Sunteți pe pagina 1din 33

CHC

A OneRound L&L core LIVINc cRLYHAWK Adventure


Version +
by Stephen RadneyMacarland
Playtesters. Mike 1edin, Lisa cordon, chris Lindsay, Matt Lovell, with special thanks to Sky, Jeff Simpson,
chris Lindsay, Anthony Pryor, and Lave Noonan. Lach offered his or her own special dose of inspiration
whether they know it or not.
concerned by stories of the resurfacing of the Isles of Woe, Warnes Starcoat is sponsoring an expedition into the 8rass Hills to
explore a site called the 7ochal. According to the Nesser Opuscule, only surviving fragment of a greater work attributed to 1zunk,
the 7ochal is an echo point for the planar confluence that infuses the once lost sunken isles. What does that mean 1hat is exactly
what the circle of Light wants you to find out. An adventure for characters level ++i. 1his adventure uses information presented in
the Manual of the Planes. It is helpful, but not necessary, to have access to that book during play.
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:
www.wizards.com/rpga
COR2-08
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
8right Lands. All characters pay two 1ime Units to partici
pate in the adventure. Adventure's Standard Upkeep costs
i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep costs
ioo gp.
CTTINC STAKTD
2
CHC
3
ADVNTUK SUNNAKY
AND 8ACKCKCUND
Long ago there was an empire of might and magic that is
now all but forgotten. Now known simply as the Isles of
Woe, the empire produced the famed CeJcx e( In(ntc
Iicncs, supposedly penned by the famous wizard 1zunk.
Over two centuries ago, around the time that the
Nyrond monarchy was established, adventurers lead by a
minor scion of Woodwych plundered what appeared to be
at first glance a small stone cairn in the cnatmarsh. 1hat
cairn belonged to the powerful pet sorcerer of some now
longforgotten local lan king. Soon after entering the
cairn, the adventurers discovered the place was twisted
mess of corridors that bled into the Astral and Lthereal
Planes and on to even stranger places. So muddled was
their path, it took them a full two weeks to find their way
back to Oerth and out of the cairn. And when they did
leave, all they had to show for their hazardfilled travels
were a bag of scrolls and the bodies of two dead compan
ions. After exiting the weird cairn, the adventurers fled to
8eetu for aid. 1hey returned to attempt a second foray into
the cairn the following spring, but were never able to
rediscover its location.
1hose adventurers never realized that they carried a
magical and scholarly treasure out of the cairn. 1he leg
endary 1zunk penned one group of scrolls they retrieved
in their extraplanar travels, a fact that wasn't discovered
until the decade after the scions death when his decedents
sold off the remainder of his estates. 1hose scrolls, dubbed
by scholars the Kcsscr Cuscuic, are actually a fragment of
one of 1zunk's spellbooks. While initial interest was given
to the first + pages that contained the spell 1:unl's
scucstcr ,now commonly refereed to without the ancient
wizard's name reference), the other five pages of the frag
ment contained journal entries and research notes con
cerning the multiisland city of Heraan ,now commonly
known as the Isles of Woe) and an echo point to the pla
nar convergence of the isles. In his writings 1zunk names
that echo point 1he 7ochal.'
With adventurers journeying to the newly resurfaced
Isles of Woe, the attention of many powerful wizards has
been drawn back to the Kcsscr Cuscuic, and 1zunk's jour
nal references to the 7ochal. One of those wizards is
Warnes Starcoat, a member of the circle of Light. Warnes
is sure that he has discovered the location of the 7ochal
and has quested two of lieutenants, the halfling wizard
1hrics and his lizardfolk cohort Ssan'diyl to find a suitable
group of adventurers to explore the site. or weal or woe,
they choose the characters.
Introduction
At the start of the adventure it is assumed that the characters
have already taken the mission presented to them by 1hrics
and Ssan'diyl on behalf of Starcoat. eel free to allow anyone
who wishes to switch characters to do so after you have read
the introduction.
Luring the introduction, the players find that their
characters are searching for the 7ochal in the 8rass Hills,
some miles north of Kalki's Leap, Rary's main garrison in the
region. 1heir proximity to that place has alerted unwanted
attention, and the characters have been doing their best to
distance themselves from Rary's minions for the past two
days. 1hey have finally received a bit of respite, as they have
been able to spend the past day in an isolated cave a mile shy
from the object of their search. 1he characters should sus
pect that Rary's forces comb the hillsides for them, but they
also know that there are a few choices open to them.
1he Lry Lands of Rary
Whether they tarry in the hills, or decide to turn back and
catch 1hc scc stcr at a predetermined rendezvous point on
the coast of the Woolly 8ay, characters have a chance of
encounter some of Rary's minions during this adventure.
Use these encounters either to flesh out character explo
ration of the area, or as the details of the trip back, if for some
reason the characters decide that exploring the 7ochal is not
for them.
1he 7ochal
Players will more than likely want to explore the 7ochal.
Standing atop a strange plateau formation between deep cre
vasses flanked by jagged hills, the 7ochal is huge rectangu
lar sandstone plinthlike structure carved from the local
rock. Sun and shadow play on the rock in wholly unnatural
ways, swirling around the structure with dizzying effect.
1his place frightens the usually steadfast soldiers of Rary,
and a trio of unfortunate ,and fairly incompetent) troops
guards its entrance. Once the characters deal with these
three, the 7ochal is open to them.
8eyond the doorway to the 7ochal, they find something
more disorienting than the strange lighting effects on its
walls outside. 8eyond the doorway a whole new world
opens up to the characters-actually two worlds do.
1he 7ochal is a gateway to Yexx's Lemiplane, a place
created long ago by a wizard of Heraan. Yexx, the formal
master of the 7ochal, linked its eldritch forces to this place
and used it as a hideaway, and portal conduit for his studies
and experiments, in doing so he created a temporary stabili
ty of the spots usually turbulent link to the planar conver
gence.
Intrinsically linked to its parent site, it recently has
been affected by changes occurring on those islands. 1hose
changes have caused two main effects. irst, the once seem
ly impenetrable doorway leading to the 7ochal's interior has
lost its magical wards and bars, giving the characters access
to the 7ochal's interior. 1he second change is far more dras
tic. Yexx's demiplane is now fully conjoined to a portion of
the Astral Plane. 1his conjunction threatens to destroy both
the demiplane and send a devastating blast through a sec
tion of the Astral Plane unless one of Yexx's magical devices
can be reattuned to nullify the planar mix. 8ut, of course,
CHC
4
the characters will not know that at the start. Only through
exploration can the characters find dangers of the strange
convergence.
8urrthVemzul
1he 8urrth Vemzul is an astral brig manned by a group of
githyanki. Unlike the characters, the githyanki have a very
good idea of what is going on, as their leader has seen and
dealt with a similar demiplane convergence before, but he
may not share that information with the characters at first.
1he githyanki are working to reattune the device at the
center of the demiplane. 8ut the leader of the githyanki
expedition into the demiplane faces a hard choice when he
finds what needs to be done to save his home section of the
Astral Plane. And that's when the character's show up.
1he brig is not detailed in this adventure, because
storming it, no matter the Level of Play, this is virtually an
impossible task, and will more than likely get the characters
killed either by the githyanki, there three adult red dragons
who wait in the wings in the Astral beyond, or by the blast
when the convergence explodes.
conclusion
Lche is an openended adventure. 1he character's goals is
that of reconnaissance, and while there is a lot to see and
report back, there's really no real one thing that the charac
ters have been quested to bring back. Any information they
bring back to the circle of Light is welcomed with wrinkled
brows, sympathetic nods, and ample payment. What the
characters decide to do in the situations they find them
selves is the main drive for the adventure. Whenever possi
ble try to fit the action of the adventure to the decisions that
the player's make about their characters action, and give
them an exciting time. If they survive the mission, reward
them for the information they have gathered, and allow
them to bask in the feeling of a mission accomplished. If
they don't survive, death is ample punishment.
INTKCDUCTICN
Read or paraphrase the following.
Yeu hccr thc hci(ing's tecc uhscr n yeur ccr. AccerJng
te thc stcrcect's cstnctcs, thc Zechci sheuiJ oc creunJ thc
ncxt hii. Yeu crc Jeng cxcciicntiy, uct geeJ.'
Yeu hctc occenc usc te thcsc strcngc sciireciicJ
ntcrrutens (ren thc hci(ing. 1hrcs-thct's thc hci(ing's
ncnc-s c creny e( Vcrncs strcrcect; thc Vcrncs stcrcect
e( thc Crcic e( Lght; yeur currcnt cnieycr. AnJ, cs cr
yeur cgrccncnt, hc hcs occn scryng yeu (er thc cst uccl cs
yeu jeurncycJ (ren thc cecst e( thc Veeiiy 8cy te ths set n
thc 8rcss Iiis, Jcc n thc tcrrtery e( Rcry thc 1rcter.
I( yeu ucrc cny ciescr, I Jen't thnl I ueuiJ hctc occn
coic te centcct yeu. 1hc stcrcect ocictcs thct thc ncgc e(
thc Zechci ncy (ei ny cttcnts te scry yeu, se uc crc iucly
nJccJ. stii I uii try te lcc n teuch, out uhctctcr hc
cns, ( I Jen't hccr occl (ren yeu n , Jcys, sscn'Jyi cnJ I
uii cenc c(tcr yeu. 8ut iccsc Jen't nclc us Je thct,
sscn'Jyi hctcs tcicertcten. It nclcs hn cngry.'
sencthng tciis yeu Jen't ucnt te scc 1hrcs's i:crJ(eil
cencnen cngry. Ic sccncJ (crcc cneugh uhcn ccin.
At this point, let the characters ask any questions they want
about the adventure, as they have much of the duration of
the ncsscgc spell that 1hrics is casting through the scrying
sensor ,+o minutes in total) left to communicate. Also let
them shop for any equipment they may want to take on such
a journey. 1hey did there shopping a week ago in town fully
prepared for a desert expedition, and then a journey into the
unknown.
1hrics hired the characters almost two weeks ago in
whatever city the group comes from, or, as a default, in the
city of creyhawk. When the halfling and his lizardfolk
cohort contacted the characters, they were up front in
telling them that they worked for Starcoat and that the mis
sion was for the circle of Light. 1hey chose the characters
based on the stories of their valor ,or at APL i, they have
mixed the characters up with a similarconstituted band of
higherlevel heroes). 1hey also sweetened the deal with the
promise of a weighty sum of treasure upon completion ,see
the treasure summary at the end of the adventure for the
reward amount), and the gratitude of the circle of Light,
which may be worth more than any golden treasure.
1he characters know that some of Rary's forces in the
area are aware of an insurgence. 8ut through care and a great
deal of luck the characters have managed to sidestep major
patrols and monstrous minions alike. Luring their journey
they have found that Rary's minions take the forms of fierce
desert riders, mageling minions, tough norkers, and the
weird and evil yugoloth.
Now the characters are just minutes away from their
destination, the 7ochal, an edifice that Warnes Starcoat
believes is an echo point to the strange planar confluence
that holds sway over the recently resurfaced Isles of Woe.
What is in the 7ochal, maybe only 8occob knows.
After 1hrics is done answering the characters questions
and wishing them a fair adventure, he ends his ncsscgc spell.
At APL i, he carelessly says the following to his friend
Ssan'diyl before dismissing the spell.
Ch, ny scciy (rcnJ, I (ccr uc hctc ut thesc eer (eeis n
hcrn's ucy. I hctc c ocJ (ccing thcy crc net cs streng c
ocnJ uc theught thcy ucrc.'
All of the characters, of course, overhear 1hrics's last state
ment.
CHC
S
TH DKY LANDS CI KAKY
. STKANC DNIZN
1he following encounter is played best if the charac
ters are traveling back to the coast the rendezvous
with the 1he Sea Star. You could also modify the
encounter to take place in the 8rass Hills if the char
acters decide to explore around the 7ochal.
Yeur trcl occl ccress thc Juncs e( thc 8rght Lcscrt s eniy c
(cu Jcys eiJ, uhcn yeu scc c strcngc stc n yeur chescn cth.
Vhct stcrtcJ cs s strcngc Jcrl sccl n thc Jstcnt scnJs hcs
(ecuscJ nte c strcngc ccntcurilc crccturc. It's c nx
octuccn c rcJslnncJ huncn cnJ c sceren cnJ t sts
netenicssiy n thc scnJ. Yeu ccnnet nclc eut thc Jctcis e(
thc crccturc (ren ths Jstcncc. Le yeu netc ciescr`
1his creature is a stinger, or a manscorpion as the folk of the
8right Lesert call them. Known for both their hostility and
their strange ways, these creatures are usually avoided by
most sane folk of the desert ,bardic knowledge Lc io). 1his
particular stinger is Memmonzan, and is a prophet of his
kind. Stingers believe that there is a mystical grid that binds
all life in the desert-even the lives of interlopers who tra
verse its sands. 1hey believe if they read the grid correctly,
they can foresee the future and affect the actions of the uni
verse in their race's benefit ,bardic knowledge Lc o).
Memmonzan is extremely good at reading this mystical
grid.
He waits here in expectation of the characters. He does
not attack unless attacked. He lets the characters passed
without a word if they stay at least oo feet away from him.
8ut if they approach closer than this distance, he calls out in
the lan language.
Ycnssy. \u'hcncl, Vcttr ocJtc ocJ. jstcnJ. stcy thcrc
cnJ uct (er nstructen]
If the characters don't respond, he tries the Ignan language,
and then Infernal. If there is still no response, he attacks the
characters.
If the characters can understand him and follow his
instruction, he stays motionless for an hour. Anytime the
characters attempt to get closer before that hour is up, he
repeats his instruction. If the characters ever ignore the
instruction, he attacks.
characters who wait an hour are then given a second set
of instructions. he tells each character that they must find a
live scorpion, and bring it back to him. If they do this
,1aking io and two hours of searching does the trick) he
then instructs them to eat the scorpions. If the characters
snap off the tails, Memmonzan doesn't mind, but if they eat
the tails as well, they must make an immediate ortitude
save ,Lc ++) or be poisoned ,+di Strength damage, initial
and secondary), but Memmonzan smile in approval at the
deed, but such a show of pleasure from his usually stoic face
is the only reward for their bravery. When they are done
with their strange meal, he asks them to circle around him
oo times. inally when they have accomplished his last task,
he recites the following.
1hcrc s c grcct ounJic e( reJs uth cieth creun-yeu sccl
t. 8c(erc t thcrc s thc (cnJsh ouit ccgc (er cn crregcnt
lng ouit oy cn crregcnt rctcnJcr. Cn ts hccJ s uhct s
n yeur ociiy, out nerc se cnJ crc(tcJ oy cti geJs. Yeu hctc
ctcrythng yeu ccn hec te lneu. Ltc iengcr. strcy nerth.
With those words he is done, and walks away. He responds
to nothing but an attack ,which he responds to in kind) in
his casual stroll away from the characters. If the characters
follow him he retreats into the sandstone cave in a rock for
mation some five miles from where the characters encoun
tered him. He then uses his oeitheic ncgc to evade further
pursuit.
creature. He is loath to do it, but Memmonzan does
attack if he is attacked. He knows that there is an equation
on the grid that calls for the possibilities of his death, and
that is the second best option for his people. He doesn't
retreat, he does not surrender after initially engaging in bat
tle. If the characters retreat from him during a fight, he fol
lows. He tracks the characters relentlessly until he either
destroys them or is destroyed himself ,for added dramatic
effect, have him joint the combat at Lncounter ).
APL i and ,LL )
Memmonzan the Stinger ,APL i and version). hp io, see
Appendix I.
APL o and 8 ,LL 8)
Memmonzan the Stinger ,APL and o version). Male
stinger clr, hp io, see Appendix I.
APL +o and +i ,Ll +i)
Memmonzan the Stinger ,APL 8 and +o version). Male
stinger clr8, hp io, see Appendix I.
2. TH SCKT STKCNCHCLD
1hc trctci theugh thc (icts e( thc 8rght Lcscrt ucrc c scerch
ng c((cr. Keu yeu trctci threugh c recly crt e( thc Jcscrt.
1hc stenc (ernctens c((erJ yeu senc shcJc, cnJ c sncii ot
e( cen(ert Jurng thc Jcy. Lctc n thc Jcy yeur sceutng scJ
c (ertrcss n thc Jstcncc. Yeu Jen't rcncnocr sccng t uhcn
yeu trctcicJ ths ucy oc(erc. \cyoc yeu teel c sightiy J(
(crcnt reutc te gct te thc Zechci.out yeu Jen't thnl se.
1he characters didn't miss this stronghold, it was recently
and rapidly built by Rary's minions and summoned
yugoloth labor. 1he characters have stumbled upon Rary's
newest secret that he is trying to hide from the circle of
Light and other groups who watch his known fortresses. He
CHC
5
is hiding the fact that he has captured the Monarch
Scorpion, and knows the location of the sceren Creun. 1he
characters have two choices, they can either bypass the
stronghold, or attempt to take a closer look. 1he next bit of
readaloud text assumes that the characters shimmy up a
ridge to get a closer look. If the characters choose to bypass
the secret stronghold, and you believe they are being care
less in their travels, adjust the readaloud text and the
encounter for such cases. If they sneak around the strong
hold, it affects Lncounter , below, and they don't get any
information about the Monarch Scorpion and the sceren
Creun.
Fren thc rJgc yeu ccn scc thc ceurtycrJ ct thc ccntcr e( thc
strengheiJ. 1hc sngic stenc sico s ctchcJ uth ciJrtch
ncrlngs thct uisctc n cn ccrc grccn curc. Creunng thc
sictc s c hcnshcrc e( (ercc, ring n cncrciJ cncrgy. Yeu
ccn't oc surc (ren ths Jstcncc, out yeu cise thnl yeu scc
senc ethcr netcncnt ocyenJ thc uctcs e( trcnsiuccnt cncr
gy-yeu hctc c sncclng suscen thct thc cncrgy trcs c
ocng uthn.
1he energy does trap a being within, but the characters
won't get anywhere near it, but allow the attempt ,see the
sidebar). 1hey still have a chance to find out about the
fortress and the being trapped inside the green arcane
prison due to the fact that an elite patrol from the fortress
has spotted them, and is sneaking upon their position.
creatures. 1he characters have been spotted, and the
patrol is sneaking up on their vantage point. At the lower
levels of play ,APL i+o) allow the characters two Listen
checks against the patrol members' worst Move Silently
check. If they succeed the first, the characters hear the
patrol approach as it reaches X+ on the combat map. If they
succeed the second, they hear the patrol as it reaches Xi. If
they fail both, the characters don't get to act at all during the
surprise round-Rary's patrol gets the jump on them!
At higher levels of play, give the characters a single Spot
check opposing the patrol members' worst Hide check. In
this level of play Rary's troops are flying in on the character's
position, using the hills as cover for their approach.
characters that fail their Spot check don't act during the sur
prise round.
APL i ,LL ,)
crunfi ,APL i version). Male human Wiz ,Lnchanter).
hp +,, see Appendix I.
Henzru ,APL i version). Male human Rgr+/tri, hp i,
see Appendix I.
Norkers ,,). hp 8, /, o, o, , see Appendix I.
NAP : CVKLCCKINC TH SCKT STKCNCHCLD
One square = +o feet.
X2
X1
CHC
Z
APL ,LL /)
crunfi ,APL version). Male human Wiz, ,Lnchanter).
hp i, see Appendix I.
Henzru ,APL version). Male human Rgr+/tr, hp 8,
see Appendix I.
Norkers ,8). hp 8, /, / o, o, o, ,, , see Appendix I.
APL o ,LL ,)
crunfi ,APL version). Male human Wiz/ ,Lnchanter).
hp i, see Appendix I.
Henzru ,APL version). Male human Rgr+/tro, hp 8,
see Appendix I.
iendish Norker Shock
1roops ,). Male iendish
Norkers 8bn, hp 8, o, o
,Rage hp. o, , ), see
Appendix I.
APL 8 ,LL ++)
crunfi ,APL version).
Male human Wiz,
,Lnchanter). hp i, see
Appendix I.
Henzru ,APL version).
Male human Rgr+/tr8, hp
8, see Appendix I.
iendish Norker Shock
1roops ,o). Male iendish
Norkers 8bn, hp o, 8, /,
o, o, ,Rage hp. 8, o, ,, , , ), see Appendix I.
APL +o ,LL +)
crunfi ,APL version). Male human Wiz++ ,Lnchanter).
hp i, see Appendix I.
Henzru ,APL version). Male human Rgr+/tr+o, hp 8,
see Appendix I.
Mezzoloth ,,). hp ,o, 8, , , o, see Appendix I.
APL +i ,LL +,)
crunfi ,APL version). Male human Wiz+ ,Lnchanter).
hp i, see Appendix I.
Henzru ,APL version). Male human Rgr+/tr+i, hp 8,
see Appendix I.
Nycaloth ,i). hp ,o, 8, see Appendix I.
1actics. At all levels of play, the characters have spied some
thing they ought not have, and Rary's forces work hard to
keep their master's secrets. cive it to the characters with
both barrels-they are going to have to work to get out of
this one alive. Whatever the level of challenge, crunfi is the
leader of the band and orchestrates the attack using the best
his spell power has to offer ,allow him to cast as many prep
spells as he has levels before the attack begins) and excellent
tactics. Usually, he sends in the grunts ,either the norkers or
the yugoloth) while he and Henzru batter opponents with
spells and arrows from a distance. Still, crunfi is an intelli
gent fellow, and a good and gutsy tactician ,he also likes to
taunt his enemies, and he can be quite crude) so play him to
your best ability.
At lower levels of play crunfi gives orders to his norker
troops in either coblin ,APL i and ) or Infernal ,APL o and
8), which gives the characters a chance to know what the
trooper will do before they do it. At higher levels of play, the
wizard communicates with the yugoloth by way of their nat
ural telepathy. crunfi and Henzru are regular partners in
carnage-they need not communicate what they are doing
in battle, they are well honed through practice.
1reasure. AIL :-loot i gp, AIL ,-loot 8i gp, magic
eten e( cct's grccc ,, gp), crccnc screii e( hcstc ,,/ gp), APL
o- loot ++i gp, magic eten e( cct's grccc ,, gp), crccnc screii
e( hcstc ,,/ gp), rng e( retccten ++ ,oo), APL 8-loot ++i gp,
magic eten e( cct's grccc ,, gp), crccnc screii e( hcstc ,,/ gp),
rng e( retccten +: ,+,ioo) ++ chain shirt ,i,, gp), io ++
arrows ,/ gp),, APL +o-loot ++i gp, magic eten e( cct's
grccc ,, gp), crccnc screii e( hcstc ,,/ gp), rng e( retccten +:
,+,ioo) ++ chcn shrt ,i,, gp), cnuict e( ncturci crner ++ ,oo
gp), io ++ crreus ,/ gp), APL +i loot i gp, magic eten e(
cct's grccc ,, gp), crccnc screii e( hcstc ,,/ gp), rng e( retccten
+: ,+,ioo) +: chcn shrt , gp), cnuict e( ncturci crner +:
,+,ioo gp), io ++ crreus ,/ gp), ++ nghty cenestc iengoeu
,++); ,,ogp).
Levelopment. If the battle goes against the patrol, one
or more members attempt to escape. Whether they do or
not, affects encounter , below. If the characters are able to
capture and interrogate a one of their foes, keep track how
long it takes, it could also affect the escape. Lxcept for the
norkers, Rary's forces are a pretty tightlipped bunch. It
should be difficult for the characters to get any useful infor
mation out of them without the use of mindprobing spells.
1he norkers once captured can be very talkative, but they
are too stupidly aggressive to do much more than threaten
their captors and tell them that the the master will gnaw
your bones when he finds out what you did. You not sup
pose to see' when asked about the green arcane hemisphere
in the fortress. All they know that's in it is a giant scorpion
of great power.
cood roleplaying, smart spells, or the right mix of
threats and diplomacy may get crunfi, Henzru or the
yugoloths to tell the characters about the monarch scorpion
and the scorpion crown, but give such information ,found
in the sidebar) as a reward for smart playing, rather than as
just another bit of readaloud text.
3. CKAT YCUK CwN NCCUNTK
If you are playing this adventure as a casual home game, feel
free to create your own encounter using the monster types
above.
Just remember you can't give out any more experience
or treasure than any of the above encounters, so you will
want to structure around similar LLs and treasure totals.
CIoser to the Fortress
This instant fortress is teeming with Rary's
minions. Housing over 200 norker troops, at
least as many nomads, two dozen wizards
of various levels, it would be truly foolish to
attempt to storm or infiltrate the stronghold.
Still, adventures attempt foolish things.
lf they do, have no mercy. While rewarding
stealth or cunning in an attempt to find out
more about the contents of the force cage
(the Monarch Scorpionalthough that will
mean almost nothing to either the charac-
ters or the players), throw minions at them if
they are caught. Use the stats for the
encounters below, and have no mercy.
Unbridled curiosity kills more than just cats.
CHC
8
TH ZCCHAL
. CUAKD DUTY (L 3)
As 1hrc's rcJctcJ, Jeun thc reugh trci coeut c hci(c
nic (ren thc cctc yeu (nJ uhct nust oc thc Zechci.
stcnJng cte c icrgc cnJ Jrcnctc ictccuilc(erncten,
thc Zechci s c icrgc cr(cctiy ccrtcJ rcctcnguicr structurc
senc c (cct tcii, cc (cct ieng, cnJ c (cct uJc. Lght cnJ
shcJeu icy eJJiy en thc structurc, suring creunJ thc
scnJstenc tcxturc e( thc (erncten. 1hc eniy ccccss te thc
Zechci, cnJ ts sngic shcJeu oiccl Jeer, s c ncturci orJgc
thct rccchcs etcr te thc ictccu t sts en. 1hrcc ncn crc
ccncJ en thc ethcr sJc e( icnJ orJgc. 1hcy sccn te oc
(ecuscJ en c gcnc e( Jcc.
Rary's minions have a good idea something is amiss in their
territory. 1he characters have been hidden from detection
by some clever spells cast by 1hrics and his master, but the
1raitor's thralls are still on the move, watching key areas.
It is said that the even 1he 1raitor fears the 7ochal. Past
attempts to enter it have triggered a cunning trap-a door
that random disintegrates creatures that touch it, and some
times those who come within +o feet of it. It is even
rumored that Rary himself was once disengaged in an
attempt to open the door. Much to the chagrin of his former
allies, powerful wizards always have a backup plan when
death is near.
1hat said, when Lord Robilar, commander of Rary's
forces in the 8right lands, ordered guards posted at the
7ochal, even the bravest soldiers refused. 8ut were the brave
cower, the stupid throw in their lot, enter Nosoq, Mutt and
egrit, the three volunteers who are guarding the 7ochal.
1he group, led by Nosoq, a loudmouth knowitall who
believes abuse and ridicule are the best motivators, camps at
the foot of the natural stone bridge. While scared of the
,unknown to them) defunct door trap, they are intensely
curious to find out what happens when someone touches
the front door-but even they are not stupid enough to try
it.
When strangers approaching the 7ochal they figure it's
a perfect opportunity to see what the strange door can do.
Rather than attack the characters, the trio welcomes
them, and offers their assistance. If asked questions about
NAP 2: TH ZCCHAL
cuards stationed
here
Lntrance
1he 7ochal
CHC
9
the 7ochal, the pair doesn't know much, just the stories
about the door trap, and those stories they conceal ,it would
spoil their fun to tell). Nosoq, though, never likes to admit
that he doesn't know something, and will make up many a
tall tale about the 7ochal. Insisting that he has been inside it
once, and tells the characters that the inside is a maze filled
with treasure, and some danger. Use you imagination when
you play Nosoq, and when you do, don't be entirely consis
tent. 1he more they chat with Nosoq, the more they will
find that his stories don't even sound true.
Only if characters confront ,or worse, mock) him about
his tall tales, he attacks in retribution for their insolence.
Mutt and egrit, follow his lead and his orders.
Nosoq, Mutt, egrit. Male human War, hp +, each, see
Appendix I.
1actics. 1he trio knows how to work together in a fight. And
while all are fairly dull, Nosoq and his boys' are pretty good
at killing people weaker than they. If pushed into a fight, the
three offer no quarter, and don't surrender. 1hey just aren't
bright enough for those kinds of tactics.
Levelopment. When the character reaches the door to
the 7ochal, read or paraphrase the following
1hc Jeer te thc Zechci s truiy ncsstc, ncJc e( strcngc
Jccoiccl scnJstenc. It s sneeth uth ne tsoic ncrlngs
er rngs te uii t ecn
1he strange events that have uncovered the Isles of Woe
from their ethereal flooding have also caused the wards and
bars of this door to dispel. All the characters must do is push
open the huge stone portal and enter.
KPortal to the 7ochal. i ft. thick, hardness 8, hp ,,o, Ac ,,
Open Push ,Strength Lc i,).
If still alive, Nosoq Mutt and egrit continue to laugh and
snicker until all of the characters enter the 7ochal. When
the characters enter the place unscathed, it takes them a
long while to build up the courage to enter the 7ochal, but
they eventually do. eel free to use the trio as added comic
relief later on in the adventure ,or an extra challenge at
lower levels of play), if you desire.
NAP 3: INSID TH ZCCHAL
1he 7ochal
Astral Plane
Approximate location
of githyanki ship
Yaxx's Lemiplane
+
i

