits the throat of his 
  victim, grabs a silken pouch and runs deeper into the 
  alley, escaping out onto the main street. 
  To spot the pouch, in the heat of battle have the 
  PCs make Spot checks (DC 5). These checks are 
  deliberately easy, but do not tell the players that.  
   
  Round Two: The remaining attackers attempt to 
  withdraw though one or two of them (if more than two 
  are still alive) remain behind to delay the characters. 
   
  Cultists 
  Searching these attackers reveals a holy symbol of 
  Trithereon the Summoner, which was deliberately 
  planted. If any attackers are subdued and questioned 
  they claim to be acting for the Glory of the Summoner, 
  and refuse to talk. Unless specifically bound, they kill 
  themselves in any manner possible (falling on their 
  captor’s sword, stabbing themselves with a concealed 
  dagger, hanging in a cell before being questioned, etc.) 
  before any divination spells can be cast to determine 
  the truth. However if suitable precautions are taken, it 
  is possible for at least one of the cultists to be taken 
  prisoner for questioning. 
   
  The Victim 
  The body is of Aulric, a warrior-cleric of Pholtus. 
  Several weeks’ rations, implying he was planning a 
  long journey and the gleaming robes of a cleric of 
  Pholtus are in his backpack. Aulric was in fact a courier 
  between the church in Greyhawk and those in the 
  Theocracy of the Pale. He carried valuable gems to the 
  Pale to aid them in their endeavours, such as when 
  they resume the war in Tenh. These gems are now in 
  the hands of his killer, the cultist and assassin Verstan. 
   
  Trouble with the Law 
  The Nightwatch is alerted and comes to the scene 
  quickly. Being followers of St. Cuthbert, these fellows 
  try to wash their hands of the affair as quickly as 
  possible. The PCs are picked up, whether they 
  intervened or not, and taken to a City Watch station. 
  There they are questioned again, albeit more 
  thoroughly, as  they have been linked with the death of 
  two clerics of Pholtus in one day, by a rather burly 
  constable named Urich. 
   
  �Urich: Male human War7; AL LN; Sense Motive +9, 
  Intimidate +5. 
   
  Despite the fact that there is evidence to the contrary, 
  the watchmen present, are not in the best of moods at 
  this time of day, and are aggressive in their 
  questioning. Smart-mouthed PCs are knocked around a 
  bit, but just when there‘s talk of spending the rest of 
  the night in the cells, another messenger arrives from 
  the Temple of Pholtus. This time however it is 
  Pholemius who vouches for the PCs.  
   
  He produces the seal of the High Priest of Pholtus 
  as assurance that he is genuine, and eventually secures 
  the PCs’ release, assuming they have not misbehaved. 
  Outside the station he speaks to them. 
   
  “As I’m sure the worthy constable has pointed out, the death 
  of two clerics of my faith in your vicinity is no coincidence. 
  Unlike the heathen constable though, I believe Pholtus is 
  guiding you for the greater good. Whatever his plan is, it is 
  mysterious indeed. 
  “The man who died was Aulric, a templar and courier 
  for the church here. It seems once again I was too late to save 
  his soul.” 
   
  If told about or shown the Summoner symbols then 
  Pholemius scowls and responds as follows. 
   
  “The misguided heathens of Trithereon have long been a 
  thorn in the side of the righteous in this city. However 
  misguided these fools are it is difficult to believe they would 
  be so brazen about attacking those of the One True Path.” 
   
  If he has been told about the four sins and the missing 
  pouch from the templar, Pholemius mentions that he 
  believes these killings may be following a pattern. 
   
  Pholemius should weave the following facts into 
  any conversation he has with the PCs: 
  
  Circle of Sin 
   
  Page 7 
  • 
  He has learned that Suneris died of sheer terror. 
  This was in many ways representative of the sin of 
  cowardice. Remember Pholtus’s clerics are very 
  intolerant of shortcomings, the cowardice was in 
  fact also on the part of those who did this to 
  Suneris. 
  • 
  The attack on Aulric was simply to steal a pouch? 
  If it contained something valuable and was a 
  simple theft then it was an act of Avarice. 
  • 
  The next sin is selfindulgence. This is a valuable 
  clue, and it can be used to work out the site of the 
  next crime, an infamous brothel named the Silver 
  Garter, F18 on the Greyhawk City map). 
  • 
  Pholemius does not know that Aulric the Templar 
  was carrying gems intended for the Pale war effort 
  in Tenh. He is not interested in such temporal 
  matters. 
   
  Given the involvement of the church of the 
  Summoner, Pholeius decides it would seem prudent 
  that the PCs investigate the crimes as an independent 
  party. The temple is willing to pay a reward if the 
  killers can be found and what was stolen is returned. 
  Pholemius does not “handle money” as it provides a 
  distraction from the purity of his purpose. He can be 
  contacted at the Temple of Pholtus. Pholemius then 
  bids the PCs farewell, and walks off into the night, 
  bound for the Temple of Pholtus 
   
   
  ENCOUNTER 4: 
  INVESTIGATING THE 
  CRIMES 
  The PCs have numerous leads they could follow to find 
  the killer. Their goal here is to find out that the killer, 
  Verstan, will be found in the Silver Garter, a brothel in 
  the Foreign Quarter (location F18), and when they go 
  there, proceed to Encounter 5: Self Indulgence. 
   
  Word on the Street 
  If asked about Suneris, and described in the ragged 
  manner the PCs saw him in, several persons say they 
  spoted him all over town that day ranting and talking 
  to himself. 
   
  The Temple of Trithereon 
  Clerics at the Temple of Trithereon (location F19) are 
  less than helpful. This is partly because they do not 
  know anything of use, but also word has got around 
  that the PCs were involved in fighting the thugs the 
  previous night. The PCs speak with a cleric named 
  Veris Tremmel, who is decidedly unhelpful, while 
  protesting the innocence of his order. Unfortunately 
  he knows little useful information, and only continues 
  to protest vehemently about the injustice of his church 
  being a suspected in these murders. 
   
  The Temple of Pholtus 
  The clerics at the Temple of Pholtus (location R8) try to 
  be helpful. What the PCs learn about the two clerics 
  depends on the time they are willing to commit here, 
  and what questions they ask. Not everything listed 
  here is relevant, but here is what is possible to learn. 
   
  The Reward 
  The Temple of Pholtus is willing to pay the PCs to 
  investigate Suneris and Aulric’s death. They offer to 
  pay the following amount dependant on the APL of the 
  table. 
   
   
  APL 2: 50 gp. 
   
  APL 4: 100 gp. 
   
  APL 6: 150 gp. 
   
  APL 8: 200 gp.  
   
  APL 10: 250 gp.  
   
  APL 12: 300 gp. 
   
  This is not negotiable. The temple is only hiring them 
  because Pholemius recommended them. 
   
  If the PCs ask about the two deceased clerics they 
  can learn the following information. 
   
  Suneris 
  • 
  Suneris was a kindly old man. He was well liked 
  among the lawful good faction of the Pholtan 
  priesthood in Greyhawk. He was a scholarly type 
  dedicated to the study of Pholtus’s law. He would 
  never have harmed anyone, as he subscribed a 
  pacifist Pholtan doctrine. 
  • 
  He went missing about a month ago when 
  campaigning for converts and funds>Part of the 
  duties of the clerics is to walk the streets soliciting 
  donations and instigateing conversions to the One 
  True Path. 
  • 
  Suneris was nomadman. He was perhaps one of 
  the most level headed and devoted of the 
  brethren. If any criticism could be made of him it 
  was that he lacked ambition. He was only a 
  glimmering follower and entering into his old age. 
  Then again he was originally a soldier before he 
  converted to Pholtus.  
  • 
  The cleric who examined Sundris found traces of 
  some sort of poison or hallucinogenic, though he 
  reports it was not the poison that killed Sundris. 
  The poor man died of a heart attack brought on by 
  fear. 
   
  Aulric 
  • 
  Not many folk knew Aulric, although the loss of 
  such a devoted servant of Pholtus is felt by all. PCs 
  are directed to clerics of a more lawful neutral 
  tendency. These clerics are more “fire and 
  brimstone” fellows, eager to convert the PCs by 
  any means, and quick to chastise them if they 
  reject their attempts. They are deliberately rude 
  
  Circle of Sin 
   
  Page 8 
  when speaking to non-Pholtus clerics; denouncing 
  their faith as misguided heresy . 
  • 
  The general consensus among these clerics is that 
  Aulric was a very devout follower of Pholtus, more 
  so than some of the brethren, a remark aimed at 
  the more liberal lawful good clerics of Pholtus. He 
  was born and raised in the Theocracy of the Pale 
  before coming to Greyhawk City. 
  • 
  An acolyte on duty in the main chapel saw Aulric 
  leave earlyin the evening. He packed,  as though 
  he was leaving the city. 
  • 
  One of the temple guards remarks that Aulric was 
  called to see one of the High Priest’s aides, Jorgas, 
  before leaving. This is when he was given the 
  gems to take to the Pale. 
  • 
  If confronted, Jorgas says he was merely speaking 
  with Aulric who was going on a pilgrimage.  He 
  wanted to know if there was anything else the 
  man needed.. 
   
  Holy Symbol - One Previous Owner! 
  A peddler on Horseshoe Road is selling a holy symbol 
  of Trithereon for a very reasonable cost. If 
  intimidated/interrogated or beaten up sufficiently he 
  says he found it outside Rotwater Way. It was just lying 
  there in filth on the road. In truth, Verstan discarded 
  the symbol in haste to visit the Silver Garter (F18), 
  though the PCs won’t be able to work this out 
  immediately. 
   
  Who Would Do Such A Thing? Thieves MiLord! 
  The thieves’ guild in Greyhawk knows much. They are an 
  obvious contact. A rogue or bard could possibly use local 
  contacts, or friends of friends,. to try and hear the word on 
  the street about the dead clerics or any recent heists of 
  note. 
   
  Depending on how long they take they can learn the 
  following information. 
  • 
  Not every footpad and murderer is in the Thieves’ 
  Guild you know. 
  • 
  Dead clerics are bad for business. The guild wants 
  to know who did it as well, as they run this city 
  and like a decent level of law and order as much as 
  the Pholtins. 
  • 
  There was a fellow in the Silver Garter who was 
  boasting to several of the ladies of the night how 
  he had been asked to steal something, but his 
  employers had changed their mind and told him 
  to keep the items as payment. 
   
  Spells 
  The PCs may have access to most of the divination-type 
  spells listed here; they may try to persuade others to 
  use them in their stead to further the investigation. If 
  asked to cast spells for them Pholemius says he cannot 
  aid them through the casting of spells, but there are 
  clerics in the Temple of Pholtus who are willing to cast 
  1st-3rd level spells for the party, including healing spells 
  should this become necessary. They will cast as many 
  of these spells as the APL they are playing. For higher-
  level spells characters have to use their own influence 
  with the temple, if they have any. 
   
  Locate object reveals that the pouch is in the Silver 
  Garter (location F18 on the Greyhawk City Map). This 
  enables the characters to move on to the section self 
  indulgence. Speak with dead does not gain anything 
  useful with regards to contacting either cleric in this 
  instance because Suneris’s shade is quite mad, and 
  Aulric did not see his attacker, and does not, even in 
  death, reveal his mission to the Pale. 
   
  Still No Leads? 
  If it seems that after half an hour’s play the PCs are still 
  not getting anywhere, play this encounter.  
   
  As evening falls, a man dressed in white livery 
  named Aeroth finds the party, whether they are walking 
  through town, or staying in the inn. It is a messenger 
  from the Temple of Pholtus with the following 
  information. 
  • 
  A man was found dead in that den of evil the 
  Silver Garter, an infamous brothel in the River 
  Quarter. His robes, those of a cleric of the 
  Summoner, were hidden in a pile in the corner. 
  • 
  The body is still there. 
  • 
  We don’t know who was killed or how he was 
  killed, it was enough that he was one of us, and 
  that he was killed. It was assassins working in the 
  pay of the Church of Trithereon. They have to be 
  behind this don’t they? That’s what Sacred Brother 
  Kaeris said. (Kaeris is one of the cult who is 
  stirring trouble to increase tensions between the 
  two religions). 
   
