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. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  KEO4-06 
   
   
   
   
   
   
  Knights of Futures’ Past 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 2.2 
   
  by Wayne Rosen and Sean Smith 
  Playtested by the Concillators 
   
   
   
  Check your weapons and armor at the door, because it’s festival time in grand old Gradsul. Veterans and 
  neophytes alike put on their colorful costumes to partake of the Ball of the Red Masque, a feast fit for 
  heroes where adventurers and their tales are told and toasted…though not necessarily in that order. A 
  Keoland regional adventure for APLs 6-16, and Part Two of the “All Good Things” series which began 
  with KEOI4-01 Hide and Seek. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA table tracking form, and your 
  sense of fun. It is also a good idea to have a way to 
  track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate 
  as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  KEO4-06 Knights of Futures’ Past 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in Keoland. Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit. Rich Upkeep costs 
  50gp per Time Unit. Luxury Upkeep costs 100gp 
  per Time Unit. 
   
  KEO4-06 Knights of Futures’ Past 
   
  Page 3 
  
  Adventure Background 
  Over the last three years, Keoland has been 
  besieged by all manner of internal threats. The 
  Scarlet Brotherhood plotted to sow discontent 
  within the kingdom from the Hool Marsh. Orcs and 
  other foul creatures united under the leadership of 
  the Green Warlock to besiege the Good Hills. 
  From the Dreadwood strange pseudonatural rifts 
  appeared and made the interiors of the forest 
  unsafe. It is rumored that the dread vampire lizard 
  king Sakatha again haunts the Hool Marsh. 
  Famine and the threat of civil war haunt the 
  Earldom of Linth, while Gradsul and the town of 
  Saltmarsh 
  have 
  been 
  beating 
  back 
  the 
  machinations of the Sea Princes, their Scarlet 
  Brotherhood masters and their inhuman allies the 
  Sahuagin. 
  The worst of the dark forces that move against 
  Keoland can be traced back to the worship and 
  machinations of the Whispered One, Vecna.  
  “The deity of secrets was once a mortal king 
  who became a lich. He lost his hand and 
  eye in a fight with his traitorous lieutenant, 
  Kas. Vecna rules over that which was not 
  meant to be known, and that which people 
  wish to be kept secret. He plots the 
  destruction of all other deities so he can 
  take the world for himself. According to 
  Vecna, there exists a secret that can 
  destroy any being, no matter how powerful. 
  In the middle of every heart hides a seed of 
  darkness kept hidden from all but the self. 
  Finding and exploiting that secret is the key 
  to undoing one’s enemies.” (Deities & 
  Demigods) 
  As a god he operates on several Planes of 
  existence. One such Plane is a mirror to Oerth, a 
  parallel reality where Vecna has advanced his 
  plans and conquered Keoland, and most of the 
  Sheldomar Valley. It is here in this parallel plane 
  that Vecna has uncovered vast dark secrets, and 
  draws 
  great 
  power 
  from 
  his 
  successful 
  worshippers. A gateway into our plane of Oerth 
  exists with this parallel conquered and subjugated 
  reality. It is a magic mirror that can transport 
  individuals between the rifts of worlds, but at great 
  risk. 
  The Silent Tower of the Sheldomar Valley has 
  recently discovered its existence. In their recent 
  research into strange and wondrous artifacts of 
  the Old Suel Imperium, the mirror and its location 
  have come to light. It is an ancient artifact of 
  Lendor, Suel God of Time. The Mirror of Lendor 
  has unpredictable magic and unforeseen powers. 
  While it can be used to breach Oerth and a 
  parallel plane of existence, it also breaches time 
  as it does. The result is those who enter from the 
  World of Greyhawk are sent into the other parallel 
  reality, and also into its future. 
  The secrets that could be gleaned would be a 
  great treasure to the cult of the Whispered One. 
  The Silent Ones and other powers within Keoland 
  could benefit with its study, or be corrupted by its 
  secrets and glimpses of the possibilities of future 
  paths not yet taken.  
  In recognition of great deeds, the Duke of Gradsul 
  and his supporters have started a tradition of 
  throwing a festival for friends and heroes of 
  Gradsul once a year. The Ball of the Red Masque 
  is in its fourth year at the start of the module, 
  during the end of Gradsul summer. High society 
  throws elaborate theme masquerade balls, while 
  the working class holds street fairs and parades. 
  Floats that celebrate the triumphs of Gradsul and 
  its heroes, as well as some risqué politically 
  themed floats are known to promenade past the 
  docks and up though the merchant’s quarters. A 
  grand exhibition by the Sea Mages marks the final 
  night of the Festival with pyrotechnic displays over 
  the harbor. 
  The festival is a seven-day affair filled with 
  parades, parties, street fairs and special events. 
  Every year a grand play is unveiled, and the 
  streets are filled with music, laughter and colorful 
  costumes. Parade marshals are chosen from 
  amongst popular or heroic heroes of Gradsul and 
  Keoland from that year as well.  
  Adventure Summary 
  The Ball of the Red Masque is entering its fourth 
  year of celebration. It is also a celebration for the 
  end of the summer, when the humidity and hot 
  weather makes revelry, revealing costumes and 
  debauchery a welcome diversion from the 
  oppressive heat. A celebration for the end of 
  summer, and the coming of cooler autumn winds, 
  makes for a very spirited seven days of 
  celebration in Gradsul. It is on the opening day of 
  the festival that the PCs find themselves entering 
  the grand Port City of Gradsul. 
  Lord Giovanni Stranofrutta VI is an Oeridian noble 
  on Duke Luschan VIII’s council, and he loves a 
  festival. To this end, he has taken over 
  KEO4-06 Knights of Futures’ Past 
   
