Update to The Eternal Boundary (for 3.5)

Hymneth's picture

These updates are my own personal attempts to update the 2nd ed. Planescape Adventures to 3.5 ed. Some feats, skills, or rules are borrowed from the Planescape 3.5 ed. Project at www.planewalker.com, and some creature stats are taken from the PSMC 3.5.

General: All NPC groups that have their race listed as VAR in the adventure are statted as Humans here. Feel free to modify an individual’s stats on the fly by, for instance, making them a dwarf by removing one feat and one skill and giving them Dwarf traits and Ability Score modifiers (Use any race you feel is appropriate to mix things up. The planes are a cosmopolitan place).

All groups statted on the outer screen are detailed at the end of the adventure.

p. 4

Derioch Ysarl

Female Human Planar, Bleak Cabal, Wiz 5 Medium Humanoid HD: 5d4 (15 hp) Init.: +2 Speed: 30 ft AC: 13 (+2 Dex, +1 Deflection) Touch 13, FF 11 Base Attack/Grapple: +2/+1 Attack: +2 Dagger +3 (1d4+1, 19-20/x2) Space/Reach: 5ft./5ft. SA: Spells SQ: Insanity Score: 6, 1/day: +6 to any one Will save or Wisdom based skill check Saves: Fort +1 Ref +3 Will +5 Abilities: Str 8 Dex 15 Con 11 Int 17 Wis 13 Cha 14 Skills: Concentration +8, Heal +2, Intimidate +6, Knowledge (The Planes [Hades, Outlands]) +11, Sense Motive +2, Spellcraft +11 Feats: Addled Mind, Brew Potion, Manic-Depressive, Scribe Scroll, Silent Spell Equipment: Ring of Protection +1, +2 Dagger (Outlands), Potion of Fly, Potion of Hide from Undead, Wand of Hold Person (13 Charges), 14pp, 33gp, 15sp AL: CE

Spells: Wizard Spells Memorized (4/4/3/2; save DC 13 + spell lvl) 0 – Detect Magic, Read Magic, Daze, Light 1st – Burning Hands, Charm Person, Jump, Magic Missile 2nd – Invisibility, Web, Tasha’s Hideous Laughter 3rd – Suggestion, Silent Detect Thoughts

Manic-Depressive (Ex): See Planewalker documentation for details.

p. 6

The Shadowknave

Male Half-elf Prime, Illuminated, Wiz 6 Medium Humanoid HD: 6d4+6 (24 hp) Init.: +7 Speed: 30ft AC: 15 (+3 Dex, +2 Armor) Touch 13, FF 12 Base Attack/Grapple: +3/+3 Attack: +1 Dagger +4 (1d4+1, 19-20/x2), or +1 Seeking Dart +6 (1d4+1, 20/x2, Ignores Miss Chance) Space/Reach: 5ft./5ft. SA: Spells SQ: Low Light Vision, Immunity to Sleep, +2 to saves vs. Enchantment Saves: Fort +5 Ref +7 Will +8 Abilities: Str 10 Dex 17 Con 12 Int 18 Wis 13 Cha 15 Skills: Concentration +10, Decipher Script +13, Hide +11, Knowledge (Arcana) +13, Move Silently +11, Spellcraft +13 (2 points spent to learn Planar Trade) Feats: Armor Proficiency (Light), Empower Spell, Improved Initiative, Scribe Scroll, Stealthy Equipment: Shadowsilk Leather Armor (As Leather Armor, but Max Dex bonus +8, Armor Check Penalty -0, +2 to Hide and Move Silently, Arcane Spell Failure chance 10%, 0% in shadowy areas, Value 1750gp), Cloak of Protection +2*, +1 Dagger (Outlands), Wand of Fear (17 charges), 2 +1 Seeking Darts, 6pp, 21gp, 26sp, 2 Emeralds (100gp each) AL: NE