   
  ENCOUNTER 5: SELF-
  INDULGENCE 
  Having tracked the killer to the Silver Garter (location 
  F18 on the Greyhawk City Map), the characters either 
  arrive before or after the watch were alerted. 
   
  Just In the Nick of Time 
  If they have arrived without being prompted by the 
  Trithereon rabble, read or paraphrase the following.  
   
  The scene at the Silver Garter is one of disarray. Several 
  panicked courtesans sit by the bar being comforted by 
  gentlemen customers. In the corridors there is a great deal of 
  commotion, as men, some of them concealing their faces with 
  hoods or masks, seem to be leaving en masse. 
  You are noticed and confronted by a woman whose size 
  seems to dwarf most of you. Judging by the worn lines upon 
  her face she is of at least two-score summers. Two folded arms 
  of extraordinary length cover her stout barrelled chest, and 
  she says in a deep and husky voice in accented common, 
  “Dead customers! And now ruffians come wandering into 
  my establishment bearing arms! This is a gentleman’s club, 
  
  Circle of Sin 
   
  Page 9 
  and I doubt very much that you are members! What do you 
  want?” 
   
  This is Rhina, affectionately named the Ogress, the 
  local owner of the establishment. Her people have just 
  discovered that one of the clients has been stabbed as 
  he lay awaiting a massage. Needless to say the client in 
  question is Aulric’s killer. 
   
  �Rhina: Female ogre Ftr 10; hp 83; Sense Motive +11. 
   
  Rhina is not just going to let the PCs into the Silver 
  Garter unless they can come up with a very convincing 
  reason to do so. Stating that they are working with the 
  Temple of Pholtus is not going to cut it, as the Temple 
  has been trying to shut down the Silver Garter for 
  years. What gets them in is stating the possibility that a 
  killer is here, and justifying it by mentioning the holy 
  symbol that was found near here, indicating the results 
  of locate object spells when looking for the missing 
  templar’s pouch, and so forth. The characters can also 
  excuse themselves and then sneak in with a successful 
  Hide check (DC 10). They should be encouraged not to 
  fight their way in here. Rhina is an influential woman 
  in the River Quarter as its representative on the Public 
  Council of Greyhawk. 
   
  Eventually the PCs should either be able to find 
  their way into the room, or be shown by Rhina herself, 
  who excuses herself to tend to her panicked 
  employees.  
   
  The room itself is richly decorated with silk curtains and 
  intricately patterned walls. Two windows provide a view of 
  the River Quarter and provide the only other light source 
  than the single waxy candle. Ornate silk sheets hide the body 
  of a man who is lying chest down with a knife plunged into 
  his back. 
   
  Examining the scene reveals the following. 
  • 
  A successful Search check (DC 15) locates a set of 
  blue robes untidily rolled up in a sack in the 
  corner of a room. (This is where Verstan placed them 
  before he was murdered. Robes are harder to discard 
  than a holy symbol). 
  • 
  A successful Heal check (DC 20) places the time of 
  death as two hours before the PCs arrived. 
  • 
  The bag of gems is hanging from his belt. The 
  Pholtans want these returned discretely. 
  • 
  Another successful Heal check (DC 17) reveals the 
  knife was poisoned, and while the knife wound 
  was near the man’s spine, it was the poison that 
  killed him. 
  • 
  There is no sign of forced entry. The attacker did 
  not exit via the windows, and the door was not 
  locked. (In fact, the killer was Jandice who entered, 
  posing as a courtesan and stabbed the unsuspecting 
  Verstan). 
   
  Late For the Murder 
  Of course if the PCs learned second hand of the 
  murder, turning up to the Silver Garter still proves 
  useful as they can question the courtesans if they can 
  persuade Rhina to let them in. The City Watch, 
  though, has taken Verstan’s body, and the scene of the 
  crime has been thoroughly tampered with since then 
  (the windows were opened, the door was locked, and 
  the knife and sheets taken away. 
   
  Asking Questions 
  Whether or not the PCs were on time to investigate 
  the scene of the crime questioning the courtesans of 
  the Silver Garter eventually reveals the following 
  information. 
  • 
  The man was not a member of the club when he 
  came last night. Worse yet he was somewhat 
  drunk, but his gold was good enough for Rhina to 
  grant him a provisional membership and 
  companionship for the night. 
  • 
  He signed his name as Verstan, but most folk 
  around here generally use pseudonyms. This 
  fellow was rather drunk though, so it might be his 
  real name eh? 
  • 
  The woman who attended the man is named 
  Mellathe. 
  • 
  Mellathe vigorously denies that she killed 
  Verstan, as she was getting oils for his massage 
  from the stores. A few of the other courtesans can 
  corroborate her story if necessary, which is true. 
  • 
  There was a strange woman in the corridors just 
  before the murder. People figured she was a new 
  arrival but no one can find her now. 
   
  Speaking with the Dead 
  The watch eventually takes the body away if they 
  hadn’t already done so by the time the PCs arrive. 
   
  If the PCs suggest that speak with dead is used, the 
  watchmen are more than happy to turn the body over 
  to the PCs and the Church of Pholtus for investigation. 
  If they don’t, Pholemius certainly thinks of doing so 
  and sends a messenger to request the PCs presence. 
  Pholemius thinks that perhaps the killer’s tongue has 
  been loosened in death since he himself has been 
  murdered. This thinking is correct. 
   
  If it is Pholemius who suggests using speak with 
  dead, the next part of the encounter occurs in the 
  Temple of Pholtus. Arkandy, Pholemius and Constable 
  Urich are present, Urich acting as an impartial witness. 
  If the PCs themselves have the idea and the means to 
  cast the spell and do so without the Temple of Pholtus, 
  then adjust the rest of the encounter accordingly. 
   
  The spell is cast and the dead man’s body twitches where he 
  lies. In a ragged and ghostly voice the corpse groans, “Ask 
  your questions. I will answer what I wish.” 
   
  
  Circle of Sin 
   
  Page 10 
  Remember the PCs get one question per caster level. If 
  they got a cleric to cast the spell at the Temple of 
  Pholtus, Arkandy himself casts the spell, allowing the 
  PCs to choose six questions. If they are unwise in their 
  questioning, they shall be stuck! 
  When (or if) Xazivort’s name is mentioned, and 
  Pholemius is present, read the section labeled 
  Pholemius’s Illness. Otherwise, his illness occurs outside 
  the action of the adventure. 
   
  • 
  Who are you? Verstan gives his name in life as 
  “Verstan.”. 
  • 
  Who killed you? Verstan’s corpse twists and turns 
  restlessly and he speaks of “that bitch Jandice”. 
  • 
  Who is Jandice? “A sister of mine in the Cult.” 
  • 
  Why did you rob and kill Aulric? “It was one of 
  the Four Acts of Sins the Cult needed to summon 
  Xazivort.” 
  • 
  What Cult? “The Cult of Xazivort.” 
  • 
  Who (or what) is Xazivort? “He who was bound 
  and shall be set free. A tanar’ri most powerful.” 
  • 
  Why did she kill you? “To take my place in the 
  ritual to summon our master Xazivort.” 
  • 
  What/where is this ritual? “The ritual is to unbind 
  the tanar’ri Xazivort. That is why the Four Acts of 
  Deadly Sin are taking place. Once they are 
  complete the ritual shall take place in Mertwig’s 
  warehouse.” 
  • 
  What are the acts of Four Deadly Sins? “These are 
  four acts that embody each of the deadly sins. For 
  cowardice we caused such fear in Suneris he died 
  of it. For avarice we stole the templar’s gems. For 
  self indulgence it seems my whoring and 
  subsequent death was the act.”  
  • 
  What is the last act? “I know not. These things 
  were on a need to know basis.” 
  • 
  Where is the warehouse where the ritual is being 
  done? Verstan gives directions to the warehouse 
  within the River Quarter. 
  • 
  Why are you being so cooperative? “I want 
  revenge on the cult and on Xazivort for 
  abandoning me.” 
   
  Pholemius’s Illness 
  If Pholemius is present while questioning Verstan, at 
  the point when Xazivort’s name is mentioned read or 
  paraphrase the following. 
   
  The corpse raggedly breathes and its head spins to face 
  Pholemius. 
   
  “You, Eater of the Sins, he who saw him bound once 
  more, know that he seeks your death above all. Know even 
  now he strikes at you…” 
  Pholemius moves to speak, but his eyes roll inwards, his 
  face grows pale and sweat cultivates on his body as he 
  collapses to the floor… 
   
  This should be a shock to the PCs as speak with dead is 
  not supposed to do this. 
   
  Pholemius 
  has 
  fallen 
  unconscious 
  in 
  an 
  ensorcelled fever. No amount of magic can revive him, 
  only the defeat of the tanar’ri Xazivort. Clerics tend 
  him, but to no avail unless the PCs succeed. 
   
  The clerics’ prayers reveal that it is an extra-planar 
  threat that threatens Pholemius, perhaps this Xazivort. 
  No one at the temple knows anything of Xazivort. 
   
  Where To Now? 
  If the characters questioned Verstan outside of the 
  Temple of Pholtus and the incident of Pholemius’s 
  illness does not occur, a messenger arrives from the 
  Temple of Pholtus as soon as possible, requesting their 
  presence. There they are asked to report on their 
  findings to Arkandy Benris, and may learn of 
  Pholemius’s fever, which has occurred as outlined 
  above, but without the corpse speaking to Pholemius 
  obviously. 
   
  After the PCs go to the Temple of Pholtus their 
  next destination should be Mertwig’s warehouse in the 
  River Quarter. However, you should run Encounter 6: 
  Self-Will as they leave the temple. 
   
  Incidentally if the characters request backup in 
  the form of templars, clerics, or watchmen, then allow 
  them reasonable resources, but ensure they are lost 
  maintaining order or fighting in Encounter 6. 
   
  Troubleshooting Speak with Dead 
  It is entirely possible the characters either squander 
  their questions to Verstan or simply have insufficient 
  questions if they cast it themselves. In the event of 
  doing so, the PCs may be unable to recast the spell for 
  one week on Verstan, but they can arrange a raise dead 
  from the Temple if necessary. The Pholtans are 
  unhappy about rewarding a heathen and a thief and 
  murderer, but assent to do so for 900 gp. If the 
  characters are unable to pay this they can forfeit 
  payment and favour with the temple to gain the 
  information outlined above. A further condition the 
  Pholtans have is that Verstan is incarcerated in the 
  temple grounds until he can be tried for his part in all 
  this. 
   
  ENCOUNTER 6: SELF-WILL 
  As the PCs prepare the leave the Temple, to go to the 
  warehouse read or paraphrase the following. 
   
  As you reach the steps of the temple the scent of burning 
  metal assails your nostrils. Your eyes fall upon a red-hot iron 
  brand heating in one of the temple braziers and you note a 
  crowd gathering around the steps. 
  Tied to one of the many columns on the steps is a man 
  dressed in the robes of the Summoner, and before him is a 
  man dressed in plate armor decorated with the livery of the 
  Church of Pholtus. Around him are twelve more members of 
  Pholtus’s clergy watching the crowd impassively, their arms 
  
  Circle of Sin 
   
  Page 11 
  folded and their expressions grim. Swords are girthed at their 
  hips. 
  Their leader reaches for the heated brand, “Aulric was a 
  brother of mine in our church!” he says, pointing the glowing 
  brand close to the subdued man’s face. “I know that you and 
  your accursed order had a hand in it! Tell me your part in it 
  now! Repent!” 
   
  The man, Luminem, is another carrier from the Pale, 
  and as he said quite truthfully one of Aulric’s brethren. 
  Having just arrived at the temple in Greyhawk for his 
  consignment of gems he was informed of Aulric’s 
  murder, and heard the prevailing theory that the 
  Summoner’s clergy were behind it. Incensed by this, 
  he wasted no time in finding the first poor 
  Trithereonite, a man named Geric, in the city and is 
  questioning him in his unique way. 
   