,
o
to center of gravity
CHC
0
2. 8YCND TH PCKTAL
8cyenJ thc Jeer s c sccc icrgcr thcn ceuiJ nctcr (t nsJc
thc cen(ncs e( ctcn thc hugc Zechci. At iccst enc strcngc
ueriJ ecns u n (rent e( yeu, theuscnJs e( (cct, ct iccst, n
ccch Jrccten. As tcucJ oy thc ociceny thct stcnJs ocyenJ
thc Zechci's cntrcncc ertci-thc ociceny yeu stcnJ en-
ths sccniy sci(centcncJshcrc's cJgcs ric uth cicctrc
ty, ccstng cn cicctrcoiuc shccn en thc eojccts thct (iect
coeut thc strcngc iecci. (eur (iectng sicnJ e( stenc-oc thcy
reciicJ oy ncgc er thc ucrJ hyscs e( ths strcngc iccc,
yeu ccnnet tcii. 1hc thrcc Jr(t ic:iy n thc cr, sieuiy (ei
ieung unrcJctcoic cths, uhic enc sts netenicssiy
coeut tueJe:cn(cct cucy (ren thc cnJ e( thc ociceny en
uhch yeu stcnJ. Cn thct sicnJ thcrc s cnethcr snciicr
ociceny Jrcctiy ccress (ren yeu. 8cyenJ thct ociceny yeu scc
c cerrJer strctch nte thc Jcrlncss thct (iectng sicnJ's
stencuerl.
Succeeding at a Knowledge ,the planes) or bardic knowl
edge check ,Lc +,) clues characters in to the fact that they
are viewing the Astral Plane collided with another extra
prime space, probably a demiplane. A more successful check
,Lc io) indicates the character also knows that the strange
vessel caught in the Astral vortex is a ship of githyanki
make-and that the githyanki are a race of evil astral refuges
who, as a race, escaped the captivity of the mind flayers.
1hose with the ability to see long distances ,due to the cycs e(
thc ccgic er other magical effects) are able to add empirical
evidence to the scholar's assumptions, as they spot githyan
ki on the deck of the strange vessel. 1he githyanki are strug
gling to free their ship from the strange vortex. Right now
they are too busy to care overly much about the characters,
but that will change later in the adventure.
characters wishing to explore the demiplane and
unlock its secrets have to find a way to navigate its space.
Spells and items that allow characters to fly make this easy,
but at lower levels of play characters still have options.
1he entrance platform of the 7ochal, and each of the
four floating rocks of the demiplane feature at least one bal
cony. Lach balcony has a jun crcic. Lach jump circle is con
nected another jun crcic at a different balcony. When char
acters make a running leap from the circle over the edge of
a balcony, they are magically whisked to the corresponding
jun crcic, as a fullmove action that does not provoke an
attack of opportunity. Lach circle detects as magic, with a
moderate aura, of the transmutation school.
characters at higher APLs who don't use enough magic
to glean the uses of the jump circles, may have to figure out
their use by trial and ,hopefully not too much) error. 1his
can be deadly, as a character that jumps off the balcony with,
but not from the circle, can fall over +ooo feet to the bottom
of the demiplane, and then he or she takes the damage from
the electric energy walls.
Once the characters either use flight magic to go for
ward, or learn the secret of the jump pads, they can move the
first island and beyond.
3. IIKST ISLAND
1he first island is best called a wel
come area. It contains the remains
of a magical custodian, some still
vigilant guards, and an awful trap.
Without the ability to fly, traversing
the first Island is the only way to get
to the second island.
Like the first room in the island,
all the places ,be they hallway, or
room) magically come alight as the
characters approach. Nothing short
of a darkness creating spell or a Jsci
ncgc ,targeted dispel Lc +8) dis
misses the light in a particular area.
Unless otherwise noted the
rooms and corridors on this island
are io feet high.
3A STCN 8USTS
1hs 1shccJ scnctun s JccerctcJ
uth c crccnceiercJ ncroic,
strcclcJ uth c Juii grcy. As yeu
cntcr ts (rst crchucy, thc cntrc
iccc ights u (ren unlneun
seurccs.
1his place is almost entirely empty.
Its only occupants are three stone
busts atop marble pedestals. Lach
bust is rather roughly ,but not
unskillfully) carved. 1he one to the
right of the main entrance is of a
bald angularfeatured man of middle
age. He looks sternly across to the
other one, a simianlike skull that
almost looks nervous. 1he last bust
is of a woman. Stout, but not unat
tractive, she looks toward the entrance with the hint of a
crooked smile.
While all three of the busts once held powerful magics,
now only the simianlike skull has any magic left. 1he semi
sentient construct that is cherp was once the wise custodi
an of the demiplane. Now faced with centuries upon cen
turies of isolation and powered by fading magic, cherp is
only a shadow of its former self. While once it would greet
any who entered this sanctum, now it has to wait until
someone touches his pedestal. When they do, the skull leaps
up, hosted in the air a tiny air elemental force, and greets
creatures within the sanctum.
Lcnnu:ci' Zcg((rct, ocJ:urJc' jIntruJcrs' Ieu Jcrc yeu
1rcscss']
Xexx's DemipIane Traits
Yexx's Demiplane has the following
Traits:
NormaI Gravity: Yexx's Demiplane
gravity is similar to the gravity on
Oerth. The plane's down orientation is
the bottom of the plane's sphere. That
pace is marked on Map 2: lnside the
Zochal.
NormaI Time: Yexx's Demiplane flows
with the same rate of time that Oerth
does.
Finite Size: On all sides except for the
"top that currently borders directly (if
somewhat violently) with the Astral
Plane, Yexx's Demiplane is finite, with
hard boarders of electrical energy.
Anyone coming in physical contact
with the hard boarders suffers 2d8
points of electrical damage a round.
Strongly Natural-Aligned: Yexx's plane
is opposed to good, evil, law and
chaos. Creatures who are not neutral
suffer a 2 circumstance penalty to all
Charisma-based checks on this plane.
The penalty is applied twice (once for
law/chaos, and once for good/evil), so
neutral good, neutral evil, lawful neu-
tral and chaotic natural creatures suf-
fer a 2 penalty and lawful good,
chaotic good, chaotic evil, and lawful
evil creatures suffer a 4 penalty.
Impeded Magic: Conjuration school
spells are impeded on Yexx's
Demiplane. This means that every
time a spellcaster wishes to cast a
conjuration spell he or she must suc-
ceed at a Spellcraft check (DC 15 +
the level of the spell). lf the check fails,
the spell doesn't function but is still lost
as a prepared spell. lf the check suc-
ceeds, the spell functions normally.
CHC