  Page 4 
  
  organization of the yearly celebration in Gradsul, 
  known far and wide as the Ball of the Red 
  Masque. He has made a name for himself with the 
  lavish fetes he has thrown in the past, and his 
  support of such public works as the Von Reiklande 
  Theatre of Gradsul, several popular music houses 
  and the import of expensive Baklunish wines and 
  spices for the high quality restaurants his family 
  operates. He also holds a controlling interest in 
  the infamous gentleman’s club known as The 
  Vulgar Mermaid, as well as two of Gradsul’s 
  largest gambling houses. To this end it is no 
  surprise that the foppish twit has deep ties and 
  business associations with the Gradsul “Family,” 
  the thieves’ guild of the coastal metropolis. 
  Several generations of his family have served 
  them with their varied mercantile interests and 
  their warehouses along the docks used for 
  importing and exporting. 
  The Ball of the Red Masque is a weeklong 
  celebration featuring great musicians, dancers and 
  costumers. Lord Stranofrutta has hired a team of 
  tailors, led by the eccentric genius known as 
  Flampu, to create intricate costumes for each of 
  the PCs that will represent some aspect of their 
  personality. Renowned painters will be present so 
  that 
  the 
  group, 
  in 
  full 
  regalia, 
  can 
  be 
  commemorated. Famous bakers will line the 
  streets with their booths and fare. Musicians and 
  bards may recognize the players and compose 
  heraldic verse about their adventures and exploits. 
  Masks and caricatures of famous Keoland heroes 
  and nobility will be for sale and prevalent in the 
  streets and shops. It is Lord Giovanni’s hope that 
  Keoland’s great heroes may become future allies 
  or hired muscle for his various schemes at court. 
  He may even become enamored of one of more of 
  the adventurers, who live such exciting lives. 
  PCs are on the road into Gradsul and arrive on the 
  night of Day One of the Festival. The Ball of the 
  Red Masque will be in the evening of Day Two, in 
  the ballroom at Duke Luschan’s summer manor 
  just outside of Gradsul. 
  During the festival the thieves’ guild will learn that 
  Silent Tower agents are in Gradsul searching for 
  an artifact known as the Mirror of Lendor. They will 
  plan to steal the item themselves and ransom it to 
  the Silent Tower for a nice profit. The guild is 
  taking precautions to not incur the wrath of the 
  Silent Ones in the execution of their scheme. To 
  this end, the guild has decided to frame for the 
  crime a trio of convenient targets - a cleric named 
  Minister Down, a paladin of Heironeous called Sir 
  Artur Valor (a.k.a “The Gray Lion”), and the 
  eccentric bard known as the Masked Mandolin. 
  When his friends are apprehended, the Minstrel 
  escapes, and tracks the thieves down in an 
  attempt to clear his companions. 
  The Duke’s men will ask the PCs to recover the 
  stolen magical mirror and arrest the three 
  presumed culprits. When the PCs investigate, they 
  may determine that the guild played a role in the 
  burglary, and determine the whereabouts of the 
  Mirror of Lendor. 
  The players track four members of the “Family” to 
  a sea cavern network overlooking the Azure. The 
  presence of the adventurers will inadvertently 
  activate the mirror, and they are drawn into the 
  parallel universe, the “Blighted Land” where Vecna 
  rules over Keoland fifty years hence. 
  Within it, the adventurers encounter undead as 
  well as their vile cleric watchers. The PCs later 
  make contact with members of the Keoland 
  Resistance, the sole surviving heroes of the 
  Empire. It is here that the rise of Vecna in Keoland 
  will be related to the PCs. The existence of a 
  magical mirror kept in Prince Von Reiklande’s in 
  his cadaverous palace is also revealed.  
  A parallel festival to the Ball of the Red Masque is 
  occurring within Niole Dra the next night, one in 
  which the undead celebrate their subversion of 
  life. Heroes can infiltrate the festival and make 
  their way to the castle of bone. Within the palace, 
  the great dragon Aulicus guards the way home - 
  the Mirror of Lendor, its twin in the alternate 
  universe. 
  Activating 
  the 
  mirror 
  brings 
  the 
  adventurers back to Keoland. 
  Upon their return, Lord Giovanni and the Duke’s 
  chamberlain fill in the PCs with what has 
  transpired in their absence. The adventurers learn 
  that the Mirror of Lendor created twisted and evil 
  mirror duplicates that are en route to escort the 
  duke to the opening of a grand play in Gradsul. 
  The heroes must fight their mirror duplicates as 
  the curtain rises on the stage of the Von Reiklande 
  Theatre of Gradsul. Will the curtains rise to reveal 
  the heroes of Keoland triumphant or defeated in 
  the final act?  
  Introduction  
  Once players have settled on which PC they are 
  playing, you should find out from that player 
  whether or not they have any of the following AR 
  items: 
  KEO4-06 Knights of Futures’ Past 
   