  The characters have roughly half a minute to react 
  to the situation and persuade Luminem to abandon his 
  torturing of the Trithereonite. Summoning Arkandy 
  works as a delaying tactic but Arkandy is unable to 
  dissuade Luminem from this course of action. The 
  delay is enough though to save Geric from the 
  branding iron. 
   
  If they fail, Luminem reaches with the brand and 
  places it on the man’s face. All fall silent, as there is an 
  anguished scream, a loud hiss and the stench of 
  burning flesh, much to the horror, and in the cases of 
  the more unruly elements, encouragement of the 
  crowd. 
   
  Irrespective of the results, after another half-
  minute read or paraphrase the following. 
   
  The edge of the crowd parts to reveal a man dressed in silvery 
  chain mail and wearing a blue tabard emblazoned the rune 
  of pursuit. Many other men is similar attire follow him. 
   
  This injustice has gone on long enough!” he yells, 
  drawing his sword for emphasis. “You, sir,” he points at 
  Luminem, “are naught but a bigot and a torturer and will 
  pay for what you are doing to Geric.” 
   
  He pats the hilt of his sword menacingly, “Come on 
  lads! Let’s show these scum our street justice!” 
   
  Some of the crowd continues to part as he and his men 
  surge forward, their blades drawn, while others produce their 
  own and attack, yelling the name of Pholtus.  
   
  A mass battle is about to ensue between Luminem’s 
  Pholtans and the Trithereonites, led by a Knight of the 
  Chase named Kelmur Trantris. The zeal of each faction 
  is so great the characters face a –10 penalty to 
  Diplomacy checks to dissuade either side from 
  violence, while the Trithereonites and Pholtans receive 
  a +10 circumstance bonus to any Will saves against 
  mind-affecting magic. 
   
  It is possible that the PCs may wish to dash to 
  their destination, or try to stop the fighting. If they try 
  to make for the warehouse, they spend 5 rounds in the 
  battle trying to get out of it, all the while open to 
  combat. Either way the characters have to deal with 
  Trithereonites or Pholtines, attacking them in the 
  midst of the fighting. The DM is encouraged to use his 
  own judgment in determining which opponents 
  waylay the characters, though one on each pair of 
  characters would be logical. Note however that the 
  characters should not be placed in any real danger 
  during this encounter, although they may certainly 
  feel threatened. This encounter is designed to 
  highlight the smouldering tensions between two 
  diametrically opposed, but general good faiths. 
   
  Opponents in the Battle 
  Either Pholtan or Trithereon worshippers attack the 
  characters are in this battle. Statistics for such “zealots” 
  are provided, as are statistics for Luminem and Kelmur 
  Trantris in the unlikely event the PCs attempt to 
  intervene. 
   
  Roughly thirty combatants are involved on each 
  side. 
   
  �Luminem of Pholtus: Male human Ftr2/Clr3 
  (Pholtus); hp 34; see Appendix 1: NPCs. 
   
  �Kelmur Trantris of the Chase: Male human 
  Ftr2/Clr3 (Trithereon); hp 34; see Appendix 1: NPCs. 
  APLs 2 and 4 
  �Zealot of Trithereon or Pholtus (60): Male/Female 
  human War1; hp 8 each; see Appendix 1: NPCs. 
   
  APLs 6 and 8 
  �Zealot of Trithereon/Pholtus (60): Male/Female 
  human War3; hp 18 each; see Appendix 1: NPCs. 
   
  APLs 10 and 12 
  �Zealot of Trithereon/Pholtus (60): Male/Female 
  human War5; hp 28 each; see Appendix 1: NPCs. 
   
  The combat goes on for 10 rounds before Arkandy and 
  Janziduur Euroz-Slayer restores order. It is a pitche, 
  chaotic battle on the steps and street in front of the 
  Temple of Pholtus. Roughly two men on each side go 
  down per round, plus any that the PCs take down. 
   
  Without radical intervention on the part of the 
  PCs for which you must use your own judgment, the 
  flow of the battle goes as follows. 
   
  Round 
  1: 
  The 
  PCs 
  are 
  unengaged, 
  The 
  Trithereonites and Pholtans begin to fight each other 
  in a chaotic mob. Only clerical vestments are used to 
  distinguish between the sides. 
   
  Round 2: Arkandy and his assistants arrive on the 
  steps of the temple if they had not been summoned 
  already. He begins an impassioned plea to his brethren 
  to stop this chaos. He is mostly ignored. 
   
  Round 4: The leader of the Trithereonites, Kelmur 
  Trantris, faces Luminem in a one-on-one combat. They 
  are able to shrug off any “peon” attackers. 
   
  Round 7: Despite suffering a grievous wound and 
  needing to be taken to the Temple of the Summoner, 
  
  Circle of Sin 
   
  Page 12 
  he manages to cleave Luminem’s head neatly off its 
  shoulders. 
   
  Round 8: Jazinduur and a group of escorts arrive at 
  the outskirts of the battle. One of her escorts rings the 
  high priestess’s bell, which most of the Trithereonites 
  recognize. They stop fighting and look around briefly. 
  Jazinduur implores them to stop this madness, as she 
  did not sanction the attack. A few zealots ignore the 
  High Priestess. This also gives some Pholtans the 
  chance to take stock of the situation and hear their 
  own high priest’s orders. 
   
  Round 9-10: People on both sides start shouting 
  for the fighting to stop. The Trithereonites sheepishly 
  begin to carry their injured back to their temple, and 
  the Pholtans do likewise. Some fighting still ensues, 
  but is quickly suppressed. Jazinduur approaches 
  Arkandy in the center of the street and mutter some 
  words to each other. Both high priests depart, leaving 
  their aides to handle the situation. 
   
  Out of the Pholtans, ten are left lying on the 
  ground injured and a further ten are dead. The 
  Trithereonites suffer similar casualties. These are on 
  top of any casualties the PCs inflict on either side. 
   
  The Aftermath of the Battle 
  If the PCs stick around after the battle, they might be 
  curious as to who whipped Luminem into such a 
  zealous frenzy, and who also tipped off Kelmur 
  Trantris. 
   
  A successful Gather Information check (DC 18) 
  reveals from the scene of the battle the name of Sacred 
  Brother Kaeris (really called Thoxart, one of the Cult of 
  Xazivort) who told Kelmur to watch the Temple of 
  Pholtus for trouble. 
   
  Luminem and the other Pholtans were told by a 
  cleric named Karyn that the Trithereonites had done it, 
  and that there was proof. Karyn was of course Jandice, 
  a cleric of Xazivort, but the Pholtans are blissfully 
  unaware of this duplicity. 
   
   
  ENCOUNTER 7: THE 
  WAREHOUSE 
  The characters should have no trouble in locating 
  Mertwig’s warehouse. Directions can be given if 
  necessary, but there are no guards outside the 
  warehouse, which is unusual in the River Quarter. 
   
  Inside 
  There are no guards outside because an alarm spell has 
  been cast on the door. Upon opening the door, the 
  alarm goes off alerting the Cult’s guard. What ensues 
  should be a tense fight in confined quarters as the 
  characters and NPCs use the empty crates for cover 
  and hiding, never quite sure of each others position. 
   
  Cunning characters should be able to effectively 
  use their Hide, Move Silently, and Climb skills around 
  this area to aid their reconnaissance and to surprise the 
  guards. 
   
  It is possible to reach the rafters of the warehouse 
  by climbing the crates shown on the map with a 
  successful Climb check (DC 10) or a character may 
  jump up with a successful Jump check (DC 20). 
  Indeed, the characters need to do this to disarm the 
  crate trap. 
   
  APL 2 (EL 3) 
  �Cult Guards (5): Male human War1; hp 11, 11, 11, 
  11, 11; see Appendix 1: NPCs. 
   
  APL 4 (EL 5) 
  �Cult Guards (8): Male human War1; hp 11, 11, 11, 
  11, 11, 11, 11, 11; see Appendix 1: NPCs.. 
  �Cult Guard Captain: Male human War2; hp 16; see 
  Appendix 1: NPCs.. 
   
  APL 6 (EL 7) 
  �Cult Guards (12): Male human War1; hp 11, 11, 11, 
  11, 11, 11, 11, 11, 11, 11, 11, 11; see Appendix 1: NPCs. 
  �Cult Guard Lieutenants (3): Male human War2; hp 
  16, 16, 16; see Appendix 1: NPCs.. 
  �Cult Guard Captain: Male human War3; hp 21; see 
  Appendix 1: NPCs.. 
   
  Tactics: The cult has significant funds and has been 
  able to equip their guards with heavy crossbows, which 
  they attempt to use to pin down the characters. They 
  also attempt to use the crates for half-cover. 
   
  They are reasonably competent soldiers, and 
  should be deployed tactically to catch the characters in 
  the crossfire. Once the alarm has gone off, they spread 
  out across the warehouse, hide within the crates and 
  fight a fanatical delaying action, pinning the characters 
  down with their crossbow fire. They are anxious to 
  prevent the characters from reaching the door to the 
  ritual. 
   
  APL 8 (EL 9) 
  �Succubus: hp 45; see Monster Manual. 
  �Jilia: Female human Com1; AC 10; hp 4 (currently 
  1); AL N; Bluff +4. 
   
  Tactics: Igg’azza is a particularly strong and striking 
  succubus who has served Xazivort well in the past, 
  both as an assassin and as a consort. The demon has 
  contacted his former associate and she has come from 
  her home plane to answer him. 
   
  She additionally has a charmed courtesan from the 
  village of Five Oaks, near her old hunting grounds in 
  the Gnarley Forest, who is ‘trapped’ down the trapdoor. 
  Jilia is Igg’azza’s companion, hopelessly compelled to 
  serve the demoness as a handmaiden and by acting as a 
  second part of her ruse. 
  
  Circle of Sin 
   
  Page 13 
   
  When the characters appear Jilia appears to climb 
  out of the trapdoor, dressed in rags and covered in claw 
  and bite marks, all three gifts from Igg’azza. Jilia 
  attempts to tell the PCs that she and her friend were 
  taken as sacrifices for the room below. She cries and 
  asks that the PCs help her and her companion (Bluff 
  +4), who is finding it difficult to climb the ladder (see 
  Trapdoor! below).  
   
  Jilia swoons in the arms of any male PC and 
  rewards their chivalrousness with a kiss on the lips. 
  However, only a mundane kiss to disarm the PCs to 
  the fact the Igg’azza, or Igana as Jilia refers to her, is a 
  succubus. After being helped up the ladder, the 
  succubus attempts to charm any male PCs wearing her 
  mask of gratitude and similar attire. She attempts to 
  delay the PCs with idle chatter and failing that, to 
  reward her rescuers in a similar manner, but with the 
  level draining effect of a succubus. She then attacks the 
  PCs while Jilia remains non-combatant and screams 
  that the PCs have driven Igana mad. 
   
   A clue to the fact all is not as it seems, is that 
  Igg’azza got hungry awaiting her consort to turn up 
  and decided to eat the cult’s guards. Consequently she 
  and Jilia drew guard duty, but both girls claim they 
  heard a wild and feral beast slaughtering people above 
  their cell. The succubus does not try to summon any 
  extra-planar help at any time. 
   
  APL 10 (EL 11) 
  �Bebilith (2): hp 109, 109; see Monster Manual. 
   
  Tactics: These two arachnid demons were brought by 
  the cult from the Gnarley Forest and one is poised over 
  the entrance to the warehouse, the other is waiting 
  over the entrance to the ritual room. They attempt to 
  slow the characters with poison, web spells, and brute 
  force for as long as possible. 
   
  APL 12 (EL 13) 
  �Vrock: hp 60; see Monster Manual. 
   
  Tactics: This Vrock is Xazivort’s intended general 
  See’rach who observes the characters while hidden in 
  the rafters, as they enter the warehouse. A successful 
  Spot check (DC 29) reveals his presence. As soon as the 
  characters are well within the warehouse where he can 
  reach them he attempts to use his darkness ability 
  before swooping down on the terrified characters and 
  rending them with claws and other attacks. 
   
  Treasure 
   
  APL 2: Loot: 49 gp. 
   