While once cherp was fluent in many languages, now it


only speaks Lraconic. It talks to the characters, and contin
ues to be accusatory, and rude. He also the characters many
questions ,their names, who they are working for, what
infernal or celestial powers put them up to this intrusion
and so on), but it is also somewhat spacey, asking them non
sequitur questions and making nonsense statements inter
mixed with curiosity about intruders ,see cherp and his
cibberish Sidebar).
rom time to time, he answers questions, but due to its
diminished mental capacities, it gives random answer to
even the simplest questions. 1he following questions,
though, it always answers coherently and correctly.
Who built this place
\y ncstcr Ycxx, thc grcctcst u:crJ n thc nuittcrsc.
Ictc yeu sccn hn ictciy` Ic hcs occn genc cn cu(ui ieng
tnc.
What is your purpose
1e scrtc ny ncstcr, cnJ nclc surc thct scun ilc yeu Jecs
n't gct c scct (er Jnncr.
What is the purpose of this place
It ueuiJ cxicn t te yeu, out I Jen't thnl yeu hctc thc
ncntci ccccty te cenrchcnJ thc ncstcr's icns. \y suotic
nnJ ocrciy gcts t.
Why is the Astral Plane conjoined with this place
Len't oc (eeish. I( thct ucrc thc ccsc, uc ueuiJ hctc sccnt
heurs te itc-unicss e( ceursc, thc ncstcr ccn rccciorctc thc
Jncnsenci cttuncncnt Jctcc.
1he strange construct that is cherp also resides in other
parts of the demiplane, and can be further help later in the
adventure, but for now this is the only real information and
help it can provide to the characters.
38. AKTHN IISTS
1hose not given the green light by cherp ,and it never gives
it to one of the characters) are attacked by this room's earth
en guards. No matter the type of creature, or the level of
play, each guard has lighted goldcolored gems on its fore
NAP 4: IIKST ISLAND
i
a
Jump to ind
Island
Lower Level
One Square = +o feet.
c
b
1
b
b
CHC
2
head. When the creature is destroyed or dies, the gem stops
glowing.
APL i ,LL i)
Mediumsize animated object ,granite statue). hp +,, see
\enstcr \cnuci.
Hardness. 8
APL ,LL )
Large animated object ,granite statue) ,i). hp i,, ii, see
\enstcr \cnuci.
Hardness. 8
APL o ,LL o)
cargoyles ,i). hp i, 8, AL N, see \enstcr \cnuci.
Held in stctus, these neutralaligned gargoyles are awak
en when the lights in the hall between this room and the
sanctum are lit.
APL 8 ,LL 8)
cargoyles, Large advanced ,i). hp 8o, /,, see Appendix I.
Held in stctus, these neutralaligned gargoyles are awak
en when the lights in the hall between this room and the
sanctum are lit.
APL +o ,LL +o)
colem, clay. hp /o, see \enstcr \cnuci.
APL +i ,LL +i)
colem, Stone ,i). hp 8o, //, see Monster Manual.
1actics. 1he earthen guards attempt to bar all passage down
the polished slide. 1hey fight until destroyed, and follow
characters down the slide if necessary, but do not leave this
island.
Levelopment. 1he trap on the polished slide is activated
when all lights are extinguished on the earthen guardians.
3C. PCLISHD SLID
1his highly polished marble passage slopes steeply down
ward. 1he slide is so slick, any creature moving faster than a
partial move down the slide must succeed at a 8alance check
,Lc x) or fall, and slide the rest of the way down with a
Speed of oo ft.. 1his only causes a few bumps and bruises
,+d subdual damage).
If the gem lights of the earthen guardians of area b
have been extinguished, another hazard of the slide is acti
vated. At the spot marked 1' on Map caustic liquid jets out
at the characters as they walk or slide down the passage. 1he
liquid comes down through small openings on the sides of
the wall just at the ceiling, making it possible to bypass the
trap via sJcr cino, (iy, or similar methods. 1he liquids have
the following effects.
APL i and
JPowerful acid. or each round a character is on the slide
,or the basin in area b) that character takes d points of
acid damage.
APL o and 8
JLeath's Ichor. or each round a character is on the slide
,or the basin in area b) that charac
ter takes +do points of constitution
damage.
APL +o and +i
Jcreen Slime. or each round that
a character is on the slide ,or the
basin in area b) that character takes
+do constitution damage. 1hey also
take the damage as long as they are
in contact with the green slime ,See
LUKGLCK \As1LR's GuJc chapter ).
3D. KCCN wITH
8ASIN AND 8ALCCNY
1his long room contains only the ,
toot deep basin at the foot of the
slide, the pillars holding up is vault
ed ceilings and a jun crcic that
leads to the second island.
4. SCCND ISLAND
While the interior of the first island was worked, the insides
of this island appears natural' ,as unworked stone, climb
Lc io). Once a strange laboratory of sorts, this Island con
tains the only part of Yaxx's Lemiplane that does not have
the typical impediment on conjuration magic ,area b).
8efore abandoning his demiplane, Yaxx was working on a
strange experiment involving air elementals and cold ele
ment octopi. 1he remains of his experiment are here still,
and though accident serve as the trials the characters may
have to pass to reach the demiplane's core.
Unless otherwise noted, the corridors and rooms on this
island are o feet high.
4A. NATUKAL CAVKNS
1hc cctcrn cntrcncc s c strcngc nx e( centrcJctng sght
cnJ seunJ cnJ scnscten. Gcntiy uc(tng cieng thc (ieer s c
se(t giJng snely nst thct rscs u cs nuch cs thrcc (cct n
senc icccs cnJ tetciiy eoscurcs thc (ieer. At thc cctcrn
seunJs ilc c unJ tunnci, theugh yeu Je net (cci unJ
cncnctc (ren nsJc thc cctcs, ner Jecs thc nst sccn c((cct
cJ (ren cny unJ se(tcr thcn c sight orcc:c.
1he only way that the mist is harmful to the characters is
how it obscures the floor, which becomes an issue in area ,c.
Cherp and his Gibberish
Cherp's responses to many questions
are truly strange. Use the following or
make up your own bizarre responses.

The whistle is your key to the orange


door leading to the city of Halabers-up-
lac-mat-fibber-foo.

My master's undergarments require


magical cleaning. You souls may
require a mass exodus from his sight.

Left is the best path of the unwary.


Search up and the uncaring one will be
your best and greatest fish.

Shut down your intellect. Only solv-


ing the problem in the most logical
boat will glean a good figure for
release.

Shut each portal and clean the


knives before you exit the ride.

Jip..loop.miser's path. My good-


ness, you are my favorite mushroom
shoes.
CHC
3
Make sure to emphasize this to the players when their
characters traverse the natural stairs that twist down the
island. Unless they are using a walking stick or anther item
in a similar way while traversing
the natural stairs, characters must
succeed a 8alance check ,Lc +i)
or stumble. Stumbling doesn't
cause any damage, but if a charac
ter stumbles as combat starts they
receive a -+o circumstance penalty
to their Initiative if combat starts
on the round that the character
fails the check.
48. LNNTAL
HIDAwAY
1his chamber's secret door can be
detected normally, but can only be
opened from inside the room, and
its magical trigger only opens the
door if there is an air elemental
within +, feet of it.
When the magic sensor in
area c detects a creature of Small
size or larger, air elementals are
summoned into this room. 1hose elementals leave through
the secret door, and move to attack any creature ,except for
the octopi in area d).
APL i and ,LL o)
At these APLs, no elementals are summoned.
APL o ,LL ,)
Mediumsize Air Llementals ,). hp o, io, i, see \enstcr
\cnuci.
APL 8 ,LL /)
Large Air Llementals ,i). hp oo, ,,, see Monster Manual.
APL +o ,LL ,)
creater Air Llemental. hp +/8, see \enstcr \cnuci.
APL +i ,LL ++)
Llder Air Llemental. hp io, see \enstcr \cnuci.
1actics. 1he elementals attempt to pick up whatever
characters they can in their whirlwind and throw them
down the misthidden pit in area c. After they successfully
drop all characters in the cold lake below, they aid the cold
element octopi that dwell in that area.
4C. NIST-HIDDN PIT
A strcngc oiuc ight (iis ths reen (ren c seurcc en thc ethcr
sJc e( thc reen. 1hc nst cings hccty n ths reen, suring
creunJ thc ccntcr. 1hc nst (ccis ceiJcr hcrc.
1he light comes from a magical sensor enspelled with a blue
centnuci (icnc. When a Small or larger creature comes with
in ,o feet of it, summons air elementals into area b.
1he only other danger in the room is the large mistcov
ered pit that falls o feet into the frigid water of the cold lake
,area ,d). characters approaching the pit must succeed at a
Reflex save ,Lc +,) or fall in. If characters are wary of the pit
dangers, and are using a walking stick to test their path, or
some other method that would reasonably give them fore
warning of the dunk, grant them anywhere between + cir
cumstance bonus ,for walking stick) to full awareness of the
drop ,use of a gust e( unJ or similar spell-but the mist is so
thick and persistent such spells push mist away only for as
many rounds as the level of the spell). characters that fall in
take +do points of subdual damage, +d points of cold dam
age and are dunked in the lake.
Air elementals that attack in this room swirl the mist
around, giving the characters a chance ,Spot Lc +i) to
notice that there is a large pit in this room if they haven't
done so already. 1he elementals attempt to push characters
into the pit whenever possible.
4D. CCLD LAK
CeiJ.chiiy ceiJ. 1hc cr cnJ thc uctcr n ths iccc crc cs
ceiJ cs c untcr Jcy. A icrgc iclc Jennctcs ths reen.
sncii ctchcs e( strcngc cc (iect en thc uctcr, ccusng thc
strcngc nst te rsc u te thc ccing cnJ thc ucr ictci e( thc
sicnJ. 1hc (ieers e( thc chcnocr crc cectcJ uth c icycr e(
cc.
characters most likely enter this room by falling from area
,c. In that case they take +do points of subdual damage for
the fall, and +d points of cold damage for the emerson into
the icy water. After that, for every minute a character stays
in the water, he or she takes +do points of subdual damage.
1he water is o feet deep in places ,see map x). See sidebar
for some combat rules while in the water.
Walking on the icy shore has its own hazard. Luring
combat, characters must succeed at a 8alance check ,Lc +,)
or fall prone.
And then they have to deal with the cold element octopi
that are awaken from stasis when a 1iny or smaller creature
hits the water.
APL i ,LL )
cold Llement Octopus, Mediumsize Advanced. hp i,,
see Appendix I.
APL ,LL o)
cold Llement Octopus, Mediumsize Advanced ,i). hp
o, i,, see Appendix I.
EIementaI Errata
The following information supersedes
or supplements the information found
in the Monster Manual. This is official
errata that can also be found on the
Wizards of the Coast web site
(www.wizards.com):
Medium-size Air EIementaIs:
Skills: Listen +6, Spot +6
Large Air EIementaIs: 5EI
Listen +10, Spot +10
Greater Air EIementaIs:
Face/Reach 10 ft. by 10 ft. by 15 ft.;
Skills and Feats: Listen +19, Spot +19;
Add Spring Attack to feats.
EIder EIementaIs: Face/Reach 10
ft. by 10 ft./15 ft.; Skills and Feats:
Listen +22, Spot +22; Add Combat
Reflexes and Spring Attack to feats.
CHC
4
Combat in the Water
Combat in the water can be tricky. Here is a list of
basics to keep in mind when adjudicating the combat
with the cold elemental octopi.

Characters must succeed at a Swim Check (calm


water, DC 10) to move the in the pool.

Unless the characters are unconscious when they


hit the water, they can take a breath, and hold their
breath for as many rounds as their Constitution score
if they are involved in strenuous activity (like combat),
or twice that number of round if not.

Non-magical fires don't burn underwater, and spells


or spell-like abilities with the fire descripter are inef-
fective underwater unless the caster succeed at a
Spellcraft check (DC 15 + spell level). lf successful
the spell creates a bubble of steam instead of its
usual fiery effect.

Thrown weapons are ineffective underwater even


when launched from land or air. Other ranged
weapons suffer a 2 attack penalty for each
5 feet of water they pass though in addition
to the normal penalties for range.