Spells: Wizard Spells Memorized (4/4/4/3; save DC 14 + spell lvl) 0 – Daze, Dancing Lights, Flare, Ghost Sound 1st – Disguise Self, Charm Person, Sleep, Expeditious Retreat 2nd – Invisibility, Scare, Levitate, Touch of Idiocy 3rd – Feign Death**, Slow, Empowered Magic Missile

*In the adventure, the Shadowknave wears a Cloak of Displacement. I always thought that it was a little unbalancing for him, so I removed it and gave him the Shadowsilk Leather and a Cloak of Protection instead. If you want to return his older cloak to him, take away the armor, give him the Cloak of Displacement and Bracers of Armor +2, and replace his Armor Proficiency (Light) feat with the Great Fortitude feat.

**New spell detailed below.

Feign Death Necromancy Level: Asn 4, Sor/Wiz 3 Casting Time: 1 Round Range: Touch Duration: 4 hours/level (D) Saving Throw: Will negates Spell Resistance: Yes

This spell causes the target to fall into a deep death-like trance for a long period of time if it fails its save. During the duration of the trance all breathing, digestion, and other biological processes are suspended, mental activity stops, body temperature drops to room temperature, and the body appears in all ways to have died suddenly of unknown causes. Nothing, not even injuring the body, can end the duration of the spell early except for a successful Dispel Magic or Remove Curse spell, or the caster’s decision. Life signs can be detected with a successful DC 20 Heal check or with Deathwatch or a similar spell if the caster makes a DC 20 Caster Level check. This spell does not affect Outsiders, Elementals, Undead, Aberrations, Fey, Oozes, or Constructs, but it can affect Elves and other creatures that are normally immune to sleep effects.

Mordrigaarz Anthill

Male Human Planar, Xaositect, Ftr 4 Medium Humanoid HD: 4d10+8 (30 hp) Init.: +0 Speed: 30ft (20ft in Armor) AC: 17 (+7 Armor) Touch 10, FF 17 Base Attack/Grapple: +4/+8 Attack: +1 Greatsword +9 (2d6+7, 19-20/x2), or Dagger +8 (1d4+4, 19-20/x2), or Light Crossbow +4 (1d8, 19-20/x2) Space/Reach: 5ft./5ft. SQ: Unlikely Event (19-20 are automatic successes, 1-2 are automatic failures. Does not affect critical threat range) Saves: Fort +6 Ref +1 Will +2 Abilities: Str 19 Dex 11 Con 15 Int 10 Wis 9 Cha 12 Skills: Climb +4, Intimidate +8, Swim +4 Feats: Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack, Unlikely Event Equipment: Half Plate, +1 Greatsword, dagger, Light Crossbow, 12 bolts, 1 +2 Bolt, 1 Potion of Cure Light Wounds, 3pp, 38gp, 22sp, 1 Opal (50gp), Gold Ring (75gp) AL: CN

Torranna the Gray

Female Human Prime, Illuminated, Clr 3 Medium Humanoid HD: 3d8+3 (18 hp) Init.: +0 Speed: 30ft (20ft in Armor) AC: 15 (+5 Armor) Touch 10, FF 15 Base Attack/Grapple: +2/+4 Attack: +2 Light Mace +6 (1d6+4, 20/x2) Space/Reach: 5ft./5ft. SA: Spells, Rebuke Undead, Death Touch Saves: Fort +4 Ref +3 Will +6 Abilities: Str 15 Dex 10 Con 12 Int 14 Wis 16 Cha 13 Skills: Bluff +4, Concentration +7, Knowledge (Religion) +8, Sense Motive +4, Spellcraft +8 Feats: Amoral, Extra Turning, Lightning Reflexes Equipment: Chain Mail, Ring of Protection +1, +2 Light Mace (Outlands), Sling, 20 bullets, Potion of Invisibility, Unholy Symbol of Cyric, 19gp, 43sp, 3 Small Diamonds (50gp each), Pouch of Red Glass Beads (26 beads) AL: NE

Death Touch (Su): 1/day Torrana may make a melee touch attack against a living creature. If it connects, roll 3d6. If that total is greater than the target’s current Hp, then the target dies (No save).

