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SCAP IKCN TNH

A OneRound L&L core LIVINc cRLYHAWK Adventure


Version +
by Jason 8ulmahn, Lavid christ, and Stephen RadneyMacarland
1he rush is on when a catch of blackstone hearts are found in 1enh. 8ut fortune hunting turns to fortunes foul when an rift in the
fabric of Oerth unleashes a threat worse than imaginable. All you can do is attempt to escape from 1enh. An adventure for characters
level ++o.
8ased on the original LUNcLONS & LRAcONS` rules created by L. cary cygax and Lave Arneson and the new LUNcLONS & LRAcONS game designed by Jonathan 1weet, Monte
cook, Skip Williams, Richard 8aker, and Peter Adkison.
1his Wizards of the coast game product contains no Open came content. No portion of this work may be reproduced in any form without written permission. 1o learn more about the
Open caming License and the dio system License, please visit www.wizards.com/dio.
DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYlNG GAMES ASSOClATlON and RPGA are registered trademarks owned by Wizards of the Coast, lnc. LlVlNG GREYHAWK
and the D20 system logo are trademarks owned by Wizards of the Coast, lnc. All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks owned by Wizards of the Coast, lnc. Any reproductions or unauthorized use of material or artwork contained herein is prohibited without the express writ-
ten permission of Wizards of the Coast, lnc. This scenario is intended for organized play use only and may not be reproduced without approval of the RPGA Network.
2002 Wizards of the Coast, lnc. All rights reserved.
Visit our Web site at:
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+4
T
his is an RPcA` Network scenario for the LUNcLONS &
LRAcONS` game. Most sanctioned events delegate a
fourhour time block for each round of this scenario, with
actual playing time will around three hours. 1he rest of the
time is spent in preparation before game play, and reward dis
tribution and scoring after the game. 1he following guide
lines are here to help you with both the preparation and vot
ing segment of the game. Read this page carefully so that you
know and can communicate to your players the special
aspects of playing an RPcA scenario.
PKPAKATICN
irst print this scenario. 1his scenario was created to support
doublesided printing, but printing it single sided works as
well. 1here is enough room along the inside margin to bind
the adventure, if you desire.
Read this entire adventure at least once before running
the event amiliarize yourself with any special rules, spells, or
equipment presented in the adventure. It may help to high
light particularly important passages.
When you run an RPcA L&L adventure we assume
that you have access to the following books. the Iicycr's
IcnJoeel, the Lungcen \cstcr's GuJc, and the \enstcr
\cnuci. We also assume that you have a set of dice ,at least
one d, do, d8, d+o, d+i, and dio), some scrap paper, a pen
cil, an RPcA scoring packet, and your sense of fun. It's also
a good idea to have a way to track movement during com
bat. 1his can be as simple as a pad of graph paper and a pen
cil, 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 described in the introduc
tion.
Keep in mind that you must have at least three players
,not counting the LM), for the game session to be a sanc
tioned RPcA event. You cannot have more than six players
participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. 1he tag
should have the player's name at the bottom, and the char
acter's name, race, and gender at the top. 1his makes it eas
ier for both the players and the LM to keep track of who is
playing what character.
1he players are free to use the game rules to learn about
equipment and weapons their characters are carrying. 8ut,
as the LM, you can bar the use of even core rulebooks dur
ing certain times of play. or example, usually the players
are not free to consult the LUKGLCK \As1LR's GuJc when
confronted with a trap or hazard, or the \enstcr \cnuci
when confronted with a monster.
1ext that appears in shaded boxes is player informa
tion, which you may read aloud or paraphrase as appropri
ate. 1ext in sidebars contains important LM notes, for you,
offering insight to issues particular to the adventure.
Monster and nonplayer character ,NPc) statistics are pro
vided with each encounter in abbreviated form. ull mon
ster statistics for standard monsters are provided in the
\enstcr \cnuci, while statistics for unusual monster and
unique individuals are profiled in the Appendix at the end
of the adventure. You should review all of these statistics
before the game starts to refresh you memory of the crea
tures' abilities.
SCCKINC
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and LM
score the game. 1he RPcA has three ways to score its
games. consult your convention coordinator to determine
which method to use for this scenario.
+Ketetc scerng. 1he players write their names and
RPcA numbers on the scoring packet grid. You fill in the
top of the grid. 1hat is all. No one is rated. 1his method is
used for people who are just playing for fun.
:Icrtci scerng. 1he players rate the game master and
the scenario on their player voting sheet, and provide per
sonal information, but don't vote for other players. 1he
game master rates the scenario and completes personal and
event information, but does not rate the players as a team or
vote for players. 1his method is used when there is no com
petition, 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.
Vetng. Players and game masters complete the entire
packet, including voting for best player. If this method is
used, be sure to allow about +,io minutes for the players to
briefly describe their characters to the other players, and
about ,+o minutes for voting. 1his method is used when
the players want to know who played the best' amongst
the group, or when the adventure is run in tournament for
mat 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.
CTTINC STAKTD

T
his is a LIVINc cRLYHAWK Adventure. As a LIVINc
adventure it is expected that players bring their own
characters with them. If players do not have a LIVINc
cRLYHAWK character generated, get a copy of the current
LIVINc cRLYHAWK character generation guidelines, and a
character sheet from your convention coordinator or the
RPcA Web site, and then have any players without a char
acter create one. Once all players have a LIVINc cRLYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a L&L game, it is also recommended
that you have a copy of the LIVIKG GRLYIAVK Gc:cttccr.
LIVINC CKYHAwK LVLS
CI PLAY
8ecause players bring their own characters to LIVINc cRLY
HAWK games, this adventure's challenges are proportioned
to the average character level of the character participating in
the adventure. 1o determine the Average Party Level ,APL).
+) Letermine the character level for each character
participating in the adventure.
i) If characters bring animals that have been trained for
combat ,usually war horses and riding dogs), other than those
brought by virtue of a class ability ,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 character
may only bring four or fewer animals of this type, and animals
with different cRs are added separately.
cR + i
+/ and +/o o o o +
+/ and +/i o o + +
+ + + i
i i ,
, o
, o /
) Sum the results of + and i, and divide by the number of
characters playing in the adventureround up.
) If you are running a table of six Pcs, add one to that
average.
8y following these four steps, you will have determined the
APL. 1hroughout this adventure, APLs categorize the level of
challenge the Pcs will face. APLs are given in evennumbered
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. 8ased on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of an adventure. If your character is three character
levels or more either higher or lower than the APL that this
adventure is played at playing at, that character will receive
only half of the experience points awarded for the adventure.
1his simulates the fact that either your character was not as
challenged as normal, or relied on help by higherlevel char
acters to reach the objectives.
Ketc. LIVINc cRLYHAWK adventures are designed for APL
i and higher. 1hree or four, or sometimes even five +stlevel
characters may find difficulty with the challenges in a LIV
INc cRLYHAWK adventure. If your group is APL + there
are three things that you can do to help even the score.
+) Attempt to create a table of six +stlevel characters,
or try to enlist higherlevel characters to play at that table.
i) Advise characters to buy riding dogs to help pro
tect them, and fight for them. All riding dogs are considered
trained to attack. Pcs who want their dog to attack they must
succeed at a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not attack that round.
1his is a free action ,spoken command) that may be attempt
ed each round. If an animal loses half or more hp in a single
round it flees, unless another check is successful.
) A group of APL + adventurers who desire an extra
hand can 'enlist an iconic.' 1he stats for the +stlevel versions
of 1ordek, Mialee, Lidda and Jozan are given at the end of
each adventure. 1he group may pick one of these characters
to joint them on this adventure. 1he LM controls that NPc.
TIN UNITS AND UPKP
1his is a standard oneround core adventure, set in the
Lomain of creyhawk. All characters pay two 1ime Units to
participate in the adventure. Adventure's Standard Upkeep
costs i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep
costs ioo gp.
CTTINC STAKTD
2
SCAP IKCN TNH
3
INTKCDUCTICN
Runers srccJ threugh thc Cty e( Grcyhcul ilc uiJ(rc.
Fsts:cJ oiccl eci ilc stencs thct hcJ nctcr occn sccn
oc(erc hcJ occn JscetcrcJ n thc hiis n 1cnh cnJ ctcry
cJtcnturcr cnJ ncrchcnt uerth hs scit ucs hccJng nerth
te ccsh n. 1cics e( ncrchcnts reiing occl nte teun uth
ucgens (uii e( thcn ucrc ocng teiJ ct ctcry tctcrn cnJ thc
stencs ucrc cii thc (cncy uth thc iecci neoity cnJ ncr
chcnt ierJs. 1hcy hctc occn JuoocJ '8icclstenc Iccrts' cnJ
thc rush te ccsh n en thcn ucs en.
If any at the table played the Isics e( Vec read this part.
\est Je net lneu uhcrc thc stencs ccnc (ren out yeu lneu
uhcrc yeu scu thcn-en thc JrccJcJ Isics e( Vec. Yeu
rcncnocr sccng sctcrci orelcn encs en thc (ieer cnJ ctcn
(nJng c (cu ntcct thct yeu rcturncJ uth te cti:cten.
Yeu crc net surc uhct thc cennccten s out ( thc Isics crc
nteitcJ t ccnnet oc geeJ.
continue here for those who did not play the Isles of
Woe.
A(tcr c uccls trctci yeur greu (nciiy stcnJs en thc oerJcr
te uhct ucs encc thc Luchy e( 1cnh. A ccsucity e( thc
Grcyhcul Vcrs, thc Luchy s neu c shcttcrcJ shcii e( ts
(erncr giery. 1hc ncjerty e( thc Luchy s neu unJcr thc
thuno e( Iu: cnJ uhct s net unJcr hs Jrcct centrei s
(eught etcr oy ocnJt ierJs cnJ ethcr (eui crccturcs.
Verlng yeur ucy nerth yeu hctc ne treuoic cteJng thc
ccrcicss oerJcr ctreis cnJ nclc yeur ucy Jcccr nte 1cnh.
As yeu Jrcu nccrcr te Vrcnnn, yeur Jcstncten, thc hiis
cnJ neuntcns oerJcrng uth thc 8cnJt KngJens greu
icrgcr cnJ nerc ruggcJ te thc ucst.
1hc trc((c en thc recJ greus cs yeu crecch thc teun
cnJ yeu ncncgc te oicnJ n uth senc ncrchcnt cctcrns cs
thcy css threugh thc chcclent ct thc teun's cJgc. It s cise
c geeJ eertunty te cl u senc n(erncten coeut thc
crcc.
cive the players Handout = +.
NCCUNTK :
THKQUAK AND TH
SwAKN
In this section the Ltherquake mentioned in the sum
mary happens. When you choose to set it off is up to
you. Ideally the players are going to leave town and
either check out the work camp or head into the hills
looking for the stones. 1he players can look around
town and ask some questions but there is really noth
ing exciting to find. So keep it moving along and get
them out of town and on with the adventure.
1he Ltherquake represents the arrival of the ether
lair onto the Material Plane. Its arrival causes a pulse
to radiate out from its position for miles in all direc
tions. It shifts the ether army onto the Material Plane
and they swarm towards Vrennmii and the characters.
When you are ready to run the quake continue.
As yeu hccJ eut e( teun yeu (cci c sncii trcnoic css
threugh thc greunJ. At (rst yeu theught t nust hctc just
occn yeur ncgncten out cnethcr trcnoic sightiy strengcr
ucliy (eiieus t. Yeu netcc cii thc orJs tclc (ight cnJ
stcrt (iyng ccst n enc ncss cxeJus. Fer c orc( sccenJ thc
cntrc teun s cr(cctiy uct. Ket c orJ, crclct, er tecc ccn
oc hccrJ. 1hcn uth c gcnt 'Vheesh' seunJ c ucii e( unJ
hts yeu. AhccJ yeu scc c shnncrng n thc cr. It ieels
cinest ilc c ucii e( hcct cnJ t s crecchng (cst.
1he characters can take whatever precautions they
want as they have a round before it hits.
As thc uctc ucshcs etcr thc crty yeu (cci ilc sencthng s
tuggng ct c strng Jcc nsJc e( yeu uiing t tcunt. As
ucliy cs t stcrtcJ t stes cnJ yeu (cci yeursci( cinest 'e'
occl nte (ecus. Vhct yeu neu scc n (rent e( yeu s net ner
nci oy c ieng shet. 1hc hiis n (rent e( yeu cnJ thc Gr((
\euntcns ocyenJ neu hctc c hc:y ieel te thcn. Yeu ccn
cise scc c Jcrl inc crecchng thc teun (ren thc ucst. It
strctchcs cs (cr nerth cnJ seuth cs yeu ccn scc cnJ cs t gcts
ciescr yeu ccn nclc eut thct t s ncJc u e( theuscnJs cnJ
theuscnJs e( crccturcs. 1hc ouil e( thc inc s ncJc u e(
icrgc huilng ougilc crccturcs. 1hcr hugc (erccrns
ouigng uth eucr cnJ cnJng n icrgc uclcJ ieelng n
ccrs. slttcrng creunJ thcr (cct crc ncny icggcJ occticilc
crccturcs uhic nerc occticilc crccturcs (iy coetc thcn n c
J::yng cttcrn. 8chnJ thcn, n thc Jstcncc, yeu ccn
nclc eut uhct ct (rst yeu theught ucrc hiis out neu yeu
rcci:c crc cctuciiy crccturcs' 1hc uheic ncss rushcs
teucrJs teun en theuscnJs e( icgs uth ciclng chttcrng
nescs thct Jreun eut cii ethcr seunJ.
What happens from this point depends on the charac
ters' actions. It is your job to drive then to the Shrine
of Iuz while feeling like they are fighting for their
lives as the town is overrun. If they try to fly they are
swarmed by Ltherscouts ,see Appendix IV) and driv
en back down to the ground ,preferably near the
Shrine of Iuz). In the end they only have one avenue
SCAP IKCN TNH
4
to escape the horde.
If they stand their ground outside of town they
fight the following battle there. 1he rest of the horde
rushes past them into town. If they rush back into
town they fight the battle on the streets themselves.
Once they are in town though make sure to describe
the safe looking area around the Shrine of Iuz. 1his is
where we need them to go. Included are some blurbs
to read while they are fighting to spice things up.
APL i ,LL )
Ltherspitter ,i). hp +, +i, see Appendix I.
APL ,LL o)
Ltherhulk. hp ,+, see Appendix I.
Ltherspitter ,i). hp +, +i, see Appendix I.
APL o ,LL 8)
Ltherhulks ,). hp ,+, ,i, ,, ,o, see Appendix I.
APL 8 ,LL +o)
Ltherhulks, Advanced ,i). hp +i,, +i, see
Appendix I.
APL +o ,LL +)
Ltherhulks, Advanced ,). hp +8,, +,+, +,, see
Appendix I.
1hings they can see as they fight ,fighting blurbs).
=+ Yeu hccr c scrccn te yeur rght cs c ncn s cetcrcJ n
st (ren enc e( thc crcuing ougs. Ic ceiicscs en thc
greunJ iyng netenicss. As yeu uctch n herrer thrcc e( thc
ougs gcthcr creunJ thc oeJy cnJ t (cJcs nte nethngncss.
=: Yeu hccr c greuing te yeur rght cnJ netcc c icrgc
ciicy Jeg greuing ct yeu. In c oinJng (icsh t s genc.
sceecJ u oy enc e( thc (iyng crccturcs cnJ ccrrcJ e(( te thc
ucst.
= A gcnt oeenng nesc cencs (ren thc cty ucii. It
rcccts encc cgcn oc(erc thc ucii cencs tunoing Jeun.