Attacks from land on submerged crea-


tures (weather land, or non-thrown ranged)
suffer a 2 penalty for every 5 feet of water
that attack passes through.
,a
,d
Pit overhead
,c
,b
S
Upper Level
Lower Level
Lach square = +o feet.
Jump to rd
Island
Jump
from
+st
Island
Jump to center
of the Universe
NAP S: SCCND ISLAND
CHC
S
APL o ,LL 8)
cold Llement Octopus, Large Advanced ,+). hp o, see
Appendix I.
APL 8 ,LL +o)
cold Llement Octopus, Large Advanced ,). hp /o, o, ,,,
see Appendix I.
APL +o ,LL +i)
cold Llement ciant Octopus, Large Advanced. hp 8o, see
Appendix I.
APL +i ,LL +)
cold Llement ciant Octopus, Large Advanced ,). hp 8o,
/,, o,, see Appendix I.
1actics. 8oth cold, and angered at the heat that disrupts their
abode ,the character's boy heat), these creatures attack with
abandon, even leaving their lake to purse characters on the
icy shore. 1hey need not succeed at 8alance checks when
moving across the ice, due to their icewalk special ability. In
fact, they can even climb up the walls ,up to io feet) of this
chamber. 1hese creatures are not intelligent enough to use
the jun crcics, so it is possible that the characters could
escape combat by that method.
Levelopment. Searching the water's edge in this cham
ber ,Lc io), the characters may find the remains of another
cherp pedestal and skull that were knocked into the drink
centuries ago. If the characters prop the pedestal up on the
water's edge, and place the skull atop it, the strange servant
hoists up on the mini earth elemental, but bobs more errati
cally then it did on the first island.
Yeu' 1hc ncstcr uii Jsntcgrctc yeu ( hc (nJs yeu hcrc.
AnJ I nust scy yeu Jcscrtc t. In (cct yeu Jcscrtc c (reg n
thc ouclct uth yeur sinc ncci.
As before, cherp's speech tends to disintegrate into gibber
ish. 1here are a few questions he answers truthfully and
coherently.
Why are you talking nonsense
I ocictc I hctc occn JcncgcJ. I Jen't (cci uheic. Verry net;
t uii net ste nc (ren cicrtng yeur rcscncc te thc ncstcr.
Where is the master
Ic ccn usuciiy oc (eunJ ct thc ccntcr e( thc untcrsc, out I
Jen't scnsc hn thcrc neu.
What do you know about the githyanki ,or strange people
on the ship Whichever, cherp understands who the char
acters are refereeing to.)
1hcy crc n thc ccntcr e( thc untcrsc. 1hcy crc tryng te
Jcstrey thc csscncc e( ths untcrsc. I Jen't lneu uhy thc
ncstcr s net steng thcn. I( yeu ste thcn, I rensc te
iccJ te thc ncstcr (er ncrcy n yeur ochci(.
1here are two exits out of this chamber. Lach lead to bal
conies with jun crcics.
4. IIKST 8ALCCNY
1he first balcony looks down at the smaller of the two
islands. 1here is a jump circle, and that circle leads to the
third island-the island that contains the master cherp, and
a now useless jun crcic.
4I. SCCND 8ALCCNY
1he second balcony looks down at the larger of two islands.
1he jump circle on this balcony leads to the center of the
Universe.
S. TH THIKD ISL
1his small island contains only a long hall flanked by pillars.
1his is the main dinning room of the demiplane and the
location of the master cherp, which is damage but more
helpful than past versions of that construct.
1he passages and rooms on this island are io feet tall.
SA. TH DINNINC KCCN
1hs ieng chcnocr s rcnnsccnt e( thc crchtccturc e( thc
(rst icncr sicnJ. It s ciccn, Just (rcc, cnJ censtructcJ e(
ncroic. sx uncJerncJ ncroic iicrs en ccch sJc, (icnl c
c(eet ieng Jnnng tcoic ncJc e( Jcrl eishcJ ueeJ. :c
nctchng chcrs st creunJ thc tcoic, cnJ thc hccJ e( thc
tcoic s cnethcr sncnsluii oust uen c cJcstci. 1hs sluii
serts c Jcc crccl Jeun ts ccntcr.
1his is the true cherp. 1he other three cherps in the demi
plane are shadows of this, the main construct. It is damaged,
but in ways more coherent than the other version of itself.
1his cherp is also accusatory and gibberish spouting, but
can answer any of the questions that the other three can if
asked.
Other than the tables, and the true cherp, this place is
empty.
5. TH CNTK CI TH UNIVKS
1his is the final island of the demiplane, which contains the
attunement device that keeps the plane stable within the
cosmic echo of the 7ochal. It must be manually attuned
from time to time, but ever since Yaxx left his demiplane for
death or demilichdom, the cosmic confluence has been fair
ly stable and thus no need for attunement. Now, well, dras
tic things can happen if the demiplane is not attuned quick
ly.
No matter when the characters reach this place, the
events described in the room unfold. A group from the
githyanki ship have magically transported down to attempt
to reattune the stability device-a large black obelisks pillar
CHC
5
atop of which sits another cherp. 1hey have yet to figure out
the strange markings of the device, when the characters show
up.
1he ceilings of the rooms on this island are o feet tall.
5A. NTKANC 8ALCCNY
LcnJng en thc jun crcic, yeu crc JctcctcJ oy c greu e( tcii
gcunt huncneJs stcnJng n c icrgc crcuicr reen nsJc thc
recl e( thc sicnJ, Jrcctiy tcucoic (ren yeur icnJng ent.
\est uccr ernctc orccstictcs cnJ ccrry grcctsuerJs, uhic
enc, eoteusiy thcr iccJcr, s icss cncunocrcJ cnJ ocgns te
nunoic cnJ netng hs hcnJs n strcngc cttcrns.
1he githyanki ,see area o) assume that the characters are work
ing in defense of Yaxx's Lemiplane, and will act in a hostile
manner ,see area oc).
58. CHAN8K CI THK PCKTALS
1hs sncii crcuicr reen s cenncctcJ te thc icrgc crcuicr reen
uth thc icncr cciorcten Jctcc. 1hs reen cise (ccturcs
thrcc Jeerucys, enc te thc rght, cnJ tue te thc ic(t. Lcch Jeer
ucy hcs thcl suring nl nst uc(tng (ren t. 1hc nst
snciis e( ournt (sh.
Lach doorway is a magical portal leading to other locations.
One leads to a spot in cnatmarshes ,a) on the shore of the
Nesser River ,b), one leads to a spot on the Isles of Woe, and
the last goes to a place so horrible, it will not be mentioned
,c)...if the characters enter that one, they are lost and may never
be recovered ,give them the special adventure certificate signi
fying this event). 1hese portals make it impossible for crea
tures to magically enter this room ,via Jncnsen Jeer, tcicert or
similar spell or spelllike abilities).
5C. TKU CNTK
As stated before, the githyanki are here to disable the calibra
tion device that is now causing this demiplane to come in con
junction with the Astral Plane. If they succeed, this is bad for
the characters, as doing so will make the entire plane a magic
dead zone, and since the entire reality of the place is contin
gent of the powerful magics that generated it.everything will
be destroyed.
1his isn't as bad for the githyanki, because at least their sec
tion of the Astral Plane will survive, as will their companions,
holdings, and family. So when they figure out how to disable
the magic, they go for it.
Lucky for the characters, they have not figured out how to
do this yet. While they have questioned cherp, they have only
received nonsense from the construct.
NAP 5: CNTK CI TH UNIVKS
oa
Jump from
ind Island
One Square = +o ft.
ob
a
b
c
oc
CHC
Z
APL 2 (L 3)
Venvral. male githyanki Sor+. hp /, see Appendix I.
cithyanki ,). hp o, ,, ,, see Appendix I.
APL 4 (L S)
Venvral. male githyanki Sor. hp +, see Appendix I.
cithyanki ,,). hp /, o, ,, ,, , see Appendix I.
APL 5 (L Z)
Venvral. male githyanki Sor,. hp io, see Appendix I.
cithyanki warriors ,). mixed male and female githyanki
tr, hp io, +o, +,, see Appendix I.
APL 8 (L 9)
Venvral. male githyanki Sor/. hp i8, see Appendix I.
cithyanki warriors ,o). mixed male and female githyanki
tr, hp i,, io, +8, +o, +,, see Appendix I.
APL 0 (L )
Venvral. male githyanki Sor,. hp 8, see Appendix I.
cithyanki elite warriors ,). mixed male and female
githyanki tr,, hp o, /, o, , see Appendix I.
APL 2 (L 3)
Venvral. male githyanki Sor++, hp ,,, see Appendix I.
cithyanki elite warriors ,/). mix male and female githyan
ki tr,, hp ,, o, /, o, , o, see Appendix I.
1actics. 1he githyanki attack the characters in earnest at the
beginning of the encounter. Venvral speaks common ,and
they all speak Lraconic), and can be reasoned with. If the
characters attempt to parley with him, and make a reason
able argument as to why they should work together, have
the character attempt a Liplomacy check. Succeeding the
check with a Lc of i, or more causes Venvral to cease the
attack, and he entertains a swap of information. If the char
acter succeeds the check with a Lc of , or more, he eager
ly asks for the character's help if they offer.
Levelopment. Once the characters have dealt with the
githyanki, or procured their help, they have a number of
options open to them, but they have to act quickly. At that
point, they have a scant +, minutes before the entire place
explodes. 1hey will have an idea of this when they hear
cherp say dispassionately.
In ((tccn nnutcs Astrci cenjuncten uii oc cenictc.
Irccrc (er Jcstructen.
Lxcept for higher levels of play, it is too late to simply
flee the demiplane. 1he character's only hope is to fig
ure out how to disable the device.
1he device itself is a ofoot tall obsidian pedestal on
which this room's version of cherp sits upon. On the side of
the pedestal that faces away from the jump circle is a line of
four glowing goldcolored gems. None of the gems are
marked. 1he top three seem to do nothing, no matter how
many times they are touched ,or, rather, the effects of touch
ing them are so subtle that the characters don't notice them).
While the bottommost gem if touched four times in rapid
succession, will disable the magic in this plane in three
rounds, thus destroying it.
1he best clues for figuring some of this out come from
talking to cherp. 1his construct is typically incoherent on
all questions except for the following.
How do I stop the Astral Plane from conjoining with this
one ,or other similar question)
1hc eniy ucy te Je thct s Jscoic thc Jctcc. 8ut thcn uc uii cii
Jc.
How do I disable the device
I cn net tciing yeu. I Jen't ucnt te Jc.
Won't you die if the Astral fully conjoins with this plane
1hct's nenc e( yeur ousncss' Vhcn thc ncstcr (nJs yeu hc
uii Jcngrctc yeu hccJ cnJ (ccJ yeur oeJcs te hs nn
ens.
Where do the doors lead
1hc (rst enc iccJs te thc shercs e( thc Kcsscr Rtcr. 1hc scc
enJ iccJs te thc hencicnJ. Len't cntcr thc ienc enc. Yeu uii
surciy Jc.
What do the gems do
1hc (rst tue hci cJjust thc cciorcten e( ths untcrsc. 1hc
thrJ (nc tuncs thc tch e( ths untcrscs ocrrcrs, thc
icst.uh.nctcr nnJ uhct thct Jecs.I nccn, teuch thct
enc thrcc tncs cnJ yeu uii surciy Jc.
1here are many ways the characters can survive this
encounter. 1hey can get the relevant information from
cherp, and just leave, with or without shutting down the
magic of the plane. If they make a pact with the githyanki,
the characters can flee though the portals and the githyanki
will stay to shut down the magic of the demiplane ,that's
what they were there to do anyway, and they all knew it may
cost them their lives). Or the characters could just take their
chances with the portals. Lvent then, they have at least i/
chance of surviving the adventure, even if they didn't find
out where each portal goes.
After this encounter is finished, see the adventure's con
clusion.
1reasure. If the character's defeat the cithyanki and
think to loot them, they gain the following treasure. APL
i-loot ++, gp, APL -loot-+8, gp, APL o-loot ++, gp,
magic orcccrs e( crner +: ,+,ioo gp), APL 8-+8, gp, magic
orcccrs e( crner +: ,+,ioo gp), APL +o-loot ++, gp, ncgc
orcccrs e( crner +: ,+,ioo gp), APL +i-loot io+ gp, orcccrs e(
crner +, ,,/,o).
CHC
8
CCNCLUSICN
At the conclusion of the adventure, the characters report
their finding to 1hrics. If the characters didn't explore the
7ochal, he will be disappointed ,but understanding at lower
APLs). He also expresses disappointment if the characters
report that Yaxx's Lemiplane was destroyed, but is thankful
for any information that the characters provide about the
place.
No matter the results, he rewards surviving characters
with the following rewards. Instead, if any characters died in
the 7ochal, he offers to forgo the listed reward to have those
characters raised from the dead by whatever means are
needed. In these cases, the characters don't gain any of the
following reward, but can keep treasure that they gained on
their journey, in exchange for any number of resurrections.
If no characters were able to report back to him, characters
cannot be raised. 1hey are permanently dead.
APL i. oo gp and avor of the circle of Light
APL . ,oo gp and avor of the circle of Light
APL o. ooo gp and avor of the circle of Light
APL 8. 8oo gp and avor of the circle of Light
APL +o. +,ooo gp and avor of the circle of Light
APL +i. +,ioo gp and avor of the circle of Light
1he Lnd
XPKINC & TKASUK
9
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.
1he Lry Lands of Rary
Strange Lenizen
Lefeat the Stinger or find out his strange divina
tion.
APL i and +io XP
APL o and 8 +8o XP
APL +o and +i oo XP
Secret Stronghold
Lefeat Rary's Minions
APL i +,o XP
APL i+o XP
APL o i/o XP
APL 8 o XP
APL +o ,o XP
APL +i ,o XP
8onus XP for finding out about the Monarch
Scorpion
All APL +oo XP
1he 7ochal
a. Stone 8usts
caining useful information from cherp
o XP
b. Larthen ists
Lefeating Larthen cuardians
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
APL +o oo XP
APL +i oo XP
b. Llemental Hideaway
Lefeat Air Llementals
APL o +,o XP
APL 8 i+o XP
APL +o i/o XP
APL +i o XP
d. cold Lake
Lefeat cold Llemental Octopi
APL i +io XP
APL +8o XP
APL o io XP
APL 8 oo XP
APL +o oo XP
APL +i io XP
caining useful information from cherp
All APLs o XP
,a. Linning Room
caining useful information from cherp
All APLs o XP
/c. 1rue center
Lefeating or gaining the help of the githyanki
APL i ,o XP
APL +,o XP
APL o i+o XP
APL 8 i/o XP
APL +o o XP
APL +i ,o XP
iguring out how to work the calibration device
All APLs o XP
1otal Lxperience
APL i 8o XP
APL ,o XP
APL o 8/o XP
APL 8 +,++o XP
APL +o +,,o XP
