TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET7-04 
   
   
   
   
   
  5
  th Name 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Ket Regional Adventure 
   
  by Andrew Jaremkow 
  Circle Edit: Tim Sech 
   
  Playtesters: Matthew Brown, Tim Clague, Jeff Clare, Sarah Clare, Craig Copeland, Marjorie Copeland, Doug Gibbons, 
  Bill Gould, Sean Hunt, Dave (DaK) Kristensen, Mai Lee, Lisa Liscoumb, Jenni Rowsell, Michael Rowsell, Gregg Peevers, 
  Jim Rea, and Jon Vernon.  
   
   
   
  The buried shall rise, and the hidden shall wake, while the foolish man dies, and the learned man quakes. The fire in the 
  skies shall lay waste to the land, should the delvers in dreams fail to make their last stand. 
  A one-round regional adventure set in Ket for characters level 1-14 (APLs 2-12). This adventure concludes the series 
  begun with KET4-05 The Oracle and KET5-06 Lesser Children. 
   
   
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  KET7-04 5
  th Name 
   
  Page 2 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Regional adventure set in Ket. 
  All characters with a home region of Ket pay 1 Time 
  Unit, all others pay 2 TU. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Before the play date 
  While it goes without saying that every DM should 
  carefully prepare for every adventure, this module 
  especially requires complete preparation well ahead of 
  the play date. There is a lot of story background to enable 
  to DM to roleplay well, several of the combat maps are 
  large, and two of the combat encounters involve a lot of 
  NPC combatants (14-18 in the first combat encounter, 
  and 8-9 in the third.) If the DM’s preparations are 
  haphazard, both roleplaying and combat encounters will 
  be choppy and slow. Not only for the enjoyment of the 
  players, but also to keep the adventure to a 4-hour time 
  limit, the DM should: 
  • 
  Read the adventure several times. Understand the 
  storyline. 
  • 
  Study the author’s notes about the various combats 
  and tactics  
  • 
  Prepare maps ahead of time, especially the first and 
  second combat encounters. 
  • 
  Use the resources provided by the author in the 
  indices (spellcasting charts, NPC counters, etc.)  
   
  Once the table has gathered 
  As with any Living Greyhawk adventure, the DM should 
  ascertain all of the following before the adventure: 
  • 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  • 
  Does anyone have any non-class-related animals? If 
  the DM feels these will be a significant factor in 
  combat, the animal’s CR should be added to the 
  owner’s level for purposes of calculating APL 
  • 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  • 
  Ask to see all spell lists. 
  • 
  Will 
  anyone 
  be 
  using 
  out-of-game 
  bonuses 
  (Campaign cards, buttons or tokens) and if so, which 
  ones? 
  • 
  Check PCs’ lifestyle and upkeep. 
  • 
  Does anyone have outstanding Lawbreaker status 
  (formerly Warrant of Ket)? 
   
  In addition, this adventure will also require the following 
  information: 
  • 
  Have any of the PCs played Ket4-05 Oracle, or Ket5-
  06 Lesser Children? These PCs will have met Shahaf 
  al Fashar, the Chief Enforcer of the Archons, who 
  appears again in this adventure. 
  • 
  Do any of the PCs belong to the Archons 
  metaorganization? Shahaf will recognize them even 
  if they have not played the above adventures. 
  • 
  Those who played KET4-05 Oracle are aware of the 
  series of questions and answers they recovered from 
  an ancient subterranean oracle (Player Handout #1), 
  including the “names of opening” which play a large 
  part in this adventure. 
  • 
  Those who played KET5-06 Lesser Children have 
  already been to the site of this adventure, and may 
  recognize dimensional distortions and mind-
  warping powers similar to those they have 
  encountered before. They may also recall local 
  people who were infested with strands of alien life 
  that riddled their bodies, and slowly consumed them 
  from within. 
  • 
  In addition, you should record the Will saving throw 
  bonuses of each of the PCs. These will be used in the 
  decision-making process later in the adventure. 
  KET7-04 5
  th Name 
   
  Page 3 
  
   
  ADVENTURE BACKGROUND 
   
  ANCIENT HISTORY 
  This story is the culmination of a series of adventures that 
  rest on the premise that some ancient, powerful, and 
  hostile beings still exist in the world today, lingering on 
  long after the majority of their kind have vanished. The 
  decline of their strange races occurred in the long cold 
  aeons before civilization arose, but a few of the great 
  ancients endured, and the early humanoid races walked 
  in the shadow of their crumbling dwellings. Yet, with 
  time, even these last withdrew from the world, to walk in 
  the spaces between names, or to rest beneath the hills, 
  dreaming of the dreadful places from which they came. 
   
  As aeons passed the mystic rulers of a forgotten race 
  of humanity sensed the power of one of these ancient 
  creatures stirring in its stony cyst, and they flocked to the 
  site of its burial, growing powerful in the strange aura of 
  the place. The greatest of these men, who called 
  themselves the priest-kings, resolved to become mightier 
  yet by digging towards this source of power. They exerted 
  their art, enslaving entire tribes and placing them under 
  the command of cruel taskmasters, who drove the 
  unfortunate wretches to tunnel deep under the hills in 
  search of the priest-kings’ goal. 
   
  After decades of effort the miners had hewn a 
  staircase deep into the stone, and broken through into a 
  series of bleak caverns that formed the very antechamber 
  of the great beast below. The priest-kings rejoiced, and, 
  gathering harems of their finest slaves as offerings, 
  descended beneath the hills to face the source of their 
  power. 
   
  Alas for the priest-kings! There were already other 
  beings down in the depths; beings of great intellect and 
  exceptional arcane skill, whose bodies slept while their 
  minds roamed the peripheries of the universe. These 
  sleepers knew all too well what lay hidden under the 
  hills, and the risks the meddlesome new visitors posed 
  should they wake the beast. The sleepers had already 
  devoted centuries to ensuring the great beast slumbered 
  uninterrupted for their own ends, and they would brook 
  no interference from these ignorant upstarts. With an act 
  of will they raised the hills higher yet, burying the 
  entrance to the tunnel under tons of rock, and sealing the 
  priest-kings inside for eternity. 
   
  The trapped priest-kings struggled to escape, but 
  their efforts were futile. Their powers were insufficient to 
  break through the new layers of stone. Their followers 
  had fled, and no rescue came from outside. The sleepers 
  had returned to their silent voyages, and ignored them 
  utterly. All they could do was sit in the dark, feeding on 
  strange growths and sipping the unwholesome fluids that 
  seeped from the cyst of the great beast. All they could do 
  was eat, drink, and breed… 
   
  RECENT HISTORY 
  As the millennia rolled past the story of the priest-kings 
  was largely forgotten, but from time to time the great 
  beast would stir in its chamber, and its lesser children 
  would wake and walk the land. New cults sprang up in 
  the wake of each reemergence, and each time the faded 
  and distorted memories were preserved a few generations 
  longer. 
   
  Seventy-seven years ago a group of learned and 
  utterly amoral men, who call themselves the Black Cabal, 
  pieced together enough fragments of these ancient 
  histories to predict the awakening of one of the buried 
  horrors. Seeking to partake of the ancient beast’s power, 
  the Cabal composed a plan where they would take the 
  role of its priests, worshippers, and allies. Let the ancient 
  being cast down powers, sunder kingdoms, and shatter 
  the strength of mankind! Surely, they reasoned, those 
  who helped would be rewarded with positions of 
  authority, elevated above other men, and placed at the 
  helm of nations… 
   
  So, with great discretion, the Cabal began to seek the 
  exact location of the lair of the ancient beast. Decades of 
  careful research passed fruitlessly, until the year 594 
  when one of their members discovered an ancient oracle 
  hidden under the mountains in northern Ket. An 
  adventuring expedition was sent to the oracle, seeking 
  valuable new knowledge, and it returned with the 
  answers to six important questions (See Player Handout 
  #1), including the location of the “hidden gate” to the 
  chamber of the ancient beast. Unfortunately, the plan to 
  silence the adventuring party failed, and the authorities 
  of Ket became aware of the Cabal’s activities. (These 
  events took place in the adventure Ket4-05 Oracle.) 
   
  Study of the oracle’s answers led the Cabal to the 
  foothills of the Barrier Peaks, where they found strange 
  and unnatural creatures were already afoot, terrifying the 
  local tribesmen. By the spring of 595 the Cabal had 
  located the site of the gate the oracle had spoken of, 
  although the gate itself remained hidden. In their 
  hurried efforts to find the gate they attempted to 
  summon one of the beast’s lesser children, and beseech it 
  for help, but at the critical moment the adventurers 
  intervened again, defeating the agents of the Cabal, and 
  driving off the lesser child. However, as it was fated, the 
  hidden gate was revealed during the struggle with the 
  lesser child. (These events took place in the adventure 
  Ket5-06 Lesser Children.) 
   
  KET7-04 5
  th Name 
   
  Page 4 
  
  CURRENT EVENTS 
  The aftermath of these events in southwestern Ket left 
  the authorities in Lopolla with a sense of unease. 
  Although the Cabal seemed to have been defeated, a large 
  number of the local population had witnessed the event, 
  and it was possible that word of the location of the gate 
  would somehow reach the surviving members of the 
  Black Cabal. Furthermore, whatever was buried under 
  the hills might still emerge to cause more problems, 
  especially if it was as ancient and powerful as research 
  suggested. 
   
  Accordingly, the Archons maintained periodic 
  surveillance of the hidden gate, and their diviners and 
  researchers worked as best they could, amid other crises, 
  to learn more about the potential threat. 
   
  What the Archons did not realize, was that (yet 
  again) one of their number was a traitor. In CY594 the 
  vicious infighting with the evil Vaste, and the self-
  inflicted massacre under the influence of dedicari dust, 
  led to a state of chaos among the remaining Archons in 
  Lopolla. In the confusion a member of the Black Cabal 
  was able to infiltrate the organization by assuming the 
  identity of Fardid (far-DEED) ibn Fazel, one of the older, 
  more reclusive, members of the Archons. Since the 
  original Fardid (now conveniently deceased) had no 
  family, and only a few elderly acquaintances, it was 
  possible for the new Fardid to take his place while 
  attracting relatively little attention. When the new Fardid 
  arrived in Lopolla, quietly “coming out of retirement” to 
  provide what assistance he could, there was nobody there 
  who could recognize that this bent old man was the 
  wrong person. His credentials were accepted, and he was 
  put to work on the tasks at hand. 
   
  The original Fardid was a diviner of modest ability, 
  and the new Fardid performed the same role, becoming 
  accepted as a competent and useful assistant by the other 
  diviners. As such, he became involved in the search for 
  more information about the Oracle’s answers to the Black 
  Cabal. Over the next two and a half years he was able to 
  discretely feed information to the Cabal, effectively 
  ensuring they had all the information that was in Ket’s 
  hands, as well as what they had learned themselves. 
   
  One of the primary concerns for the investigators on 
  both sides was the Oracle’s answer to the sixth question. 
  The Cabal had asked the Oracle for the four names of 
  opening, which would call the great ancient one, and the 
  Oracle had provided them. It had also told them that 
  there was an unknown fifth name, without which the 
  first four would lead to widespread disaster. Researchers 
  on both sides hunted for the name: the Cabal wanting it 
  for themselves, and the Archons wanting to make sure 
  the Cabal didn’t get it. 
   
  TODAY 
  In the early hours of this morning, the Archons finally 
  found the 5
  th name. Under continuous subtle prodding 
  from Fardid, one of the senior diviners tried contact 
  other plane, reached too far, and met something utterly 
  alien. His consciousness wavered as he asked his 
  question, and the answer he got in reply blew out his 
  sanity like a match. He fell to the floor, tearing at his 
  flesh and screaming one name over and over again. 
   
  Fardid was already in action before the man hit the 
  floor. His first poisoned dagger-stroke felled the other 
  assistant, and the next half dozen frantic blows fell on the 
  screaming diviner. Seconds later, Fardid was gone, 
  teleporting away to meet the rest of the Cabal. 
   
  Now, as the PCs are hastily summoned to assist the 
  Archons, the Black Cabal have teleported to the site of 
  the hidden gate, and are burrowing into the hillside in 
  search of the great ancient beast that lies sleeping under 
  the foothills of the Barrier Peaks. 
   
  WEATHER 
  The adventure begins in Lopolla, capital city of Ket, in 
  the month of Flocktime (May). The weather is fair and 
  warm. 
   
   
  ADVENTURE SUMMARY 
   
  Introduction: The PCs are summoned by the Archons in 
  great haste, and have a few short minutes to understand 
  the situation, interpret the clues in the divining chamber, 
  and prepare for battle. 
   
  PART A: THE REARGUARD 
   
  1: Fight at the Cliff. Combat encounter. The PCs 
  teleport to the site of the hidden gate, where they are 
  immediately ambushed by the Cabal’s rearguard. 
   
  PART B: INTO THE HILLS 
   
  2: The Descent. Roleplaying encounter. The PCs 
  descend the long stair the priest-kings carved into the 
  mountains millennia ago. 
   
  3: The Warrens of the Priest Kings. Combat 
  encounter. The PCs find the degenerate remains of the 
  priest-kings themselves, now infested with horrid alien 
  life.  
   
  4: The Chamber of the Sleepers. Roleplaying 
  encounter. The PCs discover the chamber where the 
  Sleepers once dwelt. 
   
  5: The Seal Chamber. Roleplaying encounter. The 
  PCs discover the Black Cabal, frozen in time, trying to 
  KET7-04 5
  th Name 
   
  Page 5 
  
  reach the seal that will release the ancient beast, and 
  discover that the awakening of the beast is unstoppable. 
   
  PART C: WAKING DREAMS 
   
  Interlude: Information for DM on how to 
  adjudicate the next four encounters. 
   
  6: The Scalding Swamp. Roleplaying encounter. 
  The PCs enter the mind of the great ancient beast and 
  fight their way through a vile dream-swamp. 
   
  7: The Abyssal Depths. Roleplaying encounter. The 
  PCs are plunged into the ocean depths as the dream 
  continues. 
   
  8: The Polar Wastes. Roleplaying encounter. The 
  next stage of the dream takes the PCs to the frozen 
  heights of the arctic mountains. 
   
  9: The Dread City. Combat encounter. The PCs 
  catch up to the Black Cabal in the last part of the dream, 
  and must defeat them before the Black Cabal uses the 
  wrong 5
  th Name, which will release the beast as a mighty 
  earth-shaking explosion. 
   
   
  Aftermath: The PCs have to deal with the manner of 
  the Beast’s leave-taking—either as a monumental fireball, 
  or a gentler release of energy. The PCs can then return to 
  Lopolla, to recover after the soul-shaking encounter with 
  the great beast. 
   
   
  INTRODUCTION 
   
  Since the adventure begins with a sudden early 
  morning summons from the Archons, there is no time 
  for the PCs to make any special preparations (buying 
  equipment, visiting NPCs, casting auguries, eating heroic 
  feasts, etc.) before events are underway. Once spell lists 
  are complete the adventure begins! 
   
  THE SUMMONS 
   
  You can still hear the harsh voice ringing in your 
  ears… 
   
  “Arise! Arise to the Defense of Ket!” 
   
  It’s only been minutes since you were rudely woken 
  by the urgent summons of the Threshers, and now 
  you’re galloping through the misty dawn-lit streets of 
  Lopolla, fully armed and armored, accompanied by a 
  patrol of hard-faced young soldiers. 
   
  Your horse’s hoof beats echo in the empty streets 
  as you clatter into the square in front of the Hall of 
  the Archons, where other patrols are converging on 
  the brightly lit front entrance, escorting armed 
  adventurers. 
   
  “Bring them in quickly!” calls a heavy-set man, 
  “and send them to the first diviner’s quarters.” 
  Attendants hurry from his side to help you dismount, 
  and guide you into the bustling corridors within. 
   
  The doors begin to shut behind you as low 
  mournful horn calls rise into the sky, sending 
  warnings into the rising dawn. 
   
  IN THE HALLS OF THE ARCHONS 
  Once the PCs are safely inside the halls of the Archons 
  they can briefly introduce themselves as they are hustled 
  along. The halls are brightly lit and full of activity, as 
  robed Archons, sometimes accompanied by fully armed 
  guards, hurry from room to room. 
   
  The PCs’ guides can’t tell them anything at this 
  point, (“Sorry sir, couldn’t say…”) but they quickly lead 
  the PCs to a scrying chamber on the third floor, where 
  Fardid’s betrayal took place. 
   
  The heavy oak doors of the room are closed behind 
  you, shutting out some of the commotion from the 
  halls below. 
  The chamber is of modest size, perhaps twenty 
  feet on a side, and packed with people: you and your 
  adventuring companions, four mullahs of the True 
  Faith, a number of fully armed soldiers, and several 
  robed Archons, including the heavyset man from the 
  front gate. 
  The floor is smeared with blood that has been 
  hastily wiped up with a tapestry torn from the wall. 
  The corpse of a slender young man lies unattended in 
  one corner, his hideous grey-hued face contrasting 
  sharply with the dark russet blood stain on his pale 
  robes. 
   Two of the mullahs are bent over the struggling 
  form of a bearded old man, whose bare chest and face 
  are covered in dried blood. His bulging eyes roll 
  wildly in their sockets, as his head thrashes from side 
  to side. Spittle flies from his lips as he howls and 
  babbles on the cold stone floor. “The NAME! Oh, 
  gods, the dreadful Name!” 
   
  The heavyset man the PCs saw at the front gate is Shahaf 
  al 
  Fashar, 
  the 
  chief 
  enforcer 
  of 
  the 
  Archons 
  (automatically recognizable by any member of the 
  Archons, or any PC who played Ket4-05 Oracle or Ket5-
  06 Lesser Children), and he is the ranking official 
  present. He is currently in earnest conversation with the 
  some of the other Archons, which gives the PCs a minute 
  (no more) to hastily appraise the situation: 
   
  KET7-04 5
  th Name 
   
  Page 6 
  
  • 
  Wizards and sorcerers quickly recognize the room as 
  a scrying chamber of some sort. It contains a number 
  of large wall-mounted maps of Ket and the Flanaess, 
  three large silver mirrors of exceptional quality, and 
  a ball of crystal in an ornate brass stand. 
  • 
  The man on the floor (Kariman ibn Khazar, Wizard 
  14, and First Diviner) is physically unharmed, but 
  PCs can spot the recently healed scars of half a dozen 
  severe dagger wounds on his blood-covered torso, as 
  well as the scars of deep gouges (consistent with self-
  inflicted scratches) on his face. He does not respond 
  to questioning, and appears to be completely insane. 
  • 
  The corpse of the young man (Lathal ibn Lathal, 
  formerly Wizard 5) has one stab wound in its chest, 
  but a DC 15 Heal check suggests it’s in a place that 
  shouldn’t be immediately fatal. A further DC 22 Heal 
  check, however, reveals that the grey color of his 
  face is consistent with wyvern venom poisoning. 
   
  A minute later Shahaf finishes talking to the other 
  Archons, nods decisively, and calls the room to order. 
   
  “Pay attention” calls the heavy-set man, clapping his 
  fleshy hands twice, and all the Archons immediately 
  fall silent. He turns his tiny close-set brown eyes on 
  you. 
  “I am Shahaf al Fashar, chief enforcer of the 
  Archons. I have been authorized by the Beygraf to 
  summon you in the defense of Ket. Do any of you 
  object?” 
   
  PCs who object completely are escorted out, subjected to 
  several hours of intensive questioning, and play no 
  further role in the adventure.  
   
  PCs who insist that they can’t do anything evil, 
  unethical, etc., are answered with a curt nod, and the 
  statement “You will have no objection.” 
   
  (Note that Shahaf recognizes any PCs who have 
  participated in Ket4-05 Oracle, or Ket5-06 Lesser 
  Children, any members of the Archons, and any Ketite 
  citizens of 8
  th level or higher, and he addresses them by 
  name.) 
   
  Once all the PCs have agreed to continue, he 
  proceeds. 
   
  “I’ll be very brief. For roughly two years now, we have 
  known that there is a being of great power buried 
  beneath the Banner Hills. We know almost nothing 
  about it, save that it has endured longer than our 
  gods, it is utterly indifferent to our fate, and it is 
  slowly waking up.” 
   
  “We were not the first to learn of this ancient 
  beast. There is a group called the Black Cabal, which 
  is trying to aid its wakening. They think they can ally 
  themselves with it, but everything we have learned 
  tells us they are wrong.” 
   
  “We Ketites have faced agents of the Cabal twice 
  before.” Shahaf hefts a roll of parchment (Player 
  Handout #1) in his fleshy fist. “The first time we met 
  we captured the record of their meeting with an 
  ancient oracle. It told us where to look for the beast, 
  but more importantly, it told us this…” 
   
  Shahaf unrolls the parchment. “The Cabal 
  thought they needed to call four ‘names of opening’ 
  to work with the beast. But the Oracle said otherwise: 
   
  The names you will call are Kuabris, Defrabax, 
  Rexulon and Reisabrax, but you will damn the 
  countryside to ruin if you voice them, and the 
  ancient one attends your call, for Crypsis did not 
  know them all, and the unutterable fifth name 
  knows no breath. That missing name may be your 
  death. 
   
  “That missing name has prevented the Cabal from 
  acting for two years, for fear of death if they call the 
  beast without it.”  
   
  At this point Shahaf pauses to rub his eyes, and he sags 
  somewhat, seeming suddenly tired. 
   
  “So, for two years we have sought the name ourselves, 
  either to destroy the record before the Cabal could 
  find it, or to somehow lay an ambush for them as they 
  searched.” 
   
  “And this morning, when our first diviner finally 
  managed to find the name, and was somehow driven 
  mad in the process, we found that the Cabal had been 
  present among us all along” 
   
  “Fardid ibn Fazel, may all the gods curse his name 
  as a traitor, struck down his fellow assistant, and then 
  slew the first diviner, before fleeing with the fifth 
  name.” 
   
  Shahaf lifts his fleshy head and stares levelly at 
  each of you in turn. 
   
  “The Cabal has all five names now. You must go 
  to the lair of the ancient beast, defeat the Black Cabal, 
  and prevent them from releasing this thing against 
  us.” 
   
   
  FURTHER INVESTIGATIONS 
  At this point the PCs will almost certainly have more 
  questions, but Shahaf is called away for a moment, and he 
  passes the PCs to one of his officials. 
   
  KET7-04 5
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  “I’m sorry sir,” says a slender man of perhaps thirty-
  five years, bowing deferentially, and whispering in 
  Shahaf’s ear. Shahaf, listens, nods, rises, and turns to 
  you. 
   
  “Excuse me for a moment” he says, and then 
  hands you the scroll of parchment he read from 
  earlier. “You may want to review this,” he says, and 
  then gestures to the messenger. “I’m sure my assistant 
  Gnathis here can provide you with any more 
  information you need.” 
   
  “Ah, yes..” says Gnathis, looking around as Shahaf 
  takes his leave. “Well, where to begin?” 
   
  Gnathis will give the PCs a copy of the Oracle’s answers 
  (Player Handout #1), and with his help the PCs can 
  learn the following, either through personal observation, 
  or by questioning those who are present: 
   
  Kariman ibn Khazr, First Diviner 
  • 
  Kariman ibn Khazar, the First Diviner, was found 
  dead of multiple stab wounds. He had numerous 
  self-inflicted scratches on his face, and had severely 
  damaged his eyes. There was no evidence that he had 
  attempted to defend himself from the stabbing. 
  • 
  The Mullahs of the True Faith raised Kariman from 
  the dead, at which point he was lucid. 
  • 
  Kariman had no recollection of his murder, or the 
  murder of his assistant Lathal. He only recalled 
  working with his assistants Fardid and Lathal to 
  contact a being deep in the outer planes (using 
  contact other plane), in an attempt to learn the fifth 
  name. 
  • 
  When asked what he had found, Kariman suddenly 
  screamed “Yanethos!”, and fell into his current state 
  of spastic insanity. 
   
  Lathal ibn Lathal, Assistant Diviner 
  • 
  Lathal ibn Lathal, a young wizard and promising 
  diviner, was found dead with a single shallow dagger 
  wound in his side. His corpse shows evidence of 
  severe wyvern venom poisoning. 
  • 
  The mullahs used speak with dead to question the 
  body, which said: 
  • 
  Lathal and Fardid were assisting Kariman in attempt 
  to gain information from an outer plane. 
  • 
  It was Fardid’s suggestion that they make the final 
  attempt so late at night. 
  • 
  Fardid had shown Kariman some arcane notes 
  before the attempt. 
  • 
  As Kariman was completing the spell he suddenly 
  yelled “Yanethos!”, and collapsed in a fit. 
  • 
  Fardid struck Lathal in the side with a dagger 
  immediately afterwards. 
   
  Fardid ibn Fazel 
  • 
  Fardid is a bulky stoop-shouldered old Baklunish 
  man (mid 70s), whose bald head is fringed with thin 
  grey hair. He is a wizard of very modest skill. 
  • 
  Fardid has been a member of the Archons for over 
  half a century, although most of that time has been 
  spent living reclusively near Molvar. 
  • 
  Fardid returned to Lopolla to help rebuild after the 
  Dedicari Dust disaster of 594. 
  • 
  Fardid has acted as assistant to the First Diviner for 
  nearly two years now. 
  • 
  The Archons do not know how long Fardid has been 
  actively collaborating with the Black Cabal 
  • 
  Note: the Archons are not yet aware that Fardid is 
  actually an imposter. The PCs may be able to prove 
  this with divination spells such as commune, which 
  can confirm that the real Fardid died in 594. 
   