Vth c gcnt recr c ,icggcJ crnerictcJ oug crccturc
cinos etcr thc urcclcgc. It nust stcnJ :c(eet tcii ct ts
sheuiJcr. It turns cnJ orccthcs Jeun thc recJ chccJ. As yeu
uctch thc ceic n thc strcct just (cJc cucy nte nethng.
1hc crccturc icts eut cnethcr recr cs t turns cnJ sncshcs
threugh c heusc cnJ Jscccrs.
Once the characters have defeated the encounter it is
time to start corralling them toward the Shrine of Iuz.
If they had to easy of a time with the encounter feel
free to through some other smaller creatures up
against them. Remember we want to convey the feel
ing that the town is being overrun and ripped to
pieces around the characters.
Once the characters are within site of the Shrine
of Iuz read the following.
1hc teun s Jsntcgrctng creunJ yeu. Iceic crc scrccnng
cnJ thc chttcrng cnJ cicclng e( thc oug crccturcs ccn oc
hccrJ ctcryuhcrc creunJ yeu. AhccJ yeu scc c surrsng
stc n thc nJst e( cii thc chces. 1hc shrnc e( Iu: stcnJs
unteuchcJ. 1hcrc s c :c(eet rcJus crcic creunJ t uhcrc
thcrc crc ne oug crccturcs cnJ ne Jcncgc. It cccrs thct
thcy crc cteJng thc crcc (er senc rccsen.
At this point the characters have no real choice but
to rush into the clear area. 1he creatures stop attack
ing once they enter the safe area. continue to
Lncounter i.
NCCUNTK 2:
SHKIN CI LIS
8efore this encounter begins, check each player's
character sheet and note each hero's bonus to his or
her Sense Motive skill. Lon't let them know what
skill you are looking up. Keep them guessing!
As the characters approach the area of relative
calm, read or paraphrase the following to them.
stcnJng eutsJc thc gctc yeu ccn ciccriy nclc eut thc enc
sgn e( ccin n thc stern e( Jcstructen thct octtcrs ths
teun. Vhic thc ethcr ouiJngs, hencs, cnJ ousncsscs crc
itcrciiy ocng JcteurcJ ths iet cienc hcs surttcJ thc ncci
stren. A suct stenc ucii surreunJs t, cnccsng c sncii
unlcnt ycrJ. C(( te thc sJc yeu ccn ciccriy nclc eut c
sncii shcJ ochnJ thc ouiJng.
1hc ouiJng tsci( s ncJc e( snic Jcrl stenc, rcsng
eniy enc sin teucr tecJ oy c oiccl (icnc. Lnoic:encJ
coetc thc tcii Jeuoic Jeers s thc synoei thct strlcs (ccr nte
thc hccrts e( ncn ccress thc Ficnccss, thc synoei e( Iu:. It
cccrs te oc c shrnc te thct (eui eucr.
1he entire site is under the effects of an unhciieu spell
with a Jncnsenci cncher attached. 1his has the effect
of keeping the ether creatures from invading it and
destroying it ,as they are extremely uncomfortable
while in that area). 1he stone wall is only feet tall
and the cold iron gates are not locked. 1he yard is
completely empty aside for a few dark stains in the
SCAP IKCN TNH
S
grass ,the location of previous sacrifices). 1he shed in
the back of the lot is not locked and contains a num
ber of simple tools used for burying the dead and
maintaining the grounds.
1he shrine itself is made entirely of stone with
only a few slim windows located 8 feet above the
ground. 1he windows are made of stained glass
depicting horrible acts of Iuz worship. 1he characters
can't see through the stained glass. 1he only way into
the shrine is through the front doors and these hap
pen to be unlocked. When the heroes enter this foul
place, read or paraphrase the following to them.
Iushng thc Jeers ecn rctccis cn cti sght. ArrcycJ coeut
thc reen crc ueeJcn rcis ncJc (er lnccing. \cny e( thcn
crc cetcrcJ n Jcrl crnsen stcns. In thc ccntcr e( thc reen
s c tcii eJun etcr uhch s JrccJ c Jcc crnsen tcocrJ
cnoic:encJ uth thc synoei e( thc CiJ Cnc. As yeu ieel
coeut, c Jeer ochnJ thc uit ecns cnJ n strJcs c tcii
nesng ncn JrcsscJ n ceci grcy reocs. Fren unJcrnccth
c eishcJ sluiicc hc stcrcs eut ct yeu uii Jcc oiccl cycs.
Vhe crc yeu thct cenc nte ny tcnic unnttcJ`' hc scys
uth c Jcc rch tecc.
1hus begins a great deception aimed at fooling the
heroes. 1he man speaking to them is not a priest of
Iuz, but is instead the slave of a powerful priest who is
still in hiding in the room behind this one. 1he slave
will pretend to be the priest while the actual priest ,a
cunning man by the name of Attlu) will play the role
of the slave. 1he pair has been maintaining this cha
rade for many years and has grown quite good at it.
or the ease of the LM, the slave and Attlu will be
referred to by their actual names throughout the
remainder of the module ,aside from boxed text as
appropriate). or more information, see 1he
Leception below.
Allow the characters to explain themselves, draw
weapons or threaten the slave for a time. 8efore any
combat begins, or at an appropriate point, read or par
aphrase the following to the players adjusting as nec
essary to fit the circumstances.
IeiJ, orctc hcrecs' thc ncn heiJs u hs hcnJs uth scr
ccsn Jrng (ren hs tecc. Aiieu nc te reesc c trucc.
I( yeu hctc net netccJ, ths urctchcJ cty s JeencJ.
Kethng yeu er I ccn Je uii sctc t. Its Jcstructen s eniy
c ncttcr e( tnc. I Je net rctcnJ te lneu thc ocngs thct
hctc ntcJcJ ths iccc out I Je lneu thct thcy ccnnet cntcr
ths shrnc. Kencthcicss, uc nccJ te (icc ths iccc. I lneu
c ucy eut, c ucy eut e( 1cnh. Fertunctc (er yeu, I cn utc
surc thct I ceuiJ net nclc t thcrc nysci(. I( yeu cgrcc te
cscert ny sictc cnJ nc I uii sheu yeu thc ucy eut. I( net,
yeu crc (rcc te icctc cnJ gct sicughtcrcJ ilc thc rcst e( thc
(eeis n ths JccJ teun. Vhct s yeur checc`'
1he characters will undoubtedly have many questions
for the slave. 8elow is an attempt to anticipate those
questions. clever players will come up with questions
not on this list and the LM is encouraged to improvise
as appropriate.
Vhe crc yeu`
My name is Attlu, devout priest of the old conqueror.
,1his is a lie, as he is actually the slave)
Vhy hctcn't thc crccturcs JcstreycJ ths iccc`
I cannot say. 1his place is a sacred one and per
haps they cannot enter it. I am unsure. ,1rue, only the
real Attlu knows that the place has a Jncnsenci cncher
attached to the unhciieu effect)
Vhy sheuiJn't uc just occt thc n(erncten eut e( yeu`
Without me, you would never find it, nor do you
have the ability to activate this means of escape. In my
life of pain, do you honestly think you possess the
power to coerce anything from me ,Partially true, it
would be hard to find, but it is quite easy to operate)
Vhy Je uc nccJ yeu` I thnl uc ccn nclc t eut e( 1cnh
utheut yeu.
You are welcome to try. rom what I have seen
over the past few hours, there will be nothing left of
you to bury. ,1rue)
Vhct s ths nccns e( csccc thct yeu sccl e(` Vhcrc s t`
It is a magical means, one that will get us out of
1enh with a single step. I of course, am the only one
who knows where it is. I will take you there, if you
agree to protect me on our journey. ,Mostly true, Attlu
also knows where it is)
Vhcrc uii t tclc us`
Somewhere safe and outside the realm of my master.
You need know little else. Suffice to say, anywhere is
better then here. ,1rue)
Vhct hccns uhcn uc crrtc ct ths sc(c iccc`
We will both go our separate ways. Have faith that I
have no urge to keep company with the likes of you,
but I have little choice in our current predicament.
,1rue)
SCAP IKCN TNH
5
Vhe s ths sictc' yeu sccl e(`
He is here, preparing for our journey. He is of little
consequence, but I will not abandon such a useful
slave without need. ,1rue, for the most part)
Lespite their questions, the heroes are still left with a
difficult choice. 1hey can attempt to brave the wild on
their own ,with effects as noted before) or they can
make a deal with this wicked man. Paladins and
priests in the group might have an extraordinary prob
lem with this choice. If this is the case, the slave freely
points out that if they do not escape, how many more
will die before people learn of this threat and learn of
a way to stop it. Allying with him for this purpose
does not cause them to violate their ethical code.
1he players may decide to destroy the slave right
now, not wanting anything to do with him. If this is
the case, they quickly defeat him without a doubt and
play continues. 1he real Attlu then presents himself,
offering his thanks for eliminating the horrible man
and offering his help to let them escape as noted
below. See 1he Leception for further details.
Once the characters have agreed to the slave's
terms, he suggests that they set out first thing in the
morning ,as it is now dusk). He does not wish to face
these horrors at day, let alone at night. He also cites
that they all need to be fully rested for the trials to
come. He promises them safety while they sleep,
even offering to lock himself in his chamber through
out the night ,and to post whatever guards they think
necessary). 1he characters may demand to press on
now. 1he slave argues with the characters for only a
brief period before consenting to their demand. If
this is the case, proceed to Lncounter . If the charac
ters decide to spend the night, they are indeed quite
safe here. 1hey do, however, receive a visit late in the
night from Attlu himself ,posing as the slave), see
Night Visit for further details.
ATTLU AND TH SLAV
Attlu and his slave are crafty adversaries, both do a fine
job misrepresenting their true identities. Attlu plays
the role of a slave, completely obedient to his master ,a
complete reversal of roles). 1hroughout this event, he
plays the part of a beaten and broken man, one who
looks to the characters as a way out of his horrible sit
uation. Whenever dealing with the characters, he is
cautiously optimistic. His ploy is to get the characters
to trust him and maybe even make plans to free him
once this is over. You are encouraged to improvise
this dialog, allowing the characters to lead the conver
sation in a direction they find suitable ,so long as the
end result is trust in poor Attlu). 1he slave, due to his
unique connection with Attlu, knows any details
given to the characters during these conversations.
1his prevents any inconsistencies from springing up
in their stories.
In reality, Attlu is pure evil. He only wishes to use
the characters to get him to the tcicertcten crcic locat
ed in the outpost safely. His plan includes slaughter
ing them once they are there so as to protect the secret
of the place. He cares for nothing other than his own
safety. Although he both armed and armored, he
always wears a number of layers of moldy shredded
cloth ,cut in cunning ways to give him easy access to
his equipment). He appears to be a slave as well, his
face horribly scarred and slightly malformed. His hair
is sparse and completely unkempt.
1he slave on the other hand seems to be the com
plete opposite to Attlu in every way. Luring the char
acters encounters with him ,as he pretends to be
Attlu) he will be cruel, insulting, and manipulative. In
other words, all the things expected from a priest of
Iuz. His role in this charade is basically that of a
decoy. He directs the characters to their destination
,as he knows it as well) and bark orders when appro
priate. 1his may very well push the characters too far,
but before they can take any action against him, the
slave is sure to remind them that only he can get them
to the escape route. 1his alone should be enough to
stop their charge. He never breaks character, even
when faced with his own demise. Such is the power
of his loyalty to Attlu. 1he slave is dressed in the attire
of a high priest. He wears a shining black breastplate
with the symbol of Iuz on its surface. Leep grey
cloaks always swirl around him occasionally revealing
a horridlooking mace. He is bald, preferring to wear
a skullcap at all times. His face is smooth and
unmarred, rather attractive although thoroughly evil.
1here is another aspect to their relationship that is
not readily apparent to the characters. Lach slave that
Attlu has even had ,there have been many) are sub
jected to a specialized version of ocsteu cursc. 1his
curse allows Attlu into their mind, where he com
pletely eradicates their will and makes them undying
ly loyal. As a side effect of the curse, part of the con
nection between their minds remains. 1his allows
Attlu to share information with his slave when he
chooses ,this is a free action). 1his communication is
only one way, the slave cannot share information with
Attlu through this means.
SCAP IKCN TNH
Z
TH DCPTICN
Over the years, Attlu and his slave have developed a
rather complex ruse, both to fool outsiders and protect
Attlu from others within the church that would do
him harm. 1he slave, pretending to be Attlu, has
honed his skills at mimicking a priest to a fine art. He
even goes so far as to fake the spellcasting of his fellow
clergy. He does this through use of his 8luff skill
along with a complex knowledge on how the rituals
actually work ,as reflected by his knowledge and
Spellcraft skills). His knowledge has become so com
plete that he actually can use magic items such as
wands and scrolls through the Use Magic Levice skill.
1hroughout this event, both Attlu and the slave
will cast as few spells as possible ,until the final battle
that is). Whenever the slave ,pretending to be Attlu)
casts a spell, the real Attlu should not be far off, cast
ing the spell for him while remaining hid from the
characters' view. or this purpose, Attlu usually has a
number of Still and Silent spells in his repertoire for
just such an occasion. If he does not have the spells he
needs in a concealable format, it will either not be cast
or Attlu is sure to be out of sight when he casts it. It is
important to stress the secrecy of this operation, as it
is the key to their deception. If this is not possible, the
slave simply does not cast any spells at that time,
claiming some reason appropriate to the situation.
You are encouraged to be creative with these excuses
to keep up the charade.
When spells are cast, the characters do have a
chance to notice something is amiss. After all, the
slave is not really casting anything. or this purpose,
whenever he casts a spell, secretly roll a 8luff skill
check for the slave. 1he Lc for this check is +o plus
the highest Sense Motive bonus in the group. 1his
represents the characters casually observing ,taking
+o) on their Sense Motive skill checks. If the charac
ters specifically look for falsehood in the spell casting,
only then do they receive the standard opposed Sense
Motive skill check. Note that merely attempting to
determine what spell is being cast ,with the Spellcraft
skill) does not grant this check. If the slave fails either
check, the characters notice that something is amiss
with his spellcasting. 1hey do not learn that he is fak
ing it, rather that his spellcasting seems sloppy at best.
Liscovering this should be difficult at best and most
parties will never discover this fact ,due to the slave's
high 8luff skill).
1here is another facet to the deception being por
trayed by Attlu and his slave. 8efore the characters
meet the pair, Attlu casts unJctcctcoic cignncnt on
himself as well as coating all of his permanent magic
items with ei e( unJctcctcoic curc, and item that masks
the aura given off by magic items making them seem
mundane. Meanwhile, the slave has no such protec
tions. He clearly radiates as evil. Although he has
next to no magic items, all of his gear is crafted to look
of very high quality. All of it appears to be masterwork
or better in quality. A successful Appraise skill check
,Lc io) will reveal that the items look suspicious but
little else. 1he characters should only be granted this
check if they ask for it. Of course, if they check for
magic, they find next to nothing on his person. 1he
slave explains that he has no need for such trinkets if
asked about his apparent lack of protection.
NICHT VISIT
1his portion of the encounter should be used if the
characters decide to rest for the evening, although it
could be used at other points if the circumstances per
mit it.
Late during the evening ,shortly after midnight),
the real Attlu comes to visit the characters. ully play
ing the part of the oppressed slave, he hopes to win
the characters over to his side and gain sympathy from
them. When this meeting begins, read or paraphrase
the following to the heroes.