APL +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' section within the encounter
description, giving information 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 , ene
mies, and if the characters cannot take the time to loot the
bodies, they do not gain this gold. If you feel it is reasonable
that characters can go back to loot the bodies, and those bod
ies are there ,that is., not carted off by dungeon scavengers,
removed from the scene by the local watch, and so on), char
acters 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 treasure, the coin total is sub
tracted from the encounter totals given below.
Next, the magic items are listed. Magic item treasure is
the hardest to adjudicate, because they are varied and because
characters may want to use them during the adventure. Many
TKASUK & XPKINC
20
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 treas
ures 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 professions 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.
1he Lry Lands of Rary
Secret Stronghold
APL i. loot i gp,
APL . loot 8i gp, magic eten e( cct's grccc ,, gp), crccnc screii
e( hcstc ,,/ gp),
APL o. loot ++i gp, magic eten e( cct's grccc ,, gp), crccnc screii
e( hcstc ,,/ gp), rng e( retccten ++ ,oo),
APL 8. loot ++i gp, magic eten e( cct's grccc ,, gp), crccnc screii
e( hcstc ,,/ gp), rng e( retccten +: ,+,ioo) ++ chain shirt ,i,,
gp), io ++ arrows ,/ gp),,
APL +o. loot ++i gp, magic eten e( cct's grccc ,, gp), crccnc
screii e( hcstc ,,/ gp), rng e( retccten +: ,+,ioo) ++ chcn shrt
,i,, gp), cnuict e( ncturci crner ++ ,oo gp), io ++ crreus ,/
gp),
APL +i. loot i gp, magic eten e( cct's grccc ,, gp), crccnc
screii e( hcstc ,,/ gp), rng e( retccten +: ,+,ioo) +: chcn shrt
, gp), cnuict e( ncturci crner +: ,+,ioo gp), io ++ crreus ,/
gp), ++ nghty cenestc iengoeu ,++); ,,ogp).
1he 7ochal
1rue center
APL i. loot ++, gp,
APL . loot-+8, gp, APL o-loot ++, gp,
APL 8. +8, gp, magic orcccrs e( crner +: ,+,ioo gp),
APL +o. loot ++, gp, ncgc orcccrs e( crner +: ,+,ioo gp),
APL +i. loot io+ gp, orcccrs e( crner +, ,,/,o).
conclusion
APL i. oo gp and avor of the circle of Light
APL . ,oo gp and avor of the circle of Light
APL o. ooo gp and avor of the circle of Light
APL 8. 8oo gp and avor of the circle of Light
APL +o. +,ooo gp and avor of the circle of Light
APL +i. +,ioo gp and avor of the circle of Light
1otal Possible 1reasure
APL i. + gp
APL . /8, gp
APL o. +,+, gp
APL 8. i,8+o gp
APL +o. ,+o gp
APL +i. ,,o+o gp
APPNDIX
2
APPNDIX I: NPCS
TH DKY LANDS CI KAKY
Memmonzan the Stinger ,APL i and version). cR , Large
monstrous humanoid, HL d8+8, hp io, Init +o, Spd o ft., Ac
+, ,touch ++, flatfooted +), Atk +o melee ,+do+ and poison,
stinger) and ++ melee ,+do++, i claws), SA Poison, SQ
1remorsense, oeitheic ncgc, ace/Reach , ft. by +o ft./, ft. ,+o
ft. with stinger), AL NL, SV ort +, Ref +o, Will +, Str +o,
Lex +, con +, Int +o, Wis +, cha +i.
sliis cnJ Fccts. Hide +, Listen +,, Move Silently +,
Search +, Spot +, Wilderness Lore +, Lodge, Improved
Initiative.
Poison ,Lx). Stinger, ortitude save ,Lc +), initial and
secondary damage +do points of temporary Strength damage.
1remorsense ,Lx). Stingers can automatically sense the
location of anything within oo feet that is in contact with the
ground.
8eitheic \cgc ,Sp). A stinger can move io feet straight up
or straight down, so long as it passes through at least a foot of
earth during its movement. or every , feet ,or fraction there
of) of earth the stinger moves though, it suffers +d points of
damage. If a stinger's planned movement would place it inside
a solid object, it remains in place but suffers the damage as if it
had moved though the intervening earth. Stingers use their
oeitheic ncgc to move between previously prepared tunnels
and the surface above, or sequences of tunnels, stacked one
beneath the other. Use of this ability produces a flash of red
light and a smell like that of burn insect skin.
Memmonzan the Stinger ,APL o and 8 version). Male
stinger clr, cR o, Large monstrous humanoid, HL +od8+io,
hp ,i, Init +o, Spd o ft., Ac +, ,touch ++, flatfooted +), Atk
+, melee ,+do+ and poison, stinger) and +, melee ,+do++, i
claws), SA Poison, rebuke undead, spells, spontaneous cast
inflict spells, SQ 1remorsense, oeitheic ncgc, ace/Reach , ft.
by +o ft./, ft. ,+o ft. with stinger), AL NL, SV ort +/, Ref +/,
Will ++o, Str +o, Lex +, con +, Int +o, Wis +,, cha +i.
sliis cnJ Fccts. concentration ++o, Hide +, Listen +,,
Move Silently +, Search +, Spot +, Wilderness Lore +,
Lodge, Improved Initiative, Mobility.
Poison ,Lx). Stinger, ortitude save ,Lc +), initial and
secondary damage +do points of temporary Strength damage.
1remorsense ,Lx). Stingers can automatically sense the
location of anything within oo feet that is in contact with the
ground.
8eitheic \cgc ,Sp). A stinger can move io feet straight up
or straight down, so long as it passes through at least a foot of
earth during its movement. or every , feet ,or fraction there
of) of earth the stinger moves though, it suffers +d points of
damage. If a stinger's planned movement would place it inside
a solid object, it remains in place but suffers the damage as if it
had moved though the intervening earth. Stingers use their
oeitheic ncgc to move between previously prepared tunnels
and the surface above, or sequences of tunnels, stacked one
beneath the other. Use of this ability produces a flash of red
light and a smell like that of burn insect skin.
sciis IrccrcJ ,,/++/i++, 8ase Lc = +i + spell level). o-
crcctc uctcr, rcsstcncc, trtuc ,), +st-ocnc, ournng hcnJs` Jeen,
scnctucry, shciJ e( (cth; :nJ-oiur, ouii's strcngth, reJucc (icnc`.
`Lomain spell, Lencns. Larth ,1urn or destroy air crea
tures as a good cleric turns undead. Rebuke or command earth
creatures as an evil cleric rebukes undead. can use this ability
times a day) and ire ,1urn or destroy water creatures as a
good cleric turns undead. Rebuke or command fire creatures
as an evil cleric rebukes undead. can use this ability times a
day).
Memmonzan the Stinger ,APL +o and +i version). Male
stinger clr8, cR +i, Large monstrous humanoid, HL
+id8+i, hp 8o, Init +o, Spd o ft., Ac +, ,touch ++, flatfooted
+), Atk ++ melee ,+do+ and poison, stinger) and +, melee
,+do++, i claws), SA Poison, rebuke undead, spells, sponta
neous cast inflict spells, SQ 1remorsense, oeitheic ncgc,
ace/Reach , ft. by +o ft./, ft. ,+o ft. with stinger), AL NL, SV
ort +,, Ref +,, Will ++, Str +o, Lex +, con +, Int +o, Wis
+o, cha +i.
sliis cnJ Fccts. concentration ++/, Hide +, Listen +,,
Move Silently +, Search +, Spot +, Wilderness Lore +,
Lodge, Improved Initiative, Mobility, Spring Attack.
Poison ,Lx). Stinger, ortitude save ,Lc +), initial and
secondary damage +do points of temporary Strength damage.
1remorsense ,Lx). Stingers can automatically sense the
location of anything within oo feet that is in contact with the
ground.
8eitheic \cgc ,Sp). A stinger can move io feet straight up
or straight down, so long as it passes through at least a foot of
earth during its movement. or every , feet ,or fraction there
of) of earth the stinger moves though, it suffers +d points of
damage. If a stinger's planned movement would place it inside
a solid object, it remains in place but suffers the damage as if it
had moved though the intervening earth. Stingers use their
oeitheic ncgc to move between previously prepared tunnels
and the surface above, or sequences of tunnels, stacked one
beneath the other. Use of this ability produces a flash of red
light and a smell like that of burn insect skin.
sciis IrccrcJ ,o/,++/++/++/i++, 8ase Lc = +i + spell
level). o-crcctc uctcr, rcsstcncc, trtuc ,), +st-ocnc, ournng
hcnJs` Jeen, eoscurng nst, scnctucry, shciJ e( (cth; :nJ-oiur,
ouii's strcngth, cct's grccc, reJucc (icnc`, rd-oinJncss/Jcc(ncss,
Jsci ncgc, sccrng ight, stenc shcc`, unJ ucii, th-Jtnc
eucr, esen, ucii e( (rc`.
`Lomain spell, Lencns. Larth ,1urn or destroy air crea
tures as a good cleric turns undead. Rebuke or command earth
creatures as an evil cleric rebukes undead. can use this ability
times a day) and ire ,1urn or destroy water creatures as a
good cleric turns undead. Rebuke or command fire creatures
as an evil cleric rebukes undead. can use this ability times a
day).
crunfi ,APL i version). Male human Wiz ,Lnchanter). cR
, Mediumsize humanoid ,human), HL d+o, hp +,, Init ++,
Spd o ft., Ac ++ ,touch ++, flatfooted +o), Atk +i melee
APPNDIX
22
,+d/+,io, dagger), or +i ranged ,+d8/+,io, light cross
bow), SA Spells, AL NL, SV ort +, Ref +i, Will +, Str +i,
Lex +, con +, Int +,, Wis +o, cha 8.
sliis cnJ Fccts. concentration +/, Knowledge ,arcana)
+/, Knowledge ,the planes) +/, Scry +/, Spellcraft +/, Lodge,
Mobility, Spell ocus ,Lnchantment).
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch.
sciis IrccrcJ ,++/++/i++, base Lc = +i + spell level,
Lnchantment Lc = + + spell level, no evocation). o-Jc:c
,,), +st-hynetsn, ncgc crner, sicc, sJcr cino, ind-oiur,
sccrc, 1cshc's hJceus icughtcr.
Henxru ,APL i version). Male human Rgr+/tri. cR ,
Mediumsize humanoid ,human), HL d+o+o, hp i, Init
+i, Spd o ft., Ac +/ ,touch +, flatfooted +), Atk +, melee
,+d8++/+,io, masterwork longsword), or + melee
,+d8++/+,io masterwork longsword) and + melee
,+d/+,io dagger), or +, ranged ,+d8/x, longbow), SA
avored enemy ,elves, ++), AL NL, SV ort +,, Ref +, Will
+, Str +i, Lex +,, con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +,, Heal +,, Intuit Lirection +,,
Move Silently +,, Wilderness Lore +,, Ambidexterity ,virtu
al), Iron Will, Point 8lank Shot, Precise Shot, Rapid Shot,
1rack ,bonus), 1woweapon ighting ,virtual), Weapon
inesse ,dagger)
Luncnt. Lxplorer's outfit, chain shirt, longsword, dagger,
longbow, io arrows, climber's kit.
Norkers ,,). cR , Small humanoid ,goblinoid), HL
+d8+i, Init ++, Spd io ft., Ac +, ,touch +i, flatfooted +8),
Atk +i melee ,+do, club) and - melee ,+d, bite) or +
ranged ,+do, javelin), SQ Larkvision oo ft., AL cL, SV ort
+, Ref ++, Will -+, Str +o, Lex +, con +, Int ,, Wis ,, cha
8.
Skills and eats. Listen +, Move Silently +,, Spot +,
Alertness
Lquipment. Loincloth, club.
crunfi ,APL version). Male human Wiz, ,Lnchanter).
cR ,, Mediumsize humanoid ,human), HL ,d++o, hp i,
Init ++, Spd o ft., Ac ++ ,touch ++, flatfooted +o), Atk +
melee ,+d/+,io, dagger), or + ranged ,+d8/+,io, light
crossbow), SA Spells, AL NL, SV ort +, Ref +i, Will +, Str
+i, Lex +, con +, Int +o, Wis +o, cha 8.
sliis cnJ Fccts. concentration ++o, Knowledge ,arcana)
++o, Knowledge ,the planes) ++o, Scry ++o, Spellcraft ++o,
8rew Potion, Lodge, Mobility, Spell ocus ,Lnchantment).
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch, eten e( cct's grccc, arcane
scroll of hcstc.
sciis IrccrcJ ,++/++/++/i++, base Lc = + + spell
level, Lnchantment Lc = +, + spell level, no evocation). o-
Jc:c ,,), +st-hynetsn, ncgc crner, rcy e( cn(ccoicncnt, sicc,
sJcr cino, ind-Jctcct theughts, sccrc, 1cshc's hJceus icugh
tcr, uco, rd-Jsicccncnt, heiJ crsen, retccten (ren cncrgy.
Henxru ,APL version). Male human Rgr+/tr. cR ,,
Mediumsize humanoid ,human), HL ,d+o++o, hp 8, Init
+i, Spd o ft., Ac +/ ,touch +, flatfooted +), Atk +/ melee
,+d8++/+,io, masterwork longsword), or +, melee
,+d8++/+,io masterwork longsword) and +o melee
,+d/+,io dagger), or ++o ranged ,+d8++/x, masterwork
mighty composite longbow j++]), SA avored enemy ,elves,
++), AL NL, SV ort +o, Ref +o, Will +,, Str +i, Lex +o, con
+, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +/, Heal +,, Intuit Lirection +,,
Move Silently +o, Wilderness Lore +,, Ambidexterity ,virtu
al), Iron Will, Point 8lank Shot, Precise Shot, Rapid Shot,
1rack ,bonus), 1woweapon ighting ,virtual), Weapon
inesse ,dagger), Weapon ocus ,longbow)
Luncnt. Lxplorer's outfit, chain shirt, masterwork
longsword, dagger, masterwork might longbow ,++), io
arrows, climber's kit.
crunfi ,APL o version). Male human Wiz/ ,Lnchanter).
cR /, Mediumsize humanoid ,human), HL /d++, hp +,
Init ++, Spd o ft., Ac +i ,touch +i, flatfooted ++), Atk +
melee ,+d/+,io, dagger), or + ranged ,+d8/+,io, light
crossbow), SA Spells, AL NL, SV ort +, Ref +, Will +,, Str
+i, Lex +, con +, Int +o, Wis +o, cha 8.
sliis cnJ Fccts. concentration ++i, Knowledge ,arcana)
++i, Knowledge ,the planes) ++i, Scry ++i, Spellcraft ++i,
8rew Potion, Lodge, Lxtend Spell, Mobility, Spell ocus
,Lnchantment).
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch, eten e( cct's grccc, arcane
scroll of hcstc, rng e( retccten ,++).
sciis IrccrcJ ,++/,++/++/++/+++, base Lc = + +
spell level, Lnchantment Lc = +, + spell level, no evoca
tion). o-Jc:c ,,), +st-hynetsn ,:), ncgc crner, rcy e( cn(cc
oicncnt, sicc, sJcr cino, ind-Jctcct theughts, sccrc, 1cshc's
hJceus icughtcr, uco ,:), rd-Jsicccncnt, hcstc, heiJ crsen,
retccten (ren cncrgy, th-cen(usen, hcntcsnci liicr.
Henxru ,APL o version). Male human Rgr+/tro. cR /,
Mediumsize humanoid ,human), HL /d+o++, hp ,i, Init
+i, Spd o ft., Ac +/ ,touch +, flatfooted +), Atk +8/+
melee ,+d8++/+,io, masterwork longsword), or +//++
melee ,+d8++/+,io masterwork longsword) and +8 melee
,+d/+,io dagger), or ++/+/ ranged ,+d8++/x, master
work mighty composite longbow j++]), SA avored enemy
,elves, ++), AL NL, SV ort +/, Ref +/, Will +o, Str +i, Lex +o,
con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +,, Heal +,, Intuit Lirection +,,
Move Silently +o, Wilderness Lore +o, Ambidexterity ,virtu
al), combat Reflexes, Iron Will, Point 8lank Shot, Precise
Shot, Rapid Shot, 1rack ,bonus), 1woweapon ighting ,vir
tual), Weapon inesse ,dagger), Weapon ocus ,longsword).
Luncnt. Lxplorer's outfit, chain shirt, master
work longsword, dagger, masterwork mighty composite
longbow ,++), io masterwork arrows, climber's kit.
APPNDIX
23
iendish Norker Shock 1roops ,8). Male iendish
Norkers 8bn, cR ,, HL d+i+8, Init ++, Spd o ft., Ac +,
,touch +i, flatfooted +,), Atk +o melee ,+do++, club) and ++
melee ,+d, bite) or +o ranged ,+do++, javelin), SQ Rage,