Domains: Death (Death Touch 1/day), Evil (Evil spells cast at +1 caster level)

Spells: Priest Spells Memorized (4/3+1/2+1; save DC 13 + spell lvl) Domain spells* 0 – Detect Magic, Inflict Minor Wounds, Mending, Resistance 1st – Bane, Cause Fear*, Command, Hide from Undead 2nd – Aid, Death Knell*, Hold Person

p. 7

Imogen

Female Githzerai Planar, Illuminated, Ftr 4/Wiz 3 Medium Humanoid HD: 4d10+3d4+14 (47 hp) Init: +4 Speed: 30ft AC: 19 (+5 Armor, +4 Inertial Armor) Touch 14, FF 19 Base attack/Grapple: +5/+7 Attack: +1 Longsword +9(1d8+5, 19-20/x2) SA: Spells, Psionics SQ: Darkvision, SR 13 Saves: Fort +7, Ref +4, Will +5 Abilities: Str 14, Dex 11, Con 15, Int 17, Wis 13, Cha 13 Skills: Concentration +12, Intimidate +11, Knowledge (Arcana) +8, Knowledge (The Planes [Limbo]) +8, Spellcraft +8 Feats: Scribe Scroll, Improved Initiative, Weapon Focus (Longsword), Weapon Specialization (Longsword), Lightning Reflexes, Brew Potion, Combat Casting Equipment: Leather Armor +3 (Plane of Fire), Longsword +1 (Outlands), 2 Potions of Levitate, 2 Daggers, 44gp, 37sp, Opal (25gp) AL: LE

Psi-Like Abilities: 3/day Daze (DC 13), Featherfall, Shatter (DC 15)

Spells: Wizard Spells Memorized (4/3/2; DC 13 + spell lvl [10% Spell Failure]) 0 - Flare, Resistance, Daze, Open/Close 1st - Burning Hands, Shield, Endure Elements 2nd - Web, Blur

Note: If you wish, you may substitute Imogen’s Psionic-like abilities for the full Psionic version of the Githzerai in the PSCS

p. 10

Trunfeld Three-teeth will attempt to find out information for the PCs at the cost of 20gp per attempt. He has a +7 modifier to his Gather Information skill due to his large pool of contacts.

p. 11

Derioch Ysarl starts out as unfriendly towards the PCs, and if they don’t answer her questions or try to influence her mood upwards, then she drops to hostile and attacks. If her attitude can be adjusted to indifferent she leaves the PCs alone for now, and if it reaches friendly or better she will share a few tidbits of information from page 12.

p. 12

Mordrigaarz starts out as unfriendly towards the PCs, or indifferent if the group contains a Xaositect or is mostly Chaotic in makeup. If the PCs can adjust his attitude to Friendly or better and they seem to be having trouble with the adventure, then Mordrigaarz could attach himself to the group as an NPC later on.

p. 13

The encounter with the Shadowknave should NOT end with his death. By all rights he should be able to escape easily, but if he is having difficulties it is better to fudge a few rolls in his favor to help with his escape than to deal with his absence later in the adventure. Remember that he cares nothing for the lives of his men and will sacrifice them at the drop of a hat.

p. 16

The items Bendon Mawl provides to the group are a Potion of Invisibility, and a Potion of Resist Energy (Fire) 30, which is just enough to keep a body alive on the plane of fire for a little while.

A DC 25 Diplomacy check gets Salja to reveal where Elaith is. The DC drops by 5 for every 10gp the PCs give her, to a minimum of DC 10 with 30gp or more.

Elaith and his Doomguard friends are initially unfriendly and just want to be left alone.