  Page 5 
  
  • 
  Favor 
  or 
  Enmity 
  of 
  the 
  Shadowdark 
  Guildmistress from KEO3-03 Will of the 
  People. 
  • 
  Mark of the Brotherhood from COR4-01 
  Redtide. 
  • 
  Whether or not the PC has participated in the 
  Keoland special missions entitled The Dragon 
  Hunters and/or The Dragon Slayers. 
  • 
  Whether any of the PCs is a member of the 
  Shadowdark Thieves’ Guild. Any player whose 
  PC belongs to that guild should be given 
  Player Handout #4. 
  The annual Festival in Gradsul has arrived, and 
  you find yourself on the crowded road into the 
  famous port city of Keoland. On the road you 
  have met up with several other like-minded 
  travelers and your party soon makes its way 
  into the humid and foggy city towards your 
  reserved lodgings during the busy weeklong 
  festival at the Harp and Ale Inn. Your 
  accommodations are being provided free of 
  charge by your patron, a mysterious noble 
  named Sir Giovanni Stratofrutta. 
  Player characters may introduce themselves and 
  make preparations to enter the city at this point. 
  Make a note of precast spells, and warn any alien 
  or unnatural looking PCs that now would be a 
  good time for a disguise. As much of the festival is 
  a costumed affair, the most rudimentary of 
  disguises will suffice. 
  Any players who hold influence with the Duke of 
  Gradsul or any of his Security Council (ex: 
  Brisbane the shipbuilder from Irongate, the Sea 
  Mages, the Grand Library) will have Rich upkeep 
  in Gradsul paid for. Fine rooms are available for 
  them and the visiting adventurers at the Harp and 
  Ale Inn, which is located in the affluent Uptown 
  Quarters of Gradsul. Excellent fare and personal 
  rooms are given to those with influence in the city. 
  Others get free Standard upkeep provided for 
  them, and must board up to four to a room.  
  *GM NOTE: Players will not be allowed to “live off 
  the land” for this module, due to the metropolitan 
  setting of this adventure. 
  It is the first night of the festival, and already 
  the streets are filling with citizens in bright 
  garb and festival dress. The din of music and 
  laughter echoes off the alleyways. Horse-
  drawn 
  parade 
  floats 
  move 
  down 
  the 
  thoroughfare as you make your way through 
  the main streets of Gradsul. Spices from 
  heavily cooked meats mix in the air with the 
  salty tinges of the ocean that blows in off the 
  docks of Keoland’s port.  
  The colorful floats that go by satirize recent 
  events in Keoland. Revelers aboard the floats 
  throw out colorful coins and beaded necklaces 
  to the cheering gathered crowds.  
  This year, the Ball of the Red Masque satirizes 
  the inability of the Sahuagin to conquer the 
  small town of Saltmarsh, located directly south 
  of Gradsul. Floats adorned with fish masked 
  clowns cower and caper as brave farmers and 
  fishermen chase them about with harpoons 
  and pitchforks.  
  If the PCs decide to watch the parade, you may 
  continue. Otherwise proceed to Encounter One. 
  Every year the festival has a guest of honor, 
  some important adventurer of note. This year 
  the Grand Marshal of the Parade arrives on the 
  last float. He wears a silken black mask and 
  strums a mandolin atop a rampant lion made 
  of 
  roses. 
  Beautiful 
  Oeridian 
  nymphs 
  in 
  revealing mock uniforms of the Keoish Royal 
  Standards twirl batons and dance to the music. 
  Large marching drum bands provide the bass 
  and rhythm. 
  If any of the players at the table participated in the 
  Keoland regional special missions entitled The 
  Dragon Hunters or The Dragon Slayers, they may 
  be called upon by the Masked Mandolin to join him 
  on the float and for a night of debauchery and 
  entertainment. Such PCs will end up at the Harp 
  and Ale Inn. 
  The lyrics of the song tell the tale of a band of 
  half-orcs and dwarves who worked together to 
  rid Keoland of Aulicus, a black dragon known 
  as the Prophet of the Hool. 
  Basic equipment and magical items can be 
  purchased in town, but getting about is slow going 
  as the streets are full of revelers and floats. 
  The DM should play up the response of the 
  Gradsul citizens to being in the presence of such 
  great heroes. While walking the streets, poets will 
  sing the praises of the heroes. Townsfolk ask for a 
  lock of a hero’s hair; a child shyly asks how a hero 
  became so strong, smart or handsome.  
  When the PCs make finally make their way to the 
  Harp and Ale Inn, proceed to Encounter One. 
  KEO4-06 Knights of Futures’ Past 
   