  APL 4: Loot: 68 gp.  
   
  APL 6: Loot: 135 gp. 
   
  APL 8: Loot: 168 gp. 
   
  APL 10: Loot 186 gp 
   
  APL 12: Loot 213 gp. 
   
  Trapdoor! 
  This trapdoor opens to a metal ladder going down into 
  a shallow pool of water. There is a corridor to the left of 
  the ladder just above the water line. The rungs on the 
  ladder are one foot apart and there are fifty rungs in 
  total. Forty rungs down there is a glyph loaded with 
  lightning bolt trap awaiting any unsuspecting meddler. 
   
  Anyone making a successful save avoids being 
  thrown from the ladder into the electrically charged 
  water taking damage as shown, in addition to any 
  falling damage. Any character that fails their saving 
  throw falls into the electrically charged water. 
   
  APL 2 
  �Lightning Blast: CR 2; 5 ft-wide, 50 ft-long blast 
  (2d6); Reflex save (DC 13) avoids; Search (DC 27); 
  Disable Device (DC 25).  
   
  APL 4 
  �Lightning Blast: CR 3; 5 ft-wide, 50 ft-long blast 
  (4d6); Reflex save (DC 15) avoids; Search (DC 27); 
  Disable Device (DC 25).  
   
  APL 6 
  �Lightning Blast: CR 4; 5 ft-wide, 50 ft-long blast 
  (6d6); Reflex save (DC 17) avoids; Search (DC 27); 
  Disable Device (DC 25). 
   
  APL 8 
  �Lightning Blast: CR 5; 5 ft-wide, 50 ft-long blast 
  (8d6); Reflex save (DC 20); avoids; Search (DC 27); 
  Disable Device (DC 25). 
   
  APL 10 
  �Lightning Blast: CR 6; 5 ft-wide, 50 ft-long blast 
  (10d6); Reflex save (DC 22) avoids; Search (DC 27); 
  Disable Device (DC 25). 
   
  APL 12 
  �Lightning Blasts (2): CR 6; 5 ft-wide, 50 ft-long blast 
  (10d6), Reflex save (DC 22) avoids; Search (DC 27); 
  Disable Device (DC 25). 
   
   
  ENCOUNTER 8: THE RITUAL 
  By the time the PCs have arrived the ritual summoning 
  Xazivort is well underway. Once they to through the 
  door, read or paraphrase the following. 
   
  The sound of chanting emanates from this dimly lit room. 
  Candles arranged in a circle around the room provide the 
  only illumination lighting the angry faces of the room’s 
  occupants. 
  Four of the occupants stand at four points on the circle. 
  One is a mailed warrior of medium build, another a plump 
  halfling, the third is a strikingly beautiful woman of Olven 
  descent, The last is a robed woman with scars across her face. 
  
  Circle of Sin 
   
  Page 14 
  She fiddles with a round, blood red symbol menacingly. 
  Seeing you she stops and points at you: “Look well on the 
  circle of sin, for it shall be the last thing you see. Your deaths 
  shall amplify our ritual and speed the coming of our master 
  Xazivort!” 
  The others turn to face you and reach for their weapons. 
  However, they stand their ground and continue chanting, 
  “He who was bound shall be set free in sin!” 
   
  APL 2 (EL 4) 
  �Mertwig: Male halfling Com1; hp 4; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1; hp 13; see Appendix 1: 
  NPCs. 
   
  �Jandice: Female human Clr2/Adp1; hp 28; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc1; hp 4; see Appendix 1: 
  NPCs. 
   
  APL 4 (EL 6) 
  �Mertwig: Male halfling Rog1; hp 6; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1/Ftr1; hp 22; see 
  Appendix 1: NPCs. 
   
  �Jandice: Female human Clr3/Adp1; hp 36; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc3; hp 10; see Appendix 1: 
  NPCs. 
   
  APL 6 (EL 8) 
  �Mertwig: Male halfling Rog3; hp 14; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1/Ftr3; hp 40; see 
  Appendix 1: NPCs. 
   
  �Jandice: Female human Clr5/Adp1; hp 52; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc5; hp 16; see Appendix 1: 
  NPCs. 
   
  APL 8 (EL 10) 
  �Mertwig: Male halfling Rog5; hp 22; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1/Ftr5; hp 58; see 
  Appendix 1: NPCs. 
   
  �Jandice: Female human Clr7/Adp1; hp 68; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc7; hp 22; see Appendix 1: 
  NPCs. 
   
  APL 10 (EL 12) 
  �Mertwig: Male halfling Rog7; hp 30; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1/Ftr7; hp 76; see 
  Appendix 1: NPCs. 
   
  �Jandice: Female human Clr9/Adp1; hp 84; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc9; hp 28; see Appendix 1: 
  NPCs. 
   
  APL 12 (EL 14) 
  �Mertwig: Male halfling Rog9; hp 38; see Appendix 1: 
  NPCs. 
   
  �Thoxart: Male human War1/Ftr9; hp 97; see 
  Appendix 1: NPCs. 
   
  �Jandice: Female human Clr11/Adp1; hp 100; see 
  Appendix 1: NPCs. 
   
  �Lillyth: Female elf Enc11; hp 34; see Appendix 1: 
  NPCs. 
   
  Specifics 
  In keeping with their theme of the four deadly sins, 
  each of the four participants on the circle represents 
  one of the sins. 
   
  The four “sins” have one final task to perform 
  before completing the ritual, and each alternates each 
  turn. They do succeed in summoning Xazivort, but if 
  the PCs efforts in combating the cultists are successful 
  they stand a better chance against the weakened 
  tanar’ri itself. 
   
  Representing Cowardice 
  Thoxart is a deserter from the Great Northern Crusade 
  and an ex-Shield Lander. Despite this he is something 
  of a competent warrior.  
   
  Using the identity of Sacred Brother Kaeris he was 
  able to infiltrate the ranks of the Church of Trithereon 
  and help increase tensions with the Pholtans of late. 
  Indeed it was he who told Kelmur there “might” be an 
  incident outside the Temple of Pholtus today. 
   
  Representing Avarice 
  Mertwig is a halfling merchant who lost all his funds 
  in the Greyhawk Wars. Since taking up the placation of 
  Xazivort in 586 CY his fortunes have reversed. He is 
  obese for a halfling and perhaps the weak point in the 
  circle. 
  
  Circle of Sin 
   
  Page 15 
   
  Representing Self-Indulgence 
  A lesser-known half-elven courtesan from Greyhawk’s 
  River Quarter, Lillyth is also a formidable spellcaster. 
   
  Representing Self-Will 
  Jandice, the mastermind of this plot is truly a rarity. Of 
  all of the gathered people she is perhaps the only 
  Cleric of Xazivort in Flanaess. Fortunately she is not a 
  particularly powerful one, but under the name of 
  Karyn she infiltrated the Church of Pholtus and 
  increased tensions with the Trithereonites. She is 
  proud of the fact she was right under the Pholtans 
  noses the whole time and they didn’t know. She was 
  also responsible for killing Verstan in the Silver Garter, 
  as he was becoming a risk to her leadership. 
   
  She is insane. If the ritual succeeds she offers 
  herself as Xazivort’s high priest, not realizing Xazivort 
  has other plans for her body. To this end she wields a 
  wicked looking poisoned dagger. 
   
  Before You Begin Combat 
  Each of the “Sin” NPCs has a specific task to achieve in 
  the first 4 rounds of combat. If they do not, then 
  Xazivort, when he manifests, is weaker. They cannot 
  attack on rounds where they must complete their task. 
   
  Round One: Thoxart allows a white feather to 
  flutter to the circle’s center. 
   
  Round Two: Mertwig throws some of his gold 
  dust into the circle. 
   
  Round Three: Lillyth throws a miniature carving 
  of a succubus into the center. 
   
  Round Four: Jandice throws a wooden (non-
  magical) symbol of discord into the circle. 
   
  The PCs can interfere in these actions (for example, 
  catch the symbols before they land in the circle, cut 
  Mertwig’s pouch before Round 2, ) Indeed, their doing 
  this is a good thing because the PCs performance in 
  these four rounds of combat affects the difficulty of 
  actually defeating Xazivort when he manifests himself. 
   
  The PCs actions affect Xazivort’s hit points as 
  such. 
   
  Interfering in a Sin’s Participation:  
  -2 hp 
  Wounding Each of the Sins: 
   
   
  -1 hp 
  or 
  Killing Each of the Sins: 
   
   
   
  -4 hp 
  Killing the Host:   
   
   
   
   
  -10 hp 
   
  Xazivort’s Manifestation 
  When you believe the combat has gone on long 
  enough (i.e. more than five rounds), read or paraphrase 
  the following. 
   
  Before you can act again, you are shocked and surprised 
  when those candles in the circle that have not been 
  extinguished in the fighting suddenly belch out a gust of 
  flame almost two feet high! Just as quickly as this bizarre 
  occurrence came, it ends, as the candles extinguish leaving 
  you in darkness. 
  After a mere heartbeat, the sound of evil, menacing 
  laughter permeates the air around you and you begin to feel 
  very warm. You hear the furniture in the room begin to 
  move!  
  Suddenly, an eerie gray light fills the room. The scene 
  before you is in disarray! The candles of the Circle of Sin 
  have melted into a pool of molten wax, the tables and chairs 
  spin with a will of their own and the participants of the 
  ritual all lie slumped to the ground, all unmoving… except 
  for the woman in the center. 
  Her skin is now an unhealthy shade of gray and sweat 
  covers her body. Her face, looking at each of you, shows the 
  feral grin of a madwoman as she convulses to the floor. 
   
  Attacking Jandice has no effect now. Xazivort possesses 
  her, but she is not powerful enough to hold his 
  essence. 
   
  Essence of Sin 
  Xazivort’s essence is what lights the room. It takes the 
  form of a ball of red light above Jandice’s head. 
   
  At APLs 2-4 Xazivort’s essence can be attacked by 
  conventional weapons and spells, but for only half 
  damage (although blows always hit). Magical weapons 
  (such as those the cultists wield) do maximum damage. 
  Xazivort is too weak from his recent summoning to 
  receive his standard immunities to non-magical 
  weapons. 
   
  At APLs 6-8 Xazivort has DR 25/+1, and at APL 10-
  12 DR 25/+2. 
   
  Xazivort’s essence may cast 1 spell effect per 
  round. Choose these spells randomly; the creature 
  cannot cast the same spell in any two adjacent rounds. 
   
  APL 2 
  �Xazviort, Unique Tana’ari Manifestation: hp 50, Atk 
  +5 (melee for spells); SQ Immune to poison and 
  electricity; cold, fire, and acid resistance 20, telepathy 
  100 ft. 
   
  Spells Known (base DC = 13 + spell level; Caster Lvl 
  2nd): 0- cause minor wounds, daze, flare, light, mage hand; 1st- 
  cause fear, charm person, inflict light wounds. 
   
  APL 4 
  �Xazviort, Unique Tana’ari Manifestation: hp 75, Atk 
  +7 (melee for spells); SQ Immune to poison and 
  electricity; cold, fire, and acid resistance 20, telepathy 
  100 ft. 
  Spells Known (base DC = 13 + spell level; Caster 
  Lvl 3rd): 0- cause minor wounds, daze, flare, light, mage hand; 
  1st- cause fear, command, charm person, deathwatch, doom, 
  inflict light wounds, obscuring mist, random action, ray of 
  enfeeblement; 2nd enthrall, hold person, inflict moderate 
  wounds, shatter, sound burst. 
    
  APL 6 
  �Xazviort, Unique Tana’ari Manifestation: hp 105, 
  Atk +9 (melee for spells) SQ DR 25/+1, immune to 
  
  Circle of Sin 
   
  Page 16 
  poison and electricity; cold, fire, and acid resistance 20, 
  telepathy 100 ft. 
   
  Spells Known (base DC = 13 + spell level; Caster Lvl 
  5th): 0- cause minor wounds, daze, flare, light, mage hand; 1st- 
  cause fear, command, charm person, deathwatch, doom, inflict 
  light wounds, obscuring mist, random action, ray of 
  enfeeblement; 2nd enthrall, hold person, inflict moderate 
  wounds, shatter, sound burst; 3rd inflict serious wounds, - 
  vampiric touch. 
   