  Events during and after the Murders 
  • 
  Two Archons working late (2:00 AM) in chambers at 
  the far end of the floor heard Kariman yell 
  “Yanethos!”, followed by incoherent shouting. 
  • 
  By the time they arrived and forced the doors open 
  the shouting had stopped. 
  • 
  They found the bodies of Kariman and Lathal, but no 
  sign of Fardid. 
  • 
  So far they have been unable to scry on Fardid, and 
  he is the only member of the Cabal they know well 
  enough to track magically. 
  • 
  No sign of any intruders has been found. 
  • 
  The entire process of raising alarms, searching for 
  intruders, summoning mullahs, recognizing the 
  problem, contacting the government, gathering 
  adventurers, and explaining the situation has taken 
  four hours. 
  • 
  It is now the sixth hour of the morning (6:00 AM) 
   
  The Lair of the Ancient Beast 
  • 
  The lair of the ancient beast is located in a sparsely 
  settled portion of the Banner Hills, in Durva 
  Province in southwest Ket. 
  • 
  There is little in the region except the homes of 
  scattered shepherds and bandits. 
  • 
  The nearest settlement large enough to have officials 
  is the village of Akkaraf, roughly a dozen miles away. 
  • 
  The hidden gate itself is deep inside a granite cliff-
  face, on one of the hillsides. 
  • 
  The Archons did not excavate the gate, and left it 
  securely buried. 
  KET7-04 5
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  Page 8 
  
  • 
  The “dimensionless chamber of the great ancient 
  beast” is presumably located even deeper under the 
  hills. 
   
  The Archons’ current plans 
  • 
  The Archons are alerting their forces across Ket to 
  prepare for the defense of the realm against 
  whatever emerges from the lair of the great ancient 
  beast. 
  • 
  Two archon wizards are preparing to teleport the 
  PCs to the “hidden gate”, in the Banner Hills.  
  • 
  Shahaf hopes the PCs can ambush the Cabal as they 
  arrive at the gate, if they move quickly enough. 
  • 
  If asked why the Archons can’t immediately put a 
  powerful strike team of war-wizards onto the 
  ground, Shahaf snaps “Because they’re all busy down 
  south, aren’t they?” He shuts up thereafter, realizing 
  he’s said something he shouldn’t, and moves on to 
  other points. 
   
  THE REVELATION 
  At some point during the questioning, the PCs learn a 
  dreadful truth: the name Yanethos is not the actual 5
  th 
  Name of Opening. It is only the name of the keeper of 
  the 5
  th Name. At some point, most likely when the names 
  of opening are being discussed the mad diviner suddenly 
  reacts. 
   
  “Yanethos?” The raving madman on the floor turns 
  his spittle-soaked face towards you. “Yanethos! Oh, 
  you fools!” His eyes roll back in his skull ‘till only the 
  whites are visible. “Yanethos is only the handmaiden, 
  the servant, the doorkeeper!” Every muscle in his 
  spazzing body jerks into tension. “Oh gods! 
  AGNATHEMON!!!!” 
   
  Agnathemon is the true 5
  th Name of Opening, and when 
  Kariman voices it there is a dreadful thunderclap from 
  the heavens, a moment of sickly darkness fills the room, 
  and everyone in earshot must make a DC 27+APL Will 
  Save or be dazed for a round. Not even a silence spell will 
  prevent the sounding of the unforgettable fifth name… 
  A moment later the PCs hear the faint sound of howling 
  and barking across the city, as every dog in Lopolla reacts 
  in terror and alarm to the sounding of the 5
  th name. 
   
  Once they recover, the reaction of most of the 
  bystanders is one of relief (the Cabal don’t have the real 
  fifth name, so they can’t use it to deal with the great 
  beast), but Shahaf’s reaction is one of horror. The Cabal 
  doesn’t have the real fifth name, but they think they do, 
  and when they use the wrong name they will damn the 
  countryside to ruin! 
   
  Shahaf’s fat swarthy face goes white. “Teleporters!” he 
  bellows, 
  “Report 
  to 
  the 
  divining 
  chamber 
  immediately!” 
   
  He turns swiftly to face you, as two more 
  Archons blink into existence behind him. “We have 
  no time at all! They have the wrong name, and they’re 
  going to use it! That means ruin for the land if they 
  succeed in reaching the chamber of the beast.” 
   
  He stabs a meaty finger at the map. “Get to the 
  gate now, and do what it takes to stop them!” 
   
  TELEPORTING INTO BATTLE 
  With that, the two Archons prepare to teleport the PCs 
  directly to the cliff face that contains the hidden gate. 
  Each Archon is using greater teleport, and can carry four 
  medium-sized creatures. In addition, both Archons have 
  contingency spells in place, which will teleport them 
  back to safety the moment they suffer any damage or are 
  otherwise incapacitated. 
   
  If the PCs are large-sized for some reason, or have 
  large animal companions, they may exceed the 
  teleporting capacity of the Archons. If the PCs cannot 
  solve the problem themselves, the Archons can arrange 
  for the casting of reduce person or reduce animal. 
  However, if the PCs do use this solution, bear in mind 
  that the caster is not going with them, and the spell 
  cannot be turned off by the recipient. The affected 
  creatures will remain reduced for the full duration of the 
  spell (1 minute for reduce person, and 3 full hours for 
  reduce animal) unless it is dispelled sooner. 
   
  The PCs may be reluctant to jump directly to the 
  hidden gate, for fear of an ambush, and it is important 
  that the PCs be given an opportunity to express this 
  concern, without obviously triggering the meta-game 
  suspicions of the players. Asking a simple question such 
  as: 
   
  “We can carry you right to the cliff face where the 
  gate is hidden, sir,” says the shortest of the two 
  Archons. “Are you all ready to proceed?” 
    
  Just before teleportation is usually enough to confirm 
  whether the PCs have any objections. 
   
  Sahaf will initially resist any calls to teleport to other 
  locations, since he is worried about possible delays, but 
  the teleporters can arrive as much as 300 yards away from 
  the hidden gate, if the PCs insist. Unfortunately, the 
  Archons have not studied the utterly unremarkable 
  terrain in the region in enough detail to put the PCs 
  further away. The next closest feature they know well 
  enough to teleport to is the village of Akkaraf, which is 
  roughly 12 miles away. 
  KET7-04 5
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  Page 9 
  
   
  Once any objections are dealt with the PCs are 
  hustled on their way with one final word from Shahaf. 
   
  “At this hour, as our foes prepare to release ruin upon 
  us, know this: the Beygraf has authorized you to use 
  lethal force. Strike hard in the defense of Ket!” 
   
  And with a snap and a pop the PCs are gone… 
   
  PART A: THE REARGUARD 
  1: THE FIGHT AT THE CLIFF 
  THE GEOGRAPHY: 
  The PCs arrive on a flat grassy area set into the side of a 
  lightly treed hill, at the foot of a tall granite cliff. (See 
  Map #1.) A broad fan-shaped area of fresh clay lies at the 
  foot of the cliff, where the Cabal has tunneled their way 
  into the stone using a combination of rock to mud and 
  move earth. The different terrain types have the 
  following effects: 
   
  Cliff: The western edge of the open ground backs 
  against a steep cliff of ancient twisted granite that rises 
  from the clearing at a slope of nearly 80 degrees. (Each 5-
  foot cliff square, therefore, is 25 feet tall.) People can scale 
  the cliff with a DC 25 Climb check. The hill continues 
  above the cliff, but at a much gentler slope, like the 
  surrounding hills, which can be walked on normally.  
   
  Clay: the broad area of clay is not a movement 
  obstacle. The clay is firm enough that people can travel 
  across it without undue difficulty. However, it is still soft 
  enough that anyone moving across it will leave clear 
  footprints, and invisible creatures can be revealed in this 
  way. The Cabal is aware of this, and is on the lookout for 
  such signs. The clay has also kept a record of all the 
  people who have walked into the cave mouth, and the 
  PCs can use tracking skills to find this information after 
  the combat is over. 
   
  Slopes: The flat ground the PCs arrive on is 
  surrounded by steeply sloping hills. This terrain slopes 
  roughly five feet in every fifteen. Medium sized creatures 
  in the first square downslope can stay out of view by 
  lying prone. Those in the second square can stay out of 
  view by crouching down, and those three or more 
  squares downslope are below the level of the flat ground, 
  even when standing. People fighting on the slope will 
  have high and low ground bonuses, as appropriate. 
   
  Trees: There are two modest wooded areas 
  extending up the eastern slope and onto the flat ground. 
  These are composed of small wiry evergreen trees, which 
  are fifteen feet tall. The tough lower branches extend to 
  ground level, making it very difficult for creatures to pass 
  through them. Consider each tree square to be 
  completely filled with heavy undergrowth (Dungeon 
  Masters Guide page 87: four times normal movement 
  cost, 30% concealment, no running or charging, +5 to 
  tumble DCs, etc.), as well as providing normal tree-trunk 
  effects.  
   
  There are no other exceptional terrain features to 
  contend with. The sky is clear, the spring air is cool, and 
  the sun us just clearing the hilltops in the east. 
   
  THE FOE: 
  As the PCs are about to discover, the Cabal have not only 
  reached site of the gate, they have also opened it, entered, 
  and left a rearguard behind to engage any pursuing 
  forces. The rearguard is hidden under a pair of false 
  vision spells (cast from scrolls) to protect them from 
  scrying attempts, and guarded by an anticipate 
  teleportation spell, to warn them of sudden guests. 
   
  Unfortunately, the Cabal does not have a large 
  number of combat capable troops at their disposal, and 
  the best of these have already descended into the depths 
  of the earth. All that remains are a number of their lesser 
  followers, 
  who 
  are 
  primarily 
  elderly 
  academics, 
  bespectacled theoreticians, and other dabblers in the 
  obscure and the occult. These are weak arcane 
  spellcasters, without any significant melee capability 
  whatsoever. 
   
  The leaders of the Cabal felt (coldly, but probably 
  correctly) that even if they invested in defensive magic 
  items, their followers would be able to accomplish very 
  little with their own powers. As a result, the Cabal has 
  spent the last of their resources outfitting these men with 
  the cheapest offensive capability they could find. They 
  have been hastily trained with a variety of second-rate 
  offensive spells, and a few of them bear a motley 
  assortment of magical devices: wands with one or two 
  charges left, severely depleted necklaces of missiles, and 
  mismatched assortments of other trinkets. As a result, the 
  staying power of this force is miniscule, and their sole 
  hope of victory lies in a thunderous opening barrage. 
   
  The members of the rearguard are not an organized 
  unit, and they are dressed in an assortment of mundane 
  clothing – everything from arcane hooded robes, to 
  functional tunic and trews. It is not possible to determine 
  the strength of the individual casters by their outward 
  appearance. 
   
  PREPARATIONS: 
  Since the Cabal is expecting pursuit, they have made a 
  number of preparations to receive the expected 
  onslaught. 
   
  KET7-04 5
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  Leaders’ Preparations: The most important preparation 
  was the casting of an anticipate teleportation spell (110’ 
  diameter, from scroll) on the commander of the 
  rearguard. This gives the rearguard 1 round of warning of 
  the arrival of the PCs, which they can use to run for 
  cover, ready spells, grab weapons, and otherwise prepare 
  for combat.  
   
  The main members of the Cabal did not stop to make 
  any other prepared defenses. They dug their tunnel, and 
  proceeded into the cliff the moment the passage was 
  cleared, pausing only to seal the passage behind them 
  with a wall of stone placed 20 feet from the entrance.  
   
  Rearguard’s 
  Preparations: The members of the 
  rearguard have had nearly three hours to make 
  preparations, but they are not experienced combatants, 
  and they have spent most of their time arguing about 
  what to do, rather than actually doing anything. As a 
  result, their defensive preparations are incomplete. 
   
  So far, they have lit a small fire at the foot of the wall 
  of stone, and laden it with green branches, which are 
  producing copious quantities of thick white smoke. The 
  rearguards hope that any attackers will be reluctant to 
  enter the smoke-filled tunnel, and will stay outside where 
  they can be engaged. The smoke has filled the entire 
  passage, reducing visibility inside to 5’. Targets within 5 
  feet have 20% concealment, and targets further away are 
  fully concealed, and cannot be located by sight.  
   
  The rearguard have also started making trenches, 
  felling trees, and dragging logs and boulders to build 
  walls to hide behind, but manual labor is not something 
  these argumentative old men are good at, and very few of 
  these defenses are ready. You may distribute the 
  following obstacles around the battlefield as you see fit: 
   
  APL 6: 2 x 10’ long felled tree obstacles, 1 x 10’ long 
  +4 wall 
  APL 8: 3 x 10’ long felled tree obstacles, 1 x 10’ long 
  +4 wall, 1 x 10’ long +8 wall 
  APL10: 4 x 10’ long felled tree obstacles, 2 x 10’ long 
  +4 walls, 1 x 10’ long +8 wall 
  APL 12: 4 x 15’ long felled tree obstacles, 2 x 10’ long 
  +4 walls, 2 x 10’ long +8 walls 
   
  Most of the completed walls are waist high, and provide 
  +4 cover. A few are five feet tall, and are actually equipped 
  with loopholes providing +8 cover. (See the Players 
  Handbook page 150-152 for full descriptions of cover.) 
  The best wall is usually on the top of the cliff face, and 
  the remainder of the obstacles are distributed around the 
  battlefield in a somewhat haphazard fashion. 
   
  The “felled tree obstacles” are low piles of felled tree 
  trunks and severed branches that haven’t been made into 
  walls yet. These act like rough terrain, costing double 
  movement and preventing people from charging across 
  them. 
   
  DEPLOYMENT: 
  Unless requested to do otherwise, the Archon teleporters 
  arrive in the center of the flat area, on the broad spread of 
  clay. The Archons are 20 feet apart, and the PCs are 
  arranged around them. 
   
  The rearguard is arranged in a ragged circle around 
  the center of the open area where the PCs are expected to 
  arrive. The majority of the rearguard is on the flat ground, 
  but at least one or two begin on top of the cliff. Individual 
  members of the rearguard are usually well dispersed 
  (more by accident than design), and there is at least 15 
  feet between them unless they are sharing the same piece 
  of cover. 
   
  TACTICS 
   
  The rearguard’s tactics are relatively simple: 
   
  Round 0: The anticipate teleport spell warns the 
  rearguard that their foes are approaching. 
   
  • 
  Half the rearguard ready combat actions. 
  o 
  ¼ ready to attack the PCs the moment they 
  arrive. 
  o 
  ¼ ready to disrupt PC spellcasters. Some 
  ready to interrupt the first spell, some ready 
  to interrupt the second spell, etc. 
  • 
  Half of the rearguard are out of position, and spend 
  the round downing tools, running to cover, and 
  pulling out wands or weapons. 
   
  Round 1: Members of the rearguard who have readied to 
  attack begin bombarding the PCs the moment they 
  arrive, using their most potent spells or items. The 
  remainder follow suit on their initiative. 
   
  Round 2 onwards: The rearguard keeps blasting away at 
  the PCs, trying to stay clear of melee combatants as best 
  they can. 
   
  COMBAT LIMITATIONS: 
  The Cabal does not concentrate all their fire on a 
  single opponent! The members of the rearguard are not 
  experienced combatants, they have not worked together 
  before, and they are not a well coordinated team. Their 
  attacks are hasty and haphazard, and they tend to engage 
  the closest individual threat, rather than concentrating 
  all their firepower on specific foes. 
   
  If they are engaged by melee combatants their 
  natural inclination is to withdraw and break contact, so 
  long as this is not suicidal. Members of the rearguard 
  KET7-04 5
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  Page 11 
  
  who are reduced to less than one quarter of their hit 
  points will run away from the fight in an attempt to save 
  themselves. The entire rearguard breaks and flees when 
  there are three or fewer Cabalists still active. 
   
  Note that if the PCs choose to teleport in several 
  hundred yards away they arrive outside the anticipate 
  teleportation zone, and the Cabal do NOT get any 
  warning of their arrival, and have no readied actions. 
   
  APL 6 (EL 9) 
   
  Rearguard A & B (2): wizard 3/ expert 2; hp 15; 
  Appendix 1.  
   
  Rearguard C & D (2): wizard 2/ expert 3; hp 20; 
  Appendix 1.  
   
  Rearguard E to K (7): wizard 1/ expert 1; hp 9; 
  Appendix 1. 
   
  Rearguard L to N (3):  expert 3; hp 14; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Rearguard A & B (2): wizard 5/ expert 1; hp 21; 
  Appendix 1.  
   
  Rearguard C & D (2): wizard 4/ expert 3; hp 26; 
  Appendix 1.  
   
  Rearguard E & F (2): wizard 3/ expert 1; hp 15; 
  Appendix 1. 
   
  Rearguard G to N (8): wizard 1/ expert 5; hp 25; 
  Appendix 1. 
   
  APL10 (EL 13) 
   
  Rearguard A & B (2): wizard 6/ expert 3; hp 32; 
  Appendix 1.  
   
  Rearguard C & D (2): wizard 5/ expert 5; hp 37; 
  Appendix 1.  
   
  Rearguard E to K (7): wizard 3/ expert 5; hp 31; 
  Appendix 1. 
   
  Rearguard L to Q (6): wizard 2/ expert 3; hp 20; 
  Appendix 1. 
   
  APL12 (EL 15) 
   
  Rearguard A & B (2): wizard 6/ expert 7; hp 48; 
  Appendix 1.  
   
  Rearguard C to F (4): wizard 5/ expert 9; hp 53; 
  Appendix 1.  
   
  Rearguard G to R (12): wizard 3/ expert 5; hp 31; 
  Appendix 1. 
   
  RUNNING THE COMBAT 
  This is a complex encounter, particularly at high APLs, 
  due to the very large number of NPCs involved, the use 
  of a large number of readied actions, and the fact that all 
  the NPCs are spellcasters. It is essential that the DM 
  prepare for this encounter in advance, if it is to run 
  smoothly and rapidly. 
   
  Preparing the map in advance, and choosing the 
  location of the different defenses are valuable time-saving 
  measures.  
   
  While it would be most realistic to run the NPCs on 
  individually rolled initiatives, this is not only time 
  consuming, but it also runs the risk of having large 
  numbers of NPCs acting together, while the PCs are 
  unable to react, and can only grit their teeth and endure 
  the barrage. Instead, divide the NPCs into groups of two 
  or three, and distribute the groups uniformly throughout 
  the initiative order, so the NPCs alternate with the PCs. 
   
  Example: at APL 8 there are 16 NPCs. Before the game 
  begins the DM decides which four are readied to attack 
  the moment the PCs arrive, and places them at the 
  beginning of the initiative order. He divides the 
  remaining 12 NPCs up into 6 groups of two for later use. 
   
  When the combat begins, and the PCs’ initiative has 
  been determined, the groups of NPCs are inserted into 
  the initiative order, so they act in alternation with the 
  PCs. (PC #1, NPC group #1, PC #2, NPC group #2, etc.) 
  The DM then notes which four NPCs will ready to 
  disrupt spellcasters. Initiative preparation is now 
  complete. 
   
  Since the NPCs are acting throughout the initiative 
  order, the PCs will always have a chance to react to 
  developing crises, rather than having a dozen or more 
  NPCs act in a row. This keeps the players continuously 
  active, and is a much less risky (and more enjoyable) 
  situation. 
   
  Two play aids have been included in the appendices: 
   
  1. Spell and equipment charts have been provided for 
  each APL, separately listing all the spells and 
  expendable items of each individual NPC. As play 
  progresses you can track spell use and hit point loss 
  on the chart to prevent confusion about which of the 
  many NPCs has used what. The charts also list the 
  basic damage of each spell, and the range of each 
  spell, to save calculation time. 
  2. NPC counters have been printed, with the first 
  initial of each NPC on them. These can be cut out 
  and used to identify miniatures (preventing 
  questions like “Which of the dozen identical orcs is 
  really Wizard B?”), or in place of miniatures if you 
  have none. Start each round with all the counters 
  face up, and turn them face down when the NPCs 
  have completed their actions for the round, to help 
  track initiative status. 
   
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  AFTER THE BATTLE 
  Once the PCs have routed the opposition they can 
  examine the battlefield, and find the following 
  information: 
  • 
  The broad clay area around the mouth of the tunnel 
  is still soft and fresh. A DC 15 Knowledge (nature) or 
  Knowledge (geography) check suggests it has only 
  been exposed for two to three hours. 
  • 
  Casual observation shows that there are a number of 
  intermingled humanoid tracks leading across the 
  clay and into the tunnel. Use of Survival with the 
  track feat can reveal that: 
  o 
  DC 10 – approximately 10-18 people 
  entered the tunnel. 
  o 
  DC 18 – thirteen people entered the tunnel 
  o 
  DC 25 – roughly half were wearing 
  armored footgear. 
  • 
  The half-finished trenches contain an assortment of 
  mismatched shovels, and two sturdy picks. These 
  can be used to break through the wall of stone in the 
  tunnel in fifteen minutes, if the PCs have no other 
  means of defeating the obstacle. 
  • 
  A DC 15 Spot Check reveals an expended scroll 
  caught in a nearby bush, with “Ant Telpt” scrawled 
  on the back in Draconic. 
  • 
  A DC 20 Search Check reveals a tiny platinum and 
  crystal hourglass tucked away in the pocket of the 
  leader of the rearguard. 
   
  The PCs can question any foes they have captured, 
  providing they wish to spend the time doing so. (Make a 
  note of the actual time it takes to conduct the 
  questioning, and deduct it from any long-duration spells 
  that are in operation.) The members of the Cabal are 
  fanatically devoted to their cause, and they are convinced 
  that they cannot possibly fail at this stage. They refuse to 
  answer questions, and taunt the PCs continuously about 
  the PCs’ impending doom at the hands of the Great Beast. 
  Only intimidation or magical compulsion will force the 
  captives to cooperate at this stage. The captives get a 
  circumstance bonus of +6 to their level check to resist 
  verbal intimidation, due to their fanatically high morale, 
  but this is negated if the PCs provide a very convincing 
  threat of physical violence. 
   
  Once the captives have been convinced to speak, the 
  PCs can learn the following: 
  • 
  The Cabal’s leader, the seven senior brothers, and 
  five armored mercenaries entered the tunnel. 
  • 
  They entered nearly 3 hours ago (~ 3:30 AM), sealing 
  the way behind themselves with a wall of stone. 
  • 
  There is a staircase leading down behind the wall of 
  stone, which none of the rearguard have descended. 
  • 
  The leader and senior brothers are powerful wizards, 
  but their names and abilities are unknown (part of 
  the Cabal’s obsessive secrecy). 
  • 
  The mercenaries are “some brutes in armor with 
  swords and bows”. 
  • 
  “Our leaders will speak the words, wake the great 
  beast, and become masters in its name!” 
   
  TREASURE 
  The rearguard’s treasure is mostly composed of 
  expendable items (mundane and magical), and the best of 
  it is likely to have been consumed in the fight. The PCs 
  can recover the remainder, but since there are so many 
  NPCs to search it will take time to search every body (28 
  minutes at APL 6 and 8, 34 minutes at APL 10, and 36 
  minutes at APL 12). If the PCs leave treasure behind it 
  will be destroyed at the end of the adventure, and will not 
  be recoverable.  
   
   
  APL 6: Loot 202 gp (each NPC carries 1 acid, 2 
  alchemist’s fire, 1 flash pellet, 1 smokestick, 1 tangle foot 
  bag, and 1 tindertwig); Magic 183 gp: 24 moonsilver 
  shards (4 gp each), necklace of missile spheres (3 x 2d6 
  spheres, 25 gp each), wand of burning hands (2 charges, 4 
  gp each) ; Total 384 gp. 
   
  APL 8: Loot 202 gp (each NPC carries 1 acid, 2 
  alchemist’s fire, 1 flash pellet, 1 smokestick, 1 tangle foot 
  bag, and 1 tindertwig); Magic 227 gp: 22 moonsilver 
  shards (4 gp each), necklace of missile spheres (3 x 2d6 
  spheres, 25 gp each, 1 x 3d6 sphere, 38 gp), wand of 
  burning hands (2 charges, 4 gp each), wand of scorching 
  ray (1 charge, 15 gp) ; Total 429 gp. 
   
  APL 10: Loot 245 gp (each NPC carries 1 acid, 2 
  alchemist’s fire, 1 flash pellet, 1 smokestick, 1 tangle foot 
  bag, and 1 tindertwig); Magic 536 gp: elixir of fire breath 
  (92 gp), javelin of lightning (125 gp), 23 moonsilver 
  shards (4 gp each), necklace of missile spheres (2 x 2d6 
  spheres, 25 gp each, 3 x 3d6 spheres, 38 gp each), wand of 
  burning hands (2 charges, 6 gp each), wand of fireball (1 
  charge, 19 gp), wand of scorching ray (2 charges, 15 gp 
  each); Total 781 gp. 
   
  APL 12: Loot 260 gp (each NPC carries 1 acid, 2 
  alchemist’s fire, 1 flash pellet, 1 smokestick, 1 tangle foot 
  bag, and 1 tindertwig); Magic 2 elixirs of fire breath (92 
  gp each), 2 javelins of lightning (125 gp each), 24 
  moonsilver shards (4 gp each), necklace of missile 
  spheres (4 x 2d6 spheres, 25 gp each, 4 x 3d6 spheres, 38 
  gp each), 2 wands of burning hands (2 charges per wand, 
  6 gp each), wand of fireball (1 charge, 19 gp), wand of 
  scorching ray (2 charges, 15 gp each); 857 gp; Total 1117 
  gp. 
   
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  PART B: INTO THE HILLS 
  2: THE DESCENT 
  Note: for a schematic overview of the layout of all the 
  subterranean spaces, please see Map #2. 
   
  THE TUNNEL 
   
  The Cabal’s newly dug tunnel extends straight into 
  the cliff face for a distance of 75 feet. The tunnel is 10 feet 
  wide and 10 feet tall, with smooth mud-streaked walls. 
  The floor is covered in a 6” deep layer of soft clay, heavily 
  marked with the tracks of the Cabal. A wall of stone (2” 
  thick, hardness 8, hp 30) has been emplaced 20 feet down 
  the tunnel, as noted above, and a small fire of wet green 
  branches smolders at the base of the wall, filling the start 
  of the tunnel with smoke. 
   
  THE LONG STAIR – THE BEGINNING 
  Once the PCs have broken through the wall of the stone 
  they can advance further into the tunnel made by the 
  Cabal, which connects to the top of a long crude stairway 
  hacked into the depths of the rock. The smooth walls of 
  the newly made tunnel are distinctly different from the 
  worked stone of the stairway, and the contrast is obvious 
  to the PCs. 
   