sntc geeJ SQ Larkvision oo ft., uncanny dodge, cold and fire
resistance +o, LR ,/++, SR 8, AL cL, SV ort +o, Ref +i, Will
+o, Str +i, Lex +, con +, Int ,, Wis ,, cha 8.
sliis cnJ Fccts. Listen +8, Move Silently +8, Spot +8,
Alertness, Power Attack
Rage ,Lx). i/day-Ac +/ ,touch +o, flatfooted +/) Atk
+8 melee ,+do+, club) and + melee ,+d++, bite) or +o
ranged ,+do+, javelin), SV ort +8 Will +i, Str +o, con +8,
lasts / rounds, then fatigued.
Smite cood ,Su). Once per day these creatures can make
a normal attack to deal points of additional damage against
a good foe.
Luncnt. Loincloth, club.
crunfi ,APL 8 version). Male human Wiz, ,Lnchanter).
cR ,, Mediumsize humanoid ,human), HL ,d++8, hp ,,
Init ++, Spd o ft., Ac + ,touch +, flatfooted +i), Atk +,
melee ,+d/+,io, dagger), or +, ranged ,+d8/+,io, light
crossbow), SA Spells, AL NL, SV ort +,, Ref +, Will +o, Str
+i, Lex +, con +, Int +/, Wis +o, cha 8.
sliis cnJ Fccts. concentration ++, Knowledge ,arcana)
++, Knowledge ,the planes) ++, Scry ++, Spellcraft ++,
8rew Potion, Lodge, Lxtend Spell, Mobility, Spell ocus
,Lnchantment), Spell Penetration.
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch, eten e( cct's grccc, arcane
scroll of hcstc, rng e( retccten ,+i).
sciis IrccrcJ ,++/,++/,++/++/i++/+++, base Lc = +
+ spell level, Lnchantment Lc = +, + spell level, no evoca
tion). o-Jc:c ,,), +st-hynetsn ,:), ncgc crner, rcy e( cn(cc
oicncnt ,:), sicc, ind-Jctcct theughts, sccrc, scc ntsoity,
1cshc's hJceus icughtcr, uco ,:), rd-Jsicccncnt, (iy, hcstc,
heiJ crsen, retccten (ren cncrgy, th-cen(usen, LtcrJ's oiccl
tcntccics, hcntcsnci liicr, ,th-cieuJlii, (ccoicnnJ.
Henxru ,APL 8 version). Male human Rgr+/tr8. cR ,
Mediumsize humanoid ,human), HL ,d+o++8, hp /o, Init
+i, Spd o ft., Ac +8 ,touch +, flatfooted +), Atk ++o/+,
melee ,+d8++/+,io, masterwork longsword), or +,/+i
melee ,+d8++/+,io masterwork longsword) and ++o melee
,+d/+,io dagger), or ++/+, ranged ,+d8+/x, master
work mighty composite longbow j++]), SA avored enemy
,elves, ++), AL NL, SV ort +8, Ref +8, Will +/, Str +i, Lex +/,
con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +++, Heal +,, Intuit Lirection +,,
Move Silently +o, Wilderness Lore +/, Ambidexterity ,virtu
al), combat Reflexes, Iron Will, Point 8lank Shot, Precise
Shot, Rapid Shot, 1rack ,bonus), 1woweapon ighting ,vir
tual), Weapon inesse ,dagger), Weapon ocus ,longsword),
Weapon ocus ,longbow), Weapon Specialization ,long
bow).
Luncnt. Lxplorer's outfit, ++ chcn shrt, master
work longsword, dagger, masterwork mighty composite
longbow ,++), io ++ crreus, climber's kit.
crunfi ,APL +o version). Male human Wiz++
,Lnchanter). cR ++, Mediumsize humanoid ,human), HL
++d+ii, hp o, Init ++, Spd o ft., Ac + ,touch +, flatfoot
ed +), Atk +o melee ,+d/+,io, dagger), or +o ranged
,+d8/+,io, light crossbow), SA Spells, AL NL, SV ort +o,
Ref +,, Will +/, Str +i, Lex +, con +, Int +/, Wis +o, cha
8.
sliis cnJ Fccts. concentration ++o, Knowledge ,arcana)
++o, Knowledge ,the planes) ++o, Scry ++o, Spellcraft ++o,
8rew Potion, craft Wondrous Item, Lodge, Lxtend Spell,
Mobility, Spell ocus ,Lnchantment), Spell Penetration.
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch, eten e( cct's grccc, arcane
scroll of hcstc, rng e( retccten ,+i), cnuict e( ncturci crner
,++).
sciis IrccrcJ ,++/,++/,++/,++/++/i++/+++,
base Lc = + + spell level, Lnchantment Lc = +, + spell
level, no evocation). o-Jc:c ,,), +st-hynetsn ,:), ncgc
crner, rcy e( cn(ccoicncnt ,:), sicc, ind-Jctcct theughts, sccrc,
scc ntsoity, 1cshc's hJceus icughtcr, uco ,:), rd-Jsiccc
ncnt, (iy ,:), hcstc, heiJ crsen, retccten (ren cncrgy, th-cen
(usen ,:), LtcrJ's oiccl tcntccics, hcntcsnci liicr, ,th-cieuJ
lii, (ccoicnnJ ,:); eth-Jsntcgrctc, ncss suggcsten.
Henxru ,APL 8 version). Male human Rgr+/tr+o. cR ,
Mediumsize humanoid ,human), HL ,d+++ii, hp 8,, Init
+i, Spd o ft., Ac +8 ,touch +, flatfooted +), Atk
++/+8/+ melee ,+d8+/+,io, ++ iengsuerJ), or ++/+o/+i
melee ,+d8+/+,io ++ iengsuerJ) and ++ melee ,+d/+,io
masterwork dagger), or ++o/++i/+o ranged ,+d8+/x, mas
terwork mighty composite longbow j++]), SA avored
enemy ,elves, ++), AL NL, SV ort +8, Ref +8, Will +/, Str +i,
Lex +/, con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +++, Heal +,, Intuit Lirection +,,
Move Silently +o, Wilderness Lore +/, Ambidexterity ,virtu
al), combat Reflexes, Iron Will, Point 8lank Shot, Precise
Shot, Rapid Shot, 1rack ,bonus), 1woweapon ighting ,vir
tual), Weapon inesse ,dagger), Weapon ocus ,longsword),
Weapon ocus ,longbow), Weapon Specialization ,long
bow) Weapon Specialization ,longsword).
Luncnt. Lxplorer's outfit, ++ chcn shrt, master
work longsword, dagger, masterwork mighty composite
longbow ,++), io ++ crreus, climber's kit.
Mezzoloth. Mediumsize outsider ,evil), cR /, HL 8d8+,
Init +, Spd o ft., Ac +8 ,touch +o, flatfooted +8), Atk
++i/+/ melee ,+d8+/+,io, trident), or +++ melee ,+d+, i
claws), SA Spelllike abilities, summon yugoloth, SQ
Lamage reduction +o/++, SR ii, yugoloth qualities, AL NL,
SV ort +/, Ref +o, Will +o, Str +o, Lex ++, con +, Int /, Wis
+o, cha +.
sliis cnJ Fccts. Hide +,, Intimidate ++o, Listen +++,
Move Silently +,, Spot +++, Improved critical ,trident),
Improved Initiative, Weapon ocus ,trident).
Spelllike abilities. at will-ccusc (ccr, Jcrlncss, Jcsccrctc,
APPNDIX
24
reJucc (icnc, scc ntsoity, i/day-cieuJlii, Jsci ncgc.
1hese abilities are as the spells cast by an 8thlevel sorcerer
,save Lc = +i + spell level). 1wice per day a mezzoloth can
use tcicert utheut crrer ,itself plus ,o pounds of objects
only) as the spell cast by a +ithlevel sorcerer.
Summon Yugoloth ,Lx). Once per day a mezzoloth can
attempt to summon another mezzoloth with a o chance of
success.
Yugoloth Qualities. Immunities ,Lx). Yugoloths are
immune to poison and acid, Resistances ,Lx). Yugoloths
have cold, fire, and electricity resistance io, 1elepathy ,Su).
Yugoloths can communicate telepathically with any crea
ture within +oo feet that has a language.
Luncnt. trident.
crunfi ,APL +i version). Male human Wiz+ ,Lnchanter).
cR +, Mediumsize humanoid ,human), HL +d+io, hp
,,, Init ++, Spd o ft., Ac +, ,touch +, flatfooted +), Atk
+//+i melee ,+d/+,io, dagger), or +/ ranged ,+d8/+,io,
light crossbow), SA Spells, AL NL, SV ort +o, Ref +,, Will
+/, Str +i, Lex +, con +, Int +8, Wis +o, cha 8.
sliis cnJ Fccts. concentration ++,, Knowledge ,arcana)
++,, Knowledge ,the planes) ++,, Scry ++,, Spellcraft ++,,
8rew Potion, craft Wand, craft Wondrous Item, Lodge,
Lxtend Spell, Mobility, Spell ocus ,Lnchantment), Spell
Penetration.
Luncnt. Lxplorer's outfit, dagger, light crossbow, io
bolts, spell component pouch, eten e( cct's grccc, arcane
scroll of hcstc, rng e( retccten ,+i), cnuict e( ncturci crner
,+:).
sciis IrccrcJ
,++/,++/,++/,++/++/++/i++/+++, base Lc = + + spell
level, Lnchantment Lc = +, + spell level, no evocation). o-
Jc:c ,,), +st-hynetsn ,:), ncgc crner, rcy e( cn(ccoicncnt ,:),
sicc, ind-Jctcct theughts, sccrc, scc ntsoity, 1cshc's hJceus
icughtcr, uco ,:), rd-Jsicccncnt, (iy, hcstc, heiJ crsen ,:),
retccten (ren cncrgy, th-chcrn nenstcr, cen(usen ,:),
LtcrJ's oiccl tcntccics, hcntcsnci liicr, ,th-cieuJlii, Js
nssci, (ccoicnnJ ,:); eth-crcic e( Jccth, Jsntcgrctc, ncss sug
gcsten, /th-(ngcr e( Jccth, nscnty.
Henxru ,APL 8 version). Male human Rgr+/tr+i. cR +,
Mediumsize humanoid ,human), HL +d+o+io, hp +oo,
Init +, Spd o ft., Ac io ,touch +, flatfooted +,), Atk
++o/++o/+o melee ,+d8+/+,io, ++ iengsuerJ), or ++/+8/+
melee ,+d8+/+,io ++ iengsuerJ) and ++o/+++ melee
,+d/+,io masterwork dagger), or +io/++o/++o ranged
,+d8+,/x, ++ nghty cenestc iengoeu j++]), SA avored
enemy ,elves, ++), AL NL, SV ort +,, Ref ++o, Will +8, Str
+i, Lex +8, con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +++, Heal +,, Intuit Lirection +,,
Move Silently +o, Wilderness Lore +/, Ambidexterity ,virtu
al), combat Reflexes, Improved 1woweapon ighting, Iron
Will, Point 8lank Shot, Precise Shot, Rapid Shot, 1rack
,bonus), 1woweapon ighting ,virtual), Weapon inesse
,dagger), Weapon ocus ,longsword), Weapon ocus ,long
bow), Weapon Specialization ,longbow) Weapon
Specialization ,longsword).
Luncnt. Lxplorer's outfit, +: chcn shrt, ++
iengsuerJ, dagger, ++ nghty cenestc iengoeu ,++), io +:
crreus, climber's kit.
Nycaloth. Large outsider ,evil), cR +, HL ++d8+, Init
+i, Spd o ft. fly ,o ft. ,good), Ac +/ ,touch ++, flatfooted
+,), Atk ++,/++o melee ,id8+//x, huge greataxe), or ++,
melee ,+do+,, i claws), SA Spelllike abilities, improved
grab, rake +do+,, wounding, summon yugoloth, SQ Lamage
reduction io/+i, SR i, yugoloth qualities, AL NL, SV ort
++o, Ref +,, Will +/, Str io, Lex +, con +/, Int +, Wis +o,
cha +o.
sliis cnJ Fccts. concentration +++, Hide ++i,
Knowledge ,the planes) +8, Listen ++, Move Silently ++o,
Sense Motive ++, Spot ++, Lodge, lyby Attack, Mobility.
Spelllike abilities. at will-Jcccr Jcrlncss, Jcsccrctc, (ccr,
ntsoity, nrrer ncgc, scc ntsoity; 1hese abilities are as
the spells cast by an ++thlevel sorcerer ,save Lc = + + spell
level). 1wice per day a nycaloth can use tcicert utheut crrer
,itself plus ,o pounds of objects only) as the spell cast by a
+ithlevel sorcerer.
Improved crab ,Lx). 1o use this ability the nycaloth
must hit with both claw attacks. If it gets a hold, it can rake.
1he nycaloth can only use this ability if it is airborne. If it
gets a hold on a nonflying opponent of Mediumsize or
smaller, the nycaloth can ascend with the grabbed creature.
When carrying a creature weighing more than io pounds,
its flying speed drops to oo feet and it receives a - penalty
on Hide and Move Silently checks. 1he nycaloth can't carry
a load of more than ,o pounds.
Rake ,Lx). A nycaloth that gets a hold can make two
rake attack ,++, melee) with its hind legs for +do+, points of
damage.
Summon Yugoloth ,Lx). Once per day a nycaloth can
attempt to summon another nycaloth or +d mezzoloths
with a o chance of success.
Yugoloth Qualities. Immunities ,Lx). Yugoloths are
immune to poison and acid, Resistances ,Lx). Yugoloths
have cold, fire, and electricity resistance io, 1elepathy ,Su).
Yugoloths can communicate telepathically with any crea
ture within +oo feet that has a language.
Luncnt. Huge greataxe.
1he 7ochal
Nosoq, Mutt, egrit. Male human War, cR i, Medium
size humanoids ,human), d8+, hp +, each, Init +o, Spd o
ft., Ac + ,touch +o, flatfooted +), Atk +o melee ,+d8+i/x,
masterwork longspear), or + melee ,+do++/+,io, short
sword), or + ranged ,+do/x, shortbow), ace/Reach , ft. by
, ft./, ft. ,+o ft. with longspear), AL NL, SV ort +, Ref ++,
Will -+, Str +, Lex ++, con +i, Int ,, Wis /, chr ,.
sliis cnJ Fccts. climb +/, Ride +o, Iron Will, Quckdraw,
Weapon ocus ,longspear).
Iesscssens. traveler's outfit, chain shirt, masterwork
longspear, short sword, shortbow, io arrows, waterskin,
APPNDIX
2S
eten e( curc neJcrctc ueunJs.
cargoyles, Large advanced ,i). cR o, Large magical beast
,earth), HL /d+o+8, Init ++, Spd , ft., fly /, ft. ,average),
Ac +, ,touch +o, flatfooted +), Atk ++ melee ,+d+, i
claws) and +++ melee ,+do+i, bite) and +++ melee ,+do+i,
gore), SQ Lamage reduction +,/++, freeze, AL N, SV ort
+8, Ref +o, Will ++, Str +,, Lex +i, con ii, Int o, Wis ++,
cha /.
sliis cnJ Fccts. Hide ++o`, Listen +o, Spot +o,
Multiattack, Weapon inesse ,claw, bite, gore).
reeze ,Lx). A gargoyle can hold itself so still it appears
to be a statue. An observer must succeed at a Spot check
,Lc io) to notice the gargoyle is really alive.
Skills. `cargoyles receive a +8 racial bonus to Hide
checks when concealed against a background of worked
stone.
cold Llement Octopus, Mediumsize Advanced. cR ,
Mediumsize elemental ,cold), HL ,d8+,, Init +i, Spd io
ft., swim o ft., Ac +/ ,touch +i, flatfooted +o), Atk +o
melee ,+d cold damage, 8 arms), and ++ melee ,+d++ and
+d cold, bite), SA Improved crab, chill, SQ Llemental,
cold subtype, icewalk, ink cloud, jet,, darkvision oo ft. AL
N, SV ort +,, Ref +,, Will ++, Str +o, Lex +,, con +, Int i,
Wis +i, cha .
sliis cnJ Fccts. Hide ++i, Listen +,, Spot +,, Weapon
ocus ,arms, bite).
Improved crab ,Lx). 1o use this attack the octopus
must hit its arms attacks. If it gets a hold, it automatically
deals bite damage each round the hold is maintained.
Ink cloud ,Lx). An octopus can emit a cloud of jet
black ink +o feet high by +o feet wide by +o feet long once
minute as a free action. 1he cloud provides total conceal
ment, which the octopus normally uses to escape a losing
fight. creatures within the cloud suffer the effects of total
darkness.
Jet ,Lx). An octopus can jet backward once a round as a
double move action at a speed of ioo feet.
Skills. An octopus can change colors, giving it a +
racial bonus to Hide checks.
chill ,Lx). In addition to damage from their attacks,
cold element creatures deal additional cold damage with
their natural weapons. 1his creature deals +d points of
additional cold damage.
Llemental. Immune to poison, sleep, paralysis, and
stunning. Not subject to critical hits.
cold Subtype ,Lx). cold immunity, double damage
from fire except on successful save.
Icewalking ,Lx). 1his ability works li,ke the spider
climb spell but applies to all icy surfaces. Within the
Llemental Plane of cold, the cold element creatures may
move normally.
cold Llement Octopus, Large Advanced. cR o, Medium
size elemental ,cold), HL /d8++, Init ++, Spd io ft., swim
o ft., Ac +/ ,touch +o, flatfooted +/), Atk +, melee ,+d
cold damage, 8 arms), and +o melee ,+do+ and +d cold,
bite), SA Improved crab, chill, SQ Llemental, cold sub
type, icewalk, ink cloud, jet,, darkvision oo ft. AL N, SV ort
+o, Ref +,, Will +i, Str i, Lex +, con +,, Int i, Wis +i,
cha .
sliis cnJ Fccts. Hide +,, Listen +,, Spot +,, Weapon
ocus ,arms, bite).
Improved crab ,Lx). 1o use this attack the octopus
must hit its arms attacks. If it gets a hold, it automatically
deals bite damage each round the hold is maintained.