It s ictc. Lcrlncss crccs (ren ctcry cerncr. CutsJc, yeu
ccn stii hccr Jstcnt crcs cnJ ecccsenci runoics. suJJcniy
yeu netcc c sh(tng n thc shcJeus. shcnoing eut e( thc
Jcrlncss s c hunchcJ etcr ncn JrcsscJ n (ithy rcgs, thc
sictc e( Attiu. Ic shcnoics c ot ciescr out stes ucii shert e(
yeur ccn. Ke hcrn, I nccn yeu ne hcrn,' hc scys uth
c reugh grctciy tecc. Yeu crc thc ncn ny ncstcr selc
e(. ycs, yeu crc thcn. I( yeu crc net cruci, sictc ueuiJ oc
(rcnJ. I( yeu crc net cruci.'
Attlu plays the part of a downtrodden man perfectly.
He wishes to sit with the heroes and get to know
them, while gaining their trust. When chatting with
the characters, use the following points throughout
the conversation.
Attlu claims to not know his name anymore, sim
ply referring to himself as 1he slave'.
Attlu says that the master is asleep and that this is
the only time he is free from his torture.
Attlu cannot betray his master. 1o do so would cer
tainly be his death.
Attlu is willing to tell the characters that he knows
of the escape, but does not know what it is ,a lie). He
SCAP IKCN TNH
8
tells them that it is in the tower, but he does not know
where. Lven with this, he says that they need the mas
ter, for only he can get them into the tower, with all
the cruel guards.
Attlu is willing to vaguely hint at the torture that
he suffers at the hands of his master. He mentions
that he hates the master for it but he is powerless to do
anything about it.
Attlu was outside when the invasion of the town
began. He saw the bugs steal the living and the dead.
He saw them disappear. It scared him, but he wants to
learn what the characters have discovered from there
experiences. 1his is all just another deception to learn
more about this threat to report back to his church.
He also shares with the characters that the master
may be evil, but he truly needs the heroes. He does
not think he can make it to the tower alone, as there
are too many dangers.
He is more than willing to conspire with the char
acters against the master but only after they arrive at
the escape point. He is also willing to accept any mag
ical protection they have to offer.
After this brief discussion, he excuses himself, seek
ing to return to his corner before the master learns
that he has gone. With that, he leaves, returning to his
room to ponder what he has learned.
APL2
Attlu. Male human clr ,pretending to be the
slave), hp io, see Appendix I.
1he Slave. Male human Lxpi ,pretending to be
Attlu), hp ,, see Appendix I.
APL4
Attlu. Male human clro ,pretending to be the
slave), hp o, see Appendix I.
1he Slave. Male human Lxpi ,pretending to be
Attlu), hp ,, see Appendix I.
APL5
Attlu. Male human clr8 ,pretending to be the
slave), hp ,o, see Appendix I.
1he Slave. Male human Lxpo ,pretending to be
Attlu), hp i/, see Appendix I.
APL8
Attlu. Male human clr+o ,pretending to be the
slave), hp oi, see Appendix I.
1he Slave. Male human Lxpo ,pretending to be
Attlu), hp i/, see Appendix I.
APL0
Attlu. Male human clr+i ,pretending to be the
slave), hp 8,, see Appendix I.
1he Slave. Male human Lxp8 ,pretending to be
Attlu), hp o, see Appendix I.
Levelopment. 1he next morning ,or right away) the
characters can continue on their journey. Proceed
with Lncounter . If the slave ,playing Attlu) is killed
in this encounter, the real Attlu steps up to lead them
to the tower, suddenly claiming to know the way. If
both the slave and Attlu are dead ,this is unlikely but
possible) the characters are in deep trouble. Lscaping
from 1enh by foot is an impossibility. If they decide
to try this route, throw more and more ether creatures
at them once they leave the city until they get the
point and retreat or are utterly destroyed. If the char
acters think to search the shrine for clues, a successful
Search check ,Lc io) will reveal a scribbled note in
one Attlu prayer books discussing a teleportation cir
cle next to a drawing of the tower in the center of
town. 1his is their only clue to go there.
Powerful characters may have teleportation magic
at their disposal. Remember that such magics fail
inside the shrine. Otherwise, the characters escape
from the town and the adventure ends. Proceed to the
conclusion. 1he only possible exception to this is if
the characters teleport back to creyhawk city. In such
a case, if time permits, the characters can participate in
the optional encounter located at the end of this
event.
NCCUNTK 3:
DASH TC TH TCwK
1his encounters assumes that the characters leave the
shrine and head directly for the tower. It also assumes
that both Attlu and the slave are with the characters.
1he LM may adjust this encounter to take into
account changes to these assumptions.
When the heroes leave the shrine, read or para
phrase the following to them.
Lcctng thc shrc, yeu nncJctciy netcc enc (cct. It s
uct-(cr tee uct (er c teun e( ths s:c. Yeu hccr nethng,
coseiutciy nethng. Ke crcs, ne orJs, ne Jegs ocrlng n thc
Jstcncc, net ctcn cnJ ou::ng (ren thc nsccts (cnicr te c
(ithy teun cntrenncnt, eniy thc ieu necn e( thc unJ.
SCAP IKCN TNH
9
1hc strccts crc cnty. Yeu scc ne sgn e( cnyenc. Ket
ctcn cny oeJcs. As c ncttcr e( (cct, yeu Je net scc cnythng
itng ct cii. Ltcn thc icnts crc genc. 1hc ueeJ ouiJngs
crc nestiy nssng; cii crc eniy shciis e( thcr (erncr scitcs.
It Jecs net cccr thct thcy crc ourncJ er sncshcJ, just genc.
Attiu ieels te thc rcst e( yeu uth c snccr cnJ scys, Vc
sheuiJ ge, cnJ ucliy.' Vth thct, hc hccJs e(( Jcccr nte
thc JccJ teun.
8y this time, the hoard that descended on the town
has mostly moved on, having shifted every living
thing they could find to the ethereal. 1he characters
are free to search around if they choose, but they can
find no sign of any living thing, not even a fly. creedy
characters may search for riches in the abandoned
homes, in this case, they find nothing but a few cop
pers. 1he slave ,playing Attlu) impatiently warns any
character bent on this course that time may be short
and that doom could befall them at any time.
Once they are ready to move out, the slave ,play
ing Attlu) leads them in a mostly direct course to the
tower where the teleportation circle is located. He
does not take the most direct route there, instead pre
ferring to keep his destination secret until the last
moment.
After about +o minutes of walking, the characters
are making there way down the street when a mostly
intact building begins to collapse. A few ether crea
tures within the building devouring its support struc
tures cause this collapse. 8efore continuing, ask each
character for a Listen skill check ,Lc +,). Heroes suc
ceeding at this check hear the creaking of the sup
ports just before the collapse and will get a +i circum
stance bonus to their saving throw to avoid being hit
by the debris of the falling building. Once this is
done, read or paraphrase the following to the players.
As yeu nclc yeur ucy threugh thc JcscrtcJ teun, c thrcc
stery ouiJng crchcJ rght ciengsJc thc recJ suJJcniy
iurchcs cnJ ocgns te ceiicsc. A icnJsiJc e( Jcors cnJ
sheucrs e( gicss cnJ stenc cenc rushng teucrJ yeu'
1he collapse of this building only affects the bulk of
the group. Any character farther than io feet away
from the mass of the group takes no damage. Note
that the slave and Attlu happen to be outside this area
when the collapse occurs.
APL2-4 (L)
Jcollapsing 8uilding. cR +, no attack roll necessary
,falling debris, ido damage), Ref save for half ,Lc +),
Search ,Lc NA), Lisable Levice ,Lc NA).
APL5 (L 2)
Jcollapsing 8uilding. cR i, no attack roll necessary
,falling debris, do damage), Ref save for half ,Lc +o),
Search ,Lc NA), Lisable Levice ,Lc NA).
APL8 (L 3)
Jcollapsing 8uilding. cR , no attack roll necessary
,falling debris, do damage), Ref save for half ,Lc +8),
Search ,Lc NA), Lisable Levice ,Lc NA).
APL0 (L 4)
Jcollapsing 8uilding. cR , no attack roll necessary
,falling debris, odo damage), Ref save for half ,Lc io),
Search ,Lc NA), Lisable Levice ,Lc NA).
creatures. One round after the collapse is complete, a
number of creatures begin to phase into existence.
1hese creatures appear around the heroes as appropri
ate and attack until slain. Some of the creatures may
take a different amount of time to fully materialize.
Roll separately for each creature involved.
Note that while fading in, the creatures are visible
but cannot attack until the materialization is com
plete. However, the characters can attack them while
they are in this state. 1he creatures are considered
incorporeal during this period. See their description
in the appendix for further details.
APL2 (L2)
Ltherspitter. hp +/, see Appendix I.
APL4 (L 4)
Ltherspitter ,i). hp +/, +,, see Appendix I.
APL5 (L S)
Ltherscout. hp ii, see Appendix I.
Ltherspitter ,i). hp +/, +,, see Appendix I.
APL8 (L 5)
Ltherhulk. hp ,+, see Appendix I.
Ltherspitter ,i). hp +/, +,, see Appendix I.
APL0 (L Z)
Ltherhulk ,i). hp oo, ,+, see Appendix I.
Ltherscout. hp ii, see Appendix I.
Ltherspitter ,i). hp +/, +,, +, see Appendix I.
SCAP IKCN TNH
0
Levelopments. After the battle, the slave ,playing the
role of Attlu) urges the characters onward. As he
quickly rushes them through the town, read or para
phrase the following to the heroes.
As yeu rush enucrJ, Attiu's ccc cinest occencs (rcntc. At
ents hc orccls nte cn cii eut run. It (ccis cs ( yeu crc
ocng uctchcJ cn ccrcntiy, Attiu (ccis t tee.
As thc nnutcs crcui oy, yeu ocgn te hccr c ieu nesc.
At (rst t s ocrciy crcctoic, out uthn c (cu nerc cccs,
t ciccriy seunJs ilc ciclng cnJ t seunJs ilc t s cii
creunJ yeu. Attiu turns c cerncr cnJ stes yeu cii. Ic ieels
te yeu cii cnJ scys, It cccrs thct eur cncny s cii creunJ
us. Vc crc ciesc neu, tcry ciesc. Cur Jcstncten s thc
teucr. I( yeu ccn ncncgc t, I suggcst uc run. AnJ run
ucliy.' Vth thct, hc oeits e((, thc oiccl teucr neu ieen
ng icss thcn c oiecl cucy.
If the characters run after him, they arrive at the tower
unmolested. characters that take their time begin to
see the horrible creatures begin to materialize all
around them. If this does not encourage them to run,
feel free to throw creatures at them until they do.
Proceed to Lncounter our.
NCCUNTK 4: TH TCwK
1he key to getting out of 1enh lies under a tower that
was once the symbol of Iuz rule of this small duchy.
Now the halfcompleted tower is only a deserted shell,
it inhabitants either dead or fled by way of a tcicertc
ten crcic that lies hidden in the dungeon of the tower.
1hat teleportation circle is probably the character's
only way out of 1enh.
8y this time the characters either have Attlu in
tow, or have gleaned that there is a circle somewhere
in the octagonal tower complex.
Vrennmii 1ower
1he tower was still under construction when the ether
invasion hit. 1he walls around the octagonal tower are
completed, as is the towers lower works, but the upper
levels are little more than support walls and scaffold
ing.
Unless otherwise noted in the adventure text, all
tower and dungeon features have the following quali
ties.
Walls. 1he walls of the upper works are reinforced
masonry walls ,break Lc ,, hardness 8, hp +8o,
climb Lc +,), while the walls of the dungeon level
are Hewn Stone Walls ,break Lc ,o, hardness 8, hp
,o, climb Lc ii).
loors. All of the floors in both the upper and dun
geon works are even flagstone floors.
Loors. cood Wooden Loors ,+ in thick, hard
ness ,, hp +,, break Lc +8 jif locked]).
. SCKT NTKANC
1he secret entrance to the escape tunnel lies at the
foot of the statue of 8aron Arken litus. Attlu knows
that pushing in on a loose cornerstone of the statues
pedestal opens the door. Once the door is open the
characters will see a step stair leading down into the
earth. 1he stairs end some +, feet below the surface to
a cramp threefoot tall and three footwide passage.
Mediumsize characters have to crawl down the 8o
foot long passage in order to reach it exit into the sta
bles ,see below). 1his cramp trek is made even more
unconformable by the inundation of insects and rats
fleeing from the ether swarm into whatever nook or
cranny they can. Lver step elicits a sickening crunch
or disgusting last squeak as the characters inch their
way toward the tower.
2. STA8LS
1he cramped and sickening underground passage
leads to a trap door under the stables. currently the
trap door sits atop a dead horse. Lord Arken Litus's
men killed the livestock before fleeing the tower.
characters will have to succeed at a Strength check
,Lc io) to open the carcassencumbered door.
Once they have accomplished that, read or para
phrase the following.
1hc sncii s coseiutciy urcnchcJ n ths iccc. Cncc c stcoic,
ths iccc s nerc ilc senc (eui citcr JcJcctcJ te thc LerJ e(
sicughtcr neu. Fics ou:: thcl etcr hcstiy sicn hersc(icsh.
1hc (erccs e( Iu: nust hctc liicJ thcr stccJ te Jcny thcn te
thcr cncny. Gtcn thc cncny eoteusiy ueuiJ hctc ne usc
(er thcn, ethcr thcn te cct, t sccns c stuJ, enticss tcctc.
1he only things in the stables are the remains of the
dead animals and damaged barding and tools. crazed
at the approaching horror on the horizon, Lord Arken
Litus anything not carted off through the tcicertcten
crcic, to be destroyed. His men, feeling helpless at the
face of encroaching doom, did their lord's bidding
with insane relish. Wherever the characters go in the
tower, they will find pointless destruction of its goods
and former inhabitants.
1here is a double door on the west wall of the sta
bles that leads out into the courtyard, but Attlu will
warn against that route, suggesting that most direct
SCAP IKCN TNH

rout is by way of the southern door that leads directly


into the tower ,and on to area , below).
. Side Lntrance ,LL o)
1he door from the stables opens immediately to gran
ite stairs leading up into a hall. 1he hall above is guard
ed by undead, placed here by another ,since fled) cler
ic of Iuz.
APL i ,LL i)
Mediumsize zombies ,human menatarms) ,). hp
+8, +o, +, +i, see \enstcr \cnuci.
APL ,LL )
Large zombies ,ogre) ,). hp , o, i,, i+, see
Monster Manual.
APL o ,LL o)
Wights ,). hp o, i/, io, i, io, see \enstcr \cnuci.
APL 8 ,LL 8)
Wraith ,). hp ,, , o, i,, see \enstcr \cnuci.
APL +o ,LL +o)
Spectres ,). hp ,o, /, ,, +, see \enstcr \cnuci.
1actics. At lower levels of play ,APLs io) the undead
will simply be waiting in the halls to attack and kill
any intruder. At the higher levels of play, the incorpo
real undead will actually wait in areas and ,, with the
door slightly ajar, attempting to ambush approaching
creatures by charging though the walls, flanking vic
tims when possible.
. Lmpty carrison
1his place used to be a garrison for Lord Arken Litus's
elite guard. Now it is a jumbled mess of broken over
turned bunks, smashed chests, and scattered remains
of worthless personal effects. A search of the room
,Lc +i, but taking a full io minutes to accomplish)
yields only +, gp worth of mixed coin, and attacks by

ucI squure = 0 Ieet


N
2
3
4
S
5
Z
NAP : TH TCwK
s 8
9
0

2
3
4
6
SCAP IKCN TNH
2
ether creatures that phase in during the search.
APL2 (L2)
Ltherspitter. hp +/, see Appendix II.