  The smooth mud-streaked walls of the tunnel come to 
  a sudden end at a carved sandstone archway that 
  seems to be embedded in the surrounding granite. All 
  is still and silent on the far side of the archway, where 
  steep rough-hewn stairs plunge downwards into the 
  cool darkness below. The walls and ceiling of the stair 
  are stained black with soot, and not a sound nor 
  breath of wind escapes from the gloomy depths of the 
  hills. 
   
  The stairs (and caverns below) have no natural light 
  sources, and the darkness is absolute. The air is still and 
  cool, with no obvious currents. The archway is the 
  original ornamental arch that the slaves of the priest-
  kings carved around the entrance to the stairway. It was 
  buried intact when the sleepers raised the hills to seal the 
  stair, and has only been revealed by the Cabal’s 
  excavations. 
   
  The stairway itself is between four and eight feet 
  wide, is barely tall enough for a standing man, and 
  descends very steeply at an angle of nearly 50 degrees. 
  (Normal stairs are usually around 35 degrees.) The 
  passage bends left and right, following weaknesses in the 
  rock, which makes it impossible to see more than 50 or 
  60 feet down the stair at the best of times. The stairs are 
  quite irregular, which makes the prolonged descent an 
  awkward and tiring affair, and the stairs count as difficult 
  terrain for movement purposes. 
   
  The interminable stairway continues to descend, one 
  crude irregular tread after another, taking you further 
  and further away from the safe sunlit lands above, and 
  delivering you into the realm of eternal night. 
   
  PCs who take the time to examine the stonework in more 
  detail may make a DC 17 Knowledge (architecture and 
  engineering) check to determine that most of the tool-
  marks seem to be consistent with the use of stone 
  hammers, and the extensive soot-stains are consistent 
  with the practice of cracking the stone by heating it with 
  fires, and then quenching it with water. These are very 
  early mining techniques. 
   
  PCs may also attempt a DC12 Survival check with 
  the Track feat to find the recent footsteps of members of 
  the Black Cabal. Traces of their muddy footprints are 
  visible near the top of the stairs, but the traces get fainter 
  as they descend, and after several hundred feet the mud 
  has worn off, and there is no further trace of the Cabal. 
   
  DREAMWAVES 
  As the PCs continue to descend they encounter the first 
  signs that the great ancient beast is restless. As the beast 
  twists and turns in its near-waking state its vast alien 
  consciousness is causing distortions in the local reality. 
   
  The first wave happens when the PCs are roughly four 
  hundred feet down the stair (just over 4 minutes for a 
  walking party). 
   
  A brief subtle ripple flickers up the length of the 
  stair, like a momentary shimmer in the air above sun-
  heated stone. 
   
  The first wave has no detrimental effect on the PCs, 
  although it may make them nervous. 
   
  The second wave occurs when the PCs are just over 2300 
  feet (roughly 24 minutes) below the surface. 
   
  The ripple comes rushing up the stairs towards you 
  again, almost as if the stone steps were flexing 
  underfoot, and a momentary dizziness troubles you as 
  it passes. 
   
  The PC with the lowest Will saving throw bonus 
  (recorded at the start of the adventure during Preparation 
  for Play) is automatically dazed for 1 round, but suffers no 
  other ill effects.  
   
  As the party continues to descend, dwarven PCs, (or 
  other creatures with similar abilities) realize that they are 
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  no longer entirely certain how far below ground they are. 
  The proximity of the buried beast is loosening the 
  relationship between local reality and external reality, 
  and the stair may not be exactly where or when it should 
  be… 
   
  The third wave arrives after another 17 minutes of 
  descent, at a depth which is somehow unclear.  
   
  This time the ripple is much more distinct, and the 
  entire stair bends like a rope given a rapid flick of the 
  wrist. You can feel a nauseating sensation as the wave 
  stirs your innards and sets your head buzzing, and the 
  sudden lurch threatens to knock you off your feet. 
    
  The three PCs with the lowest Will saving throw bonuses 
  are automatically dazed for 1 round, and must make a DC 
  2+APL Balance check. Those who fail slip and fall prone 
  due to the distortions that twist the steep stair, and suffer 
  1d4 points of non-lethal damage.  
   
  The PCs may try to identify the nature of the 
  dreamwaves with a variety of divinations, but with little 
  chance of success. Reality is bending near the buried 
  monstrosity as it begins to wake after aeons of sleep, and 
  there is little precedent for the event. The waves do not 
  radiate magic, are not illusionary, and do not possess 
  alignments. Knowledge skills are similarly unrevealing. 
  However, PCs who fought the Lesser Child in KET5-06 
  Lesser Children can spot similarities between the 
  dimensional distortions caused by the Lesser Child, and 
  the fluctuations they have just observed. 
   
  The exact timing of the waves is not critical, and the 
  DM should feel free to adjust them as necessary for 
  dramatic effect, giving them a gradually accelerating 
  pace. 
   
  THE LONG STAIR – THE END. 
   
  Around the time of the third dreamwave the PCs may 
  make a Spot check to notice changes to the stair. PCs 
  with stonecunning or Knowledge (architecture and 
  engineering) may add a +5 circumstance bonus to their 
  roll. The PC with the highest result is the first to notice 
  the following: 
   
  The change has been so gradual that it was almost 
  imperceptible, but it’s now clear that the rough stairs 
  underfoot are smoother than they were before, and 
  the center of each tread is slightly worn down. The 
  thick sooty coating that stained the walls and ceiling 
  has changed too. Although the ceiling is still dark, 
  the walls are almost bare, and the coarse-grained dark 
  stone is clearly visible. 
   
  It is not difficult to guess the cause of the erosion: 
  someone has been using the lower stairs. The degenerate 
  descendants of the priest-kings, living on the fluids and 
  growths in the lower caverns, produced countless inbred 
  generations as the centuries flowed by. The aimless 
  shuffling wanderings of these dwellers in the dark have 
  slowly worn the granite steps to smoothness, and wiped 
  the soot from the walls. It is not possible for the PCs to 
  judge how long this wear took, or how many people it 
  would have taken to cause it, since it could be the result 
  of light traffic for a very long time, or heavy traffic for a 
  shorter time. 
   
  The wear on the stairs becomes more severe as the 
  party continues to descend, until the stairs are 
  completely smooth and severely eroded, so much so that 
  the final portion of the stair is little more than a slightly 
  rippled chute. 
   
   
  3: THE WARRENS OF THE 
  PRIEST−KINGS 
  THE DESCENDANTS 
  After approximately 51 minutes, the long dark stair 
  finally comes to an end at the first of a series of irregular 
  caverns, which housed the descendants of the priest-
  kings, the sleepers, and the seal of the great beast. 
   
  The worn stair opens into a cold and bleak little 
  cavern that is devoid of light or life. Every surface is 
  worn and smooth, and numerous crannies and 
  crevices lead further down into the darkness. 
   
  This small cavern is roughly 12’ x 18’ x 7’ in size. Initially, 
  the caverns were a series of small open spaces linked by a 
  network of cracks, but they were slowly enlarged by the 
  descendants of the priest-kings. 
   
  The PCs could easily waste an hour squeezing into 
  tiny side passages, but if they follow the largest tunnel 
  (the only one capable of easily passing an armored man) it 
  only takes 12 more minutes to descend into the main 
  dwelling chamber of the Descendants (Map #3), which is 
  a much larger space (roughly 65’ x 75’ x 10’) with 
  numerous side caves and passages. The PCs can detect the 
  main dwelling chamber by smell, before they can see into 
  it. 
   
  The slaughter-house stench of congealing blood and 
  spilled offal gives gut-twisting warning of what lies in 
  the cavern before you. 
   
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  It is about 40’ further, around a sharp corner, before 
  observers can see into the cave. 
   
  Bloody heaps of limp bodies lie in worn hollows in 
  the stone, their pallid flesh cut by sword strokes and 
  pierced with arrows. Crimson traces trickle into the 
  cavern from surrounding passages, and dark droplets 
  fall from openings in the ceiling, proving that the 
  carnage is not limited to this chamber alone. 
   
  Here lie the last descendants of the priest-kings, poor 
  blind stupid wretches, slaughtered by the Cabal’s men-at 
  arms and carelessly tossed into heaps in the caverns that 
  imprisoned them for centuries.  
   
  The irregular stone of the chamber has been worn 
  smooth by the Descendants. There are numerous 
  passages leading out of the chamber, and there are 
  openings in the ceiling, and pits in the floor, that lead to 
  smaller dwelling spaces above and below. There are no 
  items of any sort in the chambers. Clothing has decayed, 
  tools have worn away, and even precious stones have 
  been ground into dust with the passage of time.  
   
  There are numerous bloody tracks and drag marks in 
  the room, some from bare feet, and some from people in 
  footgear (no track check required). A DC 20 Survival 
  check with the Track feat can confirm the presence of 
  roughly a dozen people in footgear, of which (DC 27) at 
  least five were in armor. A second check near the edges of 
  the chamber can confirm (DC 12) that a large number of 
  people left through the large passage on the far side of 
  the cavern, and (DC 15) traces of blood suggest that some 
  people went in and out of the other surrounding 
  passages.  
   
  The Descendants were killed approximately two 
  hours ago. Casual examination shows that the scrawny 
  hairless bodies are short and stooped, standing only 4 to 5 
  feet tall, and their limbs are bent and twisted. The heads 
  are small, with micro cephalic crania and blind shrunken 
  eyes, veiled by translucent eyelids that have been fused 
  shut since birth. There are twenty-four bodies in the 
  main chamber, and a further nine in the surrounding 
  spaces (18 adult males, 9 adult females, 4 boys, and 2 
  girls). 
   
  Closer examination reveals that the Descendants’ 
  teeth have been reduced to simple grinding pegs, and a 
  DC 10 Heal check shows that the Descendants were 
  severely malnourished. Anyone examining the wounds 
  may make a DC 12 Spot or Heal check to notice a mottled 
  greenish hue to the flesh, caused by fine hair like 
  structures running through the tissue, rather like strands 
  of fungus running through a moldy loaf or rotting log. 
  PCs who played KET5-06 Lesser Children may attempt a 
  DC 12 Knowledge (local - VTF) or Intelligence check to 
  recall that some villagers in the vicinity were riddled 
  with thicker cord-like strands of alien sinew, in a similar 
  way. 
   
  THE FOURTH DREAM-WAVE 
  After the PCs have had a few minutes to examine the 
  chamber and the remains, the next dreamwave passes 
  through the caves, and turns the infested corpses of the 
  Descendants into a hideous mass of hungry alien life. 
   
  Another wave of distortion rushes towards you, and 
  the world buckles like a sheet of iron under the 
  blacksmith’s hammer. The distortion doesn’t pass by 
  this time, and the rocks around you groan and creak 
  under the ongoing strain. Your vision blurs and 
  warps, and the bloodstained piles of corpses seem to 
  waver and loose form, until you realize that they are 
  loosing form, melting and melding into a fibrous 
  green mass that heaves and churns and erupts into 
  the air in a whirling cloud of flying tendrils! 
   
  The dream-wave ends after about 30 seconds, although 
  the PCs cannot judge this with any accuracy, save to say 
  that this wave lasted much longer than previous ones. All 
  creatures in the caverns (including the alien life) are 
  automatically dazed while the dream-wave is ongoing, 
  and the horrible transformation is underway. There is no 
  risk of falling down this time, since the PCs are on 
  relatively level ground at this point, unlike the previous 
  dream-wave where they were on the steep stairs. 
   
  TENDRIL SWARMS 
  Once the dream-wave has passed the piles of bodies are 
  replaced with masses of churning strands that whirl 
  through the air like a storm of searing threads. These 
  clouds of alien tendrils act like mindless swarms, seeking 
  to burrow into and devour as much fresh flesh as 
  possible. 
   
  In addition to their conventional swarm abilities 
  (swarm damage, distraction, etc.) the tendril swarms are 
  surrounded by a cloud of microscopic threadlike fibers 
  that extend in a 15-foot radius around the main body of 
  the swarm. These tiny living threads burrow into the 
  flesh of nearby creatures, creating a fierce burning and 
  itching sensation, and may paralyze their victim. It is 
  very obvious to the victims that this effect is happening 
  at a distance from the main body of the swarm, and the 
  increase in pain should be pointed out to the PCs 
  whenever they come within 15 feet of the swarms. 
  Paralysis saves are made at the beginning of each PC’s 
  turn (not during the swarm’s turn), and any time they 
  enter a new paralysis zone during their movement. 
   
  Paralyzed victims who are engulfed by the main 
  body of the swarm are rapidly infested by the revolting 
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  KET7-04 5
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  alien tendrils, which worm through their flesh causing 
  severe Constitution damage.  
   
  Since the tendril swarms are a side effect of the 
  dimensional distortions of the great ancient beast in 
  these specific peculiar circumstances, and have never 
  been seen before, nothing concrete is known about them. 
  However, 
  characters 
  with 
  ranks 
  in 
  Knowledge 
  (dungeoneering) may be able to figure out some 
  information based on what they know of other creatures. 
   
  Knowledge (dungeoneering) 
  DC 
  Result 
  16 
  These are obviously swarms of some type. This 
  result reveals all swarm traits. 
  21 
  Severing the long slender strands may not 
  hamper them very much. Crushing or smashing 
  the tendrils may be the most effective way to 
  incapacitate them. 
  26 
  The strands may be able to dig into flesh, which 
  would destroy their victim’s health with great 
  speed. 
  31 
  You cannot recall any source of information or 
  lore that specifically describes what you see. 
   
  APL6 (EL 7) 
   
  Tendril Swarm
  * (1): hp 45; Appendix 1  
   
  APL8 (EL 9) 
   
  Tendril Swarms* (3): hp 45; Appendix 1  
   
  APL10 (EL 11) 
   
  Tendril Swarms* (6): hp 45; Appendix 1  
   
  APL12 (EL 13) 
   
  Tendril Swarms* (10): hp 45; Appendix 1 
   
  Combat begins with regular initiative, and no surprise on 
  either side. The swarms do not all act on the same 
  initiative. They use individual initiative at AP L6 and APL 
  8, and act in groups of 2 or 3 at APL 10 and 12. 
   
  The majority of the swarms begin in the three main 
  hollows in the cavern floor, where the majority of the 
  bodies lie. The remainder arrives from the direction of 
  slain bodies in the outer caverns. Swarms arriving from 
  the outer caverns spend 1 move action to enter the map, 
  and may then move normally with their second action. 
  The creatures are unintelligent, and act in a simple 
  stimulus and response fashion, seeking to consume as 
                                              
   
  *Other than a different appearance, Tendril Swarm 
  is identical to a Dread Blossom Swarm from 
  Monster Manual III. 
  much fresh flesh as possible, while avoiding natural 
  hazards such as severe fires. 
   
   If the swarms are blocked from their prey by walls 
  or similar solid obstacles they can usually find their way 
  around through the numerous small side passages in 
  2d4+2 rounds, by trial and error exploration. 
   
  4: THE CHAMBER OF THE 
  SLEEPERS 
  The most heavily worn passage exiting the Descendants’ 
  main dwelling chamber descends, after only two minutes 
  of travel, into the Chamber of the Sleepers. This cave is 
  roughly 80’ x 50’ x 15’, and is currently unoccupied. 
   
  The low winding tunnel makes a sharp left turn, 
  before opening into a chamber that is unlike any of 
  the plain spaces that came before.  
  Every available surface of the walls and floor 
  is covered in irregular carved markings that swoop 
  and swirl aimlessly in baffling and incoherent 
  patterns. Four rounded rectangular hummocks of 
  stone rise from the floor in the center of the chamber, 
  their sides covered with the same curvilinear 
  markings that cover the cavern walls, and a single 
  passage, decorated in the same way, leaves the far side 
  of the cave beyond them. 
  Strangest of all are the four deep alcoves in 
  the walls that are piled to the ceiling with twisted 
  yellow bones… 
   
  THE WALLS 
  The carved walls of the cave are a testament to the sad 
  and bitter decline of the Priest-Kings. When they were 
  first trapped underground the Priest-Kings attempted to 
  wake the sleepers, to compel or plead with them for 
  release, and they carved many mystic runes and arcane 
  symbols on the stone of the chamber as they worked 
  their futile magic. All was in vain. 
   
  Their sons labored too, and their grandsons after 
  them, but comprehension faded with each generation, 
  and research became ritual, ritual became custom, and 
  custom became instinct, until, when light and art at last 
  failed, the fallen remainder of the mighty priest-kings 
  scratched and scrawled on the walls of their prison in 
  blind illiterate incomprehension. 
   
  PCs examining the chamber can find no end of 
  meaningless markings – swirls and scratches, scars and 
  scribbles. Those who make a DC 20 Spot check can find 
  occasional markings that were not obliterated by later 
  carving – crude stick figures, parts of geometrical shapes, 
  and what may have once been strings of characters. Those 
  who make a DC 30 Spot check notice a few scratched 
  
  marks in one upper corner of the room, which the 
  scrawling of later generations did not entirely destroy. 
  No living man recalls the tongue, but the use of 
  comprehend languages reveals what remains: 
   
  … the childre.. ..re like beasts.. 
  … none can learn t..e light… 
  … am very old.. ………. .. sick… 
  …gods hel.… them all… 
   
  THE BIERS OF THE SLEEPERS 
  The four oblong mounds of stone in the center of the 
  chamber are the biers where the sleepers rested through 
  the ages, guarding the seal of the great ancient beast 
  while their restless minds voyaged amid the wonders and 
  mysteries of the space between names. The biers have 
  been carved so deeply and so often that they are little 
  more than rounded hummocks, except in the area where 
  the sleepers once rested. Now that the sleepers have 
  arisen there are pristine areas of smooth stone on the top 
  of each bier, where they once lay. These areas are clearly 
  in the shape of a reclining humanoid roughly 6 ½ feet 
  tall. 
   
  THE BONES 
  The side chambers contain thousands of bones from 
  generations of Descendants. A DC 12 Heal check 
  confirms that the lowest layer of bones is entirely human, 
  and a DC 16 check confirms that many were female (with 
  severe tooth loss from prolonged child-bearing, no less). 
  However, bones higher up the pile show signs of the 
  progressive degeneracy that afflicted later generations – 
  small orbits, reduced cranial capacity, diminution of 
  stature, change in tooth pattern, etc. A DC 18 Spot check 
  reveals tooth-marks on many of the bones. Although it 
  isn’t possible to precisely date the bones, a DC 22 Heal 
  check suggests the youngest are many hundreds of years 
  old. (The more recent generations of Descendants were 
  subject to such complete cannibalization that even the 
  bones were smashed and consumed.) 
   
  TRACKS 
  There are a few marks from the Cabal’s bloody footprints 
  scattered around this room, which can be identified with 
  a DC 18 Survival check with the Track feat. The blood 
  had largely dried and worn off the Cabal’s feet before 
  they left this room, and the faint traces in the exit tunnel 
  are much harder to detect, requiring a DC 28 Survival 
  check with the Track feat. 
   
  THE FIFTH DREAM-WAVE 
  Another dreamwave strikes while the PCs are in the 
  Chamber of the Sleepers. This wave (and any subsequent 
  waves) is prolonged events that bend the world around 
  the PCs, making the stones shudder and shriek. PCs are 
  automatically dazed by the wave, which causes brutal 
  head-pains, the all the PCs except the two with the best 
  Will saves are stunned and knocked to the ground by the 
  violence of the wave’s passage. 
   
  Additional waves may be added as desired for 
  dramatic effect, steadily increasing the frequency and 
  severity of the waves to increase the sense of danger and 
  urgency among the PCs. 
   
  5: THE SEAL CHAMBER 
  The only exit from the Chamber of the Sleepers leads 
  descends for another three minutes, before opening up 
  once more. The final cavern is the lowest of all, and it 
  contains the mighty seal that guards the dimensionless 
  chamber of the great ancient beast. 
   
  The calm yellow radiance of motionless lantern light 
  illuminates a strange scene of motionless human 
  figures, which face an enormous disc-shaped stone 
  seal embedded in the far wall of the cave, amid 
  loathsome grey growths that seem to sprout from the 
  walls. 
   
  Thirteen men – five powerful armored warriors 
  and eight robed and hooded wizards – advance in 
  battle array, frozen in mid-stride, as if they were 
  leaning into a great wind. Their strained faces are 
  raised towards their leader, who stands unmoving, 
  with one arm outstretched to touch the oily green 
  stone of the unearthly seal. 
   
  Four tall grey-hued figures stand apart at the rear 
  of the cave, with their arms folded on their chests, 
  and their heads bowed in concentration. 
   
  The cavern is slightly trapezoidal in shape, and roughly 
  70’ x 50’ x 15’ in size. 
   
  THE SEAL ITSELF 
  The seal is a disc-shaped mass of oily green unidentifiable 
  stone, roughly eight feet in diameter, set knee high in the 
  far wall of the cave. An eye-straining pattern of jagged 
  curving lines is graven in its face, but there is no sign of 
  text or other characters on the stone. PCs who use detect 
  magic or similar spells find the seal has an overwhelming 
  aura of magic, of a new and unrecognizable school. 
   
  The entire cave wall that the seal is embedded in 
  bulges towards the center of the room, and fine cracks 
  and hairline fractures radiate from the seal into the 
  surrounding rock. PCs with stonecunning, or similar 
  abilities, can sense that the rock is under enormous 
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  pressure, and after a few minutes of observation the PCs 
  can see signs that the seal is disintegrating (see below).  
   
  FOOD AND DRINK 
  Dark ropey grey-green growths sprout from around the 
  edges of the seal, spreading and branching outwards, and 
  a tepid milky fluid dribbles from the cracks in the rock 
  and collects in pools on the floor. These strange alien 
  growths and nameless fluids are what sustained the 
  offspring of the priest-kings throughout the centuries. 
  Any PCs who sample the fare find that the liquid is 
  terribly bitter, and the astringent taste of the tough gritty 
  growths makes it almost impossible to choke down a 
  mouthful. Nevertheless, these food sources can sustain 
  life if there is no alternative. This unwholesome diet 
  accelerated the degeneracy of the Descendants, and 
  accounts for the alien matter that infested their bodies. 
   
  The growths also served to clear the air, consuming 
  the exhalations of those who dwelled in the surrounding 
  caves. The Descendants tended these growths as best 
  they could, and the PCs can observe signs of human 
  “fertilizer” smeared on the stones around the base of the 
  growths. 
   
  THE CABAL 
  The men in the room are the leaders of the Black Cabal, 
  and their mercenary guard. All the members (5 warriors, 
  7 wizards, and the leader) are utterly motionless, frozen 
  in time by the Sleepers, and the PCs are free to move up 
  to the closest of them, and examine them without any 
  risk of interference. Their bodies and possessions are 
  rigidly immobile, down to the smallest hair, and cannot 
  be moved or damaged in any way. There are no holy 
  symbols, heraldic devices, or other marks of allegiance on 
  any members of the Cabal. Their faces, however, show 
  signs of great strain: their eyes are wide, their nostrils 
  flare, and their faces are contorted in expressions of 
  terror, horror, anguish, and disgust. 
   
  Detect magic reveals that a strong aura of 
  transmutation magic surrounds the figures (from the 
  magic that holds them motionless), masking any 
  underlying auras they may have. 
   
  THE SLEEPERS 
  The four tall figures at the back of the room are the 
  Sleepers, who have risen from their rest to delay the 
  waking of the great ancient beast. 
   
  The Sleepers resemble slender 6 1/2 foot tall humans 
  in overall proportion. They are dressed in floor-length 
  hooded grey robes, although the hoods are currently 
  folded back to reveal bald grey heads with long grey 
  beards and stern expressions of concentration. Every part 
  of the Sleepers is the same medium grey color, and they 
  may initially be mistaken for statuary, since they are 
  completely motionless when first spotted. 
   
  The Sleepers are impervious to physical or magical 
  effects. If they are struck by a weapon calculate the 
  physical damage normally, but apply it directly to the 
  weapon. If they are struck by magic, energy, or 
  supernatural events there is simply no effect. 
   
  The Sleepers do not react to the PCs at first, but once 
  the PCs address the Sleepers, approach the seal, or 
  advance among the Cabal they begin to speak. 
   
  A deep four-part voice echoes through the cave. 
   
  “The time of the waking of the great beast is upon 
  us. The instruments of fate are at hand. Will their 
  choices soothe that which is closest, or their failure 
  bring ruin to the land?” 
   
  The Sleepers communicate audibly, in a deep sonorous 
  voice, but they do not use their mouths to do so, and they 
  remain motionless while speaking. 
   
  Most of the Sleepers’ attention is devoted to keeping 
  the great ancient beast dormant for a few moments 
  longer, and keeping the Cabal locked in temporal 
  suspension, but they can still answer a few short 
  questions. 
   
  What is happening with the beast? 
   
  “The great ancient beast is waking. It has been 
  delayed, but it cannot be stopped.  
   
  Can we stop the Cabal?  
   
  “You are too late to stop this cabal – they have 
  already entered the waking dream of the great 
  beast, bearing the hidden words of opening. We 
  have only delayed them, that you might play your 
  fated role in the manner of the leave-taking. 
  Gentle or grief-making? 
  Calm or Vindictive? 
  Placid or Cruel? 
  Exodus or Revenge? 
  You stand beside the hinge of fate, where wise men 
  act, while fools debate…” 
   
  Why did the Sleepers not stop the Cabal before 
  they entered the Dream? 
   
  “One is the wind, the other the rudder, and either is 
  useless, while missing the other.” 
   
  Can we save the land from ruin? 
   
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  “Enter the dream of the great ancient beast: become 
  hinge and pivot, become crux and fulcrum. Become 
  focus. Become fate.” 
   
  How do we enter the dream? 
   
  “Eye and mind and seal combined, in patterns dire, in 
  line entwined, making will and self unbind, entering 
  the mighty mind.” 
   
  Most of the Sleepers’ answers are couched in a similarly 
  cryptic tone, and they rarely give a direct answer to the 
  PCs. 
   