A DC 15 Sense motive check reveals that Elaith’s initial story is false. Another DC 15 Sense motive check reveals that Elaith believes his second story is the truth.

A DC 10 Knowledge (Religion) check reveals that the beliefs of the Doomguard are not a very good match with the tenants of Lathander’s church. Very suspicious.

p. 17

A DC 15 Sense motive check reveals that Tylaric’s initial story is false. Another DC 15 Sense motive check reveals that Tylaric believes his second story is the truth.

When the PCs are attacked by the Shadowknave and his group, remember that unless they specified otherwise, most PCs will not be wearing armor, will have to find their weapons or spell components in the dark, and will be groggy from being suddenly awakened. See the relevant section of the Player’s Handbook for the time required to don armor hastily if the PCs try. The mercenaries take a -4 to their attacks in order to deal nonlethal damage.

p. 18

If PCs wish to sneak into the Mortuary, play it out. Require several Move Silently and Hide checks, perhaps an Escape Artist check to squeeze through a small window, or a few Open Lock checks at DC 20 to open doors or gates.

If the PCs want to pass someone off as dead, then have them attempt a Disguise check to make one PC look dead. This will be against one of the guard’s Spot check at +3. Additionally, the group will need to make a believable Bluff against the guard’s Sense motive of +1. The PC playing dead must hold their breath for the duration of the bluff. Alternately, the PCs could just find an actual dead body through whatever means they choose and use it to get in.

Tricking the guards to get in without some sort of body will require a more difficult Bluff check with the guard gaining a +5 bonus to his Sense Motive for a total of +6.

Being captured is not an ideal way to get into the Mortuary, but it is effective. If captured by a group of Dustmen, there is a 25% chance that they are actually Illuminated agents and the PCs will be bound, gagged, and thrown into area 11. The Illuminated have a Use Rope skill modifier of +3 when tying the PCs up. Check once for each PC.

If the PCs are caught by real Dustmen, then they will be taken to area 10 and guarded by about 20 skeletons, 15 zombies, and several shadows and wraiths, none of which will attack the PCs unless they are stupid enough to attack the undead first. Feel free to make the PCs feel that their lives are in extreme danger, because they are. When they are interrogated by Factol Skall, make them realize that it really wouldn’t bother him to order their death. Play this encounter out as described in the adventure.

If the PCs really feel like exploring the catacombs, make them realize quickly that this is a bad place to go. Hit them with high level but ultimately non-lethal spell-traps like Symbols of Pain or Fear and allow casters in the group to ID them with relatively low DC Spellcraft checks. If they ignore these hints, block their path with a room full of Ghouls and Ghasts feeding on bodies, or a pair of Mummies Guarding the only path deeper in.

p. 20

The magic items in the Central Chamber are a +2 Large Steel Shield (Astral), and a Flame Tongue from the Specific Weapons list in the DMG.

In the Antechamber, there is a 10% chance every 10 minutes that 1d4 Dustmen pass through on their way to some other area.

If the PCs somehow manage to avoid or overcome the undead in one of the vaults marked as Area 10, then each of these rooms contains about 100 burial niches. 10% of these niches have something of value in them. Roll on Table 3-5 in the DMG for a second level treasure, but only roll for either goods or items (50% chance of either). If a magic item is found, it has a 50% chance of being cursed in some way.

p. 21

Area 11 contains a Potion of Cure Light Wounds, a Potion of Hide from Undead, a Potion of Protection from Energy (Fire) 30, and a divine scroll of Hide from Undead.

p. 23

I certainly hope your PCs aren’t trying to raid the Faction’s Armory or sneak into Factol Skall’s Private quarters. Smack them if they do. Literally, and in the game. Anyone who actually steals from the Armory will be hunted for months by the Dustmen. Anyone entering Factol Skall’s quarters will probably die a slow and painful death unless they can REALLY talk quickly. Even if they aren’t killed, Skall will be personally interrogating them for quite some time to determine exactly how and why they got there. Be creative. Remember that he is a 19th level Wizard and a lich with access to basically anything he could ever want to torture or extract information from a PC. After this they will still be flung into the Plane of Fire to deal with the Illuminated plot.