APL4 (L 4)
Ltherspitter ,i). hp +/, +,, see Appendix II.
APL5 (L S)
Ltherscout. hp ii, see Appendix II.
Ltherspitter ,i). hp +/, +,, see the Appendix II.
APL8 (L 5)
Ltherhulk. hp ,+, see the Appendix II.
Ltherspitter ,i). hp +/, +,, see Appendix II.
APL0 (L Z)
Ltherhulk ,i). hp oo, ,+, see Appendix II.
Ltherscout. hp ii, see Appendix II.
Ltherspitter ,i). hp +/, +,, +, see Appendix II.
,. Looted Armory
8roken weapons racks, cracked spear and arrows
shafts, a shattered shield, and smashed combat dum
mies are the only things characters will find in this
room, regardless of how long they look.
o. Lntrance Hall
A ceei unJ oieus cs yeu ecn thc Jeer nte uhct ucs te oc
thc grcnJ cntrcncc hcii nte thc teucr. LcstreycJ ots e( (ur
nturc, tern tccstry cnJ ruooic neu cetcr thc cxcnstc
ieelng chcclcrcJ, eishcJ ncroic (ieer e( thc chcnocr. 1hc
ccing te ths chcnocr hcs net yct occn cenictcJ, cnJ yeu
ccn scc thc sly ocyenJ t. \cyoc t s thc shcJeus icyng
trcls en yeu, out (er cn nstcnt yeu theught yeu ceuiJ scc
enc e( thc (iyng ougs crcic etcrhccJ.
If Attlu is with the characters, he will speed them to
the shattered eastern double door leading the former
audience chamber of Lord Arken Litus ,area /, below).
If the characters tarry to long in this place ,more
than +o minutes), ether creature detect their presence
and attack ,use the statistic in the area entry).
/. Ruined Audience chamber
As mentioned earlier, the double door leading to this
chamber is shattered. It lies trampled flat on the floor
to the side of the doorway. Much of the chamber
inside is in the same condition as the doors. In the
hours of evacuation from this place, this audience
chamber was the subject of much foot traffic, as Arken
Litus and his men struggled to cart as many valuables
as possible from the tower. 8ecause of this, the char
acters will find the location of the secret door obvious,
as tracks of mud, grime, debris, and even blood betray
the area of the opening.
Lven so, it will take them a little time to glean the
opening mechanism-turning the center torch
sconce on the east wall to at a ,odegree angle ,Search,
Lc +,).
8. Secret Lungeon Lntrance
8eyond the secret door the characters find a /foot by
/foot pit leading down to the dungeon level of the
tower. A ladder attached to the south side gives foot
access to the pit's depth.
,. Leserted Kitchen
1he characters are able to hear the noise emanating
from this room before they attempt to open its door.
Inside this abandoned kitchen is a group of monsters,
once used by the servants of Iuz who dwelled here as
guardians or things to torment, rummaging for food
,the pots and pans in the case of the rust monsters). If
the characters approach the monsters, they attack,
treating the characters ,or what they are wearing) as a
meal delivered to them by their own legs.
APL i ,LL +)
coblins ,). hp ,, , , , see \enstcr \cnuci.
APL ,LL )
Orcs ,o). hp o, ,, , , , , see \enstcr \cnuci.
APL o ,LL ,)
Rust Monsters ,). hp o, i/, i,, see \enstcr \cnuci.
APL 8 ,LL /)
Lttins ,i). hp /o, o,, see \enstcr \cnuci.
APL +o ,LL ,)
Umber Hulks ,i). hp /o, o8, see \enstcr \cnuci.
+o. Soldiers' Hall
Once a place for the soldiers of the tower to congre
gate for meals and the rare free time, this place is a
mess of broken bits and junk. 1he spiral staircase of
this area leads up to the unfinished upper works of the
tower. Investigating in those upper works for more
SCAP IKCN TNH
3
than +, minutes or so will attract a swarm of ether
beasts similar to those attracted in area .
++. Ransacked Lry Storage
Once filled with various dry goods, this place is as
trashed as other areas of the tower. 1here is nothing of
value in this place.
+i. Abandoned Smithy
Inside the courtyard stands the former smithy of the
tower complex. All of the useful equipment and valu
ables have been stripped from this place, the only
things the characters will find here, is an attack from
ether creatures.
APL2 (L2)
Ltherspitter. hp +/, see Appendix II.
APL4 (L 4)
Ltherspitter ,i). hp +/, +,, see Appendix II.
APL5 (L S)
Ltherscout. hp ii, see Appendix II.
Ltherspitter ,i). hp +/, +,, see the Appendix II.
APL8 (L 5)
Ltherhulk. hp ,+, see the Appendix II.
Ltherspitter ,i). hp +/, +,, see Appendix II.
APL0 (L Z)
Ltherhulk ,i). hp oo, ,+, see Appendix II.
Ltherscout. hp ii, see Appendix II.
Ltherspitter ,i). hp +/, +,, +, see Appendix II.
+. construction Remains
A remaining winch and piles of work stone sit here,
along with other worksite tools. All of it discarded
much like the rest of this halfcompleted tower.
+. 8arbican
While the human and humanoid guards of the
entrance gate are now gone-either dead or fled via
the teleportation circle-this barbican still has its dan
gers. 8ackup construct guards still let none pass who
do not wear the livery of Arken Litus or holy symbols
of the Old One. On the odd chance that the characters
are entering this gate with Attlu, the guardians don't
attack. Without Attlu or an openly displayed holy
symbol of Iuz, they do.
APL i ,LL )
Large Animated Statue. hp ii, see \enstcr \cnuci,
Animated Object entry.
Hardness. 8
APL ,LL ,)
Large Animated Statues ,). hp i,, ii, +8, see
\enstcr \cnuci, Animated Object entry.
Hardness. 8
APL o ,LL /)
Huge Animated Statues ,i). hp , o, see \enstcr
\cnuci, Animated Object entry.
Hardness. 8
APL 8 ,LL ,)
Huge Animated Statues ,o). hp ,o, ,, , , +, o,
see \enstcr \cnuci, Animated Object entry.
Hardness. 8
APL +o ,LL ++)
Stone colem. hp /o, see \enstcr \cnuci.
Lungeon Level
+,. Lungeon Lntrance
1he pit and the ladder lead down into this chamber.
1he tracks of mud and debris trail off beyond the
western door. rom the door the trail turns south
through the dungeon cells ,area +8), and into the tor
ture chamber ,area +,), before revealing the location
of the secret door that leads to the tcicertcten crcic.
+o. Remains of Library
1he door to this chamber is locked ,good lock, Lc o
to open). If the characters venture inside, they will
find an abandoned and looted library. A maze of
empty bookcases-some toppled over-is all that's
left in this room. At higher levels of play ,APL o to +o)
one or more abandoned pets' are here, and attack any
who enter.
APL o ,LL )
Quasit. hp +, see \enstcr \cnuci, Lemon entry.
APL 8 ,LL ,)
Shadow Mastiff. hp o, see \enstcr \cnuci.
APL +o ,LL /)
SCAP IKCN TNH
4
Shadow Mastiffs ,). hp ,, +, o, see \enstcr
\cnuci.
+/. Lestroyed Workshop
8eyond this door are the remains of a magical work
shop. Now it is a jumble of broken worktables, vials,
beakers, and raw material. 1here is nothing of value in
this arcane junk pile.
+8. Lungeon cells
Along this corridor are eight cells that once held the
personal prisoners of the tower's depraved Iuzwor
shiping lord. All eight prisoners once inhabiting the
cells were hastily executed by way of decapitation.
+,. 1orture chamber
If Attlu is among the characters at this time, he hold's
his approach toward the door. He knows that the door
is usually trapped with a glyph of warding, and hopes
that it will help weaken the characters before he
unleashes his betrayal ,see Lncounter ,).
1rap. 1he door that leads to the torture chamber is
trapped with a glyph of warding.
APL i ,LL +)
JGiyh e( VcrJng. 8icst giyh, thlevel caster, id8
points of damage to all within , feet of the door. Save
,Lc +) for half, Search ,Lc i8), Lisable ,Lc i8).
APL ,LL )
JGiyh e( VcrJng. 8icst giyh, 8thlevel caster, d8
points of damage to all within , feet of the door. Save
,Lc +) for half, Search ,Lc i8), Lisable ,Lc i8).
APL o ,LL ,)
JGrcctcr Giyh e( VcrJng. 8icst giyh, +ithlevel cast
er, od8 points of damage to all within , feet of the
door. Save ,Lc +8) for half, Search ,Lc i8), Lisable
,Lc i8).
APL 8 ,LL /)
JGrcctcr Giyh e( VcrJng. 8icst giyh, +othlevel cast
S
5
Z
N
8
9
20
Tel
s
NAP 2: TH DUNCCN
ucI squure = S It.
SCAP IKCN TNH
S
er, 8d8 points of damage to all within , feet of the
door. Save ,Lc +8) for half, Search ,Lc i8), Lisable
,Lc i8).
APL +o ,LL ,)
JGrcctcr Giyh e( VcrJng. 8icst giyh, iothlevel cast
er, +od8 points of damage to all within , feet of the
door. Save ,Lc io) for half, Search ,Lc i8), Lisable
,Lc i8).
8eyond the door the characters find what is left of a
torture chamber, one of the former lord's favorite
spots. Little of the instruments of extraction remain,
as he has taken most of his toys with him to the points
beyond the teleportation circle, but the few broken
bits of equipment abandoned here give away the
room's former purpose.
1he drag tracks continue through the room, and
under the secret door on the north wall. Like the
secret door in the audience chamber, the characters
have an easy time locating the door, but still must find
its opening mechanism ,Search, Lc +,)-a floor
pedal disguised as a flagstone that lies flush to the
north wall at the right side of the door.
8efore the characters can open the secret door
,and preferably after Attlu gets the character to set off
the room's trap), Attlu attacks the characters. co to
Lncounter ,. 8etrayal.. 1he tcicertcten crcic is in area
io.
NCCUNTK S: 8TKAYAL
Attlu never intended to share his way out of ether
infested 1enh with the characters, but he knew that
having a strong group of dogooders around would
increase his chance of survival. 8ut now the gig is up,
and Attlu is confident that only one person is going to
get out alive, and that's him.
APL2 (L 4)
Attlu. Male human clr ,pretending to be the
slave), hp io, see Appendix I.
APL4 (L 5)
Attlu. Male human clro ,pretending to be the
slave), hp o, see Appendix I.
APL5 (L 8)
Attlu. Male human clr8 ,pretending to be the
slave), hp ,o, see Appendix I.
APL8 (L 0)
Attlu. Male human clr+o ,pretending to be the
slave), hp oi, see Appendix I.
APL0 (L 2)
Attlu. Male human clr+i ,pretending to be the
slave), hp 8,, see Appendix I.
1actics. Attlu, a smart villain, so he doesn't spout off
any dialogue before he attacks, he just does it. He uses
the expected glyph blast to gain a surprise round, and
uses to his best advantage.
He has had the ability to watch the characters in
combat, and walks away form those combats with a
good working knowledge of the character's typical
tactics, and tries to counteract their strengths. Usually
he attempts to take care of spellcaster's first, but use
your best judgment and use Attlu to hit the characters
where it hurts.
Levelopment. Attlu is going to work as hard as he
can to stop the characters from entering the room
with the tcicertcten crcic. Not only because he is evil,
but because of what lies on the other end of the tele
portation circle-the city of creyhawk. While Attlu
doesn't know the exact location the circle teleports
too, he does know that the drop off area is within the
control of a merchant house sympathetic to Iuz with
in that city. If the characters don't kill him, his life
would be worthless, as the man who let go of one of
the Old One's great secrets.
1reasure. After the characters defeat Attlu, his
equipment is their treasure.
AIL :. Leet-o8 gp, \cgc-++ orccst ictc ,+8, gp),
++ ciecl e( rcsstcncc ,+,o gp), oil of unJctcctcoic curc ,i
gp), divine scroll of curc neJcrctc ueunJs ,+o gp),
divine scroll of unJctcctcoic curc , gp), i etens e( curc
ight ueunJs ,i gp).
APL . Leet-o8 gp, \cgc-++ orccst ictc ,+8, gp),
++ ciecl e( rcsstcncc ,+,o gp), nccliccc e( (rcocii ,1ype I)
,i8 gp), rng e( sitcr tenguc ,/, gp), oil of unJctcctcoic
curc ,i gp), divine scroll of curc neJcrctc ueunJs ,+o
gp), divine scroll of unJctcctcoic curc , gp), ucnJ e(
sicncc ,i gp), i etens e( curc ight ueunJs ,i gp).
APL o. Leet-o8 gp, \cgc-++ orccst ictc ,o, gp),
++ ciecl e( rcsstcncc ,+,o gp), ++ hccty nccc ,/ gp),
nccliccc e( (rcocii ,1ype I) ,i8 gp), rng e( sitcr tenguc
,/, gp), oil of unJctcctcoic curc ,i gp), divine scroll of
curc neJcrctc ueunJs ,+o gp), divine scroll of unJc
tcctcoic curc , gp), ucnJ e( sicncc ,i gp), i etens e(
curc ight ueunJs ,i gp).
APL 8. Leet-o8 gp, \cgc-++ orccst ictc ,o, gp),
SCAP IKCN TNH
5
++ ciecl e( rcsstcncc ,+,o gp), +: hccty nccc ,+,i/ gp),
prayer bead-bead of karma ,/,o gp), nccliccc e( (rcocii
,1ype I) ,i8 gp), rng e( sitcr tenguc ,/, gp), oil of
unJctcctcoic curc ,i gp), divine scroll of curc neJcrctc
ueunJs ,+o gp), divine scroll of unJctcctcoic curc , gp),
ucnJ e( sicncc ,i gp), i etens e( curc ight ueunJs ,i
gp).
APL +o. Leet-o8 gp, \cgc-++ orccst ictc ,o,
gp), +: ciecl e( rcsstcncc ,ooo gp), +: scii sterng hccty
nccc ,+,i/ gp), prayer bead-bead of karma ,/,o gp),
nccliccc e( (rcocii ,1ype I) ,i8 gp), rng e( sitcr tenguc
,/, gp), +i periapt of wisdom ,ooo gp), oil of unJc
tcctcoic curc ,i gp), divine scroll of curc neJcrctc
ueunJs ,+o gp), divine scroll of unJctcctcoic curc , gp),
ucnJ e( sicncc ,i gp), i etens e( curc ight ueunJs ,i
gp).
CCNCLUSICN
At the end of the adventure, the character either suf
fered the cruel fate of Attlu's betrayal, or found the
teleportation circle. When the characters stand on the
circle, they are teleported to a group of sewers under
creyhawk city-far away from 1enh and the imme
diate Lther threat. If there is enough time in the slot,
and you are playing this adventure at APL or above
feel free to play the optional encounter below at the
cost of an extra 1ime Unit.
CPTICNAL NCCUNTK
1his optional encounter is for APL thru +o only. 1his
optional section costs one additional 1ime Unit for
each character who participates in it. 1hey can earn
additional XP and gold above the normal adventure
and this is taken into account on the adventure cert.
SUNNAKY
1he characters arrive in part of the sewers of
creyhawk city when they step into the tcicertcten
crcic in the dungeon of Vrennmii 1ower. Upon arrival
they are attacked by a lone etherspitter. It leaves an
obvious trail back down the corridor it approached
from. 1he characters follow its trail back and find a
lone wizard being attacked by ether creatures. 1here is
also an open 'rip' to the Lthereal plane open and more
ether creatures are pouring through it. 1he wizard
rushes out of the room towards the characters scream
ing that they must collapse the room or they keep
pouring through the rift. He is then hit by a large glob
of ethereal spit and fades away leaving behind only his
magical bracers and some metal trinkets from his
backpack. 1he characters will have to fight through
the ether creatures and do and amount of physical ,the
exact amount is determined by the level of play) dam
age to a large stone pillar in the middle of the room.