  TWO MINUTES AND COUNTING… 
  Unfortunately, there is not enough time for the PC’s to 
  conduct a prolonged questioning. Once the PCs have 
  asked a few questions the Sleepers suddenly move for the 
  first time: 
   
  The robed figures groan, and their stern grey 
  expressions become even graver. Each of them 
  buckles slightly, as if they are stooping under a very 
  great load. 
   
  “The seal starts to break. The great beast will wake.” 
   
  There is a sudden sharp cracking noise, and a dark 
  fracture 
  splits 
  one 
  edge 
  of 
  the 
  previously 
  unblemished seal. In the shocked silence that follows 
  a curved shard of oily green stone rattles to the 
  ground, and lies rocking below the damaged seal. 
   
  The great beast will wake and burst out of its sealed 
  chamber two minutes after this warning, causing 
  widespread destruction unless the PCs enter the dream. 
   
  The PCs now have three possible courses of action: 
  1. Flee the scene 
  2. Stand around indecisively 
  3. Enter the dream 
   
  Those who try to flee on foot are impeded by a series of 
  increasingly severe dreamwaves, and then are caught in 
  the explosion as the great beast erupts from its 
  dimensionless chamber. Those who teleport away can 
  make their escape, provided they go far enough. 
   
  Those who stand around see the sleepers become 
  more and more strained, while increasingly severe 
  dreamwaves roll through the caves, until the sleepers 
  suddenly vanish, the seal buckles, and the PCs are caught 
  in the explosion. 
   
  Those who wish to enter the waking dream of the 
  great ancient beast can do so, as the Sleepers have hinted, 
  by advancing towards the seal, and concentrating their 
  minds upon the horrid curving pattern engraved on its 
  face, which seems to draw the eyes to move along the 
  sweeping length of its carved lines. 
   
  As the PCs feel their world start to fade they are 
  given one final critical piece of advice by the Sleepers: 
   
  “Remember this well”, the four voices say in stern 
  unison “as you enter the overwhelming mind of the 
  great ancient beast”.  
   
  “Struggle against the dream! Resist the dream, 
  fight it in any way you can, push forward towards the 
  seal, and never surrender yourself to fate for as long 
  as your sanity lasts….” 
   
  The sleepers’ advice is the key to rapid progress in the 
  dream 
   
  PART C: WAKING DREAMS 
  INTERLUDE  
  SANITY INSIDE THE DREAM 
  Once 
  the 
  PCs 
  have 
  entered 
  the 
  dream their 
  consciousness is exposed to the dreadful power of the 
  vast and utterly alien mind of the beast. The crushing 
  power of its being threatens to overwhelm the minds of 
  the PCs, and the PCs only have a limited time before 
  their individuality vanishes in the raging sea of chaotic 
  thought. 
   
  Individuals with strong, stable, well-balanced 
  personalities are the most likely to retain their sanity in 
  the mind of the great ancient beast. Follow these steps to 
  determine how long a PC (or any other creature) can 
  operate in the dream. 
   
  1) Add up each PC’s natural mental base scores (Int + 
  Wis + Cha). Do not include stat bonuses from spells 
  or magic items in this sum. 
   
  2) Divide this result by three, rounding up. 
   
  3) This value is the PC’s sanity score, and it represents 
  the number of rounds the PC can stay in the waking 
  dreams of the great beast without suffering mental 
  damage. 
   
  4) The PC loses one point of sanity at the start of each 
  round they spend in the waking dream. 
   
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  5) If the PC no longer has any sanity points remaining 
  they take 1 point of damage to each of their mental 
  stats (Int, Wis, Cha) sanity at the start of each round 
  they spend in the waking dream. 
   
  Example: Arcayne the Wizard has an unmodified 
  Intelligence of 18, a Wisdom of 12, and a Charisma of 10. 
  His sanity score is (18+12+10) ÷ 3 = 13.3, which rounds up 
  to 14. He could therefore spend 13 rounds in the dream 
  before suffering mental damage. At the start of his 14
  th 
  round in the dream, when his sanity score dropped to 0, 
  he would suffer 1 point of damage to Int, Wis, and Cha. 
  He would suffer an additional point of damage to each 
  stat at the start of each subsequent round he remained in 
  the dream. 
   
  As their sanity points decline the PCs can feel strange 
  thoughts gathering at the edges of their mind, tempting 
  them with illogical conclusions, strange delusions, and 
  unsettling unwholesome urges. These mental aberrations 
  increase in frequency and force as ability damage sets in, 
  until the PC’s entire personality breaks down into 
  gibbering fragments, when one of their mental stats 
  reaches zero. 
   
  The DM may, if desired, prepare some secret note-
  cards describing these mental delusions, and hand them 
  out to the PCs to role-play as their sanity score drops. 
  (“Your secret thoughts are being tasted by ghastly 
  formless creatures of ectoplasm and aether!” etc.) These 
  suggestions should not impose combat penalties, but do 
  allow great scope for inventive role-playing. 
   
  DAMAGE IN THE DREAM 
  Any physical damage the PCs suffer in the dream is not 
  “real” damage. The PCs’ actual bodies remain in the 
  chamber with the sleepers, unharmed by dream events. 
  Therefore, despite the damage they will take, it is not 
  possible for the PCs to die of wounds or Con loss in the 
  dream, and their equipment is safe from destruction. 
   
  However, mental damage (i.e., ability damage to Int, 
  Wis, or Cha, or various types of insanity), and the 
  discharge of magical energy in the dream IS real. Spells, 
  charges, and single use items such as potions and scrolls 
  must be marked off as normal if they are used in the 
  dream. 
   
  The PCs may suspect that their real bodies are safe, 
  but they have no way to prove it at this point, without 
  using divination magic. If the PCs do “die” in the dream 
  they seem to be dead in all respects, until they return to 
  the real world alive and well. This is not to say that the 
  “death” is without consequence. Dream-deceased PCs 
  earn the AR award “Died in a Dream”, which has 
  unpleasant consequences later on. 
   
  PROGRESS THROUGH THE DREAM 
  The dreams of the great ancient beast change rapidly, 
  shifting from place to place and scene to scene without 
  apparent reason. As the PCs enter the dream the beast’s 
  thoughts rest on ancient hidden cities in strange hostile 
  environments. The PCs must endure three stages of the 
  beast’s waking dream, with three different hostile 
  environments, before they find the Cabal trapped in the 
  fourth and final dream stage. 
   
  Although time in the dream needs to be tracked, it is 
  not necessary to enter initiative to keep the pace of the 
  adventure moving quickly, follow this simple procedure 
  each round: 
   
  1) Remove one point of sanity from all creatures. 
  2) Apply damage and resolve saving throws from 
  environmental hazards. 
  3) Go around the table and ask each player what their 
  PCs are doing that round. 
   
  Each of the first three dream stages lasts for four rounds, 
  but the PCs can move from stage to stage sooner, saving 
  time and sanity, if they take certain actions. 
   
  Approach the seal: The only constant feature in the 
  dream stages is the seal, which is present as a translucent 
  image some distance from the party. The seal is only an 
  image, and has no physical substance. If the entire party 
  comes within 10 feet of the seal the dream stage ends 
  when the round is over. (If PCs try to use the words of 
  opening at the seal, they find the words stick in their 
  throats, and cannot be spoken yet.) 
   
  Resist the environment: PCs who resist the hostile 
  environment and take steps to overcome its obstacles, 
  either magically or physically, will shorten the duration 
  of each dream stage. Each effective action they take will 
  reduce the duration of the dream stage by one round, to a 
  minimum of one round. 
   
  Example: one of the dream stages is set in the dark ocean 
  depths, and would normally last four rounds. In the first 
  round Arcayne the Wizard casts a light spell, so the party 
  can see where they are going. This action reduces the 
  dream duration by 1 round. Next, Balto the Priest casts 
  water breathing, and shares it with the entire party, so 
  they don’t have to hold their breath. This action also 
  reduces the duration by 1 round. (Even though it affected 
  multiple people, it was still only one action.) The dream 
  stage will now last only 4-1-1 = 2 rounds. 
   
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  It is possible for enough PCs to take effective action in 
  the first round to reduce the dream stage duration to 1 
  round. A list of effective actions is provided for each 
  dream stage, but creative players can certainly come up 
  with more at the DM’s discretion. Bear in mind that it is 
  the action which causes the reduction in dream time, and 
  pre-existing effects (such as spells cast in previous dream 
  stages, or continuously active magic items) do not reduce 
  the dream’s duration. 
   
  Each time an effective action is taken the 
  wavering translucent image of the seal becomes more 
  stable, more opaque, and better defined. This is a very 
  important clue for the PCs, since it gives them valuable 
  feedback that their actions to resist the dream are having 
  an impact on more than just their personal safety. The 
  change is distinctly visible to the naked eye, and occurs 
  immediately after a PC completes the effective action. Be 
  sure to tell the players about this change each time it 
  happens. 
   
  Switching between stages: When the PCs move from 
  one dream to the next there are a number of changes. 
  Most of the conditions (blindness, deafness, fatigue, 
  exhaustion, sickness, nausea, numbness) that were caused 
  by the previous dream stage are removed, and only 
  damage (hp and ability) and sanity loss are retained. The 
  PCs’ positions also change, and no matter how dispersed 
  they were before, they are now grouped together again, as 
  described at the beginning of each section. If the PCs left 
  any items behind in a previous stage, they are unavailable 
  for the remainder of the dream. 
   
    
   
  6: THE SCALDING SWAMP  
  The PCs begin standing side by side in a group, up to 
  their calves in mud at the edge of a steaming pool of 
  water. 
   
  The world seems to bend around you, and with a 
  dizzying rush you find yourself standing calf deep in 
  blistering filthy grey mud. An endless undulation of 
  low mudbanks and scum-choked pools stretches to 
  the horizon, under a vast mottled sun that glows with 
  a livid orange radiance in the hazy sky. The stagnant 
  air wraps around you like a choking cloak, brutally 
  hot and humid, and filled with the gut-wrenching 
  stench of decay that rises from the vast swamp around 
  you. 
   
  Noxious plumes of steam rise from the surface of 
  the sluggish water, and clouds of insects writhe and 
  twist in the air like dark smoke. Every swollen leaf of 
  the bloated low-lying vegetation is crawling with the 
  vermin, and your bodies are coated with their biting 
  stinging forms. 
   
  The dim shape of the seal is visible ahead of you, 
  like a semi-transparent mirage rippling above the 
  steaming waters. Vast irregular stone blocks, some of 
  them dozens of yards on a side, lie awash in the foul 
  water near the seal. Far beyond, the indistinct 
  towering shapes of colossal structures stand wrapped 
  in the noxious vapors that rise continually from the 
  swamp. 
   
  As you stand gasping in the choking air, four 
  faint voices whisper a single word across the swamp: 
  “Resist!” 
   
  The swamp is one part low mudbanks, rising 1 to 2 feet 
  above the water, and two parts shallow pools, that are 3 
  feet deep. The air temperature is 130° F (54° C), with 
  100% humidity, and very low oxygen content. The water 
  temperature ranges from 160°F (71°C) to 190°F (88°C), 
  depending on APL, and is capable of causing burns. The 
  heavy steam rising from the hot water makes vision 
  difficult (-1 to Spot checks per 10 feet). 
   
  The native vegetation is composed of irregular 
  clumps of dark sprawling slimy plants, many of which are 
  succumbing to rot and decay. All the plants are alien to 
  the PCs, and the insects are similarly unrecognizable.  
   
  Duration: 4 rounds O O O O  
   
  Distance to Seal: 400 feet (straight line, 1/3 through 
  mud, 2/3 through water) or 800 feet (staying entirely on 
  the mud). 
   
  Hazards: 
  Decay (damage): the filthy disease-ridden environment of 
  the swamp causes extremely rapid decay. Any creature 
  with open wounds (i.e., unhealed physical damage) at the 
  beginning the round notices that the wounds are 
  festering rapidly, causing 1 hp of damage per round. 
   
  Insect Swarms (damage): the entire swamp is clouded by 
  countless gnat-like stinging insects. Exposure to the 
  insects causes 1 hp (APL 6 or 8) or 2 hp (APL 10 or 12) of 
  damage each round. There is a limitless supply of insects 
  in the swamp, and they will fill any areas from which 
  they have been removed at the start if the following 
  round, unless they are somehow kept out. 
   
  Fatigue (Con check): the 100% humidity, steam, and 
  oppressive heat make it extremely difficult to breathe in 
  the swamp. Unprotected PCs breathing the air must 
  make a DC 2+APL Con check every round, with a +4 
  bonus for the Endurance feat. Those who fail become 
  fatigued. PCs that are already fatigued become exhausted. 
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  [Fatigued: -2 Str, -2 Dex, no run, no charge. Exhausted: -6 
  Str, -6 Dex, movement ½ speed.] 
   
  Stench (Fort Save): the dreadful reek of the swamp may 
  sicken the PCs. Unprotected PCs breathing the air must 
  make a DC 6+APL Fort save at the start of every round, or 
  become sickened. PCs who are already sickened become 
  nauseated. [Sickened: -2 attack, weapon damage, saves, 
  skill & ability checks. Nauseated: single move action per 
  round only.] 
   
  Terrain Limitations:  
  Mud banks: The mud banks are difficult terrain (double 
  movement cost, no five foot steps, no running), and the 
  PCs must make a DC 8 Strength check to break free of 
  the mud at the start of each movement action, or they 
  remain immobile. There is no straight-line path from the 
  PCs to the seal. PCs traveling towards the seal on foot 
  have to spend 800’ of movement, as they walk around 
  large pools in their path. 
   
  Scalding Water: The swamp water is hot enough to scald. 
  PCs who wade into the water suffer 1 hp (APL 6), 2 hp 
  (APL 8), 3 hp (APL 10) or 4 hp (APL 12) of lethal damage 
  every 
  round. 
  Those 
  who 
  immerse 
  themselves 
  (swimming, hiding from insects, etc.) suffer double 
  damage. PCs wading in the water are considered to be on 
  difficult terrain, but do not require Strength checks to 
  move. PCs may swim in the water at normal rates. 
   
  Effective Actions: the following are examples of 
  effective actions to resist the swamp environment. Each 
  action reduces the duration of the dream stage by 1 
  round, to a minimum of 1 round. 
  • 
  Overcoming movement limitations with spells 
  (water walk, freedom of movement, fly) or 
  equipment (opening a folding boat) 
  • 
  Protecting 
  people 
  from 
  the 
  scalding 
  water 
  (protection from energy, resist energy). 
  • 
  Protecting people from heat exhaustion (endure 
  elements) or removing the resulting fatigue (lesser 
  restoration). 
  • 
  Attempts to guard against the stench (noseplugs, 
  filters, etc.), or removing the sickness or nausea 
  caused by the stench (healing lorecall). 
  • 
  Driving away the insects with spells (repel vermin, 
  gust of wind, area effects, etc.) or insect repellants, or 
  completely coating the body with mud. 
  • 
  Curing festering wounds (cure spells) or attempting 
  to clean them (Heal skill). 
  This list is not exhaustive. Other effective actions are 
  possible at the DM’s discretion. 
   
  7: THE ABYSSAL DEPTHS 
  When the Abyssal Depths dream begins the PCs are 
  standing side by side in a group, underwater on the 
  bottom of the sea-floor. The PCs are all holding their 
  breath. The following effects from the Scalding Swamp 
  are removed: fatigue, exhaustion, sickness, nausea, and 
  decay. All damage remains in effect, and sanity loss 
  continues. 
   
  The dreadful swamp vanishes with a wrench, and you 
  are plunged into an underwater world of crushing 
  darkness.  
   
  Bitter salt water surrounds you, pressing into 
  your mouth and nose, and a brutal pressure 
  compresses every part of your body. Your limbs ache, 
  your ribs bend inwards as your lungs begin to 
  collapse, your heart struggles to beat in your chest, 
  and the searing pain in your head is like some 
  devilish torturer is driving ice-picks into your ears. 
   
  The seal lies ahead of you, blurred and indistinct, 
  glowing with a faded yellow-green radiance like the 
  crushed remains of a firefly. It is the only source of 
  light in the utter blackness that surrounds you. 
   
  And from far below, four faint eerie voices join in 
  a long deep-toned groan: “Resist…”  
   
  The PCs are eight to twelve miles underwater, standing 
  on a slender rocky outcropping that projects from the 
  edge of deeper a chasm in the sea-floor. The ground is 
  irregular stone, covered with a thin layer of ooze, and 
  studded with jagged boulders and low outcroppings. 
  Flame-based light sources are immediately extinguished 
  underwater, but PCs with magical light or darkvision can 
  get a blurry impression of the terrain underfoot. Those 
  who advance towards the seal can see over the edge of the 
  outcropping, and into the chasm below. 
   
  A weaving constellation of silent moving lights lies in 
  the chasm below you. Single pale sparks, slow pulsing 
  clusters, and lithe strings of stars glide and twist 
  through the depths with slow cold deliberation. Their 
  paths outline vast dark irregular shapes, arranged in a 
  pattern that must be deliberate, but whose purpose is 
  impossible to describe.  
   
  The tops of the enormous structures, and their cold alien 
  attendants, are a quarter mile below the PCs. 
   
  Duration: 4 rounds O O O O 
   
  Distance to Seal: 200 feet 
   
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  Hazards: 
  Drowning: the PCs should easily be able to hold their 
  breath for the duration of the dream stage, but if they 
  cannot 
  hold 
  their 
  breath 
  for 
  some 
  reason 
  (unconsciousness, etc.) they will drown, following the 
  normal drowning rules on Dungeon Masters Guide page 
  304. [Hold breath: 2 x Con rounds before any penalties.] 
   
  Pressure (damage): the extreme crushing pressure at 
  these great depths damages the body, causing 1d4 (APL 
  6), 1d6 (APL 8), 1d8 (APL 10) or 1d10 (APL 12) points of 
  non-lethal damage every round. (Roll once for the entire 
  party.) If the PC’s lungs are full of fluid (due to water 
  breathing) the damage is halved.  
   
  Deafness (Fort save): the eardrums are particularly 
  vulnerable to the pressure, and PCs must make a DC 
  8+APL Fort save when they are first exposed to the 
  pressure to avoid being deafened by burst eardrums. 
  [Deafened: 20% spell failure for spells with verbal 
  components.] 
   
  Terrain Limitations: 
  Underwater 
  movement: 
  this 
  stage 
  takes 
  place 
  underwater, and all normal rules for holding breath, 
  swimming, and underwater movement and combat are in 
  effect. [Swim checks: 1/4 speed. Walking on the bottom: 
  1/2 speed. Swim speed: full speed.] 
   
  Darkness: There is no light in the immediate area, and all 
  ground-based movement rates are halved in the dark. PCs 
  moving across the rocky seafloor without illumination 
  must make a DC 10 Balance check to avoid stumbling 
  and losing 10 feet of movement. The PCs cannot read 
  scrolls, or perform other visual tasks such as targeting 
  ranged spell recipients without a light source. 
   
  Verbal communication problems: the PCs cannot talk 
  while holding their breath, which means they cannot cast 
  spells with verbal components, or activate items that 
  require command words while holding their breath. If 
  the PCs wish to speak underwater they may, but each 
  round of speech reduces the time they can hold their 
  breath by an extra round, as the air rushes out of their 
  mouth. As anyone who has tried speaking underwater 
  knows, the sounds that you can make are a largely 
  inarticulate bubbling sound. This is unsuitable for 
  spellcasting, and causes a 50% chance of spell failure. 
   
  Visual problems: it is difficult to see clearly underwater, 
  and PCs without goggles or similar devices cannot 
  distinguish fine details such as written text. 
   
  Effective Actions: the following are examples of 
  effective actions to resist the underwater environment. 
  Each action reduces the duration of the dream stage by 1 
  round, to a minimum of 1 round. 
  • 
  Providing means to breathe underwater (water 
  breathing). 
  • 
  Providing means to move underwater (freedom of 
  action, wearing swim fins, removing heavy armor to 
  swim, etc.) 
  • 
  Protecting against the intense pressure (hiding in an 
  Aparatus of Kwalish). 
  • 
  Providing means to see underwater (sunrod, light, 
  true seeing, goggles). 
  • 
  Curing burst eardrums (cure blindness / deafness) 
  • 
  Switching to weapons suited for underwater use 
  (spears, tridents, etc). 
   
  This list is not exhaustive. Other effective actions are 
  possible at the DM’s discretion. 
   
  8: THE POLAR WASTES 
  When the Polar Wastes dream begins the PCs are 
  standing in a single line (order determined randomly) on 
  a narrow cliffside ledge, hanging on to the cliff face with 
  both hands. The following effects from the Abyssal 
  Depths are removed: deafness, drowning, wetness. All 
  damage remains in effect, and sanity loss continues. 
   
  The world bends a third time, and the momentary 
  relief from the abyssal pressures is quickly swept 
  away by the howling winds that scream and shriek 
  around the icy mountain peak your party is clinging 
  to. A vast mountain chain of cruel black crags and 
  glacier-choked valleys lies spread beneath you, 
  extending to the horizon in endless bleak array in the 
  dim grey light. The sun is a pale white speck, 
  brushing the far horizon, and tenuous sheets of 
  auroral green and red wave and ripple in the 
  darkening skies overhead. 
   
  Knives of wind-blown ice and snow slash like 
  sabers, stripping sensation from your exposed flesh, 
  and the biting cold pierces you to the bone. The 
  translucent seal is almost within reach now, hovering 
  a mere fifty feet away at the mountain’s peak, but the 
  gale batters and beats at you, nearly driving you off 
  the slippery cliffside ledge, and casting you down into 
  the valley below. 
   
  The wind drives stinging particles of ice into 
  your watering eyes, but even so you can see the 
  blurred outlines of dark blocky shapes frozen into the 
  translucent blue ice of the valley floor. They extend 
  for miles, lifeless and motionless in their frigid 
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  prison, preserved from a time when their makers’ 
  world was a younger, warmer place. 
   
  And all the while, amid the shrieks and howls of 
  the wind, four voices hiss: “Resist!” 
   
  The PCs stand in a line on a narrow (6” wide) icy ledge 
  that angle upwards at a 65-degree angle. The 
  mountainside rises in a short cliff on their right, and 
  descends on their left to the valley floor half a mile 
  below. The temperature is -60°F (-51°C). The wind, 
  which is blowing almost exactly from the direction of the 
  seal, is traveling nearly 90 miles an hour.  
   
  Duration: 4 rounds O O O O 
   
  Distance to Seal: 50 feet 
   
  Hazards: 
  Extreme Cold (damage): the extreme cold and wind chill 
  causes 1d4 (APL 6), 1d6 (APL 8), 1d8 (APL 10) or 1d10 
  (APL 12) points of lethal damage to exposed PCs each 
  round. (Roll once for the entire party.) PCs in cold 
  weather gear suffer half damage. 
   
  Numbness (Con check): the extreme cold also causes loss 
  of muscular power and control. PCs must make a DC 
  3+APL Con checks every round, or suffers a cumulative -
  2 circumstance penalty to all Strength and Dexterity 
  based skills. PCs in cold weather gear gain a +4 
  circumstance bonus to this check, as do PCs with the 
  endurance feat. 
   
  Blindness (Fort save): the fierce windblown ice crystals 
  will blind the PCs, unless they make a DC 6+APL 
  Fortitude save each round they keep their eyes open. 
  Those who shield their eyes and do not look upwind have 
  a +6 circumstance bonus, and those who close their eyes 
  are unaffected. [Blinded: half speed, -4 on Str and Dex 
  based skill checks.] 
   
  Terrain Limitations: 
  Icy Ledge: the narrow (6” wide) icy ledge that the PCs are 
  clinging to may be scaled with the DC 9+APL Climb skill. 
  PCs who fail the climb check by more than 5 loose their 
  grip and fall down the mountainside, until they come to 
  rest on a wide outcropping 15 feet below. There is no 
  room for large creatures on the ledge, and they 
  immediately fall to the lower level. Creatures with some 
  climbing ability (apes, humanoids, etc.) can attempt to 
  catch themselves, but most animals (horses, etc.) are 
  unable to do so. 
   
  High Winds: The PCs face a powerful windstorm, and 
  only the fact that they are clinging to the mountainside is 
  preventing them from being blown backwards. They can 
  advance slowly, by pulling themselves along with hands 
  and feet, but those who let go of the mountainside 
  (typically to fly) are at the mercy of the storm. Large-sized 
  flying creatures cannot advance into the wind, while 
  medium and smaller creatures are blown back 1d6 x 10 
  feet per round. 
   
  Effective Actions: the following are examples of 
  effective actions to resist the polar environment. Each 
  action reduces the duration of the dream stage by 1 
  round, to a minimum of 1 round. 
   
  • 
  Providing protection from the cold (resist energy, 
  donning cold weather gear). 
  • 
  Curing snow blindness (cure blindness) or providing 
  means to avoid it (goggles, face shields). 
  • 
  Enhancing climbing abilities (roping the party 
  together, putting on crampons, spider climb) 
  • 
  Reducing the wind effects (control winds, create 
  windscreens, become incorporeal). 
   
  This list is not exhaustive. Other effective actions are 
  possible at the DMs discretion. 
   
  9: THE DREAD CITY 
  Once the PCs have passed through the swamp, the abyss, 
  and the polar waste, they enter the fourth and final stage 
  of the dream. There are no further hostile environment 
  effects to contend with. The effects of the Polar Wastes 
  (numbness and blindness) are removed, but all hit point 
  damage remains, and sanity point loss continues. 
   
  You stand together on a great pinnacle of natural 
  stone, its flattened top standing a full mile above the 
  vast city that sprawls to the horizon on every side. 
  Great cyclopean structures, titanic monoliths of dark 
  hard-edged stone, and bleak featureless enclosures of 
  megalithic rock stand jammed together, each colossal 
  structure reduced to insignificance by the host of 
  mighty buildings that surround it. 
   