  APL 8 
  �Xazviort, Unique Tana’ari Manifestation: hp 150, 
  Atk +10 (melee for spells); DR 25/+1, immune to 
  poison and electricity; cold, fire, and acid resistance 20, 
  telepathy 100 ft. 
   
  Spells Known (base DC = 16 + spell level; Caster Lvl 
  7th): 0- cause minor wounds, daze, flare, light, mage hand; 1st- 
  cause fear, command, charm person, deathwatch, doom, inflict 
  light wounds, obscuring mist, random action, ray of 
  enfeeblement; 2nd enthrall, hold person, inflict moderate 
  wounds, shatter, sound burst; 3rd inflict serious wounds, 
  vampiric touch; 4th enervation, inflict critical wounds, poison. 
   
  APL 10 
  �Xazviort, Unique Tana’ari Manifestation: hp 200, 
  Atk +11; DR 25/+2, immune to poison and electricity; 
  cold, fire, and acid resistance 20, telepathy 100 ft. 
   
  Spells Known (base DC = 16 + spell level; Caster Lvl 
  9th): 0- cause minor wounds, daze, flare, light, mage hand; 1st- 
  cause fear, command, charm person, deathwatch, doom, inflict 
  light wounds, obscuring mist, random action, ray of 
  enfeeblement; 2nd enthrall, hold person, inflict moderate 
  wounds, shatter, sound burst; 3rd inflict serious wounds, 
  vampiric touch; 4th enervation, inflict critical wounds, poison; 
  5th insect plague, slay living, telekinesis. 
   
  APL 12 
  �Xazviort, Unique Tana’ari Manifestation: hp 275, 
  Atk +13 (melee for spells); DR 25/+2, immune to 
  poison and electricity; cold, fire, and acid resistance 20, 
  telepathy 100 ft. Spells Known (base DC = 16 + spell level; 
  Caster Lvl 11th): 0- cause minor wounds, daze, flare, light, 
  mage hand; 1st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring mist, 
  random action, ray of enfeeblement; 2nd enthrall, hold person, 
  inflict moderate wounds, shatter, sound burst; 3rd inflict 
  serious wounds, vampiric touch; 4th enervation, inflict critical 
  wounds, poison; 5th insect plague, slay living, telekinesis; 6th 
  harm. 
   
  Treasure 
  APL 2: Loot 154 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (83 gp). 
   
  APL 4: Loot 166 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (166 gp) 
   
  APL 6: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp). 
   
  APL 8: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp).  
   
  APL 10: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp), +2 greatsword (696 gp). 
   
  APL 12: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp), +3 greatsword (1,529 gp). 
   
  CONCLUSION 
  Victory 
  After being reduced to 0 hp the whole bizarre 
  phenomenon ends. Xazivort has been banished once 
  more leaving the PCs and any cultists who weren’t 
  killed. Jandice and her cultists are catatonic, and at the 
  mercy of the PCs. 
   
  Whatever the PCs do from here cannot change the 
  fact they have succeeded in their mission. They have a 
  lot of explaining to do. They have possibly only now 
  heard the tale of the fight outside the Temple of 
  Pholtus, and of Kelmur’s victory over Luminem. You 
  may wish to tell them this story to provide closure. 
  However, to conclude the adventure, read or 
  paraphrase the following. 
   
  After bearing the tale of your victory to the eager ears of the 
  now-recovered Pholemius and the other clerics of Pholtus the 
  conversation turns to your reward. Arkandy agrees that you 
  have truly earned it. 
  As you prepare to leave the temple, Pholemius and 
  Arkandy both await you. Pholemius still shows signs of 
  illness as he leans heavily on his staff, but he is clearly glad to 
  see you. 
  Arkandy produces several pouches saying, “The Church 
  is pleased to give you all, this gold.” He hands you each a 
  share of the reward and coughs, and then produces a second 
  set of pouches, “The Temple of the Summoner however, not to 
  be outdone by us, has also agreed to match our reward, for 
  clearing their name in this matter.” He hands you the second 
  set of pouches, which indeed contain an equal amount of 
  gold. Regaining his composure he smiles and leaves you and 
  Pholemius, “May you continue to walk the One True Path.” 
  Pholemius appears much more serious though, “Since 
  my recovery I have been trying to divine Xazivort’s fate, but 
  my divinations have proven inconclusive as to whether or 
  not you have actually banished him or he retreated to fight 
  another day.  
  “I shall travel to the haven that is the Theocracy where 
  those who know more of this Fiend shall aid me in my 
  
  Circle of Sin 
   
  Page 17 
  divinations. If my worse fears are met, we may meet again 
  sooner that you think…” 
  With that he turns and leaves you to your grim 
  thoughts… 
   
  Certainly, whether or not Xazivort merely retreated 
  from the warehouse or not remains to be seen in future 
  adventures. In a city the size of Greyhawk, there are 
  ample people he could possess in order to make his 
  escape. 
   
  Defeat 
  If the PCs are slain or driven off by Xazivort or the 
  cult’s magic then there are no such questions about the 
  fate of the tanar’ri. He is most definitely free from his 
  banishment, and ready to wreak havoc on the PCs, 
  Pholemius and all that have opposed him in the past. 
  Surviving PCs are commiserated with by the kinder 
  Pholtans, but berated verbally by the conservative 
  clerics who say they would have succeeded had they 
  not been heathens. 
   
  Pholemius dies of his fever after three days, and 
  thus ends this grim turn of events. 
   
  The End 
   
   
  
  Circle of Sin 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Encounter 3: Avarice 
  Defeating the Cultists 
  APL 2: 
   90 XP  
  APL 4:  
   150 XP 
  APL 6:  
  210 XP 
  APL 8:  
  270 XP 
  APL 10: 
  330 XP 
   
  APL 12:  
  390 XP 
   
  Encounter 7: The Warehouse 
  Defeating the ‘guards’ 
  APL 2:  
  90 XP 
  APL 4:  
  120 XP 
  APL 6:  
  210 XP 
  APL 8:  
  270 XP 
  APL 10:  
  330 XP 
  APL 12:  
  390 XP 
   
  Surviving the lightning trap 
  APL 2: 
  60 XP 
  APL 4:  
  90 XP 
  APL 6:  
  120 XP 
  APL 8:  
  150 XP 
  APL 10:  
  180 XP 
  APL 12:  
  180 XP 
   
  Encounter 8: The Ritual 
  Defeating Xazivort and the Ritualists 
  APL 2:  
  120 XP 
  APL 4:  
  180 XP 
  APL 6:  
  240 XP 
  APL 8:  
  300 XP 
  APL 10:  
  360 XP 
  APL 12:  
  420 XP 
   
  OR 
   
  Defeating the Ritualists 
  APL 2:  
  60 XP 
  APL 4:  
  90 XP 
  APL 6:  
  120 XP 
  APL 8:  
  150 XP 
  APL 10:  
  180 XP 
   
  APL 12:  
  210 XP 
   
  Bonus Roleplaying Experience 
  Maximum roleplay awards for superb play. Award half 
  XP for average parties. 
  APL 2:  
  90 XP 
  APL 4:  
  135 XP 
  APL 6:  
  180 XP 
  APL 8:  
  225 XP 
  APL 10:  
  270 XP 
   
  APL 12: 
  315 XP 
   
  Total Possible Experience 
  Experience totals 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly Equipment. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s 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 (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other 
  
  Circle of Sin 
   
  Page 19 
  valuables (calculated at 100% of value); M = Magic Items 
  (calculated at 75% of book price). 
   
  Encounter Three: Avarice 
  Defeat the Cultists 
   
  APL 2: Loot: 9 gp. 
   
  APL 4: Loot: 9 gp. 
   
  APL 6: Loot: 9 gp. 
   
  APL 8: Loot: 9 gp. 
   
  APL 10: Loot: 9 gp. 
   
  APL 12: Loot: 9 gp. 
   
  Encounter Seven: The Warehouse 
  Looting the cult guardsmen 
   
  APL 2: Loot: 49 gp. 
   
  APL 4: Loot: 68 gp.  
   
  APL 6: Loot: 135 gp. 
   
  APL 8: Loot: 168 gp. 
   
  APL 10: Loot 186 gp 
   
  APL 12: Loot 213 gp. 
   
  Encounter Eight: The Ritual 
  Slaying the Circle of Sin 
   
  APL 2: Loot 154 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (83 gp). 
   
  APL 4: Loot 166 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (166 gp) 
   
  APL 6: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp). 
   
  APL 8: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp).  
   
  APL 10: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp), +2 greatsword (696 gp). 
   
  APL 12: Loot 216 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance (2) (83 
  gp), pearl of power (1st) (83 gp), bead of force (2) (166 gp 
  each), pearl of power (2nd) (333 gp), +2 cloak of resistance 
  (333 gp), +3 greatsword (1,529 gp). 
   
  Conclusion: 
  Monetary Reward from Arkandy Benris and the 
  Temple of Trithereon 
   
  APL 2: Gold: 50 gp. 
   
  APL 4: Gold: 100 gp. 
   
  APL 6: Gold: 150 gp. 
   
  APL 8: Gold: 200 gp.  
   
  APL 10: Gold: 250 gp.  
   
  APL 12: Gold: 300 gp. 
   
  Total Possible Treasure 
   
  APL 2:  
  400 gp 
  APL 4:  
  600 gp 
  APL 6:  
  800 gp 
  APL 8:  
  1,125 gp 
  APL 10:  
  2,100 gp 
  APL12:  
  3,000 gp 
   
  
  Circle of Sin 
   
  Page 20 
  APPENDIX 1: NPC
  Encounter 3: Avarice 
  APL 2 (EL 3) 
  �Cultists (4): Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d8+1; hp 9; Init +5; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12); Atk +3 (1d6+1/19-20, 
  short sword); AL CE; SV Fort +3, Ref +1, Will -1; Str 12, 
  Dex 12, Con 12, Int 10, Wis 9, Cha 9. 
   
  Skills and Feats: Climb +5, Intimidate +3, Jump +5; 
  Improved Initiative, Weapon Focus (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword.  
   
  APL 4 (EL 5) 
  �Cultists (4): Male human War2; CR 1; Medium-size 
  humanoid (human); HD 2d8+2; hp 15; Init +5; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12); Atk +4 (1d6+1/ 19-20, 
  short sword); AL CE; SV Fort +4, Ref +1, Will -1; Str 12, 
  Dex 12, Con 12, Int 10, Wis 9, Cha 9. 
   
  Skills and Feats: Climb +6, Intimidate +4, Jump +6; 
  Improved Initiative, Weapon Focus (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword. 
   
  APL 6 (EL 7) 
  �Cultists (4): Male Human War4; CR 3; Medium-size 
  humanoid (human); HD 4d8+4; hp 27; Init +5; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12); Atk +6 (1d6+1/19-20, 
  short sword); AL CE; SV Fort +5, Ref +2, Will +1; Str 12, 
  Dex 12, Con 12, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +8, Intimidate +6, Jump +8; 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword. 
   
  APL 8 (EL 9) 
  �Cultists (4): Male human War6; CR 5; Medium-size 
  humanoid (human); HD 6d8+6; hp 39; Init +5; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12); Atk +8/+3 (1d6+1/19-20, 
  short sword); AL CE; SV Fort +6, Ref +3, Will +2; Str 12, 
  Dex 12, Con 12, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +10, Intimidate +8, Jump +10; 
  Combat Reflexes, Improved Initiative, Quick Draw, 
  Weapon Focus (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword. 
  APL 10 (EL 11) 
  �Cultists (4): Male human War8; CR 7; Medium-size 
  humanoid (human); HD 8d8+8; hp 51; Init +5; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12); Atk +10/+5 (1d6+1/19-
  20, short sword); AL CE; SV Fort +7, Ref +3, Will +2; Str 
  12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +12, Intimidate +10, Jump +12; 
  Combat Reflexes, Improved Initiative, Quick Draw, 
  Weapon Focus (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword. 
   