Once this is done the room will collapse in i rounds
sealing the rift under tons of rubble.
CPTICNAL NCCUNTK A
seiJ greunJ encc cgcn rcsts unJcr yeur uccry (cct. Vhct's
ic(t e( thc teun e( Vrcnnn s (cr ochnJ yeu cnJ yeu ccn
(nciiy rcicx. Yeu hctc crrtcJ n uhct cccrs te oc crt e(
thc scucrs n thc Cty e( Grcyhcul. As yeu ieel creunJ ct
yeur (ciieu crty ncnocrs yeu hccr c (cnicr ciclng
seunJ cenng (ren thc cerrJer ochnJ yeu.
At this point the party is attacked by a lone etherspit
ter. He has wandered away from the main group up
the hall.
All APL's ,LL i)
Ltherspitter. hp +, see Appendix I.
Frcsh trccls iccJ occl nte thc Jcrlncss (ren uhcrc thc
cthcrsttcr cttcclcJ. Yeu hccr (cnt ciclng nescs cenng
(ren thct Jrccten cnJ c nu((icJ ycii (ren uhct seunJs ilc
c ncn.
CPTICNAL NCCUNTK 8
If the characters do not investigate the sound then the
adventure is over. If the continue down the hall read
the following.
As yeu netc uctiy Jeun thc hciiucy thc ciclng cnJ
chcttcrng nescs greu ieuJcr. Yeu cise neu Jc(ntciy nclc
eut thc tecc e( c ncn cnJ thc seunJs e( cenoct. Yeu scc thc
tunnci turns c ot chccJ cnJ c oiush ight cncnctcs (ren
sencuhcrc creunJ t.
Once the party moves up enough to see around the
corner continue.
A icrgc JeencJ reen grccts yeu cs yeur ccr creunJ thc cer
ncr. 1hc ccing ccl s c (cct hgh cnJ c icrgc iicr su
erts t (ren thc ccntcr e( thc reen. 1hc uciis e( thc reen
SCAP IKCN TNH
Z
hctc cs e( J((crcnt s:cs eurng uctcr nte thc reen ct
J((crcnt iecctens. Vhct Jrcus yeur cttcnten theugh s c
oiush r(t n thc nJJic e( thc reen. It cinest ieels ilc c r
n thc cr tsci(. surreunJ t s thc oug crccturcs thct yeu (rst
cnceuntcrcJ n 1cnh. stcnJng octuccn yeu cnJ thcn s c
reocJ u:crJ (gurc uhe (nshcs ccstng c scii just cs yeu
ieel n. 1hc reen cruts n (rc cs yeu Jucl occl creunJ thc
cerncr. Vhcn yeur cycs cJjust cgcn (ren thc orght (icsh
yeu scc thc ournt oeJy e( thc u:crJ iyng n (rent e( yeu. Ic
gcss eut Lcstrey thc iicr cnJ ceiicsc thc reen. 1hcy
ccnnet gct eut nte thc cty'. Ic thcn gecs te rsc cnJ s strucl
oy c icrgc geecy suostcncc cnJ cs hc scrccns n cn hc (cJcs
cucy cnJ s genc.
It is now up to the party to seal this rift. It leads to the
Lthereal and is allowing the ether creatures into the
city. 1he party must do enough damage to the pillar
while defending themselves from the Lther creatures.
Once they do enough damage to the pillar it will col
lapse i rounds later and bury the ether creatures and
the room under tons of rubble effectively sealing the
rift. 1he room is o foot in diameter with a ofoot ceil
ing. 1here are many other pipes entering this room
but only the one that party entered is big enough for
Small or larger creatures to exit.
Pillar Strength.
APL - Hardness ,, Hit Points o
APL o - Hardness ,, Hit Points ,o
APL 8 - Hardness 8, Hit Points oo
APL +o - Hardness 8, Hit Points +oo
8elow is listed the starting creatures based on the APL
of the party. 8elow each starting encounter will list
what shows up every rounds during the fight. 1hey
keep arriving until either the pillar is destroyed or the
party flees combat and gives up.
APL ,LL ,)
Ltherspitter. hp +, See Appendix I.
Ltherhulk. hp ,i, See Appendix I.
Lvery rounds.
Ltherhulk. hp ,i, see Appendix I.
APL o ,LL /)
Ltherspitter ,i). hp +, +,, see Appendix I.
Ltherhulk ,i). hp ,i, ,, see Appendix I.
Lvery rounds.
Ltherhulk. hp ,i, see Appendix I.
APL 8 ,LL ,)
Ltherscout. hp ii, see Appendix I.
Ltherspitter ,i). hp +, +,, see Appendix I.
Ltherhulk, Advanced. hp +i8, see Appendix I.
Lvery rounds.
Ltherhulk, Advanced. hp +ii, see Appendix I.
APL +o ,LL ++)
Ltherscout ,i). hp ii, i+, see Appendix I.
Ltherspitter ,). hp +, +,, +, +i, see Appendix I.
Ltherhulk, Advanced ,i). hp +i8, +i, see Appendix
I.
Lvery rounds.
Ltherhulk, Advanced. hp +i8, see Appendix I.
Once the pillar has taken enough damage it collapses
to the floor. 1he room collapses i rounds after that so
the party had better run ,give them some hints if they
are that dense).
1reasure.
8racers and contents of dead wizards backpack.
APL . L. o gp, c. o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character)
APL o. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character)
APL 8. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character), rng e( retccten ++
,Value oo gp per character)
APL +o. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character), rng e( retccten ++
,Value oo gp per character), hccJocnJ e( ntciicct +:
,Value ooo gp per character)
1he Lnd
XPKINC & TKASUK
8
XPKINC PCINT
SUNNAKY
1o award experience for this adventure, add up the
values for the objectives accomplished. 1hen assign
the experience award. Award the total value
to each character.
Lncounter +
Lefeat the ether creatures
APL i +io XP
APL +8o XP
APL o io XP
APL 8 oo XP
APL +o oo XP
Lncounter
Lvade or take damage from the collapsing
building.
APL i and o XP
APL o oo XP
APL 8 ,o XP
APL +o +io XP
Lncounter
. Side Lntrance-Lefeat the Undead
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
APL +o oo XP
. Lmpty carrison-Lefeat the ether crea
tures
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
APL +o oo XP
,. Leserted Kitchen-Lefeat the mon
sters
APL i o XP
APL ,o XP
APL o +,o XP
APL 8 i+o XP
APL +o i/o XP
+i. Abandoned Smithy-Lefeat the ether
creatures
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
APL +o oo XP
+. 8arbican-Lefeat the constructs
APL i ,o XP
APL +,o XP
APL o i+o XP
APL 8 i/o XP
APL +o o XP
+o. Remains of Library-Lefeat the out
siders
APL o ,o XP
APL 8 +,o XP
APL +o i+o XP
+,. 8arbican-Lvade or take damage from
the giyh e( ucrJng
APL i o XP
APL ,o XP
APL o +,o XP
APL 8 i+o XP
APL +o i/o XP
Lncounter i or Lncounter ,
Lefeat Attlu
APL i +io XP
APL +8o XP
APL o io XP
APL 8 oo XP
APL +o oo XP
1otal Possible Lxperience
APL i ,o XP
APL ,oo XP
APL o +,,o XP
APL 8 i,i,o XP
APL +o i,8io XP
Optional Lncounter +a
Lefeat Ltherspitter
All APLs oo XP
Lncounter i or Lncounter ,
Lefeat ether creatures and seal the rift.
APL +,o XP
APL o i+o XP
APL 8 i/o XP
XPKINC & TKASUK
9
APL +o o XP
1otal Possible Lxperience with Optional
Lncounter
APL +,++o XP
APL o +,oio XP
APL 8 i,oo XP
APL +o ,i+o XP
TKASUK SUNNAKY
Luring an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Lvery
encounter that features treasure has a treasure' sec
tion within the encounter description, giving informa
tion about the loot, coins, and magic items that make
up the encounter's treasurer.
1he loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least +o
minute per every , enemies, and if the characters can
not 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
,that is., 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.
1he coin total is the number of gold piece 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 treas
ure, the coin total is subtracted from the encounter
totals given below.
Next, the magic items are listed. Magic item treas
ure 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 Jcnt
(y, cnciy:c Jucencr, 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
treasures from each encounter add it up and that is
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the cp cained field of the adventure certificate.
8ecause this is a core adventure, taking place in a
region not administered by a Regional 1riad, charac
ters cannot spend extra 1ime Units to practice profes
sions or create items immediately after the adventure,
so this total is not be modified by other circumstances.
TKASUK KY:
L = Looted gear from enemy, c = coin, cems, Jewelry,
and other valuables, M = Magic Items.
Lncounter i or ,
Lefeat Attlu and loot his corpse
AIL :. Leet-o8 gp, \cgc-++ orccst ictc ,+8, gp), ++
ciecl e( rcsstcncc ,+,o gp), oil of unJctcctcoic curc ,i gp),
divine scroll of curc neJcrctc ueunJs ,+o gp), divine
scroll of unJctcctcoic curc , gp), i etens e( curc ight
ueunJs ,i gp).
APL . Leet-o8 gp, \cgc-++ orccst ictc ,+8, gp),
++ ciecl e( rcsstcncc ,+,o gp), nccliccc e( (rcocii ,1ype I)
,i8 gp), rng e( sitcr tenguc ,/, gp), oil of unJctcctcoic
curc ,i gp), divine scroll of curc neJcrctc ueunJs ,+o
gp), divine scroll of unJctcctcoic curc , gp), ucnJ e(
sicncc ,i gp), i etens e( curc ight ueunJs ,i gp).
APL o. Leet-o8 gp, \cgc-++ orccst ictc ,o, gp),
++ ciecl e( rcsstcncc ,+,o gp), ++ hccty nccc ,/ gp),
nccliccc e( (rcocii ,1ype I) ,i8 gp), rng e( sitcr tenguc
,/, gp), oil of unJctcctcoic curc ,i gp), divine scroll of
curc neJcrctc ueunJs ,+o gp), divine scroll of unJc
tcctcoic curc , gp), ucnJ e( sicncc ,i gp), i etens e( curc
ight ueunJs ,i gp).
APL 8. Leet-o8 gp, \cgc-++ orccst ictc ,o, gp),
++ ciecl e( rcsstcncc ,+,o gp), +: hccty nccc ,+,i/ gp),
prayer bead-bead of karma ,/,o gp), nccliccc e( (rcocii
,1ype I) ,i8 gp), rng e( sitcr tenguc ,/, gp), oil of unJc
tcctcoic curc ,i gp), divine scroll of curc neJcrctc
ueunJs ,+o gp), divine scroll of unJctcctcoic curc , gp),
ucnJ e( sicncc ,i gp), i etens e( curc ight ueunJs ,i
gp).
APL +o. Leet-o8 gp, \cgc-++ orccst ictc ,o,
gp), +: ciecl e( rcsstcncc ,ooo gp), +: scii sterng hccty
nccc ,+,i/ gp), prayer bead-bead of karma ,/,o gp),
nccliccc e( (rcocii ,1ype I) ,i8 gp), rng e( sitcr tenguc
,/, gp), +i periapt of wisdom ,ooo gp), oil of unJc
tcctcoic curc ,i gp), divine scroll of curc neJcrctc
ueunJs ,+o gp), divine scroll of unJctcctcoic curc , gp),
ucnJ e( sicncc ,i gp), i etens e( curc ight ueunJs ,i
gp).
1otal Possible 1reasure
APL i. ,o gp
APL . o/, gp
APL o. +,,oo gp
XPKINC & TKASUK
20
APL 8. i,i,ogp
APL +o. ,ioi gp
Optional Lncounter
1ake the dead wizard's loot
APL . L. o gp, c. o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character)
APL o. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character)
APL 8. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character), rng e( retccten ++ ,Value
oo gp per character)
APL +o. L. o gp, c. +,o gp, M. orcccrs e( thc (eunJcten
,Value oo gp per character), rng e( retccten ++ ,Value
oo gp per character), hccJocnJ e( ntciicct +: ,Value ooo
gp per character)
1otal Possible 1reasure with optional encounter
APL . ,/, gp
APL o. +,,,o gp
APL 8. ,ooo gp
APL +o. ,,+oi gp
APPNDIX
2
APPNDIX I: NPCS
Lncounter +. Ltherquake and the Swarm
Ltherspitter. cR i, Small Aberration, HL d8, hp
varies, Init +8, Spd o ft., Ac +, ,touch +,, flatfooted +,)
j+ Lex, ++ size, + natural], Atk +, melee ,+do+, bite),
SA Lthereal Spit, Steal Lead, SQ Stick, Minor ading,
ast Healing +, chitter, AL N, SV ort ++, Ref +,, Will
+, Str +, Lex +8, con ++, Int +, Wis +o, cha +o. Length
ft.
Skills and eats. Listen +, Spot +, Improved
Initiative.
Lthereal Spit ,Su). Opposed to a bite attack, the
Ltherspitter can issue forth a gob of highly magical spit.
1reat this attack as a +/ ranged touch attack with a range
of +o feet. Anything hit by this spit receives +d8 points
of damage as a portion of the target is forcefully shifted
to the Lthereal plane. 1his spit can be used on objects
as well as living beings and ignores any hardness the
object might possess. 1his spit causes has no effect
within the area of a dimensional anchor spell or similar
effect that prevents planar travel. 1his ability can be
used every round.
Steal Lead ,Su). As a full round action, the
Ltherspitter can shift the entire body of a dead creature
to the Lthereal plane. 1his ability may only be used on
dead creatures of size large or smaller. If damaged dur
ing this action, the shift is disrupted. 1his ability may
only be used if three or more Ltherspitters participate in
the action. 1his ability cannot be used with the area of
a dimensional anchor spell or other similar effect that
prevents planar travel.
Stick ,Lx). 1he many legs of an Ltherspitter allow it to
move at full speed along any surface. 1his effect is sim
ilar to that of spider climb but without the speed restric
tion.
Minor ading ,Su). With this ability, the Ltherspitter
can shift between the Lthereal and Material plane. 1his
feat takes +do rounds to complete during which time,
the Ltherspitter is considered incorporeal to creatures
on both planes in that it requires ++ weapons to hit, and
has a ,o chance to ignore the damage from any corpo
real source. 1he Ltherspitter can take only move
actions during this period. Activating this ability is a
move equivalent action. 1he use of this ability is not
possible with the area of a dimensional anchor or other
magics that prevent planar travel.
ast Healing + ,Lx). With this ability the Ltherspitter
recovers + hit point per round spent on the Lthereal
plane. An Ltherspitter reduced to -+o hit points still
dies however. 1his ability has no effect on the material
plane.
chitter ,Lx). 1he Ltherspitter emits a constant click
ing noise. 1his noise ruins any attempt at surprise that
the creature might attempt to gain and results in a 8 cir
cumstance penalty to any Move Silently skill check.
Ltherhulk. cR , Large Aberration, HL od8+i, hp
varies, Init ++, Spd o, Ac +, ,touch +o, flatfooted +8),
Atk +,/+, ,+do+o, claw), ace/Reach , ft. by , ft./+o ft.,
SA Rend, Lazing caze, SQ ast Healing, Minor ading,
AL N, SV ort +o, Ref +, Will +,, Str i, Lex +, con +,,
Int o, Wis ++, chr +o.