  The seal hangs in mid-air just beyond the far side 
  of the pinnacle, but it is a greater seal, far larger and 
  more detailed than the one you have been pursuing 
  so far. Far beyond, nearly at the horizon, a roiling wall 
  of curdled brown cloud is growing taller, denser, and 
  more ominous, as it sweeps towards you across the 
  distant parts of the city. 
   
  The Cabal is with you, bloody and bruised, on the 
  far side of the pinnacle, staring up at the vast disk of 
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  the seal, and the advancing wall of cloud. Four of 
  their number lies motionless on the stone, their bent 
  and broken limbs covered in bloody weals. 
   
  The fallen members of the Cabal (including their leader) 
  are dead; victims of alien fauna in a different set of 
  dreams than the PCs experienced. The remainder of the 
  Cabal seem unharmed, but a scattering of empty potion 
  bottles around their feet suggests that wasn’t always the 
  case.  
   
  Terrain 
  The pinnacle is the small flat top of an almost vertical 
  spire of rock that rises from the center of the city. The 
  spire is one mile high, and anyone knocked off the edge 
  will fall roughly 140‘ in their first action, 360’ in their 
  second action, 490’ in their third action, and strike the 
  widening side of the spire near the end of their fourth 
  action, a quarter mile (1320’) below where they started. 
  From there, they will begin bouncing the rest of the way 
  to the ground. 
   
  There are some wide cracks in the top of the 
  pinnacle, which vary from 70’ deep at their narrowest 
  point, to 1000’ deep at their widest. In some cases the 
  cracks divide the surface into separate “islands” of stone. 
  The spire is solid stone, and there is no vegetation or 
  loose rock on the top of the spire. 
   
  Time Limits 
  The PCs may not realize it, but the approaching wall of 
  destruction is actually the line where the beast’s dreams 
  end, and the beast’s consciousness begins. As the dread 
  and ancient power wakens its consciousness expands, 
  overtaking its dream and erasing it. When the wall of 
  consciousness reaches the seal the beast will be fully 
  wakened, and the dream will end.  
   
   
  The advancing wall of consciousness will reach 
  the seal in exactly ten rounds. This time limit cannot be 
  extended, although certain courses of action will shorten 
  it. 
   
   
  Sanity loss continues in this stage of the dream. PCs 
  loose one point of sanity at the start of each round they 
  spend in the waking dream. PCs who no longer have any 
  remaining sanity points take 1 point of damage to each of 
  their mental stats (Int, Wis, Cha) at the start of every 
  round. 
   
  Sanity and stat loss also applies to the Cabal, and 
  must be tracked to ensure they do not have an unfair 
  advantage over the PCs. 
   
  The Cabal 
  The sudden arrival of the PCs is a dreadful shock to the 
  Cabal, who are unaware that the Sleepers have been 
  holding them in a form of temporal suspension while the 
  PCs caught up. To their minds they have only spent a 
  minute or so in strange dreamworld environments, and 
  there was no sign that their foes were only seconds 
  behind them. Indeed, they had believed themselves to be 
  several hours ahead of any possible response by the 
  Ketite authorities.  
   
  “What?! Impossible!” shouts one of the Cabal, 
  whirling around and staring at you with bloodshot 
  eyes. “Stop them! Begin the ritual at once!” 
   
  Now that the PCs are here the Cabal immediately begins 
  speaking the names of opening, hoping (futilely) to bind 
  the great ancient beast to their cause. All the Cabal 
  wizards know the names, and one wizard will speak a 
  name each round. The mercenary fighters move to 
  protect the Cabal, and engage the PCs in melee. None of 
  the mercenary fighters know the names of opening. 
   
  APL 6 (EL 9) 
   
  Senior Brothers (4): wizard 4/ expert 1; hp 23; 
  Remaining Sanity 6; Appendix 1.  
   
  Mercenary Swordsmen (3): fighter 1/ warrior 2; hp 
  27; Remaining Sanity 2; Appendix 1.  
   
  Mercenary Archer: fighter 1/ warrior 2; hp 27; 
  Remaining Sanity 2; Appendix 1.  
   
  APL 8 (EL 11) 
   
  Senior Brothers (4): wizard 6/ expert 1; hp 38; 
  Remaining Sanity 6; Appendix 1.  
   
  Mercenary Swordsmen (3): fighter 2/ warrior 4; hp 
  49; Remaining Sanity 2; Appendix 1.  
   
  Mercenary Archers (2): fighter 1/ warrior 2; hp 27; 
  Remaining Sanity 2; Appendix 1.  
   
  APL 10 (EL 13) 
   
  Senior Brothers (4): wizard 4/ expert 1; hp 48; 
  Remaining Sanity 6; Appendix 1.  
   
  Mercenary Swordsmen (3): fighter 4/ warrior 4; hp 
  65; Remaining Sanity 2; Appendix 1.  
   
  Mercenary Archers (2): fighter 2/ warrior 4; hp 49; 
  Remaining Sanity 2; Appendix 1.  
   
  APL 12 (EL 15) 
   
  Senior Brothers (4): wizard 8/ expert 1; hp 58; 
  Remaining Sanity 6; Appendix 1.  
   
  Mercenary Swordsmen (3): fighter 6/ warrior 4; hp 
  81; Remaining Sanity 2; Appendix 1.  
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  Mercenary Archers (2): fighter 4/ warrior 4; hp 65; 
  Remaining Sanity 2; Appendix 1.  
   
  Sanity Loss 
  Remember that sanity loss is ongoing throughout the 
  combat, both for the PCs and for the Cabal. The Cabal’s 
  remaining sanity points are listed above, and once these 
  expire the NPCs (particularly the fighters) may start to 
  suffer from stat damage.  
   
  The Advancing Wall 
  The wall of cloud continues to advance every round, 
  progressively erasing the city, and growing taller and 
  taller as it approaches. Pointing this out to the PCs serves 
  as a dramatic reminder of the time limit they are 
  operating under.  
   
  Negotiations and other options 
  The members of the Cabal are unwilling to listen to 
  reason at this point, and they won’t believe they have the 
  wrong name until they actually try it, and it doesn’t work. 
  Pleas that the land is in peril will fall on deaf ears. 
  However, the Cabal is willing to accept the PCs’ 
  surrender, and those who throw down their weapons and 
  lie prone will be held at sword-point until there is a 
  chance to tie them up. 
   
  The mercenary fighters are less fanatical than the 
  Cabal, and the strange environment has them rather 
  worried. If the PCs can convince them that they are in 
  great peril (pointing out the on-rushing wall of cloud, 
  and the progressive degradation of their minds, for 
  instance) and that the PCs have a better plan, then they 
  may stand aside. Doing this in combat is not an easy task, 
  and it is a DC 35 Diplomacy check to get a mercenary to 
  stand down. (The PCs’ actions may cause substantial 
  circumstance modifiers, at the DM’s discretion.) 
   
  Speaking the Names 
  Speaking the five hidden names of opening is not an easy 
  task here in the dream, where they have the full force of 
  their power.  
  • 
  Speaking a Name of Opening is a standard action 
  which does not provoke attacks of opportunity 
  • 
  The names must be spoken in sequence – Kuabris, 
  Defrabax, Rexulon, Reisabrax, and Agnathemon. 
  • 
  Once each name is spoken there is such a 
  thunderous train of mental echoes that no other 
  word of opening can be voiced until a full round has 
  passed. 
  • 
  Those who try to speak a name out of turn, or before 
  its time, find that their tongue clings to the roof of 
  their mouth, and the word remains unspoken. 
  • 
  Names of Opening are not hampered by magical 
  silence, 
  bardic 
  countersongs, 
  or 
  similar 
  impediments. 
   
  A dreadful ripple passes across the face of the advancing 
  wall of consciousness as each of the first four Names of 
  Opening is spoken, until it is time to speak the 5th Name. 
   
  Awakening 
  The waking of the great ancient beast is inevitable and 
  unstoppable. Only the manner of the awakening is left to 
  be decided. The great ancient beast wakes calmly if the 
  PCs entered the dream and ensured that the proper 5th 
  Name (Agnathemon) was used. In any other event, 
  including the use of the wrong name or the use of no 
  name at all, the beast awakes angrily and lashes out in 
  irritation at the Cabal’s intrusion. 
   
  THE WRONG NAME 
  If the Cabal speaks the wrong 5
  th Name (Yanethos) the 
  great ancient beast wakes angrily! 
   
  “YANETHOS!” screams the Cabalist, his arms spread 
  in triumph, but the name seems flat, dull, and 
  powerless in the sudden tense silence. 
   
  The turbulent wall of roiling brown cloud stills 
  for a moment, then abruptly becomes black as coal, lit 
  by hundreds of dazzling lightning bolts, as it shoots 
  ever higher into the sky, and sweeps across the city 
  with incredible speed. Huge buildings in the city 
  below 
  explode 
  into 
  fragments 
  as 
  the 
  storm 
  overwhelms them, and the deafening roar of a 
  thousand thunderclaps is almost stunning in its 
  intensity. 
   
  The storm reaches the PCs in 1 round. During that round 
  the Cabal continues to fight the PCs, while they wait in 
  vain for the beast to recognize their presence. The name 
  ‘Yanethos’ did not cause a chain of mental echoes, unlike 
  the previous 4 names, and it is still possible to speak the 
  proper 5
  th Name. If someone says the proper 5
  th Name 
  before the round is over, then proceed to the section 
  entitled The Right Name below. If not, then the storm 
  overwhelms the PCs and Cabal alike. 
   
  The turbulent onrushing wall looms over you, roiling 
  and frothing with violent dimensional distortions, 
  and then it is upon you, tearing and collapsing your 
  body and soul. There is a dreadful mind in the 
  maelstrom, vast and crushing, cold and brutal, and 
  you know that with a moment’s attention it could 
  reduce you to a mindless gibbering husk. As your 
  mind bends to the breaking point you hear four faint 
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  voices calling “Return!” There is a faintly perceived 
  concussion, a gentle slide into darkness, and then 
  nothingness… 
   
  The Sleepers have plucked the PCs from the edges of the 
  waking mind of the great beast, and hurled them 
  randomly out into the world, before making their own 
  escape. The mighty beast then bursts from its chamber, 
  lashing out in irritation, much like a waking man might 
  slap at a gnat that disturbed his slumber.  
   
  Consciousness returns as you lie bruised but whole 
  on a rocky hilltop, utterly alone. Far away over the 
  horizon a dazzling sphere of light is rising into the 
  sky, so painfully bright that it makes the sunlight 
  seem dim. It rises higher, slowly dwindling as it 
  climbs. A faint rumbling sound rolls over the hills 
  from its direction, accompanied by a gentle puff of 
  warm wind. A minute later the light has risen so high 
  into the skies that it has faded and gone, but dark 
  plumes of smoke stain the skies in its wake. 
   
  At this point the PCs are in the same condition as they 
  were before they entered the dream, having suffered no 
  additional physical damage, and any mental ability 
  damage they have sustained begins to heal rapidly (1 
  point per minute) now that the PCs are out of the dream. 
   
  NO NAME 
  If neither the false name “Yanethos” nor the proper 5
  th 
  Name are spoken, the wall of consciousness continues to 
  advance until it envelops the PCs and the Cabal on the 
  10
  th round after they entered the final dream stage. 
   
  This brings the same consequences as if the 
  incorrect 5
  th Name had been spoken: the wall of cloud 
  envelops the PCs, the PCs are rescued by the Sleepers, 
  and the irritated beast brings fire to the land. See the 
  read-aloud description of the result in the previous 
  section The Wrong Name. 
   
  THE RIGHT NAME 
  When the proper 5th Name (Agnathemon) is spoken 
  there is an immediate reaction, but of a more benign 
  nature. 
   
  The turbulent onrushing wall clarifies in an instant, 
  becoming a dazzling crystal array that sweeps towards 
  you with incredible speed. For a fleeting eternal 
  moment you find yourself at the focus of a mind of 
  crushing power, and cold alien brutality. An instant 
  later the light is upon you, and you are hurled 
  violently outward, smashing against a rocky hillside, 
  and coming to rest amid the sparse grass that grows 
  amid the stones. 
   
  The PCs have been assessed by the great ancient beast, 
  dismissed as inconsequential, and expelled from its mind. 
  The mighty creature then takes its leave, bursting from 
  its resting-place, and passing into unknown places that 
  are hopefully far from here. 
   
  As you lie breathless on the slope the far side of the 
  valley tears open, and a titanic amorphous form of 
  color and light surges into the skies, hurling tons of 
  earth and stone into the air. The vast form extends in 
  a writhing dazzling column, wide as a castle, and 
  stretching from the hills to the heavens, dimming the 
  sun with its radiance. The howling wind from its 
  passing presses hotly against your face, until the light 
  climbs, dwindles to a point, and then vanishes into 
  the skies, leaving nothing behind but the steaming 
  crater in the hills before you, and a slowly settling 
  haze of grey dust blowing away on the spring breeze. 
   
  The crater is approximately 200 yards wide and half as 
  deep, and the ejecta covers a half-mile radius around the 
  epicenter. The crater itself is full of fine grey powdery 
  dust, and there is nothing left of the cliff face, tunnel, or 
  stairway that the PCs descended, and there is no sign of 
  the Sleepers (who survived) or the Cabal (who did not). 
  The PCs are in the same condition as they were before 
  they entered the dream, having suffered no additional 
  physical damage, and any mental ability damage they 
  have sustained begins to heal rapidly (1 point per minute) 
  now that the PCs are out of the dream. 
   
   AFTERMATH 
  When the PCs eventually make their way back to Lopolla 
  they will be greeted by Shahaf and the Archons, who 
  question them with great interest, regardless of the 
  success or failure of the mission. 
   
  IF THE 5TH NAME WAS SPOKEN… 
   Shahaf is warmly congratulatory, although he and the 
  Archons seem a little puzzled about what actually 
  happened in the end. He is proud to make the following 
  awards to the PCs, on behalf of the Archons and other 
  benefactors: 
   
  Beygraf’s Congratulations: In return for their valorous 
  service, the Beygraf grants each PC a monetary reward of 
  900 gp (APL 6), 1300 gp (APL 8), 2300 gp (APL 10), or 
  3300 gp (APL 12), in newly minted gold coin, and has a 
  small medallion struck in their honor. PCs openly 
  KET7-04 5
  th Name 
   
  Page 28 
  
  wearing this medallion gain a +1 circumstance modifier 
  in dealings with the Threshers, Jurats, and nobility of 
  Ket. 
   
  Archon Resources: The Archons will allow the PCs to 
  purchase a wide variety of their magical items. These are 
  marked with asterisks on the Item Access section of the 
  AR. 
   
  Archon Spellcasting: The Archons have offered 
  spellcasting services to the PCs, and will cast up to 560 gp 
  worth of arcane spells (valued using standard Players 
  Handbook costs) without charge. This favor may only be 
  used in the cities of Lopolla, Molvar, Polvar, or Falwur. It 
  takes one hour to make arrangements for spellcasting. 
  Alternatively, the PCs may forgo their account entirely to 
  learn one of the following spells at no cost: acid breath, 
  body of the sun, chain missile, electric jolt, electric loop, 
  frost breath, ice dagger, launch item, malevolent miasma, 
  rainbow beam, rainbow blast, ray of flame, ray of ice, 
  slide, slide, greater, snowball swarm, sonic blast 
   
  Graced by Istus: The adventurers have been the 
  instruments of fate in deciding the actions of a greater 
  being, and Istus, Lady of Fate, is pleased with their 
  actions. As a result, the PC may add or subtract 1d6 from 
  a single saving throw or skill check made by the PC or an 
  ally (the target player's choice as to whether the d6 is 
  added or subtracted). This is a free action that may be 
  taken at any time, before the results of the die roll are 
  known. The favor may only be used once. 
   
  IF THE 5TH NAME WAS NOT SPOKEN… 
  The great ancient beast unleashed fire on the land, and 
  the PCs were scattered randomly into the Ketite 
  wilderness. 
   
  The PCs recover approximately 35 miles from the 
  epicenter of the disaster, separated and alone.  
   
  Those who return to Lopolla start to hear rumors 
  about a fire in the skies over the Banner Hills, bare 
  charred ground, burned remains of fallen trees that all 
  point the same way, and villages that no one has heard 
  from in days.  
   
  Those who return to the site of battle find increasing 
  amounts of damage as they approach. At first (25 miles 
  out) there are trees with missing limbs and superficial 
  charring on one side, but before long (20 miles out) the 
  trees and occasional shepherd’s huts have been 
  completely consumed by fire. Closer still (15 miles out), 
  the burned trees have all been felled, lying side by side on 
  the ground, pointing away from the site of the 
  catastrophe. The few villages in the area have been 
  leveled, and are now lifeless burned-out ruins. Even the 
  village of Akkaraf (which the PCs may have visited in 
  KET5-06 Lesser Children) has been destroyed. All that 
  remains is one corner of the largest stone structure, 
  where observers can see a faint ghostly outline imprinted 
  on the burned stone, like a child holding the hands of 
  two adults. 
   
  There is little of interest further in, but if the PCs 
  trudge though the last miles of sterile grey soil and fallen 
  ashes they finally come to the site of battle, where the 
  limbless trunks of burned trees still stand pointing at the 
  skies, around the small crater that marks the center of it 
  all. 
   
  When the PCs return to Lopolla, Shahaf is somber 
  and depressed. The Archons have now had enough time 
  to gauge the extent of the damage, and Shahaf can 
  confirm the complete destruction of the village of 
  Akkaraf, and several other small settlements, along with 
  an estimated loss of life of nearly 1,000 people, and severe 
  damage to over 700 square miles of territory. However, 
  he also realizes that it could have been much worse if the 
  beast had chosen to remain on Oerth, or the event had 
  occurred in more populated regions. 
   
  Even though the PCs did not succeed, Shahaf 
  realizes that they put themselves at great risk in the 
  service of Ket, and he believes they are owed some 
  recompense. He offers them 450 gp (APL 6), 650 gp (APL 
  8), 1150 gp (APL 10), or 1650 gp (APL 12), from the 
  Archons’ treasury, and access to a small number of 
  magical items (those without asterisks on the AR). 
   
  The PCs do NOT get the following awards: Beygraf’s 
  Congratulations, Archon Resources, Archon Spellcasting, 
  or Graced by Istus. Cross off all asterisked magic items on 
  the AR. 
   
  SHHHH… 
  Whether the PCs succeeded or not, Shahaf asks them to 
  keep quiet about the events. People delving into the 
  depths for ancient secrets have already caused enough 
  troubles, and he does not want to encourage the search 
  more beings of such power. 
   
  In addition, now that the great ancient beast has 
  wakened and departed, the 5
  th name seems to have lost its 
  power, and it no longer causes the thunderclap and 
  dazing the PCs experienced at the beginning of the 
  adventure. 
   
  ANY PC WHO DIED IN THE DREAM… 
  Any PC who died in the dream gets the special AR item 
  Died in a Dream. Ever since that death their sleep (or 
  trance, if elven) has been afflicted by horrific dreams and 
  dreadful hallucinations, which make restful sleep nearly 
  impossible. The PC automatically begins the next five 
  KET7-04 5
  th Name 
   
  Page 29 
  
  adventures in a fatigued state, and cannot naturally gain 
  restful sleep during the adventure due to the constant 
  lurid visions. In order to rest the PC must stop the 
  dreams, either by drinking themselves into a stupor, 
  resorting to powerful narcotics, or using magical means 
  to render themselves comatose. The fatigue from lack of 
  rest may be removed by magical means. 
   
  IF THE PCS NEVER ENTERED THE 
  DREAM…  
  If the PCs retreated rather than enter the dream, they 
  would have probably been caught in the devastation 
  when the beast awoke, and thus destroyed. In order to 
  avoid this, the DM can either use the Sleepers to save the 
  party, or cite “dimensional fluctuations” from the beast’s 
  awakening as the reason they were flung out of the blast 
  zone. In either case, the PCs end up on scattered hilltops, 
  observing the blast as mentioned in the section The 
  Wrong Name above. 
   
  CRITICAL EVENTS CHECKLIST 
   
  Please fill out the following checklist at the end of 
  the adventure,  
  1. Was the proper 5
  th Name spoken? 
  � a. Yes, the name “Agnathemon” was 
  spoken, and the beast left peacefully. 
  � b. No, the name was not spoken, and the 
  beast brought fire to the land. 
  Please transmit the results to ket_poc@yahoogroups.com 
   
  CONTACT THE AUTHOR 
   
  You can contact the author, with questions or comments, 
  at jaremkow@sympatico.ca. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: The Fight at the Cliff 
  Defeated or drove away the rearguard. 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 2: The Warrens of the Priest-kings.  
  Defeated the Tendril Swarms. 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
   
  Encounter 3: The Dread City. Defeated the Cabal, or 
  survived long enough to ensure that the proper 5
  th Name 
  was spoken. 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
   
  4: Story Award 
  Prevented ruin to the land. 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  KET7-04 5
  th Name 
   
  Page 30 
  
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 1: The Fight at the Cliff 
   
  APL 6: Loot 202 gp; Magic 183 gp: 24 moonsilver 
  shards (4 gp each), necklace of missile spheres (3 x 2d6 
  spheres, 25 gp each), wand of burning hands (2 charges, 4 
  gp each); Total 384 gp. 
   
  APL 8: Loot 202 gp; Magic 227 gp: 22 moonsilver 
  shards (4 gp each), necklace of missile spheres (3 x 2d6 
  spheres, 25 gp each, 1 x 3d6 sphere, 38 gp), wand of 
  burning hands (2 charges, 4 gp each), wand of scorching 
  ray (1 charge, 15 gp) ; Total 429 gp. 
   
  APL 10: Loot 245 gp; Magic 536 gp: elixir of fire 
  breath (92 gp), javelin of lightning (125 gp), 23 
  moonsilver shards (4 gp each), necklace of missile 
  spheres (2 x 2d6 spheres, 25 gp each, 3 x 3d6 spheres, 38 
  gp each), wand of burning hands (2 charges, 6 gp each), 
  wand of fireball (1 charge, 19 gp), wand of scorching ray 
  (2 charges, 15 gp each); Total 781 gp. 
   
  APL 12: Loot 260 gp; Magic 2 elixir of fire breath (92 
  gp each), 2 javelin of lightning (125 gp each), 24 
  moonsilver shards (4 gp each), necklace of missile 
  spheres (4 x 2d6 spheres, 25 gp each, 4 x 3d6 spheres, 38 
  gp each), 2 wands of burning hands (2 charges per wand, 
  6 gp each), wand of fireball (1 charge, 19 gp), wand of 
  scorching ray (2 charges, 15 gp each); 857 gp; Total 1117 
  gp. 
   
  Aftermath: 
   
  APL 6: Coin 900 gp (only 450 gp if the great ancient 
  beast ruins the land) 
   
  APL 8: Coin: 1300 gp (only 650 gp if the great 
  ancient beast ruins the land) 
   
  APL 10: Coin: 2300 gp (only 1150 gp if the great 
  ancient beast ruins the land)  
   
  APL 12: Coin: 3300 gp (only 1650 gp if the great 
  ancient beast ruins the land) 
   
  Treasure Cap 
   
  APL 6: 
    900 gp  
   
  APL 8:   
  1,300 gp 
   
  APL 10:   
  2,300 gp 
   
  APL 12:   
  3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 6: 
  1285 gp 
   
  APL 8: 
  1729 gp 
   
  APL 10: 
  3081 gp 
   
  APL 12: 
  4417 gp 
   
   
   
  KET7-04 5
  th Name 
   
  Page 31 
  
  APPENDIX 1: APL 6
   
  ENCOUNTER 1: THE FIGHT AT THE 
  CLIFF 
   
  ANLAF &  B RAND 
  CR  3 
  Male human Wizard 3/ Expert 1 
  LE M humanoid 
  Init +0; Senses Listen +6, Spot +6 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 15 (4 HD) 
  Fort +3, Ref +3, Will +7 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +1 (1d4, 19-20 x 2) 
  Ranged Dagger +1 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 3rd): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Already cast on Anlaf: anticipate teleportation (110’ 
  diameter, from scroll) 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Iron Will, Lightning Reflexes 
  Skills Concentration +7, Knowledge (Arcana) +8, 
  Knowledge (History) +8, Knowledge (Planes) +8, 
  Listen +6, Speak Language +6, Spellcraft +9, Spot 
  +6 
   
  C E N R E D  &  D E N U L F 
  CR  3 
  Male human Wizard 2/ Expert 3 
  LE M humanoid 
  Init +0; Senses Listen +7, Spot +7 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 20 (5 HD) 
  Fort +3, Ref +3, Will +6 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +3 (1d4, 19-20 x 2) 
  Ranged Dagger +3 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 5th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Lightning Reflexes, Practiced 
  Spellcaster* 
  Skills Concentration +8, Knowledge (Arcana) +10, 
  Knowledge (History) +10, Knowledge (Planes) +10, 
  Listen +7, Speak Language +8, Spellcraft +10, 
  Spot +7 
  * see Appendix 2: New Rules Items 
   
  E R C E N B E R T,  F R I B O G AR,  G O D W I N E,  H E N G E S T,  
  I N G I LD,  J U R G E N,  &  K UTHWI N 
  CR  1 
  Male human Wizard 1/ Expert 1 
  LE M humanoid 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 9 (2 HD) 
  Fort +2, Ref +0, Will +4 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +0 (1d4, 19-20 x 2) 
  Ranged Dagger +0 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 2nd): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Practiced Spellcaster* 
  Skills Concentration +5, Knowledge (Arcana) +7, 
  Knowledge (History) +7, Knowledge (Planes) +7, 
  Listen +5, Speak Language +7, Spellcraft +7, Spot 
  +5 
  * see Appendix 2: New Rules Items 
   
  L E O F R I C,  M I LR E D  &  N AN F R I D 
   CR  1 
  Male human Expert 3 
  LE M humanoid 
  Init +0; Senses Listen +6, Spot +6 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnomish, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 14 (3 HD) 
  Fort +3, Ref +3, Will +5 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +2 (1d4, 19-20 x 2) 
  Ranged Dagger +2 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  KET7-04 5
  th Name 
   
  Page 32 
  
  KET7-04 5
  th Name 
   
  Page 33 
  Feats Great Fortitude, Iron Will, Lightning Reflexes 
  Skills Knowledge (Arcana) +8, Knowledge (History) 
  +8, Knowledge (Planes) +8, Knowledge (Religion) 
  +8, Listen +6, Speak Language +8, Spellcraft +8, 
  Spot +6 
   
  ENCOUNTER 2: THE WARRENS OF THE 
  PRIEST−KINGS 
  1  X  T E N D R I L  S WARM *  
  CR  6 
  Neutral Tiny Plant (Extraplanar, Swarm) 
  Monster Manual III* 
  Init +3; Senses blindsight 60’, Listen +2, Spot +2 
  Aura poison cloud (15 foot radius) 
  AC 16, touch 15, flat-footed 13 
   (+/-2 size, +/-3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; 
  Immune mind affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits, 
  flanking. 
  Resist half damage from slashing and piercing 
  Fort +7, Ref +7, Will +2 
  Weakness +50% damage from area effects 
  Speed Fly 60 ft (good) 
  Melee Swarm (2d6) + blood drain vs. immobile 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 2, Dex 17, Con 14, Int -, Wis 10, Cha 3 
  SQ plant traits, swarm traits, distraction, poison cloud 
  Feats Alertness, Ability Focus (poison), Lightning 
  Reflexes  
  Skills Listen +2; Spot +2 
  Blood Drain (Ex): In addition to swarm damage a 
  tendril swarm deals 1d3 points of Constitution 
  damage to any paralyzed or otherwise immobilized 
  living creature whose space it occupies at the end 
  of its turn. 
  Distraction (Ex): Any living creature vulnerable to a 
  tendril swarm’s damage that begins a turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  15 Fortitude save negates the effect. Even after a 
  successful save, spell casting within the area of a 
  swarm requires a Concentration check 
  (DC20+spell level). Using skills requiring patience 
  and concentration requires a DC20 Concentration 
  check. 
  Poison Cloud (Ex): A tendril swarm constantly 
  exudes a cloud of microscopic living threads that 
  act as an airborne contact poison in a 15-foot 
  radius. Creatures within the area or within the 
  swarm must succeed on a DC17 Fortitude save or 
  be paralyzed for 1 round. Secondary damage is 
  paralysis for 1 minute. 
  Regeneration (Ex): Fire and cold deal normal 
  damage to a tendril swarm. 
                                              
   
  *These creatures are the Dread Blossom Swarm from 
  Monster Manual III except for a new appearance, and 
  “poison pollen” has been renamed “poison cloud”. 
   