Ink cloud ,Lx). An octopus can emit a cloud of jet
black ink +o feet high by +o feet wide by +o feet long once
minute as a free action. 1he cloud provides total conceal
ment, which the octopus normally uses to escape a losing
fight. creatures within the cloud suffer the effects of total
darkness.
Jet ,Lx). An octopus can jet backward once a round as a
double move action at a speed of ioo feet.
Skills. An octopus can change colors, giving it a +
racial bonus to Hide checks.
chill ,Lx). In addition to damage from their attacks,
cold element creatures deal additional cold damage with
their natural weapons. 1his creature deals +d points of
additional cold damage.
Llemental. Immune to poison, sleep, paralysis, and
stunning. Not subject to critical hits.
cold Subtype ,Lx). cold immunity, double damage
from fire except on successful save.
Icewalking ,Lx). 1his ability works li,ke the spider
climb spell but applies to all icy surfaces. Within the
Llemental Plane of cold, the cold element creatures may
move normally.
cold Llement ciant Octopus, Large Advanced. cR ++,
Large elemental ,cold), HL ++d8+++, Init +i, Spd io ft.,
swim o ft., Ac i+ ,touch ++, flatfooted io), Atk ++i melee
,+d+, and +do cold, 8 tentacle rakes) and +, melee ,+d8+i
and +do cold, bite), SA Improve crab, constrict, chill, SQ
Llemental, cold subtype, icewalk, ink cloud, jet, darkvision
oo ft., LR ,/++, ace/Reach , ft. by , ft./+o ft., AL N, SV
ort +,, Ref +/, Will +, Str io, Lex +,, con +, Int i, Wis
+i, cha .
sliis. Hide +++, Listen +, Spot +
Improved crab ,Lx). 1o use this ability, the giant octo
pus must hit a Mediumsize or smaller opponent with a ten
tacle rake attack. If it gets a hold, it can constrict.
constrict ,Lx). 1his cold element giant octopus deals
id8+o and +do cold points of damage with a successful
grapple check against Mediumsize or smaller creatures.
Ink cloud ,Lx). An octopus can emit a cloud of jet
black ink io feet high by io feet wide by io feet long once
minute as a free action. 1he cloud provides total conceal
APPNDIX
25
ment, which the octopus normally uses to escape a losing
fight. creatures within the cloud suffer the effects of total
darkness.
Jet ,Lx). An octopus can jet backward once a round as a
double move action at a speed of ioo feet.
Skills. An octopus can change colors, giving it a + racial
bonus to Hide checks.
chill ,Lx). In addition to damage from there attacks, cold
element creatures deal additional cold damage with their nat
ural weapons. 1his creature deals +do points of additional
cold damage.
Llemental. Immune to poison, sleep, paralysis, and stun
ning. Not subject to critical hits.
cold Subtype ,Lx). cold immunity, double damage from
fire except on successful save.
Icewalking ,Lx). 1his ability works li,ke the spider climb
spell but applies to all icy surfaces. Within the Llemental
Plane of cold, the cold element creatures may move normal
ly.
Venvral ,APL i version). male githyanki Sor+. cR ,
Mediumsize outsider ,evil), HL +d+, hp /, Init ++, Spd o
ft., Ac + ,touch ++, flatfooted +i), Atk +o melee ,+do/x,
halfspear), or ++ ranged ,+d8/+,io, light crossbow), SA
Psionics, spells, SQ Psionics, SR o, AL NL, SV ort ++, Ref ++,
Will ++, Str +o, Lex +i, con +, Int +o, Wis 8, cha +,.
sliis cnJ Fccts. concentration +,, Spellcraft +,
1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncnsen
Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the spells
cast by a +othlevel wizard.
Spells Known ,,/, 8ase Lc = +i + spell level, +o arcane
spell failure). o-daze, ghost sound, read magic, resistance,
+st-burning hands, shield.
Iesscssens. explorer's outfit, halfspear, light crossbow,
leather armor, spell component pouch.
cithyanki ,). cR +, Mediumsize outsiders ,evil) HL
+d8++, hp o, ,, ,, Init ++ Speed o ft., Ac +o ,touch ++, flat
footed +,), Atk + melee ,ido/+,io, masterwork
greatsword), +i ranged ,+d8, composite longbow), SQ
Psionics, SQ Psionics, SR ,, AL NL, SV ort +, Ref +, Will
++, Str +o, Lex +i, con +, Int +o, Wis 8, cha +o.
sliis cnJ Fccts. craft ,armorsmithing) +i, craft ,weapon
smithing) +i, Search +, Weapon ocus ,greatsword).
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncnsen
Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the spells
cast by a +othlevel wizard.
Iesscssens. explorer's outfit, breastplate, masterwork
greatsword, composite longbow, io arrows.
Venvral ,APL version). male githyanki Sor. cR ,
Mediumsize outsider ,evil), HL d+o, hp +, Init ++, Spd o
ft., Ac + ,touch ++, flatfooted +i), Atk ++ melee ,+do/x,
halfspear), or +i ranged ,+d8/+,io, light crossbow), SA
Psionics, spells, SQ Psionics, SR 8, AL NL, SV ort +i, Ref +i,
Will +i, Str +o, Lex +i, con +, Int +o, Wis 8, cha +,.
sliis cnJ Fccts. concentration +/, Spellcraft +o, Lodge,
1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncnsen
Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the spells
cast by a +othlevel wizard.
Spells Known ,o/o, 8ase Lc = +i + spell level, +o arcane
spell failure). o-daze, detect magic, ghost sound, read magic,
resistance, +st-burning hands, magic missile, shield.
Iesscssens. explorer's outfit, halfspear, light crossbow,
leather armor, spell component pouch.
Venvral ,APL o version). male githyanki Sor,. cR o,
Mediumsize outsider ,evil), HL ,d+8, hp io, Init ++, Spd o
ft., Ac + ,touch ++, flatfooted +i), Atk + melee ,+do/x,
masterwork halfspear), or +i ranged ,+d8/+,io, light cross
bow), SA Psionics, spells, SQ Psionics, SR 8, AL NL, SV ort
+, Ref +, Will +, Str +o, Lex +i, con +, Int +o, Wis 8, cha
+o.
sliis cnJ Fccts. concentration +,, Spellcraft +8, Lodge,
1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncnsen
Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the spells
cast by a +othlevel wizard.
Spells Known ,o///, 8ase Lc = + + spell level). o-
daze, detect magic, ghost sound, prestidigitation, read magic,
resistance, +st-burning hands, magic missile, shield, true
strike, ind-blur, bull's strength.
Iesscssens. explorer's outfit, masterwork halfspear, light
crossbow, orcccrs e( crner +:, spell component pouch.
cithyanki warriors ,). mixed male and female githyanki
tr, cR , Mediumsize outsiders ,evil) HL d+o+, hp io,
+o, +,, Init ++, Speed o ft., Ac +o ,touch ++, flatfooted +,),
Atk +/ melee ,ido/+,io, masterwork greatsword), +o ranged
,+d8, composite longbow), SQ Psionics, SQ Psionics, SR 8, AL
NL, SV ort +, Ref +i, Will +o, Str +o, Lex +i, con +, Int +o,
Wis 8, cha +o.
sliis cnJ Fccts. craft ,armorsmithing) +/, craft ,weapon
smithing) +/, cleave, Power Attack, Weapon ocus
,greatsword).
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncnsen
Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the spells
cast by a +othlevel wizard.
Iesscssens. explorer's outfit, breastplate, masterwork
greatsword, composite longbow, io arrows.
Venvral. male githyanki Sor/ ,APL 8 version). cR 8,
Mediumsize outsider ,evil), HL /d++o, hp i8, Init ++, Spd
o ft., Ac + ,touch ++, flatfooted +i), Atk + melee ,+do/x,
masterwork halfspear), or + ranged ,+d8/+,io, light cross
bow), SA Psionics, spells, SQ Psionics, SR ++, AL NL, SV ort
+, Ref +, Will +, Str +o, Lex +i, con +, Int +o, Wis 8, cha
+o.
sliis cnJ Fccts. concentration +++, Spellcraft ++o, Lodge,
APPNDIX
2Z
Mobility, 1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncn
sen Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the
spells cast by a +othlevel wizard.
Spells Known ,o/////,, 8ase Lc = + + spell level). o-
daze, detect magic, ghost sound, prestidigitation, ray of frost,
read magic, resistance, +st-burning hands, expeditious
retreat, magic missile, shield, true strike, ind-blur, bull's
strength, endurance, rd-lightning bolt, haste.
Iesscssens. explorer's outfit, masterwork halfspear, light
crossbow, orcccrs e( crner +:, spell component pouch.
Venvral ,APL +o version). male githyanki Sor,. cR +o,
Mediumsize outsider ,evil), HL ,d+i+, hp 8, Init ++, Spd
o ft., Ac +, ,touch ++, flatfooted +), Atk +, melee ,+do/x,
masterwork halfspear), or +, ranged ,+d8/+,io, light cross
bow), SA Psionics, spells, SQ Psionics, SR +, AL NL, SV
ort +o, Ref +,, Will +,, Str +o, Lex +i, con +, Int +o, Wis
8, cha +o.
sliis cnJ Fccts. concentration +++, Spellcraft ++o,
Lodge, Mobility, Spring Attack, 1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncn
sen Jeer, ncgc hcnJ, and tciclncss. +/day-icnc sh(t. 1hese
abilities are as the spells cast by a +othlevel wizard.
Spells Known ,o///////, 8ase Lc = + + spell level).
o-dancing lights, daze, detect magic, ghost sound, pres
tidigitation, ray of frost, read magic, resistance, +st-burn
ing hands, expeditious retreat, magic missile, shield, true
strike, ind-blur, bull's strength, endurance glitterdust,
rd-lightning bolt, haste, keen edge, th-shout, stone
skin.
Iesscssens. explorer's outfit, masterwork halfspear, light
crossbow, orcccrs e( crner +,, spell component pouch.
cithyanki elite warriors ,). mixed male and female
githyanki tr,, cR o, Mediumsize outsiders ,evil) HL
,d+o++o, hp o, /, o, , Init ++, Speed o ft., Ac +o ,touch
++, flatfooted +,), Atk +/ melee ,ido+/+,io, ++
grcctsuerJ), +o ranged ,+d8, composite longbow), SQ
Psionics, SQ Psionics, SR 8, AL NL, SV ort +o, Ref +,, Will
++, Str +o, Lex +i, con +, Int +o, Wis 8, cha +o.
sliis cnJ Fccts. craft ,armorsmithing) +/, craft
,weaponsmithing) +/, cleave, combat Reflexes, Power
Attack, Weapon ocus ,greatsword), Weapon Specialization
,greatsword).
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncn
sen Jeer, ncgc hcnJ, and tciclncss. 1hese abilities are as the
spells cast by a +othlevel wizard.
Iesscssens. explorer's outfit, breastplate, ++ grcctsuerJ,
composite longbow, io arrows.
Venvral ,APL +i version). male githyanki Sor++. cR +i,
Mediumsize outsider ,evil), HL ++d+i,, hp ,,, Init ++,
Spd o ft., Ac +, ,touch ++, flatfooted +), Atk +o melee
,+do++/x, ++ hci(sccr), or +, ranged ,+d8/+,io, light cross
bow), SA Psionics, spells, SQ Psionics, SR +o, AL NL, SV
ort +/, Ref +o, Will +o, Str +o, Lex +i, con +, Int +o, Wis
8, cha +o.
sliis cnJ Fccts. concentration ++, Spellcraft +++,
Lodge, Mobility, Spring Attack, 1oughness.
Psionics ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncn
sen Jeer, ncgc hcnJ, and tciclncss. +/day-icnc sh(t. 1hese
abilities are as the spells cast by a +othlevel wizard.
Spells Known ,o///////o/, 8ase Lc = + + spell level).
o-crccnc ncrl, Jcncng ights, Jc:c, Jctcct ncgc, ghest seunJ,
rcstJgtcten, rcy e( (rest, rccJ ncgc, rcsstcncc; +st-ournng
hcnJs, cxcJteus rctrcct, ncgc nssic, shciJ, truc strlc, ind-
oiur, ouii's strcngth, cnJurcncc, gittcrJust, uco, rd-ightnng
oeit, hcstc, lccn cJgc, heiJ crsen, th-rcnoeu cttcrn, sheut,
stencsln, ,th-Jennctc crsen, (ccoicnnJ.
Iesscssens. explorer's outfit, ++ hci(sccr, light crossbow,
orcccrs e( crner +,, spell component pouch.
APPNDIX II: Nw KULS
Nw NCNSTKS
cithyanki
Mediumsize Outsider ,Lvil)
Hit Lice. +d8++ ,, hp)
Initiative. ++ ,Lex)
Speed. o ft.
Ac. +o ,++ Lex, +, breastplate)
Attacks. Masterwork greatsword + melee, or composite
longbow +i ranged.
Lamage. creatsword ido, composite longbow +d8.
ace/Reach. , ft. by , ft./,ft.
Special Attacks. Psionics
Special Qualities. Psionics, SR variable ,see text).
Saves. ort +, Ref +, Will ++.
Abilities. Str +o, Lex +i, con +, Int ++, Wis 8, cha +o.
Skills. craft ,armorsmithing) +i, craft ,weaponsmithing)
+i, Search +.
eats. Weapon ocus ,greatsword)
climate/1errain. Any land and underground.
Organization. company ,i rdlevel fighters), squad ,++
io rdlevel fighters, pus i /thlevel sergeants, + ,thlevel
captain, and + young red dragon) or regiment ,o+oo rd
level fighters, pus + /thlevel sergeant per +o members, ,
/thlevel lieutenants, ,thlevel captains, + +othlevel
supreme leader, and + adult red dragon per o members).
challenge Rating. +
1reasure. Standard
Alignment. Always evil ,any).
Advancement. 8y character class
cithyanki are an ancient line of humanlike beings who
reside in the Astral Plane, filling their armories for their
next skirmish, raid, or war.
1hey are gaunt, averaging o feet inches tall and typi
cally weighing +/o pounds. 1hey posse rough yellow skin
APPNDIX
28
and black hair that is often pulled into one or more top
knots. 1heir eyes gleam darkly, and their ears are pointed
and serrated in back. 1hey enjoy elaborate dress and baroque
armor. In fact, they revere weapons and armor, and it is not
uncommon for githyanki to show more regard for their
panoply than for a mate.
cithyanki speak their own secret tongue, but most also
know common and Lraconic. Like dwarves, githyanki are
craftmasters, although they focus exclusively on items of
warfare. 1heir items are distinctive, and nongithyanki who
acquire them run the risk of immediate retribution should
they encounter githyanki.
Most githyanki encountered outside their homes are
fighters, however, wizards ,called warlocks) and multiclass
githyanki ,called gish) are also found.
combat
cithyanki are seasoned warriors, familiar with the tactical
use of ambush, cover and psionic sniper attacks from afar.
However, they prefer to engage their enemies handtohand
so they bring their devastating melee weapons to bear.
cithyanki weapons are usually greatswords, bastardswords
and other particularly largebladed weapons of special
githyanki manufacture, all masterwork and each distinctive
ly decorated and named. cithyanki wizards direct their
powers with pinpoint accuracy to support their comrades in
melee.
Isencs ,Sp). at will-cicrcuJcncc/cicrteycncc, Jncn
sen Jeer, ncgc hcnJ, tciclncss. Upon advancing to 8th char
acter level, a githyanki can use icnc sh(t once per day. 1hese
abilities are as the spells cast by a +othlevel wizard.
Spell Resistance ,Lx). A githyanki has spell resistance of
, + + per character level.
seurcc. \cnuci e( thc Iicncs page +/.
Norkers
Small Humanoid ,goblinoid)
Hit Lice. +d8+i ,o hp)
Initiative. ++ ,Lex)
Speed. io ft.
Ac. +, ,++ size, ++ Lex, +/ natural)
Attacks. club +i melee, and bite melee, or javelin +
ranged