  APL 12 (EL 13) 
  �Cultists (4): Male human War10; CR 9; Medium-size 
  humanoid (human); HD 10d8+10; hp 63; Init +5; Spd 30 
  ft.; AC 13 (touch 11, flat-footed 12); Atk +12/+7 
  (1d6+1/19-20, short sword); AL CE; SV Fort +8, Ref +4, 
  Will +3; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +14, Intimidate +12, Jump +14; 
  Combat Reflexes, Improved Initiative, Iron Will, Quick 
  Draw, Weapon Focus (short sword). 
   
  Possessions: leather armor, robes of Trithereon, 
  wooden holy symbol of Trithereon, short sword. 
   
  Encounter 6: Self-Will  
  All APLs 
  �Luminem of Pholtus: Male human Ftr2/Clr3 (Pholtus); 
  CR 5; Medium-size humanoid (human); HD 2d10+3d8+8; 
  hp 34; Init +0; Spd 20 ft.; AC 16 (touch 10, flat-footed 16)); 
  Atk +5 melee (1d8+1/19-20, longsword); SQ Spontaneous 
  casting (cure spells); AL LN; SV Fort +7, Ref +1, Will +5; 
  Str 12, Dex 11, Con 13, Int 11, Wis 15, Cha 12.  15f/9c 
  (8/9 
   
  Skills and Feats: Climb +0, Concentration +6, 
  Diplomacy +3, Jump +0, Knowledge (religion) +2, Ride 
  +5; Combat Casting, Extra Turning, Improved Initiative, 
  Toughness, Weapon Focus (longsword). 
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell level): 
  0 – create water, detect magic, light, resistance; 1st – cause fear, 
  protection from chaos*, remove fear, shield of faith; 2nd – bull's 
  strength, endurance, heat metal*. 
  *Domain spell. Domains: Law (You cast law spells at +1 
  caster level);  Sun (Once per day, you can perform a 
  greater turning against undead in place of a regular 
  turning (or rebuking) attempt except that the undead 
  creatures that would be turned (or rebuked or 
  commanded) are destroyed instead). 
   
  Possessions: chainmail, buckler, longsword, silver 
  holy symbol of Pholtus, spell component pouch. 
   
  �Kelmur Trantris of the Chase: Male human Ftr2/Clr3 
  (Trithereon); CR 5; Medium-size humanoid (human); HD 
  2d10+3d8+8; hp 34; Init +2; Spd 20 ft.; AC 18 (touch 12, 
  flat-footed 16); Atk +6 melee (1d8/19-20, longsword); SQ 
  Spontaneous casting (cure spells); AL CN; SV Fort +7, Ref 
  +3, Will +5; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 
  14. 
   
  Skills and Feats: Climb +0, Concentration +6, 
  Diplomacy +3, Jump +0, Knowledge (religion) +2, Ride 
  +5; Combat Casting, Extra Turning, Improved Initiative, 
  Toughness, Weapon Focus (longsword).   
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell level): 
  0 – create water, detect magic, light, resistance; 1st – protection 
  from law, remove fear, sanctuary*, shield of faith; 2nd – aid*, 
  bull's strength, endurance.*Domain spell. Domains: Good 
  (You cast good spells at +1 caster level); Protection (You 
  can generate a protective ward, a spell-like ability to grant 
  someone you touch a resistance bonus on her next saving 
  
  Circle of Sin 
   
  Page 21 
  throw equal to your level. Activating this power is a 
  standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day). 
   
  Possessions: chainmail, buckler, longsword, silver 
  holy symbol of Trithereon, spell component pouch. 
   
  APLs 2 and 4 
  �Zealot of Trithereon or Pholtus (60): Male/Female 
  human War1; CR ½; Medium-size humanoid (human); 
  HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 16, (touch 10, flat-
  footed 16); Atk +2 melee (1d8/19-20, longsword) or +1 
  ranged (1d4/19-20, dagger); AL CN or LN; SV Fort +2, 
  Ref +0, Will +0; Str 11, Dex 11, Con 10, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb –2, Listen +2, Spot +2; 
  Endurance, Weapon Focus (long sword). 
   
  Possessions: scale mail, large steel shield, longsword, 
  dagger.  
   
  Note: The characters should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity per attempt. 
   
  APLs 6 and 8 
  �Zealot of Trithereon or Pholtus (60): Male/Female 
  human War3; CR 2; Medium-size humanoid (human); 
  HD 3d8; hp 18; Init +0; Spd 30 ft.; AC 16 (touch 10, flat-
  footed 16); Atk +4 melee (1d8/19-20, longsword) or +4 
  ranged (1d4/19-20, thrown dagger); AL CN or LN; SV 
  Fort +3, Ref +1, Will +1; Str 11, Dex 11, Con 10, Int 11, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +0, Listen +3, Spot +3; 
  Endurance, Weapon Focus (dagger), Weapon Focus 
  (longsword). 
   
  Possessions: scale mail, large steel shield, longsword, 
  dagger.  
   
  Note: The characters should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity per attempt. 
   
  APLs 10 and 12 
  �Zealot of Trithereon/Pholtus (60): Male/Female 
  human War5; CR 4; Medium-size humanoid (human); 
  HD 5d8; hp 28; Init +0; Spd 30 ft.; AC 16 (touch 10, flat-
  footed 16) Atk +7 melee (1d8+1/19-20, longsword) or +6 
  ranged (1d4+1/19-20, dagger); AL CN or LN; SV Fort +4, 
  Ref +1, Will +1; Str 12, Dex 11, Con 10, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +2, Listen +4, Spot +4; 
  Endurance, Weapon Focus (dagger), Weapon Focus (long 
  sword). 
   
  Possessions: scale mail, large steel shield, longsword, 
  dagger.  
   
  Note: The characters should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity per attempt. 
   
  Encounter 7: The WarehouseAPL 2 (EL 3) 
  �Cult Guards (5): Male human War1; CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 11; Init +2; Spd 20 
  ft.; AC 16 (touch 12, flat-footed 14); Atk +4 ranged 
  (1d10/19-20, heavy crossbow) or +3 melee (1d8+2/19-20, 
  longsword); AL CE; SV Fort +2, Ref +2, Will +0; Str 15, 
  Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Listen +2, Spot +2; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  APL 4 (EL 5) 
  �Cult Guards (8): Male human War1; CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 11; Init +2; Spd 20 
  ft.; AC 16 (touch 12, flat-footed 14); Atk +4 ranged 
  (1d10/19-20, heavy crossbow) or +3 melee (1d8+2/19-20, 
  longsword); AL CE; SV Fort +2, Ref +2, Will +0; Str 15, 
  Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Listen +2, Spot +2; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  �Cult Guard Captain: Male human War2; CR 1; 
  Medium-size humanoid (human); HD 2d8+3; hp 16; Init 
  +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14); Atk +5 
  ranged (1d10/19-20, heavy crossbow) or +4 melee 
  (1d8+2/19-20, longsword); AL CE; SV Fort +3, Ref +2, 
  Will +0; Str 15, Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Jump +2, Listen +2, Spot 
  +1; Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  APL 6 (EL 7) 
  �Cult Guards (12): Male human War1; CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 11; Init +2; Spd 20 
  ft.; AC 16 (touch 12, flat-footed 14); Atk +4 ranged 
  (1d10/19-20, heavy crossbow) or +3 melee (1d8+2/19-20, 
  longsword); AL CE; SV Fort +2, Ref +2, Will +0; Str 15, 
  Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Listen +2, Spot +2; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  �Cult Guard Lieutenants (3): Male human War2; CR 1; 
  Medium-size humanoid (human); HD 2d8+3; hp 16; Init 
  +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14); Atk +5 
  ranged (1d10/19-20, heavy crossbow) or +4 melee 
  (1d8+2/19-20, longsword); AL CE; SV Fort +3, Ref +2, 
  Will +0; Str 15, Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Jump +2, Listen +2, Spot 
  +1; Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  �Cult Guard Captain: Male human War3; CR 2; 
  Medium-size humanoid (human); HD 3d8+3; hp 21; Init 
  +2; Spd 20 ft.; AC 16 (touch 12, flat-footed 14); Atk +6 
  ranged (1d10/19-20, heavy crossbow) or +6 melee 
  
  Circle of Sin 
   
  Page 22 
  (1d8+2/19-20, longsword); AL CE; SV Fort +3, Ref +3, 
  Will +1; Str 15, Dex 14, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +3, Listen +2, Spot 
  +2; Toughness, Weapon Focus (heavy crossbow), Weapon 
  Focus (longsword). 
   
  Possessions: scale mail, longsword, heavy crossbow, 10 
  bolts. 
   
  Encounter 8: The Ritual 
  APL 2 (EL 4) 
  �Mertwig: Male halfling Com1; CR ½; Small humanoid 
  (halfling); HD 1d4; hp 4; Init +2; Spd 20 ft.; AC 15 (touch 
  13, flat-footed 13); Atk +2 melee (1d4+1/19-20, dagger) or 
  +4 ranged (1d4+1, sling); SQ +2 morale bonus on saving 
  throws against fear; AL CE; SV Fort +1, Ref +3, Will +0; 
  Str 12, Dex 14, Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +2, Climb +3, Hide +6, Jump 
  +5, Listen +3, Move Silently +4, Ride +4, Spot +1; Dodge. 
   
  Possessions: sling, 20 bullets, dagger, leather armor, 
  potion of protection from elements (fire). 
   
  �Thoxart: Male human War1; CR ½; Medium-size 
  humanoid (human); HD 1d8+5; hp 13; Init +3; Spd 20 ft.; 
  AC 17 (touch 10, flat-footed 17); Atk +5 melee (2d6+4/19-
  20, greatsword); AL CE; SV Fort +4, Ref +3, Will +2; Str 
  17, Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +5, Intimidate +7, Jump +0; 
  Toughness, Weapon Focus (greatsword).  
   
  Possessions: greatsword, half-plate armor, potion of 
  protection from elements (fire)  
   
  �Jandice: Female human Clr2/Adp1; CR 2; Medium-size 
  humanoid (human); HD 2d8+1d6+12; hp 28; Init +2; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +3 melee 
  (1d8+3/x3, shortspear); SA Spells, rebuke undead; AL CE; 
  SV Fort +7, Ref +3, Will +10; Str 15, Dex 14, Con 16, Int 
  13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +8, Diplomacy +8, 
  Heal +7, Knowledge (arcana) +7, Knowledge (religion) 
  +4, Spellcraft +3; Combat Casting, Dodge, Toughness. 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (4/3+1; base DC = 14 + spell 
  level): 0 - cure minor wounds, resistance (2), virtue; 1st- bane, 
  cause fear, cure light wounds, protection from law*. 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, half-plate armor, 2 potions of 
  protection from elements (fire), cloak of resistance +1. 
   
  �Lillyth: Female elf Enc1; CR 1; Medium-size humanoid 
  (elf); HD 1d4; hp 4; Init +7; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10); Atk +0 melee (1d4/19-20, dagger) or +3 
  ranged (1d4/19-20, thrown dagger); SQ Immunity to 
  magic sleep spells and effects, +2 racial saving throw 
  bonus against Enchantment spells or effects, low-light 
  vision; AL CE; SV Fort +0, Ref +3, Will +3; Str 10, Dex 16, 
  Con 10, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +7, Concentration +4, 
  Knowledge (arcana) +7, Listen +3, Scry +7, Search +5, 
  Spellcraft +7, Spot +3; Improved Initiative, Scribe Scroll. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0 - 
  daze, light, mage hand, resistance; 1st- - burning hands, charm 
  person (2), sleep. 
   
  Possessions: dagger, potion of protection from elements 
  (fire). 
   
   
   
  APL 4 (EL 6) 
  �Mertwig: Male halfling Rog1; CR 1; Small humanoid 
  (halfling); HD 1d6; hp 6; Init +2; Spd 20 ft.; AC 16 (touch 
  13, flat-footed 14); Atk +2 melee (1d6+1/19-20, short 
  sword) or +3 ranged (1d6/x3, shortbow); SA Sneak attack 
  (+1d6); SQ +2 morale bonus on saving throws against 
  fear; AL CE; SV Fort +1, Ref +5, Will +0; Str 12, Dex 14, 
  Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +5, Balance +5, Bluff +3, 
  Climb +6, Disguise +1, Escape Artist +5, Gather 
  Information +1, Hide +9, Jump +2, Listen +1, Move 
  Silently +3, Open Lock +3, Pick Pockets +3, Spot +3; 
  Dodge. 
   