  Page 6 
  
  Encounter One: Wine, 
  Women and Song…and more 
  Wine 
  The Harp and Ale is a pleasant inn uptown in 
  the affluent section of Gradsul. It is within a 
  short walk of the parade routes and main 
  revelry downtown. A rooftop terrace overlooks 
  the downtown quarters, and the inn’s perch 
  atop a large hill means that the fireworks 
  displays from the coral tower of the Sea Mages 
  can be easily viewed from it. The tips of the 
  multi-leveled tower of the Church of Osprem, 
  located near the docks, can also be seen. 
  Modify this encounter as you wish if the Masked 
  Mandolin was already encountered during the 
  introduction. 
  A bard of some prominence and name, as well 
  as being Grand Marshal of the weeklong 
  festival, provides music in the luxurious 
  common room. He strums a mandolin to a 
  standing room-only crowd. He looks dashing 
  in his mask and red cape, and in a booming 
  voice shouts, “Greetings citizens. I am the 
  Masked Mandolin, Righter of Wrongs and 
  Singer of Songs!” 
  Among those staying at the Harp and Ale are 
  three 
  agents 
  of 
  the 
  Silent Tower, known 
  collectively as the Forsaken. These are the great 
  bard, known as the Masked Mandolin, the rather 
  severe 
  Minister 
  Down 
  (a.k.a 
  “The 
  Sinister 
  Minister”) and an older grandfatherly paladin, Sir 
  Artur Valour (a.k.a “The Grey Lion”). Several 
  adoring female fans will listen raptly to the 
  Mandolin’s music, and all the barmaids pay dote 
  on the paladin of Heironious. Minister Down sits in 
  the corner, his perpetual scowl and arms crossed 
  over his chest ensuring he remains left alone. 
  Distribute Player Handout #1 which provides a 
  description of the Forsaken. 
  The DM should feel free to role-play interaction 
  with the Forsaken provided that she has enough 
  time allotted to this event to do so. 
  All APLs (EL 16) 
  Masked Mandolin: hp 70; see Appendix A. 
  Minister Down: hp 81; see Appendix A. 
  Sir Artur Valor, “The Gray Lion”: hp 100; see 
  Appendix A. 
  After the players have had a chance to interact 
  with NPCs and prepare for dinner, a page of Lord 
  Stranofrutta VI will arrive with a missive for the 
  PCs (Player Handout #2). This arranges for them 
  to receive masterfully-crafted costumes for the 
  upcoming Ball, as well as an invitation to all of 
  Duke Luschan’s special events. This includes a 
  feast at the Manor, a masked ball and a new 
  play’s debut on the closing day of the festival - “All 
  That Glitters - the Musical”. 
  Gathering Information in the Inn 
  PCs who wish to do so may make a Gather 
  Information check in the tavern. The results below 
  list what the PC overhears:  
  • 
  DC 5: The festival is a big draw for tourists to 
  Gradsul, as well as a big draw for thieves and 
  pickpockets. Be careful with your coin purses! 
  • 
  DC 10: A diplomatic carriage from the Silent 
  Tower has been discovered abandoned near 
  the road into Gradsul. The guards and driver 
  were found slain, but the passenger’s cargo 
  was missing. 
  • 
  DC 15: It has been reported the brigands 
  known as the Band of the Laughing Bandit are 
  active just outside of the Duke’s summer 
  manor. This is the region where many of the 
  Gradsul affluent and rich have their manors 
  and estates. Many suspect them of the 
  robbery of the Silent Ones’ carriage. 
  • 
  DC 20: Nothing happens in Gradsul without 
  the thieves’ guild receiving a “piece”. If the 
  Laughing Rogues are operating within the 
  cities borders, then they are doing so at the 
  behest of the “Family”. (Whispered in strictest 
  confidence) 
  • 
  DC 25: The stolen goods were important 
  books and research that was to be shared 
  with the Sea Mages. The two are working 
  together, probably to keep the National 
  Academy 
  of 
  Wizardry 
  from 
  interfering. 
  Whoever stole the research could blackmail or 
  ransom it for a tidy profit. However it is always 
  dangerous to meddle in the affairs of wizards. 
  They guard their secrets well and are quick to 
  anger. 
  • 
  DC 30 (or DC 25 and a 50 gp bribe): “Yeah, 
  the Thieves Guild robbed that Silent One 
  carriage. Bunch of fancy pants, think they 
  better than everyone ‘cause they live in some 
  KEO4-06 Knights of Futures’ Past 
   