p. 26

The planar effects of the Elemental Plane of Fire are detailed in the Dungeon master’s guide. Luckily for the PCs, the Magical field around the Citadel of Fire is negating the 3d10 fire damage per round, but all other effects still apply.

p. 27

The trap on the door to the Lower Gallery is a Glyph of Warding that uses the spell glyph variation to cast Blindness on the group (DC 15 Fortitude save resists). This special version of the spell only lasts for 1d10 rounds. The trap resets in 10 minutes. It can be disabled with a DC 28 Disable Device check made by a Bard or Rogue.

p. 28

The trap on the Grand Stair is triggered when anyone passes between the Gargoyles without jumping over the trigger. It casts Burning Hands (Caster Level 3) on the area between the gargoyles. Due to the effects of the plane, the spell deals 3d4 x 1.5 points of Fire damage (DC 13 Reflex save for half). It resets in 2 rounds. It can be disabled with a DC 26 Disable device check by a Rogue or Bard.

Opening the door to the Guard tower is a DC 30 Open Lock check due to the Arcane Lock on the door. This could be bypassed with a Knock spell.

p. 29

The Jewel on the altar in the Upper Hall radiates a Strong aura of Abjuration Magic. A DC 20 Spellcraft check reveals that it is probably responsible keeping the citadel from burning away, and that moving or destroying it would probably be an efficient way of destroying the citadel. It is fairly brittle, has hardness 3 and 10 Hp, or can be shattered with a DC 15 Srength check.

p. 30

Finding the hidden compartment in the altar is a DC 18 Search check. The items inside are 4 Potions of Cure Light Wounds, 2 Potions of Cure Moderate Wounds, and 2 Potions of Bear’s Endurance.

Finding the hidden passage to area 15 requires a DC 22 search check.

The Stone Golem in area 12 will not attack the PCs under any circumstances, but don’t let them know that.

p. 31

Opening the locked drawer in Imogen’s desk is a DC 20 Open Lock check. It contains an arcane scroll with 3 copies of Passwall, 7 diamonds (100gp each), a Potion of Cure Light Wounds, and a bag of red glass beads (11).

A DC 15 Search check finds a Potion of Protecton from Energy (Fire) 30 and a Wand of Major Image (21 charges) in Imogen’s bookcase.

The trap on the trunk in Imogen’s room is a Fusillade of Darts trap. It fires 1d4 darts with a +10 attack modifier at 2 different 5ft squares in front of it. Determine randomly which PC is targeted if more than one is in the area. Each dart that hits deals 1d4+1 damage. It does not reset. It can be disabled with a DC 20 Disable Device check. Opening the chest is a DC 20 Open Lock check. The scroll inside is an arcane scroll of Protection from Energy.

p. 32

If Imogen appears to be losing the fight with the PCs, she will do 2 things. First, she will try to recover the scroll of Passwall from her quarters and make it to the portal to Sigil. (Note that she is not of high enough level to cast the scroll normally and must make a DC 10 Caster level check to pull it off.) Secondly, if she has time before she escapes, she will activate the Stone golem and send it on a rampage to destroy the PCs. Since it is pretty much impossible for them to kill it, allow them to flee from it in a cat and mouse sort of chase. Also, it might be possible for the PCs to trick it into running off the edge of the citadel.

If the PCs break or move the jewel on the altar which is protecting the area, then the damaging effects of the plane begin to return. It is immediately obvious that the temperature is rising. In 5 rounds, it is hot enough to deal 1 point of fire damage per round. In 10 rounds it deals 1d6 per round. In 15 rounds it deals 2d6 damage per round. After 20 rounds the full planar effects have returned and it deals 3d6 points of damage per round. Imogen will enact her escape plan 2 rounds after the temperature starts to rise. As soon as other inhabitants realize what is happening on round 5, they will start fleeing for the portal back to the Mortuary and will probably ignore the PCs in their haste to flee.