  Possessions: shortbow, 20 arrows, short sword, studded 
  leather armor, potion of protection from elements (fire), bead of 
  force. 
   
  �Thoxart: Male human War1/Ftr1; CR 1; Medium-size 
  humanoid (human); HD 1d8+1d10+8; hp 22; Init +3; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +6 melee 
  (2d6+4/19-20, greatsword); AL CE; SV Fort +6, Ref +3, 
  Will +2; Str 17, Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Intimidate +7, Jump +1, 
  Swim –9; Power Attack, Toughness, Weapon Focus 
  (greatsword).  
   
  Possessions: greatsword, masterwork half-plate armor, 
  potion of protection from elements (fire)  
   
  �Jandice: Female human Clr3/Adp1; CR 3; Medium-size 
  humanoid (human); HD 3d8+1d6+15; hp 36; Init +2; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +5 melee 
  (1d8+4/x3, shortspear); SA Spells, rebuke undead; AL CE; 
  SV Fort +7, Ref +4, Will +10; Str 16, Dex 14, Con 16, Int 
  13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +10, Diplomacy +10, 
  Heal +7, Knowledge (arcana) +7, Knowledge (religion) 
  +4, Spellcraft +3; Combat Casting, Dodge, Toughness. 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 14 + spell 
  level): 0 - cure minor wounds, resistance (2), virtue; 1st- bane, 
  cause fear, cure light wounds, protection from law*; 2nd - bull's 
  strength, hold person, shatter*. 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, half-plate armor, 2 potions of 
  protection from elements (fire), cloak of resistance +1. 
   
  
  Circle of Sin 
   
  Page 23 
  �Lillyth: Female elf Enc3; CR 3; Medium-size humanoid 
  (elf); HD 3d4; hp 10; Init +7; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10); Atk +1 melee (1d4/19-20, dagger) or +4 
  ranged (1d4/19-20, thrown dagger); SQ Immunity to 
  magic sleep spells and effects, +2 racial saving throw 
  bonus against Enchantment spells or effects, low-light 
  vision; AL CE; SV Fort +2, Ref +5, Will +5; Str 10, Dex 16, 
  Con 10, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +9, Concentration +6, 
  Knowledge (arcana) +9, Listen +3, Scry +9, Search +5, 
  Spellcraft +9, Spot +3; Combat Casting, Improved 
  Initiative, Scribe Scroll. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 0 – 
  daze (2), light, mage hand, resistance; 1st- - burning hands, 
  charm person (2), sleep; 2nd - bull's strength, Melf's acid arrow, 
  Tasha's hideous laughter. 
   
  Possessions: dagger, potion of protection from elements 
  (fire), cloak of resistance +1, pearl of power (1st). 
   
  APL 6 (EL 8) 
  �Mertwig: Male halfling Rog3; CR 3; Small humanoid 
  (halfling); HD 3d6; hp 14; Init +2; Spd 20 ft.; AC 16 
  (touch 13, flat-footed 14); Atk +4 melee (1d6+1/19-20, 
  short sword) or +5 ranged (1d6/x3, shortbow); SA Sneak 
  attack (+2d6); SQ +2 morale bonus on saving throws 
  against fear, evasion, uncanny dodge (Dex bonus to AC); 
  AL CE; SV Fort +2, Ref +6, Will +1; Str 12, Dex 14, Con 
  11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +7, Balance +7, Bluff +5, 
  Climb +6, Disguise +1, Escape Artist +7, Gather 
  Information +1, Hide +11, Jump +2, Listen +1, Move 
  Silently +7, Open Lock +6, Pick Pockets +4, Spot +3; 
  Dodge. 
   
  Possessions: shortbow, 20 arrows, short sword, studded 
  leather armor, potion of protection from elements (fire), 2 beads 
  of force. 
   
  �Thoxart: Male human War1/Ftr3; CR 3; Medium-size 
  humanoid (human); HD 1d8+3d10+14; hp 40; Init +7; 
  Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +9 melee 
  (2d6+6/19-20, greatsword); AL CE; SV Fort +7, Ref +4, 
  Will +3; Str 18, Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Climb +1, Intimidate +7, 
  Jump +2, Swim –8; Dodge, Improved Initiative, Power 
  Attack, Toughness, Weapon Focus (greatsword).  
   
  Possessions: greatsword, masterwork half-plate armor, 
  potion of protection from elements (fire)  
   
  �Jandice: Female human Clr5/Adp1; CR 5; Medium-size 
  humanoid (human); HD 5d8+1d6+21; hp 52; Init +6; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +6 melee 
  (1d8+4/x3, shortspear); SA Spells, rebuke undead; AL CE; 
  SV Fort +8, Ref +4, Will +11; Str 16, Dex 14, Con 16, Int 
  13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +11, Diplomacy +11, 
  Heal +7, Knowledge (arcana) +9, Knowledge (religion) 
  +4, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Toughness. 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0 - cure minor wounds, detect magic, resistance (2), 
  virtue; 1st- bane, cause fear, command, cure light wounds, 
  protection from law*; 2nd - bull's strength, enthrall, hold person, 
  shatter*; 3rd - bestow curse, contagion*, dispel magic. 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, masterwork half-plate armor, 2 
  potions of protection from elements (fire), cloak of resistance +1, 
  pearl of power (2nd). 
   
  �Lillyth: Female elf Enc5; CR 5; Medium-size humanoid 
  (elf); HD 5d4; hp 16; Init +7; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10); Atk +2 melee (1d4/19-20, dagger) or +5 
  ranged (1d4/19-20, thrown dagger); SQ Immunity to 
  magic sleep spells and effects, +2 racial saving throw 
  bonus against Enchantment spells or effects, low-light 
  vision; AL CE; SV Fort +2, Ref +5, Will +6; Str 10, Dex 16, 
  Con 10, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +12, Concentration +8, 
  Knowledge (arcana) +12, Listen +4, Scry +12, Search +5, 
  Spellcraft +12, Spot +3; Combat Casting, Extend Spell, 
  Improved Initiative, Scribe Scroll. 
   
  Spells Prepared (5/5/4/3; base DC = 14 + spell level): 0 
  – daze (2), light, mage hand, resistance; 1st- - burning hands, 
  cause fear, charm person, magic missile, sleep; 2nd - bull's 
  strength, Melf's acid arrow, scare, Tasha's hideous laughter; 3rd - 
  dispel magic, fireball, hold person. 
   
  Possessions: dagger, potion of protection from elements 
  (fire), cloak of resistance +1, pearl of power (1st). 
   
  APL 8 (EL 10) 
  �Mertwig: Male halfling Rog5; CR 5; Small humanoid 
  (halfling); HD 5d6; hp 22; Init +6; Spd 20 ft.; AC 16 
  (touch 13, flat-footed 14); Atk +5 melee (1d6+1/19-20, 
  short sword) or +6 ranged (1d6/x3, shortbow); SA Sneak 
  attack (+3d6); SQ +2 morale bonus on saving throws 
  against fear, evasion, uncanny dodge (Dex bonus to AC); 
  AL CE; SV Fort +2, Ref +7, Will +1; Str 12, Dex 15, Con 
  11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +9, Balance +7, Bluff +7, 
  Climb +10, Disguise +1, Escape Artist +9, Gather 
  Information +1, Hide +11, Jump +2, Listen +9, Move 
  Silently +7, Open Lock +6, Pick Pockets +4, Spot +3; 
  Dodge, Improved Initiative. 
   
  Possessions: shortbow, 20 arrows, short sword, studded 
  leather armor, potion of protection from elements (fire), 2 beads 
  of force. 
   
  �Thoxart: Male human War1/Ftr5; CR 5; Medium-size 
  humanoid (human); HD 1d8+5d10+24; hp 58; Init +7; 
  Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +11/+6 
  melee (2d6+8/19-20, greatsword); AL CE; SV Fort +8, Ref 
  +4, Will +3; Str 18, Dex 16, Con 15, Int 10, Wis 14, Cha 
  16. 
   
  Skills and Feats: Bluff +6, Climb +2, Intimidate +8, 
  Jump +2, Swim –8; Combat Reflexes, Dodge, Improved 
  Initiative, Power Attack, Toughness, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword).  
  
  Circle of Sin 
   
  Page 24 
   
  Possessions: greatsword, masterwork half-plate armor, 
  potion of protection from elements (fire). 
   
  �Jandice: Female human Clr7/Adp1; CR 7; Medium-size 
  humanoid (human); HD 7d8+1d6+27; hp 68; Init +6; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +8 melee 
  (1d8+4/x3, shortspear); SA Spells, rebuke undead; AL CE; 
  SV Fort +10, Ref +6, Will +13; Str 16, Dex 14, Con 16, Int 
  13, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +11, Diplomacy +14, 
  Heal +9, Knowledge (arcana) +11, Knowledge (religion) 
  +7, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Toughness. 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 
  14 + spell level): 0 - cure minor wounds, detect magic, 
  mending, resistance (2), virtue; 1st- bane, cause fear, command, 
  cure light wounds, magic weapon, protection from law*; 2nd - 
  bull's strength, enthrall, hold person, shatter*, spiritual weapon; 
  3rd - bestow curse, blindness/deafness, contagion*, dispel magic; 
  4th - chaos hammer*, divine power, spell immunity (magic 
  missile, fireball). 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, masterwork half-plate armor, 2 
  potions of protection from elements (fire), cloak of resistance +2, 
  pearl of power (2nd). 
   
  �Lillyth: Female elf Enc7; CR 7; Medium-size humanoid 
  (elf); HD 7d4; hp 22; Init +7; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10); Atk +3 melee (1d4/19-20, dagger) or +6 
  ranged (1d4/19-20, thrown dagger); SQ Immunity to 
  magic sleep spells and effects, +2 racial saving throw 
  bonus against Enchantment spells or effects, low-light 
  vision; AL CE; SV Fort +3, Ref +6, Will +7; Str 10, Dex 16, 
  Con 10, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +14, Concentration +10, 
  Knowledge (arcana) +14, Listen +4, Scry +14, Search +5, 
  Spellcraft +14, Spot +4; Combat Casting, Extend Spell, 
  Improved 
  Initiative, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Enchantment). 
   
  Spells Prepared (5/6/5/4/3; base DC = 14 + spell level; 
  16 + spell level for Enchantment spells): 0 – daze (2), light, 
  mage hand, resistance; 1st- - burning hands, cause fear, charm 
  person, magic missile (2), sleep; 2nd - bull's strength, cat's grace, 
  Melf's acid arrow, scare, Tasha's hideous laughter; 3rd - dispel 
  magic, fireball, flame arrow, hold person; 4th - confusion, 
  contagion, stoneskin. 
   
  Possessions: dagger, potion of protection from elements 
  (fire), cloak of resistance +1, pearl of power (1st). 
   
  APL 10 (EL 12) 
  �Mertwig: Male halfling Rog7; CR 7; Small humanoid 
  (halfling); HD 7d6; hp 30; Init +6; Spd 20 ft.; AC 16 
  (touch 13, flat-footed 14); Atk +7 melee (1d6+1/19-20, 
  short sword) or +8 ranged (1d6/x3, shortbow); SA Sneak 
  attack (+4d6); SQ +2 morale bonus on saving throws 
  against fear, evasion, uncanny dodge (Dex bonus to AC, 
  can't be flanked); AL CE; SV Fort +3, Ref +8, Will +2; Str 
  12, Dex 15, Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +11, Balance +7, Bluff +11, 
  Climb +10, Disguise +1, Escape Artist +11, Gather 
  Information +1, Hide +15, Jump +2, Listen +9, Move 
  Silently +9, Open Lock +6, Pick Pockets +4, Spot +9; 
  Dodge, Improved Initiative, Skill Focus (Bluff). 
   