  Page 7 
  
  big tower. Fancy pants the lot of ‘em. Maybe 
  next time they pay da road tax like everyone 
  else. If they lost somethin’ important, I’m sure 
  the Family will relocate it…for a price.”  
  When the PCs pick up their costumes the next 
  morning go to Encounter Two. 
  Encounter Two: Queer Eyes 
  in Keoish Guise 
  All manner of gaudy materials and clothing 
  can be seen inside the spacious store 
  windows. The material looks expensive, garish 
  in colors and content. A massive painted sign 
  declares the establishment as FLAMPU’S 
  FABULOUS FASHIONS. There is a line of well-
  dressed patrons, merchants, royal guardsmen 
  and minor nobles milling about the shop, 
  forming a rough line to get in. Outside, a velvet 
  rope is manned by two preening, thin and pale 
  Suel men with clipboards, turning away all 
  those who do not have appointments.  
  If the PCs go to the end of the line and wait, they 
  will never be allowed admittance, and will have to 
  procure cheap costumes from the street or make 
  their own. If they present their credentials to the 
  two door guardians, they are allowed entry and 
  may cut in line. 
  Upon entering the shop, an odd-looking short 
  Sueloise gentleman comes forward to greet 
  you, flanked by a team of tailors and 
  seamstresses. He wears a miniature black 
  beret on his otherwise balding head, with a 
  narrow, pointed white beard and bushy white 
  eyebrows. His sequined doublet of electric 
  blue and bright red is eye-catching. “Do come 
  in, mighty champions! Divas one and all! Let 
  Flampu work his magic and gird your bodies in 
  rainments fit for the gods themselves!” He 
  ushers you into a fitting room adorned with 
  mirrors and materials. “Tell me, what do you 
  have in mind as a costume for the Ball of the 
  Red Masque?” 
  The gentleman is the artist known only as Flampu. 
  Play him with as an over-the-top eccentric fashion 
  designer with an untraceable accent. He will 
  periodically shout instructions to his chief tailor, 
  Donatella. 
  Flampu will start by interviewing the PCs to get an 
  idea of their personalities. The PCs will probably 
  not be happy with the results. Flampu will have 
  some odd ideas of what makes an appropriate 
  outfit. Come up with a costume for each character. 
  They should be bizarre and ugly, with ridiculous 
  colors and gaudy materials for each outfit. Some 
  suggestions: 
  • 
  Give a half-orc barbarian PC an outfit of 
  furs to represent his wild side, but the furs 
  will be colored pastel blue and orange, 
  and Flampu will have made decorative 
  pink ribbons with little bells for the half-
  orc’s tusks. 
  • 
  Give a cleric of Pelor a large decorative 
  brass headpiece with a bright yellow ball 
  in it to represent the sun. He pairs it with a 
  mask in the shape of a red sun, decorative 
  rays emanating from the headpiece, and 
  an oversized bright yellow robe. 
  • 
  A mage could also get a large headpiece, 
  with sequined green and orange stars to 
  indicate magic. The fuchsia mask is 
  engraved 
  with 
  mini-lightning 
  bolts. 
  Wouldn’t a “matching” electric blue robe 
  with yellow sequined stars be great with 
  that? 
  The more ridiculous and garish you make the 
  costume, the better. (Feel free to add creative 
  masterpieces to the players AR under the notes 
  section if you are so inclined.) If the players have 
  their own suitable suggestions, by all means go 
  with them. 
  When the costumes are completed and boxed up, 
  a purple royal carriage complete with two guards 
  and a driver bearing the crest of House 
  Stranofrutta arrives for the players to transport 
  them to dinner at the Duke’s mansion.  
  The carriage will first stop at the Harp and Ale Inn 
  so the PCs can change into their costumes and 
  leave some of their more ostentatious adventuring 
  equipment behind. The guards will once again 
  remind the PCs of the no weapons or armor rule 
  mentioned in Player’s Handout #2; Knights of the 
  Watch (including Dispatchers, but excluding 
  squires) are permitted to retain their weapons per 
  ancient Keoish law, but are requested to leave 
  them behind anyway – this might be construed as 
  an insult by the nobility, as if they were being told 
  that they couldn’t be counted on to secure the 
  safety of their own guests. Players who come up 
  with ingenious ways around this can attempt to 
  sneak 
  in small weapons, spell component 
  pouches, mithral chain shirts, etc. However, being 
  KEO4-06 Knights of Futures’ Past 
   