  ENCOUNTER 3: THE DREAD CITY  
   
  M E R C E N AR Y  S W O R D S M E N  (3) 
  CR  2 
  Male human Fighter 1 / Warrior 2  
  NE M humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield, +2 natural) 
  hp 27 (3 HD) 
  Fort +7, Ref +1, Will +0 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee Greatsword +9 (2d6+6, 19-20 x 2) or, 
  Heavy Mace +7 (1d8+4) or, 
  Spiked Gauntlet +7 (1d4+4) 
  Ranged Mighty Composite Longbow +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7  
  Combat Gear: masterwork greatsword, mighty 
  (+2Str) masterwork composite longbow, heavy 
  mace, spiked gauntlet, 2 daggers, 20 arrows 
  Abilities Str 14 (18 w potion) , Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10 
  SQ drank potion of bull’s strength, 1 minute remaining 
  Feats Combat Reflexes, Improved Toughness, Power 
  Attack, Weapon Focus (greatsword)  
  Skills Intimidate +4, Listen +3, Spot +3. 
  Possessions: combat gear plus full plate armor, 
  heavy steel shield 
   
  M E R C E N AR Y  AR C H E R 
  CR  2 
  Male human Fighter 1 / Warrior 2  
  NE M humanoid 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield, +2 natural) 
  hp 27 (3 HD) 
  Fort +7, Ref +4, Will +0 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee Greatsword +5 (2d6+1, 19-20 x 2) or, 
  Heavy Mace +4 (1d8+1) or, 
  Spiked Gauntlet +4 (1d4+1) or, 
  Ranged Mighty Composite Longbow +9 (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Combat Gear: masterwork greatsword, mighty 
  (+1Str) masterwork composite longbow, heavy 
  mace, spiked gauntlet, 2 daggers, 20 arrows 
  Abilities Str 12, Dex 14 (18 w potion) , Con 14, Int 10, 
  Wis 10, Cha 10 
  SQ: drank potion of cat’s grace, 1 minute remaining 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow)  
  Skills Intimidate +4, Listen +3, Spot +3. 
  Possessions: combat gear plus full plate armor, 
  heavy steel shield 
  
   
   
   
   
  S E N I O R  B R O T H E R S  (4) 
  CR  4 
  Male human Wizard 4/ Expert 1 
  LE Med humanoid 
  Init +0; Senses Listen +9, Spot +9 
  Languages Common, Draconic, Dwarf, Elf, 
  Undercommon 
  AC 12, touch 10, flat-footed 12 
   (+2 armor) 
  hp 23 (5 HD); 
  Fort +2, Ref +1, Will +9 
  Speed 30 ft. in robes (6 squares),; 
  Dagger +2 (1d4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Combat Gear: dagger,  
  Wizard Spells Prepared (CL 4th): DC14+spell level 
  (DC15+spell level for enchantment) 
   2nd— glitterdust, Tasha’s hideous laughter, touch 
  of idiocy 
   1st— charm person, magic missile, protection from 
  evil, slide 
   0— detect magic, guidance, ray of frost, resistance 
  Abilities Str 10, Dex 10, Con 12, Int 19, Wis 12, Cha 
  9 
  Feats Combat Casting, Iron Will, Scribe Scroll, Spell 
  Focus (enchantment).  
  Skills Concentration +9, Knowledge (arcana) +12, 
  Knowledge (history) +12, Knowledge (Planes) =12, 
  Knowledge (religion) +12, Listen +9, Speak 
  Language +4, Spellcraft +14, Spot +9 
  Possessions: combat gear plus bracers of armor +2 
   
  KET7-04 5
  th Name 
   
  Page 34 
  
  KET7-04 5
  th Name 
   
  Page 35 
  APL 8 
   
  ENCOUNTER 1: THE FIGHT AT THE 
  CLIFF 
   
  ANLAF &  B RAND 
  CR  5 
  Male human Wizard 5/ Expert 1 
  LE M humanoid 
  Init +4; Senses Listen +6, Spot +6 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven 
  AC 10, touch 10, flat-footed 10 
  hp 21 (6 HD) 
  Fort +3, Ref +3, Will +6 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +2 (1d4, 19-20 x 2) 
  Ranged Dagger +2 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 5th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Already cast on Anlaf: anticipate teleportation (110’ 
  diameter, from scroll) 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes 
  Skills Concentration +9, Knowledge (Arcana) +10, 
  Knowledge (History) +10, Knowledge (Planes) +10, 
  Listen +6, Speak Language +4, Spellcraft +11, 
  Spot +6 
   
  C E N R E D  &  D E N U L F 
  CR  5 
  Male human Wizard 4/ Expert 3 
  LE M humanoid 
  Init +0; Senses Listen +8, Spot +8 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 26 (7 HD) 
  Fort +4, Ref +4, Will +9 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +4 (1d4, 19-20 x 2) 
  Ranged Dagger +4 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 7th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  ced Spellcaster* 
  1, Knowledge (Planes) +11, 
  * s
   
  E
  CR  3 
  ale human Wizard 3/ Expert 1 
  mon, Baklunish, Dwarven, Draconic, 
  Feats Great Fortitude, Iron Will, Lightning Reflexes, 
  Practi
  Skills Concentration +10, Knowledge (Arcana) +11, 
  Knowledge (History) +1
  Listen +8, Speak Language +8, Spellcraft +11, 
  Spot +8 
  ee Appendix 2: New Rules Items 
  R C E N B E R T  &  F R I B O G AR 
  M
  LE M humanoid 
  6 
  Init +0; Senses Listen +6, Spot +
  Languages Com
  Elven, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp
   robes (6 squares) 
   15 (4 HD) 
  Fort +3, Ref +3, Will +7 
  Speed 30 ft. in
  Melee Dagger +1 (1d4, 19-20 x 2) 
  ) 
  st for magic items and 
  ary between individual NPCs.  
  S
  A
  0, Cha 
  Ranged Dagger +1 (1d4, 19-20 x 2
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Combat Gear: dagger. 
  See equipment checkli
  expendables, which v
  Wizard Spells Prepared (CL 3rd): 
  pells vary for individual casters. See spell 
  checklists for detailed charts. 
  bilities Str 10, Dex 10, Con 10, Int 14, Wis 1
  1
  Skills 
  ot 
   
  G O D W I N E,  H E N G E S T,  I N G I LD,  J U R G E N,  
  K
  N,  L E O F R I C,  M I LR E D  &  N AN F R I D CR  3 
  9
  , Dwarven, Draconic, 
  ndercommon 
  0 
  Feats Great Fortitude, Iron Will, Lightning Reflexes 
  Concentration +7, Knowledge (Arcana) +8, 
  Knowledge (History) +8, Knowledge (Planes) +8, 
  p
  Listen +6, Speak Language +6, Spellcraft +9, S
  +6 
  UTHWI
  Male human Wizard 1/ Expert 5 
  LE M humanoid 
   
  Init +0; Senses Listen +9, Spot +
  mon, Baklunish
  Languages Com
  Elven, Gnome, Halfling, Orcish, U
  AC 10, touch 10, flat-footed 10 
  hp
   robes (6 squares) 
   25 (6 HD) 
  Fort +3, Ref +3, Will +8 
  Speed 30 ft. in
  Melee Dagger +3 (1d4, 19-20 x 2) 
  ) 
  st for magic items and 
  ary between individual NPCs.  
  S
  Ranged Dagger +3 (1d4, 19-20 x 2
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear: dagger. 
  See equipment checkli
  expendables, which v
  Wizard Spells Prepared (CL 5th): 
  pells vary for individual casters. See spell 
  checklists for detailed charts. 
  
  KET7-04 5
  th Name 
   
  Page 36 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  ts Great Fortitude, Lightning Re
  Fea
  flexes, Practiced 
  Skills Concentration +9, Knowledge (Arcana) +11, 
  , 
  eak Language +8, Spellcraft +11, 
   
  ENCOUNTER 2: THE WARRENS OF THE 
  PRIEST
   
  t +2 
  Spellcaster 
  Knowledge (History) +11, Knowledge (Planes) +11
  Listen +9, Sp
  Spot +9 
  −KINGS 
   
  T E N D R I L  S WARM S *  (3) 
  CR  6 
  Neutral Tiny Plant (Extraplanar, Swarm) 
  Init +3; Senses blindsight 60’, Listen +2, Spo
  Aura poison cloud (15 foot radius) 
  AC 16, touch 15, flat-footed 13 
   (+/-2 size, +/-3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; 
  Immune mind affecting effects, poison, sleep, 
  critical hits, 
   
  Fo
  W
  50% damage from area effects 
  paralysis, polymorph, stunning, 
  flanking. 
  Resist half damage from slashing and piercing
  rt +7, Ref +7, Will +2 
  eakness +
  Speed Fly 60 ft (good) 
  Melee Swarm (2d6) + blood drain vs. immobi
  Space 10 ft.; Reach 0 ft. 
  le 
  a 3 
  Base Atk +5; Grp – 
  Abilities Str 2, Dex 17, Con 14, Int -, Wis 10, Ch
  SQ plant traits, swarm traits, distraction, poison cloud 
  ty Focus (poison), Lightning 
  Feats Alertness, Abili
  Reflexes  
  Skills Listen +2; Spot +2 
  Blood Drain (Ex): In addition to swarm damage a 
  tendril swarm deals 1d3 points of Constitution 
  ise immobilized 
  d 
  Di
   square is nauseated for 1 round; a DC 
  Po
  n airborne contact poison in a 15-foot 
   
                                             
  damage to any paralyzed or otherw
  living creature whose space it occupies at the en
  of its turn. 
  straction (Ex): Any living creature vulnerable to a 
  tendril swarm’s damage that begins a turn with a 
  swarm in its
  15 Fortitude save negates the effect. Even after a 
  successful save, spell casting within the area of a 
  swarm requires a Concentration check 
  (DC20+spell level). Using skills requiring patience 
  and concentration requires a DC20 Concentration 
  check. 
  ison Cloud (Ex): A tendril swarm constantly 
  exudes a cloud of microscopic living threads that 
  act as a
  radius. Creatures within the area or within the 
  swarm must succeed on a DC17 Fortitude save or
   
   
  s 
  Re
   
  E
   
  M
  ) 
  CR  4 
  *These creatures are the Dread Blossom Swarm 
  from Monster Manual III except for a new 
  appearance, and “poison pollen” has been 
  renamed “poison cloud”. 
  be paralyzed for 1 round. Secondary damage i
  paralysis for 1 minute. 
  generation (Ex): Fire and cold deal normal 
  damage to a tendril swarm. 
  NCOUNTER 3: THE DREAD CITY  
  R Y  S W O R D S M E N  (3
  E R C E N A
  Male human Fighter 2 / Warrior 4  
  NE M humanoid 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +9 armor, +2 shield, +2 natural (potion)) 
  t 
  hp 49 (6 HD) 
  Fort +9, Ref +2, Will +1 
  Speed 20 ft. in full plate (4 squares), base movemen
  30 ft; 
  Melee +1 Greatsword +12/+7 (2d6+7, 19-20 x 2) or, 
  Spiked Gauntlet +10/+5 (1d4+4) or, 
   longbow, heavy mace, 
  gers, 20 arrows 
  t 10, 
  Heavy Mace +10/+5 (1d8+4) or, 
  Ranged Mighty Composite Longbow +8 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10  
  Combat Gear: +1 greatsword, mighty (+2Str) 
  masterwork composite
  spiked gauntlet, 2 dag
  Abilities Str 15 (19 w potion) , Dex 12, Con 14, In
  Wis 10, Cha 10 
   drank potion of bull’s strength, 1 minut
  SQ
  e 
  ting*, 
  r 
  pon Focus (greatsword)  
  Po
  or, 
  remaining, drank potion of barkskin, 28 min 
  remaining 
  Feats Combat Reflexes, Close-Quarters Figh
  Hold the Line*, Improved Toughness*, Powe
  Attack, Wea
  Skills Intimidate +6, Listen +4, Spot +4. 
  ssessions: combat gear plus +1 full plate arm
  heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  M
   2 
  E M humanoid 
  E
  S  (2) 
  CR
  Male human Fighter 1 / Warrior 2  
  R C E N AR Y  AR C H E R
  N
  Init +4; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield, +2 natural) 
  ovement 
  hp 27 (3 HD) 
  Fort +7, Ref +4, Will +0 
  Speed 20 ft. in full plate (4 squares), base m
  30 ft; 
  Melee mwk Greatsword +5 (2d6+1, 19-20 x 2) or, 
  Spiked Gauntlet +4 (1d4+1) 
  1) 
  mposite longbow, heavy 
  et, 2 daggers, 20 arrows 
  Heavy Mace +4 (1d8+1) or, 
  Ranged mwk Mighty Composite Longbow +9 (1d8+
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Combat Gear: masterwork greatsword, mighty 
  (+1Str) masterwork co
  mace, spiked gauntl
  
  KET7-04 5
  th Name 
   
  Page 37 
  Abilities Str 12, Dex 14 (18 w potion), Con 14, Int 10, 
  Wis 10, Cha 10 
   drank potion of cat’s grace, 1 minute remaini
  SQ
  ng 
  composite longbow)  
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (
  Skills Intimidate +4, Listen +3, Spot +3. 
  Possessions: combat gear plus full plate armor, 
  heavy steel shield. 
   
   
  I O R  B R O T H E R S  (4
  S E N
  ) 
  CR  6 
  ale human Wizard 6/ Expert 1 
  E Med humanoid 
  Dwarf, Elf, 
  M
  L
  Init +4; Senses Listen +11, Spot +11 
  Languages Common, Draconic, 
  Undercommon 
  AC 15, touch 11, flat-footed 15 
   (+4 armor, +1 deflection) 
   38 (7 HD); 
  hp
  ares) 
  Fort +3, Ref +2, Will +10 
  Speed 30 ft. in robes (6 squ
  Dagger +3 (1d4)
  ger 
   (CL 6th): DC15+spell level 
  r enchantment) 
  ste, hold person 
   
   
  m 
  0
  , guidance, ray of frost, 
  A
    
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Combat Gear: dag
  Wizard Spells Prepared
  (DC 16+spell level fo
  3rd — dispel magic, ha
  2nd — glitterdust, levitate, Tasha’s hideous laughter,
  touch of idiocy 
  1st — charm person, magic missile, protection fro
  evil, ray of enfeeblement, slide 
  th — detect magic
  resistance 
  lities Str 10, Dex 10, Con 12, Int
  bi
   21, Wis 12, Cha 
  9 
  ts Combat C
  Fea
  asting, Improved Initiative, Improved 
  chantment).  
  , 
  on) +14, Listen +11, Speak 
  Po
  * s
  Toughness*, Iron Will, Scribe Scroll, Spell Focus 
  (en
  Skills Concentration +11, Knowledge (arcana) +14, 
  Knowledge (history) +14, Knowledge (Planes) +14
  Knowledge (religi
  Language +4, Spellcraft +17, Spot +11 
  ssessions: combat gear plus bracers of armor +4, 
  headband of intellect +2, ring of protection +1 
  ee Appendix 2: New Rules Items 
   
   
  
  APL 10 
   
  ENCOUNTER 1: THE FIGHT AT THE 
  CLIFF 
   
  ANLAF &  B RAND 
  CR  7 
  Male human Wizard 6/ Expert 3 
  LE M humanoid 
  Init +4; Senses Listen +10, Spot +10 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 32 (9 HD) 
  Fort +5, Ref +5, Will +10 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +5 (1d4, 19-20 x 2) 
  Ranged Dagger +5 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 9th): 
  Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Already cast on Anlaf: anticipate teleportation (110’ 
  diameter, from scroll) 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 
  10 
  Feats Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Practiced Spellcaster* 
  Skills Concentration +12, Knowledge (Arcana) +12, 
  Knowledge (History) +12, Knowledge (Planes) +12, 
  Listen +10, Speak Language +6, Spellcraft +12, 
  Spot +10 
  * see Appendix 2: New Rules Items 
   
  C E N R E D  &  D E N U L F 
  CR  7 
  Male human Wizard 5/ Expert 5 
  LE M humanoid 
  Init +4; Senses Listen +10, Spot +10 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 37 (10 HD) 
  Fort +4, Ref +4, Will +10 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +5 (1d4, 19-20 x 2) 
  Ranged Dagger +5 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 9th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 
  10 
  Feats Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Practiced Spellcaster* 
  Skills Concentration +13, Knowledge (Arcana) +14, 
  Knowledge (History) +14, Knowledge (Planes) +14, 
  Listen +10, Speak Language +8, Spellcraft +15, 
  Spot +10 
  * see Appendix 2: New Rules Items 
   
  E R C E N B E R T,  F R I B O G AR,  G O D W I N E,  H E N G E S T,  
  I N G I LD,  J U R G E N  &  K UTHWI N 
  CR  5 
  Male human Wizard 3/ Expert 5 
  LE M humanoid 
  Init +0; Senses Listen +9, Spot +10 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 31 (8 HD) 
  Fort +4, Ref +4, Will +9 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +4 (1d4, 19-20 x 2) 
  Ranged Dagger +4 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 7th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Iron Will, Lightning Reflexes, 
  Practiced Spellcaster* 
  Skills Concentration +11, Knowledge (Arcana) +13, 
  Knowledge (History) +13, Knowledge (Planes) +13, 
  Listen +9, Speak Language +8, Spellcraft +13, 
  Spot +10 
  * see Appendix 2: New Rules Items 
   
  L E O F R I C,  M I L RE D,  N AN F R I D,  O S W Y N,  
  P L E G M U N D  &  Q UANLAF 
  CR  3 
  Male human Wizard 2/ Expert 3 
  LE M humanoid 
  Init +0; Senses Listen +7, Spot +7 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 20 (5 HD) 
  Fort +3, Ref +3, Will +6 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +3 (1d4, 19-20 x 2) 
  Ranged Dagger +3 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Combat Gear: dagger. 
  KET7-04 5
  th Name 
   
  Page 38 
  
  KET7-04 5
  th Name 
   
  Page 39 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 5th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Lightning Reflexes, Practiced 
  Spellcaster* 
  Skills Concentration +8, Knowledge (Arcana) +10, 
  Knowledge (History) +10, Knowledge (Planes) +10, 
  Listen +7, Speak Language +8, Spellcraft +10, 
  Spot +7 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 2: THE WARRENS OF THE 
  PRIEST−KINGS. 
   
   
   
  T E N D R I L  S WARM S * (6) 
  CR  6 
  Neutral Tiny Plant (Extraplanar, Swarm) 
  Init +3; Senses blindsight 60’, Listen +2, Spot +2 
  Aura poison cloud (15 foot radius) 
  AC 16, touch 15, flat-footed 13 
   (+/-2 size, +/-3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; 
  Immune mind affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits, 
  flanking. 
  Resist half damage from slashing and piercing 
  Fort +7, Ref +7, Will +2 
  Weakness +50% damage from area effects 
  Speed Fly 60 ft (good) 
  Melee Swarm (2d6) + blood drain vs. immobile 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 2, Dex 17, Con 14, Int -, Wis 10, Cha 3 
  SQ plant traits, swarm traits, distraction, poison cloud 
  Feats Alertness, Ability Focus (poison), Lightning 
  Reflexes  
  Skills Listen +2; Spot +2 
  Blood Drain (Ex): In addition to swarm damage a 
  tendril swarm deals 1d3 points of Constitution 
  damage to any paralyzed or otherwise immobilized 
  living creature whose space it occupies at the end 
  of its turn. 
  Distraction (Ex): Any living creature vulnerable to a 
  tendril swarm’s damage that begins a turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  15 Fortitude save negates the effect. Even after a 
  successful save, spell casting within the area of a 
  swarm requires a Concentration check 
  (DC20+spell level). Using skills requiring patience 
  and concentration requires a DC20 Concentration 
  check. 
                                              
   
  *These creatures are the Dread Blossom Swarm from 
  Monster Manual III except for a new appearance, and 
  “poison pollen” has been renamed “poison cloud”. 
  Poison Cloud (Ex): A tendril swarm constantly 
  exudes a cloud of microscopic living threads that 
  act as an airborne contact poison in a 15-foot 
  radius. Creatures within the area or within the 
  swarm must succeed on a DC17 Fortitude save or 
  be paralyzed for 1 round. Secondary damage is 
  paralysis for 1 minute. 
  Regeneration (Ex): Fire and cold deal normal 
  damage to a tendril swarm. 
   