  Possessions: shortbow, 20 arrows, short sword, studded 
  leather armor, potion of protection from elements (fire), 2 beads 
  of force. 
   
  �Thoxart: Male human War1/Ftr7; CR 7; Medium-size 
  humanoid (human); HD 1d8+7d10+30; hp 76; Init +7; 
  Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +13/+8 
  melee (2d6+8/17-20, greatsword); AL CE; SV Fort +9, Ref 
  +5, Will +4; Str 18, Dex 16, Con 15, Int 10, Wis 14, Cha 
  16. 
   
  Skills and Feats: Bluff +6, Climb +2, Handle Animal 
  +6, Intimidate +8, Jump +2, Swim –8; Combat Reflexes, 
  Dodge, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Toughness, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword).  
   
  Possessions: +2 greatsword, masterwork half-plate 
  armor, potion of protection from elements (fire). 
   
  �Jandice: Female human Clr9/Adp1; CR 9; Medium-size 
  humanoid (human); HD 9d8+1d6+33; hp 84; Init +6; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Atk +9/+4 melee 
  (1d8+4/x3, shortspear); SA Spells, rebuke undead; AL CE; 
  SV Fort +11, Ref +7, Will +14; Str 16, Dex 14, Con 16, Int 
  13, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +15, Diplomacy +15, 
  Heal +9, Knowledge (arcana) +13, Knowledge (religion) 
  +8, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Maximize Spell, Toughness. 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base 
  DC = 14 + spell level): 0 - cure minor wounds, detect magic, 
  mending, resistance (2), virtue; 1st- bane, cause fear, command, 
  cure light wounds, magic weapon, protection from law*; 2nd - 
  bull's strength, enthrall, hold person, shatter*, silence, spiritual 
  weapon; 3rd - bestow curse, blindness/deafness, contagion*, 
  dispel magic, searing light; 4th - chaos hammer*, divine power, 
  greater magic weapon, spell immunity (magic missile, fireball); 
  5th - dispel good*, flame strike. 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, masterwork half-plate armor, 2 
  potions of protection from elements (fire), cloak of resistance +2, 
  pearl of power (2nd). 
   
  �Lillyth: Female elf Enc9; CR 9; Medium-size humanoid 
  (elf); HD 9d4; hp 28; Init +7; Spd 30 ft.; AC 13 (touch 13, 
  flat-footed 10); Atk +4 melee (1d4/19-20, dagger) or +7 
  ranged (1d4/19-20, thrown dagger); SQ Immunity to 
  magic sleep spells and effects, +2 racial saving throw 
  bonus against Enchantment spells or effects, low-light 
  
  Circle of Sin 
   
  Page 25 
  vision; AL CE; SV Fort +4, Ref +7, Will +8; Str 10, Dex 16, 
  Con 10, Int 19, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +16, Concentration +12, 
  Knowledge (arcana) +16, Listen +5, Scry +16, Search +5, 
  Spellcraft +16, Spot +4; Combat Casting, Extend Spell, 
  Improved 
  Initiative, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Enchantment), Still Spell. 
   
  Spells Prepared (5/6/6/5/4/2; base DC = 14 + spell 
  level; 16 + spell level for Enchantment spells): 0 – daze (2), 
  light, mage hand, resistance; 1st- - burning hands, cause fear, 
  charm person, magic missile (2), sleep; 2nd - bull's strength, cat's 
  grace, Melf's acid arrow, rope trick, scare, Tasha's hideous 
  laughter; 3rd - dispel magic, fireball, flame arrow, hold person 
  (2); 4th - confusion (2), contagion, stoneskin; 5th - cone of cold, 
  dominate person. 
   
  Possessions: dagger, potion of protection from elements 
  (fire), cloak of resistance +1, pearl of power (1st). 
   
  APL 12 (EL 14) 
  �Mertwig: Male halfling Rog9; CR 9; Small humanoid 
  (halfling); HD 9d6; hp 38; Init +7; Spd 20 ft.; AC 17 
  (touch 14, flat-footed 14); Atk +9/+4 melee (1d6+1/19-20, 
  short sword) or +10/+5 ranged (1d6/x3, shortbow); SA 
  Sneak attack (+5d6); SQ +2 morale bonus on saving 
  throws against fear, evasion, uncanny dodge (Dex bonus 
  to AC, can't be flanked); AL CE; SV Fort +4, Ref +9, Will 
  +3; Str 12, Dex 16, Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +13, Balance +11, Bluff +13, 
  Climb +14, Disguise +1, Escape Artist +12, Gather 
  Information +1, Hide +16, Jump +2, Listen +13, Move 
  Silently +10, Open Lock +8, Pick Pockets +5, Spot +11; 
  Dodge, Improved Initiative, Skill Focus (Bluff), Weapon 
  Focus (short sword). 
   
  Possessions: shortbow, 20 arrows, short sword, studded 
  leather armor, potion of protection from elements (fire), 2 beads 
  of force. 
   
  �Thoxart: Male human War1/Ftr9; CR 9; Medium-size 
  humanoid (human); HD 1d8+9d10+39; hp 97; Init +7; 
  Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +15/+10 
  melee (2d6+8/17-20, greatsword); AL CE; SV Fort +10, 
  Ref +6, Will +5; Str 18, Dex 16, Con 15, Int 10, Wis 14, 
  Cha 16. 
   
  Skills and Feats: Bluff +7, Climb +3, Handle Animal 
  +6, Intimidate +8, Jump +2, Swim –8; Combat Reflexes, 
  Dodge, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Run, Toughness (2), Weapon 
  Focus (greatsword), Weapon Specialization (greatsword).  
   
  Possessions: +2 greatsword, masterwork half-plate 
  armor, potion of protection from elements (fire). 
   
  �Jandice: Female human Clr11/Adp1; CR 11; Medium-
  size humanoid (human); HD 11d8+1d6+39; hp 100; Init 
  +6; Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +12/+7 
  melee (1d8+4/x3, shortspear); SA Spells, rebuke undead; 
  AL CE; SV Fort +12, Ref +7, Will +15; Str 16, Dex 14, Con 
  16, Int 13, Wis 19, Cha 18. 
   
  Skills and Feats: Concentration +16, Diplomacy +16, 
  Heal +15, Knowledge (arcana) +13, Knowledge (religion) 
  +8, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Maximize Spell, Toughness, Weapon Focus 
  (shortspear). 
   
  Adept Spells Prepared (3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1st- burning hands, command. 
   
  Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  base DC = 14 + spell level): 0 - cure minor wounds, detect 
  magic, mending, resistance (2), virtue; 1st- bane, cause fear, 
  command, cure light wounds (2), magic weapon, protection from 
  law*; 2nd - bull's strength, enthrall, hold person, shatter*, 
  silence, spiritual weapon; 3rd - bestow curse, blindness/deafness, 
  contagion*, dispel magic (2), searing light; 4th - chaos 
  hammer*, divine power, greater magic weapon, lesser planar 
  ally, spell immunity (magic missile, fireball); 5th - dispel good*, 
  flame strike, slay living; 6th - animate objects*, searing light 
  (maximized). 
  *Domain Spell. Domains: Chaos (You cast chaos spells at 
  +1 caster level); Evil (You cast evil spells at +1 caster 
  level). 
   
  Possessions: shortspear, masterwork half-plate armor, 2 
  potions of protection from elements (fire), cloak of resistance +2, 
  pearl of power (2nd). 
   
  �Lillyth: Female elf Enc11; CR 11; Medium-size 
  humanoid (elf); HD 11d4; hp 34; Init +7; Spd 30 ft.; AC 13 
  (touch 13, flat-footed 10); Atk +5 melee (1d4/19-20, 
  dagger) or +8 ranged (1d4/19-20, thrown dagger); SQ 
  Immunity to magic sleep spells and effects, +2 racial 
  saving throw bonus against Enchantment spells or 
  effects, low-light vision; AL CE; SV Fort +4, Ref +7, Will 
  +9; Str 10, Dex 16, Con 10, Int 19, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +18, Concentration +14, 
  Knowledge (arcana) +18, Listen +5, Scry +18, Search +5, 
  Spellcraft +18, Spot +5; Combat Casting, Extend Spell, 
  Improved Initiative, Maximize Spell, Scribe Scroll, Spell 
  Focus (Enchantment), Still Spell. 
   
  Spells Prepared (5/6/6/6/5/3/2; base DC = 14 + spell 
  level; 16 + spell level for Enchantment spells): 0 – daze (2), 
  light, mage hand, resistance; 1st- - burning hands, cause fear, 
  charm person, magic missile (2), sleep; 2nd - bull's strength, cat's 
  grace, Melf's acid arrow, rope trick, scare, Tasha's hideous 
  laughter; 3rd - dispel magic (2), fireball, flame arrow, hold 
  person (2); 4th - confusion (2), contagion, emotion, stoneskin; 
  5th - cone of cold, dominate person, feeblemind; 6th - lightning 
  bolt (maximized), mass suggestion. 
   
  Possessions: dagger, potion of protection from 
  elements (fire), cloak of resistance +1, pearl of power 
  (1st). 
   
  
  Circle of Sin 
   
  Page 26 
  MAP 1: MAP OF RIVER QUARTER AND AREAS OF INTEREST 
   
   
  Areas featured in Circle of Sin: 
   
  R8 – Temple of Pholtus 
  F8 – Silver Garter 
  F19 – Temple of Trithereon 
  
  Circle of Sin 
   
  Page 27 
  MAP 2: ALLEY MAP FOR ENCOUNTER THREE 
   
   
   
  
  Circle of Sin 
   
  Page 28 
  MAP 3: MAP OF MERTWIG’S WAREHOUSE 
   
   
  
  Circle of Sin 
   
  Page 29 
  HANDOUT 1: THE SEVEN DEADLY SINS
   
  From the Piesetical of Pholtus, as translated and transcribed from the original Old Oeridian into the Common Tongue by 
  the Gleaming Follower Veldamonth of Ogburg in the Common Year 570. 
   
  Here Brethren are the Four Deadly Sins of the Creed of Pholtus, that you might know 
  them and avoid their all-too tempting embrace. 
   
  Cowardice – One must have courage in the face of danger, and the strength to stand 
  with valor against those who oppose the One True Path. To show a lack of courage in 
  the face of adversity, to avoid exposing oneself to danger or pain when one is called to 
  are considered a terrible sin. 
   
  Avarice – Worldly goods distract one from following the One True Path. They are but 
  temporal, while the Path is spiritual. When death occurs, the spirit moves on, leaving 
  possessions behind. Therefore wanton cupidity is Sin Eaters usually have little more 
  than their robes, their holy symbol, their staff and accoutrements, as well as any 
  equipment necessary for travel. 
   
  SelfIndulgence – The pleasures of the flesh are a distraction from the pursuit of 
  perfection in Pholtus’s image. Indulging desires without thought for others is a great 
  sin. Gluttony, promiscuity and so forth are all considered negative concepts and a true 
  follower of the Way is expected to never fall prey to their clutches. 
   
  Self-Will – To flaunt the will of others and carry out one’s one desires is a sin. Pholtus 
  is a highly lawful deity. He expects unity in his followers at all times, and brooks no 
  bickering between followers when action is called for. A factioned group of followers is 
  easily subverted by evil and chaos.
  
  Circle of Sin 
   
  Page 30 
  HANDOUT 2: THE SUMMONS 
   
  To whom it may concern, 
   
    I understand that you were present at the time when the life 
  of the Glimmering Follower Suneris ended and that out of all those 
  present he did single you out for his attentions. 
   
    I humbly ask that you travel to the Temple of Pholtus with 
  this messenger, who is a man of irreproachable character. There I 
  would have you find me, for I demand an audience to question you 
  in the hopes of finding exactly what happened to one as righteous 
  and virtuous as Suneris. In assisting in such an undertaking you 
  would be doing the Church a great favor, and, if this is not enough 
  to move you to action, it would also profit yourself by starting you 
  on the One True Path to salvation. 
   
  May His Radiance light thy Path to me, 
  Brightmantle 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR3-05 - Circle of Sin.pdf