Skills and eats. Listen +,, Spot +o, climb +8, Jump +,,
Multiattack
Rend ,Lx). If a Ltherhulk hits with both claw attacks,
it latches onto the opponent's body and tears the flesh.
1his attack automatically deals an additional ido+,
points of damage.
Minor ading ,Su). With this ability, the Ltherhulk
can shift between the Lthereal and Material plane. 1his
feat takes +do rounds to complete during which time,
the Ltherhulk is considered incorporeal to creatures on
both planes in that it requires ++ weapons to hit, and has
a ,o chance to ignore the damage from any corporeal
source. 1he Ltherhulk can take only move actions dur
ing this period. Activating this ability is a move equiva
lent action. 1he use of this ability is not possible with
the area of a Jncnsenci cncher or other magics that pre
vent planar travel.
ast Healing + ,Lx). With this ability the Ltherhulk
recovers + hit point per round spent on the Lthereal
plane. An Ltherhulk reduced to +o hit points still dies
however. 1his ability has no effect on the material
plane.
Lazing caze ,Su) - As the Jc:c spell, + round effect
with no HL restrictions, o ft. range, Will save ,Lc +).
APL 8 ,LL +o)
Ltherhulk, Advanced. cR 8, Huge Aberration, HL
+id8+/i, hp varies, Init +o, Spd o, Ac i+ ,touch 8, flat
footed i+), Atk ++,/++, ,+d8++o, claw +,io/xi),
ace/Reach +o ft. by +o ft./+, ft., SA Rend, Lazing caze,
SQ ast Healing, Minor ading, AL N, SV ort ++o, Ref
+, Will +8, Str +, Lex ++, con i, Int o, Wis ++, chr +o.
Skills and eats. Listen ++i, Spot +++, climb ++o,
Jump +++, Multiattack, Improved critical ,claw)
Rend ,Lx). If a Ltherhulk hits with both claw attacks,
it latches onto the opponent's body and tears the flesh.
1his attack automatically deals an additional id8++,
points of damage.
Minor ading ,Su). With this ability, the Ltherhulk
can shift between the Lthereal and Material plane. 1his
APPNDIX
22
feat takes +do rounds to complete during which time,
the Ltherhulk is considered incorporeal to creatures
on both planes in that it requires ++ weapons to hit,
and has a ,o chance to ignore the damage from any
corporeal source. 1he Ltherhulk can take only move
actions during this period. Activating this ability is a
move equivalent action. 1he use of this ability is not
possible with the area of a Jncnsenci cncher or other
magics that prevent planar travel.
ast Healing + ,Lx). With this ability the Ltherhulk
recovers + hit point per round spent on the Lthereal
plane. An Ltherhulk reduced to +o hit points still
dies however. 1his ability has no effect on the materi
al plane.
Lazing caze ,Su) - As the Jc:c spell, + round effect
with no HL restrictions, o ft. range, Will save ,Lc
+o).
APL +o ,LL +)
Ltherhulk, Advanced. cR +o, Huge Aberration, HL
+8d8++o8, hp varies, Init +o, Spd o, Ac i+ ,touch 8,
flatfooted i+), Atk +i/+i ,+d8++o, claw +,io/xi),
ace/Reach +o ft. by +o ft./+, ft., SA Rend, Lazing
caze, SQ ast Healing, Minor ading, AL N, SV ort
++i, Ref +o, Will +++, Str +, Lex ++, con i, Int o, Wis
++, chr +o.
Skills and eats. Listen ++o, Spot ++,, climb ++i,
Jump ++, Multiattack, Improved critical ,claw),
Weapon ocus ,claw)
Rend ,Lx). If a Ltherhulk hits with both claw attacks,
it latches onto the opponent's body and tears the flesh.
1his attack automatically deals an additional id8++,
points of damage.
Minor ading ,Su). With this ability, the Ltherhulk
can shift between the Lthereal and Material plane.
1his feat takes +do rounds to complete during which
time, the Ltherhulk is considered incorporeal to crea
tures on both planes in that it requires ++ weapons to
hit, and has a ,o chance to ignore the damage from
any corporeal source. 1he Ltherhulk can take only
move actions during this period. Activating this abili
ty is a move equivalent action. 1he use of this ability
is not possible with the area of a Jncnsenci cncher or
other magics that prevent planar travel.
ast Healing + ,Lx). With this ability the Ltherhulk
recovers + hit point per round spent on the Lthereal
plane. An Ltherhulk reduced to +o hit points still
dies however. 1his ability has no effect on the materi
al plane.
Lazing caze ,Su) - As the Jc:c spell, + round effect
with no HL restrictions, o ft. range, Will save ,Lc
+,).
Lncounter i. Shrine of Lies
APL i ,LL )
Attlu. male human clr ,Iuz), cR , Mediumsized
humanoid, HL d8+, hp io, Init +o, Spd io ft., Ac +8
,touch +i, flatfooted +o) j+i Lex, +o ++ orccstictc],
Atk +, melee ,+d8++, masterwork heavy mace), SA
Spells, AL cL, SV ort +o, Ref +, Will +,, Str +i, Lex
+, con +, Int +o, Wis +,, cha +i. Height , ft. o in.
sliis cnJ Fccts. 8luff +,, concentration +o, Heal
+o, Hide +, Knowledge. Religion +i, Listen +,,
Spellcraft +i, Spot +,, Improved Initiative, Silent
Spell, Still Spell.
sciis IrccrcJ ,,/,/, base Lc = + + spell level).
o-curc nner ueunJs ,:), Jctcct ncgc, ight, ur(y (eeJ
cnJ Jrnl, +st-oicss, chcngc sci(`, curc ight ueunJs ,:),
Jtnc (cter; ind-ouii's strcngth, silent ccusc (ccr, heiJ
crsen, ntsoity`.
`Lomain spell. Lencns. Lvil ,All evil spells are
cast at ++ caster level), 1rickery ,8luff, Lisguise, and
Hide are class skills).
Luncnt. ++ orccstictc, ++ ciecl e( rcsstcncc, ei e(
unJctcctcoic curc ,:), screii e( curc neJcrctc ueunJs, screii
e( unJctcctcoic curc, commoners garb, masterwork
heavy mace, holy symbol of Iuz, prayer book to Iuz.
1he Slave. male human Lxp i, cR +, Mediumsized
humanoid, HL ido+i, hp ,, Init +o, Spd io ft., Ac +o
,touch +o, flatfooted +o) j+o splint mail], Atk +i melee
,+d8++, heavy mace), AL NL, SV ort ++, Ref +o, Will
+/, Str +, Lex +o, con +i, Int +,, Wis +, cha +.
Height o ft. in.
sliis cnJ Fccts. 8luff +, ,++ when mimicking
spell casting, see below), Liplomacy +o, Lisguise +,,
Knowledge. Arcana +/, Knowledge. Religion +,,
Perform +/, Read Lips +/, Sense Motive +o, Spellcraft
+o, Use Magic Levice +/, charlatan, Iron Will.
Ketc. 1he servant gets a +i synergy bonus when
attempting to mimic spell casting due to five ranks in
Spellcraft. 1he servant also receives a +i circumstance
bonus to these checks because of his unique connec
tion to Attlu's mind.
Luncnt. eten e( curc ight ueunJs ,:), heavy
mace in the shape of Iuz' holy symbol, silver holy sym
bol of Iuz, priests robes ,Iuz decorated), skullcap,
splint mail.
APPNDIX
23
APL ,LL o)
Attlu. male human clro ,Iuz), cR o, Mediumsized
humanoid, HL od8+o, hp o, Init +o, Spd io ft., Ac +8
,touch +i, flatfooted +o) j+i Lex, +o ++ orccstictc],
Atk +o melee ,+d8++, masterwork heavy mace), SA
Spells, AL cL, SV ort +/, Ref +/, Will ++o, Str +i, Lex
+, con +, Int +o, Wis +,, cha +i. Height , ft. o in.
sliis cnJ Fccts. 8luff ++o, concentration +8, Heal
+/, Hide +,, Knowledge. Religion +, Listen +,,
Spellcraft +, Spot +,, Improved Initiative, Lightning
Reflexes, Silent Spell, Still Spell.
sciis IrccrcJ ,,/,/,/, base Lc = + + spell level).
o-curc nner ueunJs ,:), Jctcct ncgc, ight, ur(y (eeJ
cnJ Jrnl, +st-oicss, chcngc sci(`, curc ight ueunJs ,:),
Jtnc (cter; ind-ouii's strcngth, silent ccusc (ccr, heiJ
crsen, ntsoity`, srtuci uccen, rd-oinJncss, still
silent ccusc (ccr, Jsci ncgc, still silent retccten (ren
geeJ`.
`Lomain spell. Lencns. Lvil ,All evil spells are
cast at ++ caster level), 1rickery ,8luff, Lisguise, and
Hide are class skills).
Luncnt. ++ orccstictc, ++ ciecl e( rcsstcncc, nccl
iccc e( (rcociis ,tyc I), ei e( unJctcctcoic curc ,:), rng e(
thc sitcr tenguc, screii e( curc neJcrctc ueunJs, screii e(
unJctcctcoic curc, ucnJ e( sicncc ,+c chcrgcs), common
ers garb, masterwork heavy mace, holy symbol of Iuz,
prayer book to Iuz.
1he Slave. male human Lxp i, cR +, Mediumsized
humanoid, HL ido+i, hp ,, Init +o, Spd io ft., Ac +o
,touch +o, flatfooted +o) j+o splint mail], Atk +i melee
,+d8++, heavy mace), AL NL, SV ort ++, Ref +o, Will
+/, Str +, Lex +o, con +i, Int +,, Wis +, cha +.
Height o ft. in.
sliis cnJ Fccts. 8luff +, ,++ when mimicking
spell casting, see below), Liplomacy +o, Lisguise +,,
Knowledge. Arcana +/, Knowledge. Religion +,,
Perform +/, Read Lips +/, Sense Motive +o, Spellcraft
+o, Use Magic Levice +/, charlatan, Iron Will.
Ketc. 1he servant gets a +i synergy bonus when
attempting to mimic spell casting due to five ranks in
Spellcraft. 1he servant also receives a +i circumstance
bonus to these checks because of his unique connec
tion to Attlu's mind.
Luncnt. eten e( curc ight ueunJs ,:), heavy
mace in the shape of Iuz' holy symbol, silver holy sym
bol of Iuz, priests robes ,Iuz decorated), skullcap,
splint mail.
APL o ,LL ,)
Attlu. male human clr8 ,Iuz), cR 8, Mediumsized
humanoid, HL 8d8+8, hp ,o, Init +o, Spd io ft., Ac +,
,touch +i, flatfooted +/) j+i Lex, +o +: orccstictc],
Atk +8/+ melee ,+d8+i, ++ hccty nccc e( Iu:), SA
Spells, AL cL, SV ort +8, Ref +/, Will ++i, Str +i, Lex
+, con +, Int +o, Wis io, cha +i. Height , ft. o in.
sliis cnJ Fccts. 8luff ++i, concentration ++o, Heal
+8, Hide +/, Knowledge. Religion +, Listen +o,
Spellcraft +, Spot +o, Improved Initiative, Lightning
Reflexes, Silent Spell, Still Spell.
sciis IrccrcJ ,o///,/,/, base Lc = +, + spell
level). o-curc nner ueunJs ,), Jctcct ncgc, ight, ur
(y (eeJ cnJ Jrnl, +st-oicss, ccusc (ccr, chcngc sci(`, curc
ight ueunJs ,:), Jtnc (cter, shciJ e( (cth; ind-ouii's
strcngth, silent ccusc (ccr, heiJ crsen, ntsoity`, srtu
ci uccen, rd-oinJncss, still silent ccusc (ccr, Jsci
ncgc, still silent retccten (ren geeJ`, sccrng ight,
th-cen(usen`, (rccJen e( netcncnt, still silent heiJ
crsen, scii nnunty.
`Lomain spell. Lencns. Lvil ,All evil spells are
cast at ++ caster level), 1rickery ,8luff, Lisguise, and
Hide are class skills).
Luncnt. +: orccstictc, ++ ciecl e( rcsstcncc, ++
hccty nccc e( Iu:, nccliccc e( (rcociis ,tyc I), ei e( unJc
tcctcoic curc ,:), eten e( hcstc, rng e( thc sitcr tenguc,
screii e( curc neJcrctc ueunJs ,:), screii e( unJctcctcoic
curc, ucnJ e( sicncc ,+c chcrgcs), commoners garb, mas
terwork heavy mace, holy symbol of Iuz, prayer book
to Iuz.
1he Slave. male human Lxp o, cR ,, Mediumsized
humanoid, HL odo+o, hp i/, Init +o, Spd io ft., Ac +o
,touch +o, flatfooted +o) j+o splint mail], Atk +, melee
,+d8++, heavy mace), AL NL, SV ort +, Ref +i, Will
+,, Str +, Lex +o, con +i, Int +o, Wis +, cha +.
Height o ft. in.
sliis cnJ Fccts. 8luff ++ ,++/ when mimicking
spell casting, see below), Liplomacy +,, Lisguise ++,
Knowledge. Arcana ++i, Knowledge. Religion ++o,
Perform +++, Read Lips ++, Sense Motive ++o,
Spellcraft +++, Use Magic Levice ++, charlatan, Iron
Will, Skill ocus. Read Lips, Skill ocus. Use Magic
Levice.
Ketc. 1he servant gets a +i synergy bonus when
attempting to mimic spell casting due to five ranks in
Spellcraft. 1he servant also receives a +i circumstance
bonus to these checks because of his unique connec
tion to Attlu's mind.
Luncnt. eten e( curc ight ueunJs ,:), heavy
mace in the shape of Iuz' holy symbol, silver holy sym
APPNDIX
24
bol of Iuz, priests robes ,Iuz decorated), skullcap,
splint mail.
APL 8 ,LL ++)
Attlu. male human clr+o ,Iuz), cR +o, Medium
sized humanoid, HL +od8++o, hp oi, Init +o, Spd io
ft., Ac io ,touch +i, flatfooted +/) j+i Lex, +o +:
orccstictc, rng e( retccten ++], Atk ++o/+, melee
,+d8+, +: hccty nccc e( Iu:), SA Spells, AL cL, SV ort
+,, Ref +8, Will ++, Str +i, Lex +, con +, Int +o, Wis
io, cha +i. Height , ft. o in.
sliis cnJ Fccts. 8luff ++i, concentration ++i, Heal
+8, Hide +/, Knowledge. Religion +, Listen +/,
Spellcraft +, Spot +/, chain Spell, Improved
Initiative, Lightning Reflexes, Silent Spell, Still Spell.
sciis IrccrcJ ,o///o/,/,/, base Lc = +, + spell
level). o-curc nner ueunJs ,), Jctcct ncgc, ight, ur
(y (eeJ cnJ Jrnl, +st-oicss, ccusc (ccr, chcngc sci(`, curc
ight ueunJs ,:), Jtnc (cter, shciJ e( (cth; ind-ouii's
strcngth, silent ccusc (ccr, cnJurcncc, heiJ crsen, ntsoi
ty`, srtuci uccen, rd-oinJncss, still silent ccusc
(ccr, Jsci ncgc, still silent retccten (ren geeJ`, sccrng
ight, th-cen(usen`, chain Jeen, (rccJen e( netcncnt,
still silent heiJ crsen, scii nnunty, ,th-(icnc strlc,
chain heiJ crsen, scii rcsstcncc, silent unheiy oight`.
`Lomain spell. Lencns. Lvil ,All evil spells are
cast at ++ caster level), 1rickery ,8luff, Lisguise, and
Hide are class skills).