  ENCOUNTER 3: THE DREAD CITY  
   
  M E R C E N AR Y  S W O R D S M E N  (3) 
  CR  6 
  Male human Fighter 4 / Warrior 4  
  NE M humanoid 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +9 armor, +2 shield, +2 natural (potion)) 
  hp 65 (8 HD) 
  Fort +11, Ref +4, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee +1 greatsword +15/+10 (2d6+10, 19-20 x 2) or, 
  Heavy Mace +13/+8 (1d8+5) or, 
  Spiked Gauntlet +13/+8 (1d4+5) 
  Ranged Mighty Composite Longbow +10 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Combat Gear: +1 greatsword, mighty (+3Str) 
  masterwork composite longbow, heavy mace, 
  spiked gauntlet, 2 daggers, 20 arrows. 
  Abilities Str 16 (20 w potion) , Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10 
  SQ drank potion of bull’s strength, 1 minute 
  remaining, drank potion of barkskin, 28 min 
  remaining 
  Feats: Close-Quarters Fighting*, Combat Reflexes, 
  Hold the Line*, Improved Toughness*, Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)  
  Skills: Intimidate +6, Listen +5, Spot +5. 
  Possessions: combat gear plus +1 full plate armor, 
  heavy steel shield. 
  * see Appendix 2: New Rules Items 
   
  M E R C E N AR Y  AR C H E R S  (2) 
  CR  4 
  Male human Fighter 2 / Warrior 4  
  NE M humanoid 
  Init +4; Senses Listen +4, Spot +4 
  Languages Common  
  AC 24, touch 13, flat-footed 23 
   (+1 Dex, +9 armor, +2 shield, +2 natural) 
  hp 49 (6 HD) 
  Fort +9, Ref +5, Will +1 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee mwk greatsword +8/+3 (2d6+1, 19-20 x 2) or, 
  Heavy Mace +7/+2 (1d8+1) or, 
  Spiked Gauntlet +7/+2 (1d4+1) or, 
  
  Ranged +1 Mighty Composite Longbow +12/+7 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7  
  Combat Gear: drank potion of cat’s grace, 1 minute 
  remaining, drank potion of barkskin, 28 minutes 
  remaining 
  Abilities Str 12, Dex 15 (19 w potion), Con 14, Int 10, 
  Wis 10, Cha 10 
  Feats Improved Toughness*, Point Blank Shot, 
  Precise Shot, Rapid Shot, Sharp-shooting, 
  Weapon Focus (composite longbow)  
  Skills Intimidate +6, Listen +4, Spot +4. 
  Possessions: +1 full plate armor, heavy steel shield, 
  masterwork greatsword, +1 mighty (+1Str) 
  composite longbow, heavy mace, spiked gauntlet, 
  2 daggers, 20 arrows. 
  * see Appendix 2: New Rules Items 
   
  S E N I O R  B R O T H E R S  (4) 
  CR  8 
  Male human Wizard 6/ Expert 1 
  LE Med humanoid 
  Init +4; Senses Listen +13, Spot +13 
  Languages Common, Draconic, Dwarf, Elf, 
  Undercommon 
  AC 15, touch 11, flat-footed 15 
   (+4 armor, +1 deflection) 
  hp 48 (9 HD); 
  Fort +3, Ref +2, Will +11 
  Speed 30 ft. in robes (6 squares),; 
  Dagger +5 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Wizard Spells Prepared (CL 8th): DC16+spell level 
  (DC 17+spell level for enchantment) 
  4th — confusion, dimension door, enervation 
  3rd — dispel magic, haste, hold person 
   
  2nd — glitterdust, invisibility, levitate, Tasha’s 
  hideous laughter, touch of idiocy 
  1st — charm person, 2 x magic missile, protection 
  from evil, ray of enfeeblement, slide 
  0th — detect magic, guidance, ray of frost, 
  resistance 
  Abilities Str 10, Dex 10, Con 12, Int 22, Wis 12, Cha 
  9 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness, Iron Will, Scribe Scroll, Spell Focus 
  (enchantment).  
  Skills Concentration +13, Knowledge (arcana) +17, 
  Knowledge (history) +16, Knowledge (Planes) +17, 
  Knowledge (religion) +16, Listen +13, Speak 
  Language +4, Spellcraft +20, Spot +13 
  Possessions: combat gear plus +1 dagger, bracers 
  of armor +4, headband of intellect +2, ring of 
  protection +1 
   
   
  KET7-04 5
  th Name 
   
  Page 40 
  
  KET7-04 5
  th Name 
   
  Page 41 
  APL 12 
   
  ENCOUNTER 1: THE FIGHT AT THE 
  CLIFF 
   
  ANLAF &  B RAND 
  CR  9 
  Male human Wizard 6/ Expert 7 
  LE M humanoid 
  Init +4; Senses Listen +13, Spot +13 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 48 (13 HD) 
  Fort +6, Ref +6, Will +12 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +8/+3 (1d4, 19-20 x 2) 
  Ranged Dagger +8/+3 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 10th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Already cast on Anlaf: anticipate teleportation (110’ 
  diameter, from scroll) 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 
  10 
  Feats Alertness, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Practiced Spellcaster* 
  Skills Concentration +16, Knowledge (Arcana) +15, 
  Knowledge (History) +15, Knowledge (Planes) +15, 
  Knowledge (Religion) +15, Listen +13, Speak 
  Language +7, Spellcraft +15, Spot +13 
  * see Appendix 2: New Rules Items 
   
  C E N R E D,  D E N U L F,  ERCENBERT & FRIBOGAR CR  9 
  Male human Wizard 5/ Expert 9 
  LE M humanoid 
  Init +4; Senses Listen +15, Spot +15 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 53 (14 HD) 
  Fort +6, Ref +6, Will +12 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +8/+3 (1d4, 19-20 x 2) 
  Ranged Dagger +8/+3 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 9th): 
  Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 10, Cha 
  10 
  Feats Alertness, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Practiced Spellcaster* 
  Skills Concentration +17, Knowledge (Arcana) +16, 
  Knowledge (History) +16, Knowledge (Planes) +16, 
  Knowledge (Religion) +16, Listen +15, Speak 
  Language +8, Spellcraft +17, Spot +15 
  * see Appendix 2: New Rules Items 
   
  GODWINE, HENGEST, I N G I LD,  J U R G E N,  K UTHWI N,  
  L E O F R I C,  M I L RE D,  N AN F R I D,  OSWYN, PLEGMUND, 
  QUANLAF, & RICBERT 
  CR  5 
  Male human Wizard 3/ Expert 5 
  LE M humanoid 
  Init +0; Senses Listen +9, Spot +10 
  Languages Common, Baklunish, Dwarven, Draconic, 
  Elven, Gnome, Halfling, Orcish, Undercommon 
  AC 10, touch 10, flat-footed 10 
  hp 31 (8 HD) 
  Fort +4, Ref +4, Will +9 
  Speed 30 ft. in robes (6 squares) 
  Melee Dagger +4 (1d4, 19-20 x 2) 
  Ranged Dagger +4 (1d4, 19-20 x 2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat Gear: dagger. 
  See equipment checklist for magic items and 
  expendables, which vary between individual NPCs.  
  Wizard Spells Prepared (CL 7th): 
   Spells vary for individual casters. See spell 
  checklists for detailed charts. 
  Abilities Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 
  10 
  Feats Great Fortitude, Iron Will, Lightning Reflexes, 
  Practiced Spellcaster* 
  Skills Concentration +11, Knowledge (Arcana) +13, 
  Knowledge (History) +13, Knowledge (Planes) +13, 
  Listen +9, Speak Language +8, Spellcraft +13, 
  Spot +10 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 2: THE WARRENS OF THE 
  PRIEST−KINGS 
   
   
  T E N D R I L  S WARM S *  (10) 
  CR  6 
  Neutral Tiny Plant (Extraplanar, Swarm) 
  Init +3; Senses blindsight 60’, Listen +2, Spot +2 
  Aura poison cloud (15 foot radius) 
  AC 16, touch 15, flat-footed 13 
   (+/-2 size, +/-3 Dex, +1 natural) 
  hp 45 (7 HD); regeneration 5; 
                                              
   
  *These creatures are the Dread Blossom Swarm from 
  Monster Manual III except for a new appearance, and 
  “poison pollen” has been renamed “poison cloud”. 
  
  Immune mind affecting effects, poison, sleep, 
  paralysis, polymorph, stunning, critical hits, 
  flanking. 
  Resist half damage from slashing and piercing 
  Fort +7, Ref +7, Will +2 
  Weakness +50% damage from area effects 
  Speed Fly 60 ft (good) 
  Melee Swarm (2d6) + blood drain vs. immobile 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp – 
  Abilities Str 2, Dex 17, Con 14, Int -, Wis 10, Cha 3 
  SQ plant traits, swarm traits, distraction, poison cloud 
  Feats Alertness, Ability Focus (poison), Lightning 
  Reflexes  
  Skills Listen +2; Spot +2 
  Blood Drain (Ex): In addition to swarm damage a 
  tendril swarm deals 1d3 points of Constitution 
  damage to any paralyzed or otherwise immobilized 
  living creature whose space it occupies at the end 
  of its turn. 
  Distraction (Ex): Any living creature vulnerable to a 
  tendril swarm’s damage that begins a turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  15 Fortitude save negates the effect. Even after a 
  successful save, spell casting within the area of a 
  swarm requires a Concentration check 
  (DC20+spell level). Using skills requiring patience 
  and concentration requires a DC20 Concentration 
  check. 
  Poison Cloud (Ex): A tendril swarm constantly 
  exudes a cloud of microscopic living threads that 
  act as an airborne contact poison in a 15-foot 
  radius. Creatures within the area or within the 
  swarm must succeed on a DC17 Fortitude save or 
  be paralyzed for 1 round. Secondary damage is 
  paralysis for 1 minute. 
  Regeneration (Ex): Fire and cold deal normal 
  damage to a tendril swarm. 
   
  ENCOUNTER 3: THE DREAD CITY  
   
  M E R C E N AR Y  S W O R D S M E N  (3) 
  CR  8 
  Male human Fighter 6 / Warrior 4  
  NE M humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +9 armor, +2 shield, +2 natural (potion)) 
  hp 81 (10 HD) 
  Fort +12, Ref +5, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee +2 Greatsword +18/+13 (2d6+11, 17-20 x 2) 
  or, 
  Heavy Mace +15/+10 (1d8+5) or, 
  Spiked Gauntlet +15/+10 (1d4+5)  
  Ranged Mighty Composite Longbow +12 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15  
  Combat Gear: drank potion of bull’s strength, 1 
  minute remaining, drank potion of barkskin, 28 min 
  remaining 
  Abilities Str 16 (20 w potion) , Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10 
  Feats: Close-Quarters Fighting*, Combat Reflexes, 
  Hold the Line*, Improved Critical (greatsword), 
  Improved Toughness*, Power Attack, Power 
  Critical, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)  
  Skills Intimidate +6, Listen +6, Spot +6. 
  Possessions: combat gear plus +1 full plate armor, 
  heavy steel shield, +2 greatsword, mighty (+3Str) 
  masterwork composite longbow, heavy mace, 
  spiked gauntlet, 2 daggers, 20 arrows 
  * see Appendix 2: New Rules Items 
   
  M E R C E N AR Y  AR C H E R S  (2) 
  CR  6 
  Male human Fighter 4 / Warrior 4  
  NE M humanoid 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common  
  AC 24, touch 13, flat-footed 23 
   (+1 Dex, +9 armor, +2 shield, +2 natural) 
  hp 65 (8 HD) 
  Fort +11, Ref +8, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft; 
  Melee mwk Greatsword +10/+5 (2d6+1, 19-20 x 2) or, 
  Heavy Mace +9/+4 (1d8+1) or, 
  Spiked Gauntlet +9/+4 (1d4+1)  
  Ranged +1 Mighty Composite Longbow +15/+10 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9  
  Combat Gear: drank potion of cat’s grace, 1 minute 
  remaining, drank potion of barkskin, 28 minutes 
  remaining 
  Abilities Str 12, Dex 16 (20 w potion) , Con 14, Int 10, 
  Wis 10, Cha 10 
  Feats Improved Toughness*, Point Blank Shot, 
  Precise Shot, Rapid Shot, Sharp-shooting*, 
  Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow)  
  Skills Intimidate +6, Listen +5, Spot +5. 
  Possessions: combat gear plus +1 full plate armor, 
  heavy steel shield, masterwork greatsword, +1 
  mighty (+1Str) composite longbow, heavy mace, 
  spiked gauntlet, 2 daggers, 20 arrows. 
  * see Appendix 2: New Rules Items 
   
  S E N I O R  B R O T H E R S  (4) 
  CR  10 
  Male human Wizard 8/ Expert 1 
  LE Med humanoid 
  Init +4; Senses Listen +15, Spot +15 
  Languages Common, Draconic, Dwarf, Elf, 
  Undercommon 
  AC 18, touch 12, flat-footed 18 
   (+4 armor, +2 deflection) 
  hp 58 (11 HD); 
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  Fort +6, Ref +3, Will +12 
  Speed 30 ft. in robes (6 squares) 
  Dagger +6 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Wizard Spells Prepared (CL 10th): DC16+spell level 
  (DC 17+spell level for enchantment) 
  5th — cone of cold, dominate, feeblemind 
  4th — confusion, dimension door, enervation, 
  wingbind* 
  3rd — dispel magic, fly, haste, hold person  
  2nd — glitterdust, greater slide, invisibility, levitate, 
  Tasha’s hideous laughter, touch of idiocy 
  1st — charm person, 2 x magic missile, protection 
  from evil, ray of enfeeblement, slide 
  0th — detect magic, guidance, ray of frost, 
  resistance 
  Abilities Str 10, Dex 10, Con 12, Int 22, Wis 12, Cha 
  9 
  Feats Combat Casting, Great Fortitude, Improved 
  Initiative, Improved Toughness*, Iron Will, Scribe 
  Scroll, Spell Focus (enchantment).  
  Skills Concentration +15, Knowledge (arcana) +18, 
  Knowledge (history) +18, Knowledge (Planes) +18, 
  Knowledge (religion) +18, Listen +15, Speak 
  Language +4, Spellcraft +22, Spot +15 
  Possessions: combat gear plus bracers of armor +4, 
  headband of intellect +2, ring of protection +2, +1 
  dagger 
  * see Appendix 2: New Rules Items 
   
   
   
   
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Close-quarters Fighting 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
     
  Prerequisites: Base attack bonus +3. 
     
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
     
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
     
  Source: Complete Warrior 97 
   
  Defensive Archery 
  You can avoid attacks of opportunity when making 
  ranged attacks while threatened. 
   
  Prerequisite: Point Blank Shot. 
     
  Benefit: You gain a +4 dodge bonus to Armor 
  Class against attacks of opportunity provoked when 
  you make a ranged attack. 
     
  Special: A fighter may select Defensive Archery as 
  one of his fighter bonus feats. 
     
  Source: Races of the Wild 150 
   
  Hold the Line 
  You are trained in defensive techniques against 
  charging opponents. 
   Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
     
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
     
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
     
  Source: Complete Warrior 100 
   
  Improved Toughness 
  You are significantly tougher than normal. 
     
  Prerequisite: Base Fortitude save bonus +2. 
     
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
     
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
     
  Source: Complete Warrior 101 
   
  Power Critical 
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts.  
     
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
     
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
     
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. You can gain Power Critical 
  multiple times. Each time you take the feat, it may be 
  with a different weapon or the same weapon. If you 
  take it with the same weapon, the effects of the feats 
  stack. 
  Source: Complete Warrior 103 
   
  Sharp Shooting 
  Your skill with ranged weapons lets you score hits 
  others would miss due to an opponent’s cover. 
     
  Prerequisites: Point Blank Shot, Precise Shot, 
  base attack bonus +3. 
     
  Benefit: Your targets only receive a +2 bonus to 
  Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
     
  Normal: Cover normally gives a +4 bonus to AC. 
     
  Source: Complete Warrior 105 
   
  MAGIC ITEMS 
  Moonsilver Shard 
  This silvery dart turns into a small bolt of magical force 
  when thrown and unerringly strikes its target for 
  1d4+1 points of damage. Once thrown, a moonsilver 
  shard behaves in all manners like a dart from the magic 
  missile spell, except that it has an effective range of 150 
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  feet. Attempting to throw a moonsilver shard at a 
  target beyond this range causes the dart to transform 
  and then dissipate harmlessly. A moonsilver shard 
  vanishes after one use. Caster Level: 5th; Prerequisites: 
  Craft Magic Arms and Armor, magic missile; Market 
  Price: 50 gp; Cost to Create: 25 gp + 2 XP. 
     
  Source: Arms and Equipment Guide 114 
   
  MUNDANE EQUIPMENT 
  Flash Pellet 
  This tiny brittle object is often disguised as a button or 
  other decoration. You can throw a flash pellet as a 
  ranged attack with a range increment of 5 feet. When 
  thrown against a hard surface it bursts with a bright 
  flash of light. All creatures within a 5-foot radius burst 
  must succeed on a DC15 Fortitude save or be blinded 
  for 1 round and dazzled for 1 round after that. 
    Source: Complete Adventurer 118 
   
  SPELLS 
  Acid Breath 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You breathe forth a cone of acidic droplets. The cone 
  deals 1d6 points of acid damage per caster level 
  (maximum 10d6). 
  Material Component: A handful of fire ants (alive or 
  dead). 
   
  Source: Spell Compendium 7 
   
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature 
  touched 
  Area: 5-ft./level radius emanation 
  from touched creature 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
   
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell’s area. Any teleportation spell or 
  effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how many 
  other creatures (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the arrival of 
  the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or ready actions. The teleporting creature does not 
  perceive this delay. 
  Since a teleporting creature doesn’t necessarily arrive 
  at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of its imminent arrival. 
  The spell has no effect on creatures attempting to 
  teleport away from the spell’s area, although if their 
  destination is within the area, the spell will 
  affect their reentry as normal. 
  Focus: A tiny hourglass of platinum 
  and crystal costing at least 500 gp, which 
  must be carried or worn by the spell’s 
  recipient while the spell is in effect. 
   
  Source: Spell Compendium 13 
   
   
  Body of the Sun 
  Transmutation [Fire] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Area: 5-ft.-radius emanation centered on you 
  Duration: 1 round/level 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Fire extends 5 feet in all directions from your body, 
  illuminating the area and dealing 1d4 points of fire 
  damage per two caster levels (maximum 5d4). Adjacent 
  creatures take fire damage each round on your turn. 
   
  Source: Spell Compendium 35 
   
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  Chain Missile 
  Evocation [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: One creature, plus one more creature/2 levels 
  (each of which must be within 30 ft. of the 
  primary target) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Missiles of magical energy dart from your fingertip to 
  unerringly strike a creature. The missiles strike one 
  creature initially, then spring to other targets. Each 
  missile deals 1d4+1 points of force damage. One 
  missile strikes the primary target per two caster levels, 
  to a maximum of ten missiles (dealing 10d4+10 points 
  of damage). After the missiles strike, they ricochet to a 
  number of targets up to the number of missiles created 
  by the spell. Each secondary target takes 1d4+1 points 
  of damage, as if struck by a single magic missile. You 
  choose secondary targets as you like, but they must all 
  be within 30 feet of the primary target, and no 
  secondary target can be struck more than once. You 
  can choose to affect fewer secondary targets than the 
  maximum (to avoid allies in the area, for example). 
  Missiles without a secondary target do not ricochet off 
  the primary target. 
   
  Spells, magic items, and abilities that protect 
  against magic missile (such as the shield spell or a 
  brooch of shielding) also protect against this spell. If 
  the primary target has that sort of protection, the spell 
  has no effect against it but still springs to all secondary 
  targets. (A brooch of shielding loses a number of 
  charges equal to the number of missiles hitting the 
  creature—up to ten missiles.) If spell resistance causes 
  the spell to fail to harm the primary target, the spell 
  fails and missiles do not ricochet to additional targets. 
  The missiles strike unerringly, even if the targets are in 
  melee or have anything less then total cover or 
  concealment. You cannot single out specific parts of a 
  creature to strike. This spell cannot target or damage 
  inanimate objects. 
   
  Source: Spell Compendium 44 
   
  Earthbind 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of 
  the spell. If the target fails its saving throw, its fly 
  speed (if any) becomes 0 feet. An airborne creature 
  subjected to this spell falls to the ground as if under the 
  effect of a feather fall spell. Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind spell. 
  Earthbind has no effect on other forms of movement, 
  or even on effects that might grant airborne movement 
  without granting a fly speed (such as jumping or 
  levitate or air walk spells). 
   
  Source: Spell Compendium 76 
   
  Electric Jolt 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You release a small stroke of electrical energy. You 
  must succeed on a ranged touch attack with the ray to 
  strike a target. The spell deals 1d3 points of electricity 
  damage. 
   
  Source: Spell Compendium 78 
   
   
  Electric Loop 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/3 levels, each of which is 
  adjacent to another target 
  Duration: Instantaneous 
  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
   
  You create one small stroke of lightning that targets 
  one creature per three caster levels you possess 
  (maximum four creatures). Each target must be in a 
  square adjacent to another target. The spell deals 1d6 
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  points of electricity damage per two caster levels 
  (maximum 5d6) to each target. A creature that fails its 
  Reflex save must make a successful Will save or be 
  stunned for 1 round. 
  Material Component: A loop of copper 
  wire and a magnet. 
   
  Source: Spell Compendium 78 
   
  Frost Breath 
  Evocation [Cold] 
  Level: Cleric 2, druid 2, sorcerer/ wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You breathe a cone of intense cold at your foes. The 
  spell deals 1d4 points of cold damage per two caster 
  levels (maximum 5d4). In addition, all creatures 
  damaged by the frost breath that fail their Reflex save 
  are dazed for 1 round by the sudden shock of cold.  
  Material Component: Three drops of water or 
  fragments of ice (which are held in a cupped palm and 
  blown toward the target). 
  Source: Spell Compendium 100 
   
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
  Material Component: A piece of jade worth at least 5 
  gp. 
   
  Source: Spell Compendium 108 
   
  Ice Dagger 
  Evocation [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Dagger of ice 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The ice dagger created by this spell launches itself at a 
  target. Treat the attack as a thrown splash weapon (PH 
  158) that requires a ranged touch attack to hit. The ice 
  dagger deals 1d4 points of cold damage to the target 
  per caster level (maximum 5d4), and splash damage of 
  1 point of cold damage to adjacent creatures. 
  Material Component: A few drops of water made from 
  melted ice. 
   
  Source: Spell Compendium 119 
   
  Launch Item 
  Transmutation 
  Level: Sorcerer/wizard 0 
  Components: S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One Fine item in your possession, weighing up 
  to 10 lb. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You cause a Fine item in your possession to fly at great 
  speed to a target or location you specify, out to medium 
  range (100 ft. + 10 ft./level). 
  This spell is normally used to launch dangerous items 
  (flasks of acid, thunderstones, and so on) farther than 
  you could normally throw them. You can use this spell 
  to make an attack with a splash weapon. If you choose 
  to do so, you must make an attack roll as normal, but 
  you suffer no penalties for range. 
   
  Source: Spell Compendium 130 
   
  Malevolent Miasma 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 15-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: No 
  The spell produces a toxic fog that deals 1d4 points of 
  nonlethal damage per level (maximum 5d4). Creatures 
  in the area that hold their breath are still subject to the 
  effect. Creatures that are immune to poison are not 
  affected by this spell. 
  Focus: Three polished gray stones. 
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  Source: Spell Compendium 137 
   
  Orb of Acid, Lesser 
  Orb of Cold, Lesser 
  Orb of Electricity, Lesser 
  Orb of Fire, Lesser 
  Conjuration (Creation) [Acid or Cold or Electricity or 
  Fire] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid or cold or electricity or fire 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid (or cold or electricity or fire) about 2 
  inches across shoots from your palm at its target, 
  dealing 1d8 points of acid damage. You must succeed 
  on a ranged touch attack to hit your target. 
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 
  5d8 at 9th level or higher. 
   
  Source: Spell Compendium 150-151 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of sonic energy 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of sonic energy about 2 inches across shoots 
  from your palm at its target, dealing 1d6 points of sonic 
  damage. You must succeed on a ranged touch attack to 
  hit your target. 
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d6 points of damage: 2d6 at 3rd level, 
  3d6 at 5th level, 4d6 at 7th level, and the maximum of 
  5d6 at 9th level or higher. 
   
  Source: Spell Compendium 151 
   
  Rainbow Beam 
  Evocation [Light] 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. If you hit, the subject is dazzled 
  for 1 minute. The spell also deals 1d12 points of 
  damage per three caster levels (maximum 5d12). A 
  rainbow beam deals a random type of damage as 
  determined by the following table. If two types of 
  energy are indicated, rainbow beam deals half its 
  damage from each type of energy indicated. Creatures 
  apply energy resistance separately to each type of 
  damage. 
  1d8 Color Damage Type 
  1 red fire 
  2 orange acid 
  3 yellow electricity 
  4 green poison 
  5 blue cold 
  6 indigo sonic 
  7 violet force 
  8 multihued roll twice (ignore 
  further results of 8) 
  Focus: A small clear gem or crystal prism worth at least 
  10 gp. 
   
  Source: Spell Compendium 165 
   
  Rainbow Blast 
  Evocation [Light] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: 120-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  This spell is a wide-spectrum blast of radiant energy 
  composed of all five energy types. Rainbow blast deals 
  1d6 points of damage from each of the five energy 
  types (acid, cold, electricity, fire, and sonic), for a total 
  of 5d6 points of damage. Creatures apply resistance to 
  energy separately for each type of damage. 
  As you gain in levels, the damage die increases in size. 
  At 7th level the spell deals 5d8 points of damage, at 9
  th 
  level it deals 5d10 points of damage, and at 11th level it 
  deals 5d12 points of damage—one die for each of the 
  five energy types. 
  Focus: A small clear gem or crystal prism worth at least 
  50 gp. 
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  Source: Spell Compendium 165 
   
  Ray of Flame 
  Evocation [Flame] 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. If your attack is successful, the ray 
  deals 1d6 points of fire damage per two caster levels 
  (maximum 5d6). The target must also make a Reflex 
  save or catch fire, taking 1d6 points of fire damage each 
  round until the flames are put out (requiring a DC 15 
  Reflex save; see Catching on Fire, DMG 303). 
  Focus: A small, polished glass lens. 
   
  Source: Spell Compendium 167 
   
  Ray of Ice 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You launch a ray of numbing cold at your enemy. You 
  must succeed on a ranged touch attack with the ray to 
  strike a target. If successful, the ray deals 1d6 points of 
  cold damage per two caster levels (maximum 5d6). The 
  target must also make a Reflex save or be frozen to the 
  ground with its feet encased in ice. A frozen creature 
  cannot move, receives no Dexterity bonus to AC, and 
  incurs a –2 penalty on attack rolls. 
  A frozen creature can free itself with a DC 18 Strength 
  check or by dealing 15 points of damage to the ice.  
  Material Component: Ice or a vial of melted mountain 
  snow. 
   
  Source: Spell Compendium 167 
   
  Slide 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You slide the subject creature along the ground a 
  distance of 5 feet in any direction. (If the creature is 
  flying or otherwise not on the ground, it moves parallel 
  to the ground.) You can’t slide the subject into a space 
  that is occupied by an ally, an enemy, or a solid object; 
  if you attempt to do so, the spell automatically ends. 
  You cannot slide the subject up or down, but you can 
  slide it over the edge of a cliff or other drop-off if you 
  desire. 
  This movement does not provoke attacks of 
  opportunity. 
   
  Source: Spell Compendium 191 
   
  Slide, Greater 
  Transmutation 
  Level: Sorcerer/wizard 2 
  Range: Medium (100 ft. + 10 ft./level) 
  This spell functions like slide, except as described 
  above, and you can slide the subject creature 20 feet in 
  a straight line. This movement likewise does not 
  provoke attacks of opportunity. 
   
  Source: Spell Compendium 192 
   
  Snowball Swarm 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A flurry of magic snowballs erupts from a point you 
  select. The swarm of snowballs deals 2d6 points of cold 
  damage to creatures and objects within the burst. For 
  every two caster levels beyond 3rd, the snowballs deal 
  an extra 1d6 points of damage, to a maximum of 5d6 at 
  9th level or higher. 
  Material Component: A piece of ice or 
  a small white rock chip. 
   
  Source: Spell Compendium 194 
   
  Sonic Blast 
  Evocation [Sonic] 
  Level: Sorcerer/wizard 1 
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  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You blast the target with loud and high-pitched 
  sounds. The subject takes 1d4 points of sonic damage 
  per two caster levels (maximum 5d4) and must make a 
  Will save or be deafened for 1d4 rounds. This spell has 
  no effect if cast into the area of a silence spell. 
   