Statistics from the outer screen

Condensed statistics for unimportant NPCs

NPC Master Table

The Dancing Man

Male Human Prime, Ftr 3, HP 21, Init +1, AC 11, Attack (Insane Flailing +4 (1d3+1 lethal)), Fort +4 Ref +4 Will -2, Str 13 Dex 12 Con 12 Int 11 Wis 6 Cha 13, AL CN

Tylaric Stormwind

Male Human Prime, [Same Faction as one of the PCs], Ftr 3, HP 21, Init +1, AC 16, Attack (Longsword +4 (1d8+1, 19-20/x2) Fort +4 Ref +4 Will+2, Str 13 Dex 12 Con 12 Int 11 Wis 12 Cha 13, AL CG, Equipment: Longsword, Chain Mail

Mourner Tom

Male Human Planar, Rog 2, HP 12, Init +1, AC 13, Attack (Dagger +1 (1d4, 19-20/x2), Fort +0 Ref +3 Will +0, Str 10 Dex 13 Con 9 Int 12 Wis 12 Cha 11, AL NE, Equipment: Leather Armor, Dagger

Xaositect Priest

Male Human Planar, Xaositect, Clr 3, HP, Init, AC, Attack, Fort +4 Ref +1 Will +5, Str 13 Dex 11 Con 13 Int 11 Wis 14 Cha 12, AL CN, Equipment: Scale Mail, Small Steel Shield, Light Mace

Spells: (4/3+1/2+1, DC 12 + lvl) Domain spells* (Domains: Chaos (Chaotic spells CL +1), Luck (1/day, reroll before result is determined)) 0 – Create Water, Guidance, Light, Virtue 1st – Entropic Shield*, Bless, Divine Favor, Cure Light Wounds 2nd – Shatter*, Bull’s Strength, Silence

Elaith

Male Human Planar, Doomguard, Wiz 4, HP 16, Init +3, AC 9, Attack (+1 Dagger +3 (1d4+1, 10-20/x2)), Fort +2 Ref +0 Will +5, Str 10 Dex 8 Con 12 Int 16 Wis 13 Cha 10, AL LN, Equipment: +1 Dagger (Outlands), Spellbook, 18gp, 27sp, 4cp

Spells: Wizard spells Memorized (4/4/3, DC 13 + lvl) 0 – Acid Splash, Detect Magic, Light, Prestidigitation 1st – Grease, Magic Missile, Mage Armor, Unseen Servant 2nd – Invisibility, Arcane Lock

Zaren

Male Human Planar, Free League, Rog 2, HP 8, Init +2, AC 14, Attack (Club +2 (1d6+1)), Fort +0 Ref +5 Will +0, Str 12 Dex 14 Con 11 Int 11 Wis 10 Cha 14, AL NE, Equipment: Leather Armor, Club

Hurfang

Male Hobgoblin Planar, Illuminated, Ftr 3 Medium Humanoid (Gablinoid) HD: 3d10+6 (24 hp) Init: +1 Speed: 30ft (20ft in Armor) AC: 18 (+6 Armor, +1 Shield, +1 Dex) Touch 11, FF 17 Base attack/Grapple: +3/+5 Attack: Flail +5 (1d8+2, 20/x2) SQ: Darkvision 60ft Saves: Fort +5, Ref +2, Will +2 Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Climb +8, Intimidate +5 Feats: Power Attack, Iron Will, Improved Sunder, Quick Draw Equipment: Banded Mail, Light Steel Shield, Flail, 28gp, 33sp, 18cp AL: LE