Luncnt. occJ e( oicssng ,lcrnc), +: orccstictc, ++
ciecl e( rcsstcncc, +: hccty nccc e( Iu:, nccliccc e( (rcociis
,tyc I), ei e( unJctcctcoic curc ,:), eten e( hcstc, rng e(
retccten ++, rng e( thc sitcr tenguc, screii e( curc neJcr
ctc ueunJs ,:), screii e( unJctcctcoic curc, ucnJ e( sicncc
,+c chcrgcs), commoners garb, masterwork heavy
mace, holy symbol of Iuz, prayer book to Iuz.
1he Slave. male human Lxp o, cR ,, Mediumsized
humanoid, HL odo+o, hp i/, Init +o, Spd io ft., Ac +o
,touch +o, flatfooted +o) j+o splint mail], Atk +, melee
,+d8++, heavy mace), AL NL, SV ort +, Ref +i, Will
+,, Str +, Lex +o, con +i, Int +o, Wis +, cha +.
Height o ft. in.
sliis cnJ Fccts. 8luff ++ ,++/ when mimicking
spell casting, see below), Liplomacy +,, Lisguise ++,
Knowledge. Arcana ++i, Knowledge. Religion ++o,
Perform +++, Read Lips ++, Sense Motive ++o,
Spellcraft +++, Use Magic Levice ++, charlatan, Iron
Will, Skill ocus. Read Lips, Skill ocus. Use Magic
Levice.
Ketc. 1he servant gets a +i synergy bonus when
attempting to mimic spell casting due to five ranks in
Spellcraft. 1he servant also receives a +i circumstance
bonus to these checks because of his unique connec
tion to Attlu's mind.
Luncnt. eten e( curc ight ueunJs ,:), heavy
mace in the shape of Iuz' holy symbol, silver holy sym
bol of Iuz, priests robes ,Iuz decorated), skullcap,
splint mail.
APL +o ,LL +)
Attlu. male human clr+i ,Iuz), cR +i, Medium
sized humanoid, HL +id8+i, hp 8,, Init +o, Spd io
ft., Ac io ,touch +i, flatfooted +/) j+i Lex, +o +:
orccstictc, rng e( retccten ++], Atk ++i/+/ melee
,+d8+, +: scii sterng hccty nccc e( Iu:), SA Spells, AL
cL, SV ort ++i, Ref ++o, Will ++o, Str +i, Lex +, con
+, Int +o, Wis ii, cha +i. Height , ft. o in.
sliis cnJ Fccts. 8luff ++, concentration ++,, Heal
+,, Hide +8, Knowledge. Religion +, Listen +8,
Spellcraft +, Spot +8, chain Spell, Improved
Initiative, Lightning Reflexes, Quicken Spell, Silent
Spell, Still Spell.
sciis IrccrcJ ,o/8///o/,/,/, base Lc = +o + spell
level). o-curc nner ueunJs ,), Jctcct ncgc, ight, ur
(y (eeJ cnJ Jrnl, +st-oicss, ccusc (ccr, chcngc sci(`, curc
ight ueunJs ,:), Jtnc (cter, eoscurng nst, shciJ e( (cth;
ind-ouii's strcngth, silent ccusc (ccr, Jcrlncss, cnJurcncc,
heiJ crsen, ntsoity`, srtuci uccen, rd-oinJncss,
still silent ccusc (ccr, curc screus ueunJs, Jsci ncgc,
still silent retccten (ren geeJ`, sccrng ight, th-cen
(usen`, chain Jeen, (rccJen e( netcncnt, still silent heiJ
crsen, scii nnunty, ,th-(icnc strlc, chain heiJ cr
sen, sicy itng, scii rcsstcncc, silent unheiy oight`,
oth-oicJc ocrrcr, quickened curc neJcrctc ueunJs,
hcrn, nsiccJ`.
`Lomain spell. Lencns. Lvil ,All evil spells are
cast at ++ caster level), 1rickery ,8luff, Lisguise, and
Hide are class skills).
Luncnt. occJ e( oicssng ,lcrnc), +: orccstictc, +:
ciecl e( rcsstcncc, +: scii sterng hccty nccc e( Iu: ,stor
ing an Jsci ncgc cast at +ith level), nccliccc e( (rcociis
,tyc I), ei e( unJctcctcoic curc ,:), crct e( usJen +:,
eten e( hcstc, reJ e( icsscr sicncc, rng e( retccten ++, rng
e( thc sitcr tenguc, screii e( curc neJcrctc ueunJs ,:), screii
e( unJctcctcoic curc, ucnJ e( sicncc ,+c chcrgcs), com
moners garb, masterwork heavy mace, holy symbol of
Iuz, prayer book to Iuz.
1he Slave. male human Lxp 8, cR /, Mediumsized
humanoid, HL 8do+8, hp o, Init +o, Spd io ft., Ac +o
APPNDIX
2S
,touch +o, flatfooted +o) j+o splint mail], Atk +8/+
melee ,+d8+i, heavy mace), AL NL, SV ort +, Ref
+i, Will ++o, Str +, Lex +o, con +i, Int +o, Wis +,
cha +. Height o ft. in.
sliis cnJ Fccts. 8luff ++, ,++, when mimicking
spell casting, see below), Liplomacy +++, Lisguise
++,, Knowledge. Arcana ++, Knowledge. Religion
++i, Perform ++, Read Lips ++o, Sense Motive ++i,
Spellcraft ++, Use Magic Levice ++,, charlatan, Iron
Will, Skill ocus. Read Lips, Skill ocus. Use Magic
Levice.
Ketc. 1he servant gets a +i synergy bonus when
attempting to mimic spell casting due to five ranks in
Spellcraft. 1he servant also receives a +i circum
stance bonus to these checks because of his unique
connection to Attlu's mind.
Luncnt. eten e( curc ight ueunJs ,:), heavy
mace in the shape of Iuz' holy symbol, silver holy
symbol of Iuz, priests robes ,Iuz decorated), skullcap,
splint mail.
Lncounter . Lash to the 1ower
Ltherspitter. cR i, Small Aberration, HL d8, hp
varies, Init +8, Spd o ft., Ac +, ,touch +,, flatfooted
+,) j+ Lex, ++ size, + natural], Atk +, melee ,+do+,
bite), SA Lthereal Spit, Steal Lead, SQ Stick, Minor
ading, ast Healing +, chitter, AL N, SV ort ++, Ref
+,, Will +, Str +, Lex +8, con ++, Int +, Wis +o, cha
+o. Length ft.
Skills and eats. Listen +, Spot +, Improved
Initiative.
Lthereal Spit ,Su). Opposed to a bite attack, the
Ltherspitter can issue forth a gob of highly magical
spit. 1reat this attack as a +/ ranged touch attack with
a range of +o feet. Anything hit by this spit receives
+d8 points of damage as a portion of the target is
forcefully shifted to the Lthereal plane. 1his spit can
be used on objects as well as living beings and ignores
any hardness the object might possess. 1his spit caus
es has no effect within the area of a dimensional
anchor spell or similar effect that prevents planar
travel. 1his ability can be used every round.
Steal Lead ,Su). As a full round action, the
Ltherspitter can shift the entire body of a dead crea
ture to the Lthereal plane. 1his ability may only be
used on dead creatures of size large or smaller. If
damaged during this action, the shift is disrupted.
1his ability may only be used if three or more
Ltherspitters participate in the action. 1his ability
cannot be used with the area of a dimensional anchor
spell or other similar effect that prevents planar trav
el.
Stick ,Lx). 1he many legs of an Ltherspitter allow
it to move at full speed along any surface. 1his effect
is similar to that of spider climb but without the
speed restriction.
Minor ading ,Su). With this ability, the
Ltherspitter can shift between the Lthereal and
Material plane. 1his feat takes +do rounds to com
plete during which time, the Ltherspitter is consid
ered incorporeal to creatures on both planes in that it
requires ++ weapons to hit, and has a ,o chance to
ignore the damage from any corporeal source. 1he
Ltherspitter can take only move actions during this
period. Activating this ability is a move equivalent
action. 1he use of this ability is not possible with the
area of a dimensional anchor or other magics that pre
vent planar travel.
ast Healing + ,Lx). With this ability the
Ltherspitter recovers + hit point per round spent on
the Lthereal plane. An Ltherspitter reduced to -+o
hit points still dies however. 1his ability has no effect
on the material plane.
chitter ,Lx). 1he Ltherspitter emits a constant
clicking noise. 1his noise ruins any attempt at sur
prise that the creature might attempt to gain and
results in a 8 circumstance penalty to any Move
Silently skill check.
Ltherhulk. cR , Large Aberration, HL od8+i, hp
varies, Init ++, Spd o, Ac +, ,touch +o, flatfooted
+8), Atk +,/+, ,+do+o, claw), ace/Reach , ft. by ,
ft./+o ft., SA Rend, Lazing caze, SQ ast Healing,
Minor ading, AL N, SV ort +o, Ref +, Will +,, Str
i, Lex +, con +,, Int o, Wis ++, chr +o.
Skills and eats. Listen +,, Spot +o, climb +8, Jump
+,, Multiattack
Rend ,Lx). If a Ltherhulk hits with both claw
attacks, it latches onto the opponent's body and tears
the flesh. 1his attack automatically deals an addition
al ido+, points of damage.
Minor ading ,Su). With this ability, the Ltherhulk
can shift between the Lthereal and Material plane.
1his feat takes +do rounds to complete during which
time, the Ltherhulk is considered incorporeal to
creatures on both planes in that it requires ++
weapons to hit, and has a ,o chance to ignore the
damage from any corporeal source. 1he Ltherhulk
can take only move actions during this period.
APPNDIX
25
Activating this ability is a move equivalent action. 1he
use of this ability is not possible with the area of a
Jncnsenci cncher or other magics that prevent planar
travel.
ast Healing + ,Lx). With this ability the Ltherhulk
recovers + hit point per round spent on the Lthereal
plane. An Ltherhulk reduced to +o hit points still dies
however. 1his ability has no effect on the material
plane.
Lazing caze ,Su) - As the Jc:c spell, + round effect
with no HL restrictions, o ft. range, Will save ,Lc
+).
Ltherscout. cR , Mediumsized Aberration, HL
d8+, hp varies, Init +,, Spd o ft., fly oo ft. ,good), Ac
+/ ,touch +i, flatfooted +,) j+, Lex, +i natural], Atk +
melee ,+d8++, bite), +i melee ,+do, claw xi), SA 8reath
Weapon, SQ Larkvision oo ft., Lthereal Jaunt, ast
Healing +, AL N, SV ort +i, Ref +o, Will +, Str +i, Lex
io, con +, Int /, Wis ++, cha +o. Height , ft.
Skills and eats. Listen +o, Move Silently ++i, Spot
+++`, lyby Attack, Multiattack
8reath Weapon ,Su). Paralysis ,+d hours), cone, o
feet, every id rounds ,but no more than four times per
day), ortitude save ,Lc +).
Lthereal Jaunt ,Su). An etherscout can shift from the
Lthereal to the Material Plane as a free action, and can
shift back again as a moveequivalent action ,or as part
of a moveequivalent action). 1his ability is otherwise
identical with cthcrcci jcunt cast by a +,thlevel sorcerer.
ast Healing + ,Lx). An etherscout recovers + hit
point per round spent on the Lthereal Plane. If
reduced to +o hit points or lower, the etherscout still
dies. 1his ability has no effect on the Material Plane.
Skills. `Ltherscouts receive a + racial bonus to Spot
checks, due to their numerous eyes. .
APPNDIX
2Z
APPNDIX II: Nw KULS
chain Spell jMetamagic]
You can cast spells that arc to other targets in addition
to the primary target.
Prerequisites. Any other metamagic feat.
8enefit. You can chain any spell that specifies a
single target and has a range greater than touch. 1he
chained spell affects that target ,the primary target)
normally, then arcs to a number of secondary targets
equal to your caster level. Lach arc affects one sec
ondary target. You choose the secondary targets as
you like, but they must all be within o feet of the pri
mary target, and no target can be affected more than
once. You can affect fewer secondary targets than the
maximum.
If the chained spell deals damage, the secondary
targets each take half as many dice of damage as the
primary target ,round down) and can attempt a Reflex
saving throws for half of the secondary damage. or
spells that do not deal points of damage, the save Lcs
against arcing effects are reduced by . or example, a
+othlevel wizard casts a chained ccusc (ccr on a nearby
goblin and can specify up to ten secondary targets.
1he goblin, as primary target, must make a will save
against Lc +, while those affected by the secondary
arcs save against Lc +o.
A chained spell uses up a spell slot three levels
higher than the spell's actual level.
Fren 1enc cnJ 8ieeJ, c GuJcoeel te V:crJs cnJ
serccrcrs, cgc ,.
charlatan jceneral]
You're adept at fooling people. You know how to tell
them just what they want to hear.
8enefit. You get a +i bonus on 8luff and Lisguise
checks.
rom Song and Silence, a cuidebook to 8ards and
Rogues, page 8.
Oil of Undetectable Aura
When applied to any magical item, this oil masks the
item's aura from detection just like the spell nystui's
unJctcctcoic curc. 1his oil is only effective for one day
and can only be used on inanimate objects. Lach vial
contains enough oil to affect only one item, size is
irrelevant. Applying the oil is a standard action.
Ccstcr Lctci. +st, Ircrcustcs. 8rew Potion, nystui's
unJctcctcoic curc, \crlct Ircc. ,o gp.
Ring of the Silver 1ongue
1his small silver ring is shaped like a serpent coiling
around the wearer's finger. It continually grants the
wearer a +, competence bonus to 8luff checks.
Ccstcr Lctci. ,th, Ircrcustcs. orge Ring, creator
must have ranks of the 8luff skill, \crlct Ircc. ,oo
gp.
Rod of Lesser Silence
1he user can cast up to three spells per day without
verbal components as though using the Silent spell
feat. 1his does not increase the level of the spell and
cannot be used on spells above third level.
Ccstcr Lctci. +/th, Ircrcustcs. craft Rod, Silent
Spell, \crlct Ircc. ,,oo gp.
Fren 1enc cnJ 8ieeJ, c GuJcoeel te V:crJs cnJ
serccrcrs, cgc ;e.
8racers of the oundation
1hese ornate bracers are made of bluish metal of
unknown origin. When worn they grant the wearer
Resistance. Lthereal Shift ,. 1his reduces the damage
done due to Lthereal Shift damage by ,. caster Level.
rd, Prerequisites. craft Wondrous Item, Resist
Llements, Item component ,8lue Metal), Market
Price. i,ooo gp, requency. Adventure
APPNDIX
28
THKSCCUT
Mediumsize Aberration
Hit Lice. d8+ ,ii hp)
Initiative. +, ,+, Lex)
Speed. o ft., fly oo ft.
,good)
Ac. +/ ,+,
Lex, +i natural)
Attacks. 8ite + melee, i claws +i
melee
Lamage. 8ite +d8++, claw +do
ace/Reach. , ft. by , ft./, ft.
Special Attacks. 8reath weapon
Special Qualities. Larkvision oo ft., ethereal
jaunt, fast healing +
Saves. ort +i, Ref +o,
Will +
Abilities. Str +i, Lex io, con +, Int
/, Wis ++, cha +o
Skills. Move Silently
++i, Listen +o, Spot +++`
eats. lyby attack,
Multiattack
climate/1errain. Any
Organization. Swarm ,i,),
Plague ,o++)
challenge Rating.