  Source: Spell Compendium 195 
   
  Wingbind 
  Evocation [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  A web of force surrounds the target, entangling it like a 
  net. This spell functions like earthbind (page 76), 
  except that an ensnared creature immediately falls to 
  the ground, taking falling damage. 
  An entangled creature can escape with a successful 
  Escape Artist check against a DC equal to the save DC 
  of the spell. Like a wall of force (PH 298), this web of 
  force is impervious to most attacks: It is immune to 
  damage of all kinds, cannot be burst with a Strength 
  check, and is unaffected by most spells, including 
  dispel magic. Also like a wall of force, the web is 
  immediately destroyed by disintegrate, a rod of 
  cancellation, a sphere of annihilation, or 
  Mordenkainen’s disjunction. 
   
  Source: Spell Compendium 240 
   
   
   
   
   
   
   
   
   
   
   
   
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  Page 50 
  
  Map #1: The Fight at the Cliff 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A
  A
  Evergreen 
  trees 
  Clay area 
  Edge of 
  flat area 
  Tunnel 
  mouth
  Cliff face: 
  25’ tall 
  The cliff continues 
  to get shorter. If 
  necessary, the PCs 
  can access the cliff 
  top without climbing 
  by going around the 
  edge, 100’ off the 
  edge of the map. 
  Cliff face: 
  50’ tall 
  Archons teleport in 
  here. PCs are 
  adjacent to Archons.
   
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  Map #2: Underground Schematic 
  (Not even remotely to scale!) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Growths 
  and Fluids 
  The Seal
  Top View
  Sleepers
  C 
  S
  S
  S
  S
  C 
  C 
  C 
  C 
  C 
  C C 
  C 
  C 
  C 
  C C 
  Cabal
  Cliff face
  Archway
  Rough Sooty Stair 
  Wall of Stone 
  Side View
  The Chamber 
  of the Sleepers
  The Warrens of 
  the Priest Kings 
  The Seal 
  Chamber
  The Archway 
  and Stairs 
  New Muddy Passage 
  Biers of the Sleepers
  Top View
  Bone-filled alcoves
  Various lesser caves and crevices 
  
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  Page 53 
  Map #3: The Warrens of the Priest−Kings 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PCs Enter
  Shallow 
  pits 
  in 
  the 
  floor, 
  approximately 3’ deep. It costs 
  5’ of movement to scramble 
  over the edge. 
  Sudden elevation change, from high 
  (the plain side) to low (the shaded 
  side). The ridge is roughly 3 feet 
  high, and costs 5' of movement to 
  scramble over.
  Hole in the roof, 
  leading to higher 
  caverns. 
  Hole in the floor, 
  leading to lower 
  caverns.
  The largest piles of 
  bodies are in these 
  pits.
  
  Map #4: The Pinnacle 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mercenaries begin 
  in this area. 
  PCs begin 
  in this area. 
  Crevice, leading down 
  anywhere from 70 feet 
  to 1,000 feet. 
  Cliff edge, 
  almost 
  straight 
  down to 
  the dread 
  city 1 mile 
  below! 
  Cabal 
  Wizards 
  begin in this area. 
  The Great Seal, 
  hanging in midair 
  over a 1 mile drop. 
  The advancing wall of roiling 
  brown cloud lies in this direction. 
   
   
   
   
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  Page 54 
  
  DM AID: SPELL AND EQUIPMENT CHECKLISTS – APL 6 
   
   
  APL 6: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Anlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 3 
   1st - ice dagger (3d4, 30’), lesser orb of fire (2d8, 30’), magic missile (2, 130’) 
   2nd – malevolent miasma (3d4 NL, 30’),  Melf's acid arrow (2d4, +1 rd, 440’) 
  15 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Brand 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 3 
   1st - hail of stone (3d4, 130’), lesser orb of cold (2d8, 30’), magic missile (2, 130’) 
   2nd – glitterdust (130’), scorching ray (4d6, 30’) 
  15 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Cenred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), hail of stone (5d4, 150’), magic missile (3, 150’) 
   Magic Items - moonsilver shard (110’) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Denulf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - hail of stone (5d4, 150’), ice dagger (5d4, 35’), magic missile (3, 150’) 
   Magic Items - moonsilver shard (110’) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Ercenbert  0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - magic missile (120’), ray of flame (1d6, 30’) 
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Fribogar 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - ice dagger (2d4, 30’), magic missile (120’) 
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Godwine 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - burning hands (2d4, 15’),  magic missile (120’)  
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Hengest 
   0th - acid splash, launch item, ray of frost 
  CL 2 
  1st - hail of stone (2d4, 120’), magic missile (120’) 
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Ingild 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - ice dagger (2d4, 30’), magic missile (120’) 
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Jurgen 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - 2 x magic missile (120’) 
   Magic Items - 2 x moonsilver shard (110’) 
  9 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
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  APL 6: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Kuthwin 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - 2 x magic missile (120’) 
   Magic Items - 2 x moonsilver shard (110’),  wand of burning hands (3d4, DC11, 2 charges) 
  9 hp 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Leofric 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 2d6 sphere, DC14) 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  14 hp 
  Milred 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 2d6 sphere, DC14) 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  14 hp 
  Nanfrid 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 2d6 sphere, DC14) 
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  14 hp 
   
   
  Acid:  
   
    
  1d6 acid damage, 1 hp splash in 5’, range increment 10, touch’. 
  Alchemist’s Fire:  1d6 fire damage 1
  st and 2
  nd round, 1 hp splash in 5’, range increment 10’, touch. 
   
   
   
   
  Victim may take full round action to attempt to extinguish fire (Ref DC15). 
  Flash Pellet: 
   
  5’ radius, Fort DC15 or blinded 1 round, dazzled 1 round, range increment 5’, touch. 
  Smokestick: 
   
  10’ cube of opaque smoke, disperses in 3 rounds. 
  Tanglefoot Bag: 
   
  Range increment 10’, touch attack, target entangled (-2 attack, -4 Dex, 1/2 speed),  
   
   
   
   
  DC 15 Reflex or stuck to floor. DC17 Str to break free if stuck. 15 hp slashing 
   
   
   
   
  damage cuts victim free. Effect ends after 2d4 rounds. 
  Tindertwig: 
   
  Lights fires (or smokesticks) as a standard action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  DM AID: SPELL AND EQUIPMENT CHECKLISTS – APL 8 
   
   
  APL 8: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Anlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), lesser orb of fire (3d8, 35’), magic missile (3, 150’) 
   2nd - frost breath (2d4, 30’), glitterdust (150’),  scorching ray (4d6, 35’) 
  21 hp 
    
   3rd - dispel magic (150’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Brand 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - ice dagger (5d4, 35’), lesser orb of cold (3d8, 35’), magic missile (3, 150’) 
   2nd – malevolent miasma (5d4 NL, 35’), Melf's acid arrow (2d4, +1 rds, 640’), snowball swarm (3d6, 150’) 
  21 hp 
    
   3rd - dispel magic (150’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Cenred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - lesser orb of electricity (4d8, 40’), 2 x magic missile (4, 170’) 
   2nd – glitterdust (170’), scorching ray (2 x 4d6, 40’), snowball swarm (4d6, 170’) 
  26 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Denulf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 15’), lesser orb of acid (4d8, 40’), magic missile (4, 170’) 
   2nd - electric loop (2 x 3d6, 40’), Melf's acid arrow (2d4, +2 rds, 680’), rainbow beam (2d12, 40’) 
  26 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Ercenbert  0th - acid splash, electric jolt, launch item, ray of frost 
  CL 3 
   1st - hail of stone (3d4, 130’),  magic missile (2, 130’), ray of flame (1d6, 30’) 
   2nd - rainbow beam (1d12, 30’),  snowball swarm (3d6, 130’) 
  15 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Fribogar 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 3  
   1st - burning hands (3d4, 15’), ice dagger (3d4, 30’), magic missile (2, 130’) 
   2nd – glitterdust (130’),  snowball swarm (3d6, 130’) 
  15 hp 
   Magic Items - Moonsilver Shard (110’) 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
    
  Godwine 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’) 
  25 hp 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Hengest 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st - ice dagger (5d4, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’) 
  25 hp 
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
    
   
   
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  APL 8: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Ingild 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’) 
  25 hp 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Jurgen 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st – Lesser Orb of Cold (3d8, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  wand of burning hands (3d4, DC11, 15’, 2 charges) 
  25 hp 
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
    
  Kuthwin 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  wand of scorching ray (4d6, 35’, 1 charge) 
  25 hp 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Leofric 
   0th - acid splash, launch item, ray of frost 
  CL 5 
   1st - ray of flame (2d6, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 2d6 sphere, DC 14) 
  25 hp 
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
    
  Milred 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - ice dagger (5d4, 30’), magic missile (3, 120’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 3d6 sphere, DC 14) 
  25 hp 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
  Nanfrid 
   0th - acid splash, launch item, ray of frost 
  CL 2 
   1st - shocking grasp (5d6), magic missile (3, 120’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 2d6 sphere, DC 14) 
  25 hp 
    
   Equipment - Acid (1),  Alchemist's Fire (2),  Flash Pellet (1), Tanglefoot Bag (1) 
   
   
   
  Acid:  
   
    
  1d6 acid damage, 1 hp splash in 5’, range increment 10, touch’. 
  Alchemist’s Fire:  1d6 fire damage 1
  st and 2
  nd round, 1 hp splash in 5’, range increment 10’, touch. 
   
   
   
   
  Victim may take full round action to attempt to extinguish fire (Ref DC15). 
  Flash Pellet: 
   
  5’ radius, Fort DC15 or blinded 1 round, dazzled 1 round, range increment 5’, touch. 
  Smokestick: 
   
  10’ cube of opaque smoke, disperses in 3 rounds. 
  Tanglefoot Bag: 
   
  Range increment 10’, touch attack, target entangled (-2 attack, -4 Dex, 1/2 speed), 
   
   
   
   
  DC 15 Reflex or stuck to floor. DC17 Str to break free if stuck. 15 hp slashing 
   
   
   
   
  damage cuts victim free. Effect ends after 2d4 rounds. 
  Tindertwig: 
   
  Lights fires (or smokesticks) as a standard action. 
   
   
   
   
   
   
   
   
   
   
   
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  DM AID: SPELL AND EQUIPMENT CHECKLISTS – APL 10 
  APL 10: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Anlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - hail of stone (5d4, 190’), lesser orb of fire (5d8, 45’), magic missile (5, 190’), ray of flame (4d6, 45’) 
   2nd - frost breath (4d4, 30’), glitterdust (190’), rainbow beam (3d12, 45’), scorching ray (2 x 4d6, 45’) 
  32 hp 
    
   3rd - chain missile (4, 760’), dispel magic (190’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Brand 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - burning hands (5d4, 15’), lesser orb of cold (5d8, 45’), 2 x magic missile (5, 190’) 
   2nd –  malevolent miasma (5d4 NL, 45’), Melf's acid arrow (2d4, +3 rds, 760’), scorching ray (2 x 4d6, 45’), snowball swarm (5d6, 
  190’) 
  32 hp 
    
   3rd - dispel magic (190’), rainbow blast (5d10, 120’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Cenred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - hail of stone (5d4, 190’), ice dagger (5d4, 45’), lesser orb of electricity (5d8, 45’), magic missile (5, 190’) 
   2nd – glitterdust (190’), malevolent miasma (5d4 NL, 45’), rainbow beam (3d12, 45’) 
  37 hp 
    
   3rd - chain missile (4, 760’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Denulf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - Burning Hands (5d4, 15’), lesser orb of acid (5d8, 45’), magic missile (5, 190’), ray of flame (4d6, 45’) 
   2nd - Electric Loop (3 x 4d6, 45’), Melf's Acid Arrow (2d4, +3 rds, 760’), ray of ice (4d6, 45’) 
  37 hp 
    
   3rd - acid breath (9d6, 15’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Ercenbert  0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 40’), ice dagger (5d4, 40’), magic missile (4, 170’)  
   2nd - frost breath (3d4, 30’), snowball swarm (4d6, 170’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Fribogar 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - shocking grasp (5d6), ice dagger (5d4, 40’), magic missile (4, 170’)  
   2nd – glitterdust (170’), scorching ray (2 x 4d6, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Godwine 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st – lesser orb of acid (4d8, 40’), ice dagger (5d4, 40’), magic missile (4, 170’)  
   2nd – malevolent miasma (5d4 NL, 40’), rainbow beam (2d12, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Hengest 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
  1st - burning hands (5d4, 15’), magic missile (4, 170’), Sonic Blast (3d4, 40’) 
   2nd - electric loop (2 x 3d6, 40’),  ray of ice (3d6, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’) 
  KET7-04 5
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  Page 59 
  
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  APL 10: Spells in Memory (all DC 12+ spell level) and Equipment 
    
  Ingild 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - ice dagger (5d4, 40’), magic missile (4, 170’), ray of flame (3d6, 40’) 
   2nd - frost breath (3d4, 30’), scorching ray (2 x 4d6, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Jurgen 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 15’), ice dagger (5d4, 40’), magic missile (4, 170’) 
   2nd – glitterdust (170’), snowball swarm (4d6, 170’) 
  31 hp 
   Magic Items - moonsilver shard (110’),  wand of fireball (5d6, DC14, 600’, 1 charge) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Kuthwin 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st – lesser orb of electricity (4d8, 40’), ice dagger (5d4, 40’), magic missile (4, 170’)  
   2nd - Melf's acid arrow (2d4, + 2 rds, 680’), rainbow beam (2d12, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’),  wand of scorching ray (4d6, 35’, 2 charges) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Leofric 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), magic missile (3, 150’), sonic blast (2d4, 35’) 
   Magic Items - 2 x moonsilver shard (110’),  wand of burning hands (5d4, DC11, 15’, 2 charges) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Milred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - hail of stone (5d4, 150’), ice dagger (5d4, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  elixir of fire breath (3 x 4d6, Ref DC13 1/2, 25') 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Nanfrid 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), magic missile (3, 150’), sonic blast (2d4, 35’) 
   Magic Items - 2 x moonsilver shard (110’), javelin of lightning (5d6, DC14, 120’) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Oswyn 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - 2 x magic missile (3, 150’), ray of flame (2d6, 35’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 3d6 sphere, DC 14) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Plegmund  0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), ice dagger (5d4, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (1 x 3d6 sphere, DC 14) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Quanlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 5 
   1st - burning hands (5d4, 15’), lesser orb of fire (3d8, 35’), magic missile (3, 150’) 
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 2d6 sphere, DC 14) 
  20 hp 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Acid:  
   
    
  1d6 acid damage, 1 hp splash in 5’, range increment 10, touch’. 
  Alchemist’s Fire:   
  1d6 fire damage 1
  st and 2
  nd round, 1 hp splash in 5’, range increment 10’, touch. 
   
   
   
   
  Victim may take full round action to attempt to extinguish fire (Ref DC15). 
  Flash Pellet: 
   
  5’ radius, Fort DC15 or blinded 1 round, dazzled 1 round, range increment 5’, touch. 
  Smokestick: 
   
  10’ cube of opaque smoke, disperses in 3 rounds. 
  Tanglefoot Bag: 
   
  Range increment 10’, touch attack, target entangled (-2 attack, -4 Dex, 1/2 speed), 
  DC 15 Reflex or stuck to floor. DC17 Str to break free if stuck. 15 hp slashing  damage cuts victim free. 
  Effect ends after 2d4 rounds. 
  KET7-04 5
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  Page 60 
  
   
  DM AID: SPELL AND EQUIPMENT CHECKLISTS – APL 12 
   
  APL 12: Spells in Memory (all DC 12+ spell level) 
    
  Anlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 10 
   1st - burning hands (5d4, 15’), lesser orb of fire (5d8, 50’), magic missile (5, 200’), shocking grasp (5d6) 
   2nd - electric loop (3 x 5d6, 50’), glitterdust (200’), Melf's acid arrow (2d4, +3 rds, 800’), rainbow beam (3d12, 50’) 
  48 hp 
    
   3rd - chain missile (4, 800’), Dispel Magic (200’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Brand 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 10 
   1st - hail of stone (5d4, 200’), lesser orb of cold (5d8, 50’), magic missile (5, 200’), ray of flame (5d6, 50’) 
   2nd - electric loop (3 x 4d6, 50’), frost breath (5d4, 30’), Melf's acid arrow (2d4, +3 rds, 800’), scorching ray (2 x 4d6, 50’) 
  48 hp 
    
   3rd - acid breath (10d6, 30’), dispel magic (200’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Cenred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - burning hands (5d4, 15’), 2 x magic missile (5, 200’), lesser orb of acid (5d8, 50’) 
   2nd - body of the sun (4d4, 9 rds, 5’), scorching ray (2 x 4d6, 50’), snowball swarm (5d6, 200’) 
  53 hp 
    
   3rd - chain missile (4, 800’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Denulf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - hail of stone (5d4, 190’), lesser orb of electricity (5d8, 45’), magic missile (5, 200’), shocking grasp (5d6) 
   2nd - glitterdust, malevolent miasma (5d4 NL, 45’), rainbow beam (3d12, 45’) 
  53 hp 
    
   3rd - rainbow blast (5d10, 120’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Ercenbert  0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - ice dagger (5d4, 45’), lesser orb of acid (5d8, 45’), ray of flame (4d6, 45’), magic missile (5, 190’) 
   2nd - electric loop (3 x 4d6, 45’),  frost breath (4d4, 30’),  Melf's acid arrow (2d4 + 3 rds, 760’) 
  53 hp 
    
   3rd - acid breath (9d6, 15’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Fribogar 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 9 
   1st - burning hands (5d4, 15’), 2 x magic missile (5, 190’), lesser orb of fire (5d8, 45’) 
   2nd - ray of ice (4d6, 45’), scorching ray (2 x 4d6, 45’), snowball swarm (5d6, 190’) 
  53 hp 
   3rd - chain missile (4, 760’) 
    
   Magic Items - moonsilver shard (110’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Godwine 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 15’), ice dagger (5d4, 40’), magic missile (4, 170’) 
   2nd - Melf's acid arrow (2d4, +2 rds, 680’), snowball swarm (4d6, 170’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’),  wand of scorching ray (4d6, 35’, 2 charges) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  KET7-04 5
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  Page 61 
  
  APL 12: Spells in Memory (all DC 12+ spell level) 
    
  Hengest 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st – lesser orb of electricity (4d8, 40’), 2 x magic missile (4, 170’) 
   2nd - electric loop (2 x 3d6, 40’), scorching ray (2 x 4d6, 40’) 
  31 hp 
   Magic Items - moonsilver shard (110’),  wand of burning hands (5d4, DC11, 15’, 2 charges) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Ingild 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - hail of stone (5d4, 170’), ray of flame (3d6, 40’), magic missile (4, 170’) 
   2nd - frost breath (3d4, 30’), rainbow beam (2d12, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’),  wand of burning hands (5d4, DC11, 15’, 2 charges) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Jurgen 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 15’), shocking grasp (5d6), magic missile (4, 170’) 
   2nd - body of the sun (3d4, 5’, 7 rds),  rainbow beam (2d12, 40’) 
  31 hp 
   Magic Items - moonsilver shard (110’),  wand of fireball (5d6, DC14, 600’, 1 charge) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
    
  Kuthwin 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - ice dagger (5d4, 40’), 2 x magic missile (4, 170’) 
   2nd - Melf's acid arrow (2d4, +2 rds, 680’), snowball swarm (4d6, 170’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’),  elixir of fire breath (3 x 4d6, Ref DC13 1/2, 25') 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Leofric 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - hail of stone (5d4, 170’), lesser orb of acid (4d8, 40’), magic missile (4, 170’) 
   2nd – glitterdust (170’), scorching ray (2 x 4d6, 40’) 
  31 hp 
    
   Magic Items - moonsilver shard (110’),  elixir of fire breath (3 x 4d6, Ref DC13 1/2, 25') 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Milred 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - burning hands (5d4, 15’), ray of flame (3d6, 40’), magic missile (4, 170’) 
   2nd - frost breath (3d4, 30’), rainbow beam (2d12, 40’) 
  31 hp 
    
   Magic Items - 2 x moonsilver shard (110’), javelin of lightning (5d6, DC14, 120’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Nanfrid 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - shocking grasp (5d6), 2 x magic missile (4, 170’) 
   2nd - ray of ice (3d6, 40’), snowball swarm (4d6, 170’) 
  31 hp 
    
   Magic Items - 2 x moonsilver shard (110’), javelin of lightning (5d6, DC14, 120’) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Oswyn 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st – lesser orb of fire (4d8, 40’), ice dagger (5d4, 40’), magic missile (4, 170’) 
   2nd - body of the sun (3d4, 5’, 7 rds), ray of ice (3d6, 40’) 
  31 hp 
    
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 3d6 sphere, DC 14) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
   
   
   
   
   
  KET7-04 5
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  Page 62 
  
    
  APL 12: Spells in Memory (all DC 12+ spell level) 
  Plegmund  0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - Burning Hands (5d4, 15’), lesser orb of cold (4d8, 40’), magic missile (4, 170’) 
  31 hp 
   2nd - Melf's acid arrow (2d4, +2 rds, 680’), snowball swarm (4d6, 170’) 
    
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 3d6 sphere, DC 14) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Quanlaf 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st - ray of fire (3d6, 40’), 2 x magic missile (4, 170’) 
  31 hp 
   2nd - electric loop (2 x 3d6, 40’),  scorching ray (2 x 4d6, 40’) 
    
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 2d6 sphere, DC 14) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
  Ricbert 
   0th - acid splash, electric jolt, launch item, ray of frost 
  CL 7 
   1st – lesser orb of sound (4d6, 40’), shocking grasp (5d6, 40’), magic missile (4, 170’) 
  31 hp 
   2nd – malevolent miasma (5d4 NL), 40’, ray of ice (3d6, 40’) 
    
   Magic Items - 2 x moonsilver shard (110’),  necklace of missiles (2 x 2d6 sphere, DC 14) 
    
   Equipment - Acid, Alchemist's Fire (2), Flash Pellet, Smokestick, Tanglefoot Bag, Tindertwig 
   
   
  Acid:  
   
    
  1d6 acid damage, 1 hp splash in 5’, range increment 10’, touch. 
  Alchemist’s Fire:   
  1d6 fire damage 1
  st and 2
  nd round, 1 hp splash in 5’, range increment 10’, touch. 
   
   
   
   
  Victim may take full round action to attempt to extinguish fire (Ref DC15). 
  Flash Pellet: 
   
  5’ radius, Fort DC15 or blinded 1 round, then dazzled 1 round, range increment 5’, touch. 
  Smokestick: 
   
  10’ cube of opaque smoke, disperses in 3 rounds. 
  Tanglefoot Bag: 
   
  Range increment 10’, touch attack, target entangled (-2 attack, -4 Dex, 1/2 speed), 
   
   
   
   
  DC 15 Reflex or stuck to floor. DC17 Str to break free if stuck. 15 hp slashing 
   
   
   
   
  damage cuts victim free. Effect ends after 2d4 rounds. 
  Tindertwig: 
   
  Lights fires (or smokesticks) as a standard action. 
   
   
  KET7-04 5
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  Page 63 
  
   
  DM AID: NPC COUNTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                 
        
   
            
     
   
   
  A is for Anlaf, B is for Brand…  
   
              Paste this page to a sheet of cardboard, and cut out the counters for use on 
              your battle mat. You can either slip them under miniatures, to help track 
              exactly which miniature is which, or use them as counters on their own. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KET7-04 5
  th Name 
   
  Page 64 
  
  PLAYER HANDOUT 1 
   
  Being a True Record of the Diverse Questions asked of the Oracle 
  In the Autumn of the Year 594, 
  And the Answers that were Given. 
   
   
  The First Question: When must we be ready to 
  greet the awakening of the great beast of old that 
  even now sleeps in the skirts of the mountains 
  that divide east from west, and holds the power to 
  shatter reality, to cast down kingdoms, and 
  sunder nations? 
  A: “You are too late! Already the great beast 
  stirs in its chambers, and the Lesser Children 
  emerge to walk the earth. 
  Fools and the ignorant begin to cleave to them 
  even now…” 
   
   
  The Second Question: Where shall we find the 
  hidden gate, which leads to the dimensionless 
  chamber of the great ancient beast? 
  “Where the light of distant Achernar rises on 
  the ruins of forgotten Hadar, there the fate of 
  your dark order shall be decided.” 
   
   
  The Third Question: How did the priest-kings 
  of old treat with the great ancient beasts, serve 
  them, gain their favor, and earn their powers? 
  A: “They did no such thing! The priest-kings 
  were ignorant scavengers, living off scraps of 
  power dropped by colossi. Not even the 
  Sleepers, for all their power, were welcomed 
  by what you seek.” 
   
   
  The Fourth Question: What manner of reward 
  shall the beast give to us, who become its new 
  priest-kings and advocates? 
  A: “The houses of your questions are built 
  upon the sand of foolish hopes… 
  Priest-kings it never made. Your reward shall 
  be labor. Your prize shall be slavery.” 
   
   
  The Fifth Question: What are the true 
  compounds of revealing, that may bring the 
  ancient ones to our perception? 
  A: “Use orpiment and cinnabar, the recrement 
  of colcothar, vitriols of blue and white, burned 
  in fires in the night. Yet, do not think the 
  choice was yours, if the ancients briefly pause 
  to seek the source of the stench. Better yet 
  that you had not seen them at all…” 
   
   
  The Final Question: Give to us the order of the 
  four hidden names of opening, concealed in the 
  cyphers of Crypsis that the ears of the ancient 
  one may be opened to us, and our fates conjoined. 
  A: “The names you will call are Kuabris, 
  Defrabax, Rexulon and Reisabrax, but you will 
  damn the countryside to ruin if you voice 
  them, and the ancient one attends your call, 
  for Crypsis did not know them all, and the 
  unutterable fifth name knows no breath. 
  “That missing name may be your death..”
  KET7-04 5
  th Name 
   
  Page 65 
  
  PLAYER HANDOUT 2: MAP OF KET 
   
   
   
  KET7-04   5
  TH NAME 
  MAP OF KET 
   
   
   
  ⌧ Location of adventure 
  KET7-04 5
  th Name 
   
  Page 66 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/597/Normal Scenarios/KET7-04 - The Fifth Name (APL 2-12)/KET7-04 - The Fifth Name.pdf