  Page 8 
  
  caught with the offending items will insult the 
  Duke, and carries harsh penalties (see Encounter 
  Three). 
  There is room for six medium-sized people inside 
  the carriage. A fruit tray and a bottle of fine white 
  wine await them inside the large purple velvet 
  lined coach. 
  Assuming the players go to the ball on the second 
  night, proceed to ENCOUNTER THREE. 
  Encounter Three: The Belle 
  of the Ball 
  DM Note: There is a lot of activity that can 
  happen in this encounter. First, read it thoroughly. 
  Second, be cognizant of the time you have in 
  which to play this module. 
  A carriage will come to pick the PCs up from the 
  Harp and Ale and transport them to Duke 
  Luschan’s Manor for the ball. The guards are 
  expecting the PCs and will escort them to the 
  ballroom. As noted earlier, PCs who are not 
  Knights of the Watch will not be allowed to wear 
  any armor in the palace, and weapons must be left 
  with the guards in the front of the palace (all items 
  are secured and are in no danger of being stolen). 
  This includes all knives, walking staves, and other 
  items that could be used as weapons. These are 
  exceptionally well-trained guards, and should be 
  played as such. 
  The guards (and the invitation) will make it clear 
  that the PCs are not to attempt to smuggle any 
  weapons into the palace. If a foolish player insists 
  on doing so, they fail and can return to the city 
  with their carriage. Pressing the guards on the 
  matter will lead to suspicion of Scarlet 
  Brotherhood collusion. The offending PC will be 
  arrested and questioned. 
  If the PC so arrested has the Mark of the 
  Brotherhood AR item from the Year Four Core 
  module “Redtide,” or some other indication or 
  evidence that they are members of, or sympathetic 
  to, the Scarlet Brotherhood, the PC is immediately 
  executed. This is considered to be a non-
  recoverable death. Confiscate the PCs ARs and 
  contact the Keoland Triad. 
  Otherwise, the PC is imprisoned overnight, but will 
  be contacted in the morning to continue the 
  mission.  
  Assuming the players don’t all get arrested, 
  continue with the following: 
  Outside the main city are the grand estates of 
  Duke Luschan VIII. This is where many of the 
  nobles and wealthy merchant class keep small 
  mansions and manor houses. The duke’s 
  mansion is the grandest of all, resembling a 
  hardy walled keep rather than a luxurious 
  manse. 
  The guards lead you into a grand dining hall, 
  where a large table filled with foods and drink 
  has been set up in the middle of the room. 
  Several noble gentlemen are presiding over 
  the dining event. Many of them seem to have 
  gone to Flampu’s costume shop, as they sport 
  a wide variety of hideous outfits.  
  The nearest noble turns to greet you. He is a 
  short foppish Sueloise man, probably in his 
  early forties, dressed in a purple velvet doublet 
  with sequined black and silver epaulets. His 
  face is covered in a matching black and purple 
  troll mask. It does not cover his mouth, which 
  is set with a wide, lopsided smile. He 
  introduces himself as your patron, Lord 
  Giovanni Stranofrutta the Sixth. The epaulets 
  and 
  mask 
  also 
  match 
  Lord 
  Giovanni’s 
  sequined tri-corner hat, which is set at a rakish 
  angle. His tone and manner of speech 
  indicates that he is a dim-wit, most likely from 
  central Keoland judging by the accent. 
  “Gentlemen, these are more brave heroes that 
  have brought such honors to the Kingdom!” 
  After introducing all of you and recounting 
  your great deeds, he begins introductions to 
  the gathered crowds and other nobles. 
  “To my right is Lothar Von Reiklande, a 
  professor of magical history within our 
  National Academy of Wizardry. He represents 
  one of the oldest Suel families in Keoland. And 
  over there is our most noble patron, Duke 
  Luschan VIII, ruler of Gradsul and our most 
  dedicated host.” 
  Lothar Von Reikalande wears a “festive” ochre 
  mask with the face of some hideous bat-like 
  creature with pink eyes, covered by gold-
  rimmed spectacles. He seems even paler than 
  most Suel, and seems to be in his thirties. His 
  thinning blond hair is set in a tail. He is of 
  average height, but nonetheless towers over 
  Sir Giovanni. 
  Duke Luschan VIII is covered in a half-mask of 
  brilliant gold and silver, covering the left side 
  KEO4-06 Knights of Futures’ Past 
   