1reasure. None
Alignment. Always neutral
Advancement. ,o HL
,Mediumsize), /++ HL ,Large)
Ltherscouts are the mobile, advance forces of the
ether races. 1hey attempt to locate and incapacitate
suitable prey for the slower Lther races to use, or
observe new hunting grounds and report their find
ings back to their superiors.
Ltherscouts are strangelooking creatures indeed.
1heir fivefoot long bodies, covered with a thin,
chitinlike hide, sit atop six long legs ,the creature
stands about four feet tall). A pair of sevenfoot insec
toid wings is at both ends of the body. Underneath
the wings, a cluster of small ambercolored eyes can be
found. Its mouth, a pair of mandibles, is on the under
side of the creature ,inbetween its legs). It is from
this orifice that its paralytic gas issues forth, spraying
out in a sickly yellowgreen mist.
Ltherscouts speak only their own twisted alien
language, which is a combination of highpitched
clicks and body movements.
cOM8A1
An etherscout often attempts to incapacitate as many
foes as possible with its breath weapon. If it is heavily
outnumbered, it attempts to fly off, or use its ethereal
jaunt ability to leave the area. It relies on its swift air
borne speed and maneuverability when combat can
not be avoided.
8reath Weapon ,Su). Paralysis ,+d hours), cone,
o feet, every id rounds ,but no more than four times
per day), ortitude save ,Lc +).
Lthereal Jaunt ,Su). An etherscout can shift from
the Lthereal to the Material Plane as a free action, and
can shift back again as a moveequivalent action ,or as
part of a moveequivalent action). 1his ability is oth
erwise identical with cthcrcci jcunt cast by a +,thlevel
sorcerer.
ast Healing + ,Lx). An etherscout recovers + hit
point per round spent on the Lthereal Plane. If
reduced to +o hit points or lower, the etherscout still
dies. 1his ability has no effect on the Material Plane.
Skills. `Ltherscouts receive a + racial bonus to
Spot checks, due to their numerous eyes.
APPNDIX
29
THKSPITTK
Small Aberration
Hit Lice. d8 ,+ hp)
Initiative. +8 ,+ Lex, + Improved
Initiative)
Speed. o
Ac. +, ,+ natural, + Lex, ++ size)
Attacks. 8ite +,
Lamage. 8ite +do+
ace/Reach. , ft. by , ft./, ft.
Special Attacks. Lthereal Spit, Steal Lead
Special Qualities. Stick, Minor ading, ast Healing
+, chitter
Saves. ort ++, Ref +,, Will +
Abilities. Str +, Lex +8, con ++, Int +, Wis
+o, chr +o
Skills. Listen +, Spot +
eat. Improved Initiative
climate/1errain. Any
Organization. cluster ,i,), Swarm ,o++)
challenge Rating. i
1reasure. None
Alignment. Always Neutral
Advancement. o HL ,Small)/+o HL ,Medium
size)
Ltherspitters are the smallest and most numerous of
the Lther race that dwells deep within the Lthereal.
1hese creatures from the backbone of the Lther's
nourishment gathering forces, spending all of their
time sending matter to the Lthereal plane to be
devoured. Ltherspitters look like heavily armored
beetles with a large single multifaceted eye in the
center of their heads. Lirectly below this eye is a pair
of razor sharp mandibles. Mounted in the center of
their back is a large orifice from which they spit a
stream of deadly liquid used in sending matter from
the material to the ethereal plane. +oo thin chitinous
legs that allow them to climb virtually any surface.
Ltherspitters speak only their own twisted alien lan
guage, which is a combination of highpitched clicks
and body movements.
combat
When faced with combat, the Ltherspitters primary
goal is to send as much of its opponent to the Lthereal
plane as possible through use of its spit. 1hey only
resort to using their bite attack when engaged in
melee or when it is obvious that the Lthereal Spit is
ineffective.
Lthereal Spit ,Su). Opposed to a bite attack, the
Ltherspitter can issue forth a gob of highly magical spit.
1reat this attack as a +/ ,+i base, + Lex, ++ size) ranged
touch attack with a range of +o feet. Anything hit by
this spit receives +d8 points of damage as a portion of
the target is forcefully shifted to the Lthereal plane.
1his spit can be used on objects as well as living beings
and ignores any hardness the object might possess.
1his spit causes has no effect within the area of a Jncn
senci cncher spell or similar effect that prevents planar
travel. 1his ability can be used every round.
Steal Lead ,Su). As a full round action, the
Ltherspitter can shift the entire body of a dead crea
ture to the Lthereal plane. 1his ability may only be
used on dead creatures of size large or smaller. If
damaged during this action, the shift is disrupted.
1his ability may only be used if three or more
Ltherspitters participate in the action. 1his ability
cannot be used with the area of a Jncnsenci cncher
spell or other similar effect that prevents planar trav
el.
Stick ,Lx). 1he many legs of an Ltherspitter allow
it to move at full speed along any surface. 1his effect
is similar to that of sJcr cino but without the speed
restriction.
Minor ading ,Su). With this ability, the
Ltherspitter can shift between the Lthereal and
Material plane. 1his feat takes +do rounds to com
plete during which time, the Ltherspitter is consid
ered incorporeal to creatures on both planes in that it
requires ++ weapons to hit, and has a ,o chance to
ignore the damage from any corporeal source. 1he
Ltherspitter can take only move actions during this
period. Activating this ability is a move equivalent
action. 1he use of this ability is not possible with the
area of a Jncnsenci cncher or other magics that pre
vent planar travel.
ast Healing + ,Lx). With this ability the
Ltherspitter recovers + hit point per round spent on
the Lthereal plane. An Ltherspitter reduced to +o hit
points still dies however. 1his ability has no effect on
the material plane.
chitter ,Lx). 1he Ltherspitter emits a constant
clicking noise. 1his noise ruins any attempt at sur
prise that the creature might attempt to gain and
results in a -8 circumstance penalty to any Move
Silently skill check.
APPNDIX
30
THKHULK
Large Aberration
Hit Lice. od8 +i ,,+ hp)
Initiative. ++ ,++ Lex)
Speed. o
Ac. +, , + size, ++ Lex, +, natural)
Attacks. i claws +, melee
Lamage. claw +do+o
ace/Reach. , ft. by , ft./ +o ft.
Special Attacks. Rend ,Lx) ido+,, Lazing caze
Special Qualities. Minor ading, ast Healing +
Saves. ort +o, Ref +, Will +,
Abilities. Str i, Lex +, con +,, Int o, Wis ++,
chr +o
Skills. Listen +,, Spot +o, climb +8, Jump
+,
eat. MultiAttack
climate/1errain. Any
Organization. Pod ,i), Swarm ,o+o)
challenge Rating.
1reasure. None
Alignment. Always Neutral
Advancement. ,+o HL ,Large), ++io HL ,Huge)
Ltherhulks are the grunt combat troops of the Lther
race that dwells deep within the Lthereal. 1hese crea
tures exist only to protect other Lther creatures and
assault sources of food so the Ltherspitters can do their
work.
Ltherhulks are massive creatures that look like a
cross between a large ape and a black beetle. 1heir two
powerful arms end in wicked looking claws that can
tear through flesh and iron like it was paper. 1heir
heads are squat and have two large multilenses eyes
that daze those who look directly into them. 1heir
bodies are completely covered in a thick chitinous
plating which can shrug off all but the mightiest of
blows.
Ltherhulks speak only their own twisted alien lan
guage, which is a combination of highpitched clicks
and body movements.
combat
When faced with combat, the Ltherhulks primary goal
is to do as much damage as possible to anything mov
ing. It has no regard for its own safety but does protect
other Lther creatures to the best of its abilities.
Rend ,Lx). If a Ltherhulk hits with both claw
attacks, it latches onto the opponent's body and tears
the flesh. 1his attack automatically deals an additional
ido+, points of damage.
Minor ading ,Su). With this ability, the Ltherhulk
can shift between the Lthereal and Material plane. 1his
feat takes +do rounds to complete during which time,
the Ltherhulk is considered incorporeal to creatures on
both planes in that it requires ++ weapons to hit, and
has a ,o chance to ignore the damage from any corpo
real source. 1he Ltherhulk can take only move actions
during this period. Activating this ability is a move
equivalent action. 1he use of this ability is not possible
with the area of a Jncnsenci cncher or other magics
that prevent planar travel.
ast Healing + ,Lx). With this ability the Ltherhulk
recovers + hit point per round spent on the Lthereal
plane. An Ltherhulk reduced to +o hit points still dies
however. 1his ability has no effect on the material
plane.
Lazing caze ,Su) - As the Jc:c spell, + round effect
with no HL restrictions, o ft. range, Will save ,Lc
+).
HANDCUT
3
HANDCUT = : INICKNATICN CN TH TCwN CI
VKNNNII
8efore the creyhawk Wars, the town of Vrennmii was a thriving trade city of ,,oo. It fell quickly during the
war to the forces of Stonehold and the occupation forces of Iuz shortly followed and have not left since. 1he
town now holds +,,oo or so residents who live their lives normally except for a few rules imposed by their new
lord. 1he eastern half of town is in ruins and looks to have taken the brunt of the attack many years ago. 1he
defensive walls have collapsed and the buildings show obvious signs of fire and siege damage to them.
8elow are some of the more prominent features of town.
Vrennmii 1ower - 1his large black tower stands out in the center of town. It is still under construction, and it
does not match any of the other architecture around it and is obviously a new addition to the town. 1he only
information you can gain about it is that the local lord, Arken Litus, holds sway over the town from it and that
the townsfolk avoid it.
Shrine to Iuz - our blocks west of the tower sits the main temple to Iuz in town. It is a grim looking building
with a small shed surrounded by a three foot stone wall.
Work camp - A large camp has been setup on the west side of town. Locals say that Lord Litus is using the able
bodied men of the town to scour the hills for the black rocks. 1he patrols also confiscate any rocks found on
those trying to gather them for their own. 1he camp is heavily guarded and you would estimate ioo or so men
between the ages of +, and o are detained there.
Information the locals know
1he occupation is not as bad as it used to be. About / years ago all the demons and fiends disappeared
and it has been pretty calm since. Lord Litus taxes everything and takes even more just because he can but
they are at least eating and not dead.
1he work camp is new and a lot of the men are there currently. Lord Litus is just going nuts over those
rocks. I guess they are worth a lot in other places and even Lorakaa has expressed interest in them.
1here are a few here who have been sneaking out and looking for the rocks. Most are caught but a few
good ones have managed to sneak a few back into town.
CKITICAL VNT SUNNAKY
32
SCAP IKCN TNH
CKITICAL VNT SUNNAKY ICK TH CNCCN 2002
PKNIK
Answer the following questions and turn in to RPcA HQ along with your scoring packet upon completion of the
event.
+. How many player characters died during the running of this event
o + i , o
i. Lid the heroes manage to Lscape from 1enh via the teleportation circle
Yes No If no, please briefly explain ___________________________
. Lid the players discover the switched identities of Attlu and the slave before their betrayal
Yes No
. Lid you have time to run the optional encounter at the end of the event
Yes No
,. If yes, did the heroes seal the ethereal rift underneath creyhawk city
Yes No
o. At what APL was this event played at
i o 8 +o
/. comments, feedback, if any
____________________________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________________________
___________________________________________________________________________________________________________________________________________________________
Name________________________________________ RPcA = ___________

NLISTINC TH ICCNIC
1ordek, male dwarf tr+. cR +, Mediumsize humanoid ,dwarf), HL +d+o+, hp +, nit ++, Spd +, ft., Ac
+, ,touch ++, flatfooted +o), Atks + melee ,+d+o+i/x, dwarven waraxe), or +i ranged ,+do/x, shortbow), SQ
Lwarven traits, AL LN, SV ort +,, Ref ++, Will ++, Str +,, Lex +, con +o, nt +o, Wis +i, cha o.
sliis cnJ Fccts. climb +o, Jump +o, Lxotic Weapon Proficiency ,dwarven waraxe), Weapon ocus ,dwarven
waraxe).
Iesscssens. 1raveler's outfit, scale mail, large wooden shield, dwarven waraxe, shortbow, quiver with io
arrows, backpack with waterskin, + day trail rations, bedroll, sack and flint and steel.

Mialee, female elf Viz+. cR +, Mediumsize humanoid ,elf), HL +d+, hp ,, nit +, Spd o ft., Ac +
,touch +, flatfooted +o), Atks +o melee ,+do, quarterstaff), or -o melee ,+do, quarterstaff) and -+o melee ,+do,
quarterstaff), or + ranged ,+do/x, shortbow), SQ Llven traits, AL N, SV ort +o, Ref +, Will +, Str +o, Lex
+o, con +o, nt +,, Wis +, cha 8.
sliis cnJ Fccts. concentration +, Knowledge ,arcane) +o, Listen +, Search +o, Spellcraft +o, Spot +,
Scribe Scroll ,virtual), 1oughness.
sciis IrccrcJ ,/i, base Lc = +i + spell level). o-Jc:c, rcy e( (rest, rccJ ncgc, +
st
-ncgc crner, sicc.
sciioeel. o-all of them, +
st
-chcrn crsen, ncgc crner, ncgc nssic, sicc, sunnen nenstcr I.
Iesscssens. 1raveler's outfit, quarterstaff, shortbow, quiver of io arrows, backpack with waterskin, + day trail
rations, bedroll, sack, flint and steel, +o candles, map case, pages parchment, ink and pen, spell pouch,
spellbook.

Lidda, female halfling Rog+. cR +, Small humanoid ,halfling), HL +do++, hp ,, nit +,, Spd io ft., Ac +o
,touch +, flatfooted +), Atks ++ melee ,+do/+,io, short sword) or + ranged ,+d8/+,io, light crossbow), or
++ melee ,+d/+,io, dagger) or +, ranged ,+d/+,io, dagger), SA Sneak attack ++do, SQ Halfling traits, AL
cc, SV ort +i, Ref +o, Will ++, Str +o, Lex +,, con +, nt +, Wis +o, cha 8.
sliis cnJ Fccts. climb +o, Lisable Levice +o, cather nformation ++, Hide +++, Jump +o, Listen +o, Move
Silently +,, Open Locks +,, Search +o, Spot +, 1umble +,, Use Magic Levice ++, mproved nitiative.
Iesscssens. Lxplorer's outfit, leather armor, shortsword, light crossbow, +o crossbow bolts, dagger, 8ackpack
with waterskin, + day trail rations, bedroll, sack, flint and steel, theives' tools hooded lantern, pints of lantern
oil.

Jozan, male human clr+. cR +, Mediumsize humanoid ,human), HL +d8+i, hp +o, nit -+, Spd io ft., Ac
+, ,touch ,, flatfooted +,), Atk ++ melee ,+d8++, heavy mace), or -+ ranged ,+d8/+,io, light crossbow), SA
1urn Undead /day ido+i, AL Nc, SV ort +, Ref -+, Will +, Str +i, Lex 8, con +, nt +o, Wis +,, cha +.
sliis cnJ Fccts. concentration +o, Heal +o, Listen +, Knowledge ,religion) +o, Spellcraft +, Spot +,
Alertness, Scribe Scroll.
sciis IrccrcJ ,/i++, base Lc +i + spell level), o-Jctcct esen, guJcncc, rccJ ncgc, +
st
-oicss, retccten
(ren cti`, shciJ e( (cth.
` Lomain spell, Lcty. Pelor, Lencns. cood ,good spells cast at ++ caster level) and Healing ,healing spells
cast at ++ caster level).
Iesscssens. cleric's vestments, scale mail, large wooden shield, heavy mace, light crossbow, +o crossbow
bolts, backpack with waterskin, + day of trail rations, bedroll, sack, flint and steel, wooden holy symbol ,sun
disk of Pelor), torches.

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