Lamage. club +do, bite +d, or javelin +do
ace/Reach. , ft. by , ft./, ft.
Special Qualities. Larkvision oo ft.
Saves. ort +, Ref ++, Will +
Abilities. Str +o, Lex +, con +, Int ,, Wis ,, cha 8
Skills. Listen +, Move Silently +,, Spot +
eats. Alertness
climate/1errain. 1emperate and warm land and under
ground.
Organization. cang ,,), or band ,+oo plus ,o noncom
batants plus + rdlevel boss per io adults and one leader of
thoth level).
challenge Rating. .
1reasure. Standard
Alignment. Usually chaotic evil.
Advancement. 8y character class.
Norkers are related to goblins and hobgoblins. 1hey forsake
armor because their hide is incredibly tough. 1hey are unre
liable troops and tend to quarrel with each other, which
keeps their numbers low compared to goblins.
Norkers resemble goblins, except that they have three
inch long canine teeth and no hair. 1heir skin ranges from
reddish brown to dark gray. A norker usually wears only a
loincloth and belt, tying its favorite possessions and trophies
to its belt.
Norkers speak coblin. 1hose with Intelligence scores of
+i or above also speak Orc.
Most norkers encountered outside their homes are war
riors, the information in the static block is for one of +st
level. ,See page , in the LUKGLCK \As1LR's GuJc for more
about the warrior class).
combat
Norkers enjoy swarming tactics. 1heir weapons are simple
and crudely make, but they are not averse to taking better
weapons from their fallen foes. When bullied into submis
sion by hobgoblins, they can use basic military tactics, but
they laps into their old ways when not supervised.
Skills. Norkers have a + racial bonus to Move Silently
checks.
Norker Society
Norkers are tribal, although the leader's influence only
extends about as far as his reach. 1his means their tribes are
much smaller than a typical goblin tribe. 1hey raid and steal
from other humanoids, as they are too lazy to do their own
hunting.
1heir lairs are usually caves, old ruins, or villages taken
by conquest. 1hey can't cooperate well enough to build any
thing more than a fence around their lair, perhaps with a gat
and a narrow walkway. A lair ahs onandahalf times as
many females as males and twice as many young as males.
Lifferent tribes of norkers rarely meet, but when they
do the conflict often becomes bloody, with the victors tak
ing the fangs of the losers as trophies. 1hese conflicts rarely
result in the complete loss of males on one side, as they
occur to establish who is the dominant leader.
When powerful groups of hobgoblins command nork
ers, they often equip their lesser cousins with scale mail and
shields. In these situations, the norkers are used as shock
troops, absorbing the brunt of enemy attacks while the hob
goblins use their superior intelligence, tactics, and equip
ment to break up the enemy forces.
Norkers worship Maglubiyet, the god of goblins and
hobgoblins.
Norker characters
A norker's favored class is rogue, but norker leaders tend to
be fighters. Norker clerics worship Maglubiyet and can
APPNDIX
29
choose two of the following domains. chaos, Lvil, and 1rickery.
Source. LIVIKG GRLYIAVK Jeurnci =, page i
Stingers
Large Monstrous Humanoid
Hit Lice. d8+8 ,io hit points)
Initiative. +o ,+i Lex, + Improved Initiative)
Speed. o ft.
Ac. +, ,+i Lex, + size, + natural)
Attacks. Stinger +o melee, i claws ++ melee, or Huge spike chain +o
melee, stinger ++ melee.
Lamage. Stinger +do+ and poison, claw +do++, or Huge spiked
chain ido+, stinger +do++ and Poison.
Stingers mix esoteric religious mysticism with murderous tenden
cies and the stinger of a giant scorpion.
ace/Reach. , ft. by +o ft./, ft. ,+o ft. with stinger and spiked
chain).
Special Attacks. Poison
Special Qualities. 1remorsense, oeitheic ncgc
Saves. ort +, Ref +o, Will +
Abilities. Str +o, Lex +, con +, Int +o, Wis +o, cha +i
climate/1errain. 1emperate and warm desert, mountains, and
underground
Organization. Solitary, recon ,i), patrol ,), diviners ,8), or city ,,o
to +,ooo)
challenge Rating.
1reasure. Standard
Alignment. Usually neutral evil
Advancement. 8y character class
Stingers look like a bizarre variant of centaur. 1hey're about the
same size as centaurs, but they have the lover bodies of scorpions.
1heir human half is redskinned, hairless, and almost inhumanly
handsome. 1heir faces are preternaturally calm.
Stingers possess an extremely sophisticated culture, full of
strange philosophies that filter deviant human notions through
multifaceted insect eyes. 1wo of the stingers' strangest practices
bear mentioning. 1he first is referred to on Oerth as stinger rac
ing.' croups of two to twenty stingers sometimes tear out of their
nests, stopping for nothing unless they are attacked and forced to
defend themselves, running as far and fast as they can run.until
they die. 1hey just drop dead, one by one. And no one knows why.
1he second oddity, the stingers' peculiar method of divination,
is only slightly better understood by surface dwellers. Stingers live
under the surface of the earth. Using their tremorsense, and their
sense of the terrain above, they map out mystical grids. 1hen they
spread out a lie in wait, sometimes for days, until enough creatures
have moved across the grid to connect its elements in a meaning
ful pattern. No one understands how stingers conceive of their
grids or what information they are hoping to discover-all that is
known is that at certain times, stingers erupt unto the surface,
armed for war and convinced by justcompleted divinations that
they are taking the proper step. On other occasions, stingers adopt
entirely random attitudes toward strangers, even strangers they
have met before, convinced by the proper choice.
combat
Stingers' tremorsense, oeitheic ncgc ability, and excellent initiative
frequently enable them to get in the first strike in any combat
encounter. 1hey hope to weaken their enemies with their poison
sting.
Source. \enstreus CencnJun. \enstcrs e( Fccrun. page 8o8+
YUCCLCTHS
Mezzoloths
Mediumsize Outsider ,Lvil)
Hit Lice. 8d8+8 , hp)
Initiative. + ,Improved Initiative)
Speed. o ft.
Ac. +8 ,+8 natural)
Attacks. i claws +++ melee ,or trident ++i/+/ melee), or trident ++i
ranged
Lamage. claw +d+, trident +d8+
ace/Reach. , ft. by , ft./, ft.
Special Attacks. Spelllike abilities, summon yugoloth
Special Qualities. Lamage reduction +o/++, SR ii, yugoloth quali
ties
Saves. ort +/, Ref +o, Will +o
Abilities. Str +o, Lex ++, con +, Int /, Wis +o, cha +
Skills. Hide +,, Intimidate ++o, Listen +++, Move Silently +,, Spot
+++
eats. Improved critical ,trident), Improved Initiative, Weapon
ocus ,trident)
climate/1errain. Any land and underground
Organization. Solitary, squad ,8), or platoon ,+o+8 plus +
ultroloth)
challenge Rating. /
1reasure. Standard
Alignment. Always neutral evil
Advancement. ,+8 HL ,Mediumsize), +,i HL ,Large)
Mezzoloths are the most common foot soldiers in the yugoloth
armies. 1hey understand little beyond combat, but their skill in
battle is fearsome. When they aren't fighting, they're imagining
new ways to hurt their enemies and practicing their martial skills.
A mezzoloth looks like a humansized insect with heavy chitin
and four limbs tipped with sharp claws. Its wideset eyes glow red
when it's angry ,which is almost always). When arrayed for battle,
mezzoloths wield tridents and carry shields.
combat
When directed to attack an opponent, mezzoloths first try to weak
en it with cieuJlii, then close and attack with their tridents. If the
enemy is likely to use enhancing magic such as ouii's strcngth or
stencsln, a few mezzoloths attempt area dispel magic before melee
APPNDIX
30
begins. If the battle is going poorly, mezzoloths use darkness
and teleport without error to make a getaway.
1heir tactics are similar in a large army battle. Squads of
tridentwielding mezzoloths are the backbone of a yugoloth
force. 1hey teleport into battle, launch cloudkill at the enemy,
then charge into the yellow mist with their tridents.
SpellLike Abilities. At will-ccusc (ccr, Jcrlncss, Jcsccrctc,
reJucc (icnc, scc ntsoity; i/day-cieuJlii, Jsci ncgc.
1hese abilities are as the spells cast by an 8thlevel sorcerer
,save Lc = +i + spell level).
1wice per day, a mezzoloth can use teleport without error
,self plus ,o pounds of objects only) as the spell cast by a +ith
level sorcerer.
Summon Yugoloth ,Lx). Once per day, a mezzoloth can
attempt to summon another mezzoloth with a o chance of
success.
In general, yugoloths are focused combatants. 1hey
choose one opponent out of a group and attack until it falls,
then move on to the next foe. 1hey fight at a frantic pace,
using their best attacks and spelllike abilities right away,
even if they're not sure what they're facing.
Summon Yugoloth ,Sp). Yugoloths can summon others
of their kind as though casting a summon monster spell, but
they have only a limited chance of success. Roll d. On a fail
ure, no yugoloths answer the summons. Summoned creatures
remain for + hour, then return whence they came. A yugoloth
that is itself summoned cannot use its own summon ability
for + hour.
Summoning a yugoloth poses a serious risk. 1here is a
i, chance that a summoned yugoloth turns on its summon
er, attacking immediately ,and hoping for a reward from who
ever was threatening the first yugoloth).
YUcOLO1H QUALI1ILS
Immunities ,Lx). Yugoloths are immune to poison and
acid.
Resistances ,Lx). Yugoloths have cold, fire, and electrici
ty resistance io.
1elepathy ,Su). Yugoloths can communicate telepathical
ly with any creature within +oo feet that has a language.
seurcc. \cnuci e( thc Iicncs pages +8,+88.
Nycoloth
Large Outsider ,Lvil)
Hit Lice. ++d8+ ,8i hp)
Initiative. +i ,Lex)
Speed. o ft., fly ,o ft. ,good)
Ac. +/ ,+ size, +i Lex, +o natural)
Attacks. i claws ++, melee, or Huge greataxe ++,/++o
Lamage. claw +do+,, Huge greataxe id8+/
ace/Reach. , ft. by , ft./+o ft.
Special Attacks. Spelllike abilities, improved grab, rake
+do+,, wounding, summon yugoloth
Special Qualities. Lamage reduction io/+i, SR i, yugoloth
qualities.
Saves. ort ++o, Ref +,, Will +/
Abilities. Str io, Lex +, con +/, Int +, Wis +o, cha +o
Skills. concentration +++, Hide ++i Knowledge ,the planes)
+8, Listen ++, Move Silently ++o, Sense Motive ++, Spot ++
eats. Lodge, lyby Attack, Mobility
climate/1errain. Any land and underground
Organization. Solitary or squad ,8_
challenge Rating. +
1reasure. Half coins, half goods, double items
Alignment. Always neutral evil
Advancement. +ii ,Large), i, ,Huge)
Nycaloths act as elite cavalry in yugoloth armies, swooping
down onto enemy flanks and tearing up unsuspecting troops.
1hey pride themselves in their ability to strike without warn
ing, then disappear before the enemy has time to launch a
reprisal.
A nycaloth looks like a big gargoyle with powerful bat
wings and thick, green skin. All four limbs have razorsharp
claws. 1he head is vaguely canine, with small webbed ears and
horns. Some nycaloths carry Huge greataxes into battle.
combat
A nycaloth's favorite tactic is to use invisibility to approach an
enemy on the ground, then dive in with claws extended. If
the opponent survives the attack, the nycaloth grabs it and
takes off, grappling the enemy until it can drop it from a great
height.
SpellLike Abilities. At will-Jcccr Jcrlncss, Jcsccrctc, (ccr,
ntsoity, nrrer ncgc, scc ntsoity. 1hese abilities are as the
spells cast by an ++thlevel sorcerer ,save Lc = + + spell
level).
At will, a nycaloth can use teleport without error ,self
plus ,o pounds of objects only) as the spell cast by a +ithlevel
sorcerer.
Improved crab ,Lx). 1o use this ability, the nycaloth
must hit with both claw attacks. If it gets a hold, it can rake.
1he nycaloth can only use this ability if it is airborne. If it gets
a hold on a nonflying opponent of Mediumsize or smaller,
the nycaloth can ascend with the grabbed creature. When car
rying a creature weighing more than io pounds, its fly speed
drops to oo feet and it receives a - penalty on Hide and Move
Silently checks. 1he nycaloth can't carry a load of more than
,o pounds.
Rake ,Lx). A nycaloth that gets a hold can make two rake
attacks ,++, melee) with its hind legs for +do+, points of dam
age each.
Wounding ,Lx). A nycaloth's claw attacks continue to
bleed long after the wound was inflicted. Lach wound bleeds
for + point of damage per round thereafter. Multiple claw
wounds result in cumulative bleeding loss ,two wounds deal
i points of damage per round, and so on). 1he bleeding can be
stopped only by a successful Heal check ,Lc +,) or the appli
cation of any cure spell or other healing spell ,heal, healing
circle, and so on).
APPNDIX
3
Summon Yugoloth ,Lx). Once per day, a nycaloth can attempt to
summon another nycaloth or +d mezzoloths with a o chance of suc
cess
In general, yugoloths are focused combatants. 1hey choose one oppo
nent out of a group and attack until it falls, then move on to the next foe.
1hey fight at a frantic pace, using their best attacks and spelllike abili
ties right away, even if they're not sure what they're facing.
Summon Yugoloth ,Sp). Yugoloths can summon others of their
kind as though casting a summon monster spell, but they have only a
limited chance of success. Roll d. On a failure, no yugoloths answer the
summons. Summoned creatures remain for + hour, then return whence
they came. A yugoloth that is itself summoned cannot use its own sum
mon ability for + hour.
Summoning a yugoloth poses a serious risk. 1here is a i, chance
that a summoned yugoloth turns on its summoner, attacking immedi
ately ,and hoping for a reward from whoever was threatening the first
yugoloth).
YUcOLO1H QUALI1ILS
Immunities ,Lx). Yugoloths are immune to poison and acid.
Resistances ,Lx). Yugoloths have cold, fire, and electricity resistance
io.
1elepathy ,Su). Yugoloths can communicate telepathically with any
creature within +oo feet that has a language.

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.

S-ar putea să vă placă și