  Page 9 
  
  of his face. The mask is almost painfully bright 
  to look at. The unmasked right hand side of his 
  face reveals a prominent looking noble of Suel 
  descent, although his face appears more 
  tanned and weathered than most of the 
  Sueloise nobles here. His exposed eye is a 
  steely blue. He is tall and stands with better 
  posture than most of the other nobles. A well 
  kept beard and mustache accents his strong, 
  chiseled features. 
  He looks over to a Sueloise woman dressed in 
  a cape of faux feathers with a silver and black 
  sparrow’s mask. 
  Luschan motions for her to join him. She steps 
  forward and takes his hand in hers. Luschan’s 
  deep voice silences the crowd. “Your attention 
  for a moment, honored guests. My lovely 
  companion this evening is Lady Maressa Linth. 
  It is with great pride that I can announce that 
  she has accepted my proposal of marriage!”  
  The crowd cheers and applauds the news. 
  Many of them stop to congratulate the Duke 
  and the mysterious Lady Maressa. 
  Speaking with the Nobles 
  Some basic role-playing guidelines for the DM are 
  provided for the most prominent nobles present. 
  The DM should improvise details, mannerisms 
  and other aspects of the minor nobles present. In 
  general the nobles will view non-nobles with a faux 
  pleasant air which will probably come off as 
  condescending. They will remain aloof if any of the 
  PCs are nobility peers, and will fawn on any that 
  should outrank them. Some sample nobles and 
  guests have been provided for the DM in the 
  Appendix. 
  Duke Luschan: The Duke seems distracted, and 
  keeps an eye on Von Reiklande rather than 
  anyone else (even his new fiancée). He will 
  remain detached from most of the partygoers and 
  will leave with Maressa after about a half an hour. 
  If he is approached during that time, however, he 
  will thank any heroes that have earned his favor in 
  the past, and will also thank (on behalf of his 
  bride-to-be) any heroes that saved Lady Hannah 
  Linth in KEO4-05 A Last Dance at Midnight. 
  Lady Maressa Linth: PCs may have met Lady 
  Maressa in her guise as the Shadowdark 
  Guildmistress in KEO3-03 Will of the People. She 
  won’t intimate that she knows PCs she would have 
  only met at that time as her alias is not common 
  knowledge outside of the Shadowdark thieves’ 
  guild. Maressa is playing a dangerous game here 
  within Gradsul, and the ramifications of her 
  presence amongst those that pay lip service to the 
  Gradsul Family will be seen later. 
  Maressa will exchange false pleasantries with any 
  PCs that earned the Enmity of the Shadowdark 
  Guildmistress from KEO3-03; it won’t take much 
  (Sense Motive DC 13) to realize that Maressa has 
  issues with the PC. She will otherwise be cordial, 
  and will be sincerely grateful with thanks for any 
  PCs that aided saved Hannah Linth in KEO4-05 A 
  Last Dance at Midnight. 
  As per Player Handout #4, she will respond with 
  the correct countersign to any Shadowdark agents 
  present 
  at 
  the 
  ball 
  (“A 
  sparrow 
  is 
  an 
  underestimated bird.”) There is no threat present 
  to Maressa at the ball at this time but it will give 
  members of her guild a chance to impress her with 
  their diligence. 
  Lothar VonReiklande 
  Lothar will deflect any mention of his family’s 
  darker dealings with a sniff and a wave of the 
  hand.  
  “Unsubstantiated rumor and allegations raised 
  by my family’s many business rivals.”  
  The Von Reiklande family are comprised of 
  wealthy landowners and own warehouses and a 
  shipping company in Gradsul. If asked, Lothar 
  says he is in town for the festival, and to do 
  research at the great libraries of Gradsul. Many 
  cousins and family members are well placed in 
  Keoland society, hence one of their members 
  being present here despite the “bad blood” 
  between the Duke and Von Reiklande. 
  DM Note: A detect evil will register faint evil from 
  Von Reiklande, as well as a few nobles. A detect 
  undead will detect no nobles to be undead; true 
  seeing shows none of the nobles obfuscating 
  themselves in any way (beyond their disguises, of 
  course). 
  Gossip Mongering 
  Players may make a Bardic Knowledge, Gather 
  Information or Knowledge (nobility & royalty) to 
  milk the crowd for the following bits of information:  
  • 
  DC 5: The Stranofrutta family is a minor noble 
  family from Central Keoland. They have 
  interests 
  in 
  farmlands 
  and 
  grapes 
  for 
  winemaking. Their crest is a plume of grapes 
  on a purple field. 
  • 
  DC 10: The Von Reiklandes are one of the 
  oldest noble families in Keoland, and hail from 
  KEO4-06 Knights of Futures’ Past 
   