Trent

Male Human Planar, Illuminated, Ftr 3 Medium Humanoid HD: 3d10+6+3 (24 hp) Init: +1 Spd: 30ft (20ftin Armor) AC: 17 (+6 Armor, +1 Dex) Touch 11, FF 16 Base attack/Grapple: +3/+7 Attack: +1 Shortsword +9 (1d6+7, 19-20/x2) Saves: Fort +5, Ref +2, Will +2 Abilities: Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 10 Skills: Intimidate +6 Feats: Weapon Focus (Shortsword), Weapon Specialization (Shortsword), Endurance, Self Sufficient, Toughness Equipment: Shortsword +1 (Baator), Splint mail, 44gp AL: NE

Brandal

Male Human Planar, Illuminated, Clr 4 HD: 4d8+4+3 (23 hp) Init: +4 Spd: 30ft (20ft in Armor) AC: 15 (+5 Armor) Touch 10, FF 15 Base attack/Grapple: +3/+2 Attack: +2 Warhammer +3 (1d8+1, 20/x3) SA: Spells, Smite (1/day, +4 to hit, +4 to damage) SQ: Rebuke Undead Saves: Fort +4, Ref +3, Will +4 Abilities: Str 8, Dex 10, Con 13, Int 14, Wis 15, Cha 13 Skills: Concentration +8, Heal +9, Knowledge (Religion) +9, Knowledge (The Planes [Baator]) +9 Feats: Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Warhammer) Equipment: War Hammer +2 (Baator), Chain Mail, Unholy Symbol of Inanna AL: LE

Domains: Destruction (Smite), War (Free Weapon Focus feat)

Spells: Priest Spells Memorized (5/4+1/3+1, Save DC 13 + Spell lvl) 0 - Cure Minor Wounds, Guidance, Mending, Resistance, Virtue 1st - (Inflict Light Wounds) Cure Light Wounds, Doom, Protection from Good, Remove Fear 2nd - (Spiritual Weapon) Align Weapon, Death Knell, Sound Burst

Monster Groups

Collectors or Craftsmen

Various Human Planar, Various, Com 1, HP 3, Init +0, AC 10, Attack (Club +1 (1d6+1, 20/x2)), Fort +1 Ref +0 Will +0, Str 12 Dex 10 Con 12 Int 11 Wis 10 Cha 11, AL N, Equipment: Club, 1d6cp

Bleakers or Doomguards

Various Human Planar, Bleak Cabal or Doomguard, Ftr 1, HP 6, Init +1, AC 16, Attack (Longsword +3 (1d8+2, 19-20/x2) or Light Crossbow +2 (1d8, 19-20/x2)), Fort +3 Ref +1 Will +0, Str 14 Dex 12 Con 13 Int 12 Wis 11 Cha 12, AL N, Equipment: Chain Mail, Longsword, Light Crossbow, 10 bolts, 3d6gp, 4d10sp each

Xaositect Mercenaries

Various Human Planar, Xaositect, War 1, HP 4, Init +0, AC 16, Attack (Short Sword +), Fort +2 Ref +1 Will -1, Str 12 Dex 13 Con 10 Int 12 Wis 9 Cha 12, AL CN, Equipment: Scale Mail, Light Wooden Shield, Short Sword, 2d6sp, 3d8cp each

Shadowknave’s Bashers or Illuminated Guards

Various Human Planar, Illuminated, War 1 HP 5, Init +4, AC 16, Attack (Longsword +3 (1d8+2, 19-20/x2) or Dagger +3 (1d4+2, 19-20/x2)), Fort +3 Ref +0 Will +0, Str 14 Dex 11 Con 12 Int 10 Wis 11 Cha 9, AL NE, Equipment: Longsword or Dagger, Chain Mail, Light Steel Shield, 3d6gp, 4d10sp, 3d8cp each

Dustmen, Elite Guards

Various Human Planar, Dustmen, Ftr 1, HP 6, Init +1, AC 19, Attack (Halbred +4 (1d10+2, 20/x3), Fort +4 Ref +1 Will +1, Str 14 Dex 12 Con 14 Int 10 Wis 12 Cha 11, AL Various, Equipment: MW Halbred, MW Full Plate

Dustman Captain

Male Githzerai Planar, Dustmen, Ftr 2/Nec 2, HP 14, Init +1, AC 20, Attack (Longsword +4 (1d8+1, 19-20/x2)), Fort -1 Ref +1 Will +4, Str 12 Dex 13 Con 9 Int 14 Wis 12 Cha 10, AL N, Equipment: Scale Mail, Buckler, Longsword

Psi-Like Abilities: 3/day Daze (DC 12), Featherfall, Shatter (DC 14)

Spells: Wizard spells Memorized (5/4, DC 13 + lvl, 15 + lvl for Necromacy*, 30% spell failure) 0 – Light, Ray of Frost, Touch of Fatigue*, Mage Hand, Prestidigitation 1st – Cause Fear*, Ray of Enfeeblement*, Magic Missile, Sleep

Dustman, Average

Various Human Planar, Dustman, Com 1, HP 4, Init +0, AC 12, Attack (Short sword +1 (1d6+1, 19-20/x2)) , Fort +0 Ref +0 Will +3, Str 12 Dex 10 Con 10 Int 11 Wis 12 Cha 11, AL Various, Equipment: Short sword, Leather Armor

Dustman or Illuminated Priest

Various Human Planar, Dustmen or Illuminated, Clr 3 HP 15, Init +1, AC 16, Attack (Light Mace +2 (1d6, 20/x2)), Fort +3 Ref +2 Will +5, Str 10 Dex 13 Con 10 Int 12 Wis 14 Cha 12, AL Various, Equipment: Light Mace, Scale Mail, Light Steel Shield

Spells: Cleric Spells Memorized (4/3+1/2+1, DC 12 + lvl) Domain spells* (Domains: Knowledge (Divination at +1 CL), Strength (+3 to Strength related task 1/day)) 0 – Cure Minor Wounds, Guidance, Light, Resistance 1st – Enlarge Person*, Bless, Command, Shield of Faith 2nd – Bull’s Strength*, Darkness, Hold Person

Dustman Mage

Male Human Planar, Dustmen, Nec 5, HP 15, Init +1, AC 11, Attack (Quarterstaff +1 (1d6-1, 20/x2), or Dart +3 (1d4, 20/x2)), Fort +1 Ref +2 Will +5, Str 9 Dex 13 Con 11 Int 16 Wis 13 Cha 10, AL NE, Equipment: Quarterstaff, 5 Darts

Spells: Wizard spells Memorized (6/6/5/4, DC 13 + lvl, 15 + lvl for Necromacy*) 0 – Resistance, Detect Magic, Daze, Ray of Frost, Touch of Fatigue*, Message 1st – Mage Armor, True Strike, Sleep, Charm Person, Cause Fear*, Chill Touch* 2nd – Fog Cloud, Melf’s Acid Arrow, Spectral Hand*, Ghoul Touch*, Darkness 3rd – Dispel Magic, Hold Person, Vampiric Touch*, Stinking Cloud

Zombies

Use the Human Commoner Zombie from the Monster Manual

Skeletons

Use the Human Warrior Skeleton from the Monster Manual

Monster Skeletons

Use the Owlbear Skeletons or Troll Skeletons from the Monster Manual

Hobgoblins

Hobgoblins are detailed in the Monster Manual

Stone Golem

Stone Golems are detailed in the Monster Manual

Barmies

Various Human Planar, Com 1, HP 5, Init +0, AC 10, Attack (Fists +1 (1d3+1 nonlethal, 19-20/x2)) , Fort +0 Ref +0 Will -1, Str 12 Dex 10 Con 12 Int 11 Wis 8 Cha 9, AL Various, Equipment: None

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.