  Page 10 
  
  the Gradsul area. They are known to be 
  staunch 
  Darkwatch 
  allies, 
  and 
  make 
  substantial donations to their cause. They are 
  on excellent terms with the Neheli family as a 
  result. It is a surprise that Lothar would attend 
  this Ball, even under the pretense of 
  researching the Gradsul Library. 
  • 
  DC 15:  As an extension of his rivalry with the 
  Neheli family, Duke Luschan is on bad terms 
  with the Darkwatch, and will not allow 
  Darkwatch knights to enter his castle. They 
  hold no visible power in Gradsul as well. 
  • 
  DC 20: Duke Luschan currently holds little real 
  power in Gradsul, which is largely controlled 
  by the powerful Gradsul Thieves’ Guild. This is 
  why the Duke’s manor is outside of town 
  rather than being located directly in Gradsul. 
  He is a known expansionist who favors strong 
  trade. He has recently organized diplomatic 
  talks with neighboring kingdoms (SHE4-03 
  Breaking Point). 
  • 
  DC 23: The PCs hear that Lothar Von 
  Reiklande is staying in the west wing of the 
  Luschan’s palace, sent to Gradsul by the 
  Crown 
  for 
  research. 
  Von 
  Reiklande 
  is 
  apparently involved in some secret research 
  of importance to the crown. It is said that 
  because of Duke Luschan’s enmity with the 
  Neheli family, he is not happy with the king’s 
  orders, as the Nehelis and Von Reiklandes 
  are staunch allies. 
  • 
  DC 26: Duke Luschan VIII has been escorting 
  the Earl of Linth’s niece around, and the two 
  seem to have grown quite fond of each other. 
  His marriage proposal stems from actual love, 
  as opposed to just acquiring wealth or power. 
  • 
  DC 29: Sir Givoanni Stratofrutta has quite the 
  reputation as a clueless noble. Some believe 
  this to be an act, believing that Sir Giovanni 
  may be cleverer than appearances would 
  indicate. 
  • 
  DC 32: There was some unpleasantness last 
  year when several bands of adventurers 
  “raided” 
  one 
  of 
  the 
  Von 
  Reiklande’s 
  mausoleums, but no proof of necromancy was 
  linked to the family. Furthermore, the Von 
  Reiklandes sued for an apology and damages 
  in the court of Niole Dra, which was an 
  embarrassment to the Duke. 
  The Forsaken and the Prophecy 
  During the dinner and festivities the players will 
  also be introduced to the Mandolin’s two 
  companions. The first, Sir Artur Valor, is a Paladin 
  of Heironeous. He is in his fifties, and is strikingly 
  handsome. He exudes a comforting, grandfatherly 
  pleasance and talks in a calm voice. In contrast, 
  Minister Down is a stick-thin no-nonsense witch-
  burning Church Inquisitor of Heironeous who 
  believes that corruption lies in the hearts of all 
  men and must be burned out. 
  The Masked Mandolin will put two benches 
  together and perform a few songs for the 
  gathering after dinner, mostly heroic verse. He has 
  a makeshift gold crown proclaiming him as Grand 
  Marshal of the Festival, and he takes his duties 
  seriously! 
  After playing a few verses, the Masked 
  Mandolin bows and tips his festival crown. 
  “Dames and Damsels, I deliver a delightful and 
  daring denouement!  Tonight, this troubadour 
  will tantalize you by telling terrifying tales of 
  troubles!  Prepare as I perplex princes and 
  plebes with the Prophecy of Aulicus!” 
  The Masked Mandolin will then give a dramatic 
  reading of the Prophecy of Aulicus, first heard in 
  the Keoland Interactive “Winter’s Turning”. For 
  those players who haven’t heard it yet, it reads as 
  follows: 
  The Prophet let out a low rumble and slowly 
  lowered his great head to the level of the King, 
  looking eye-to-eye. The creature's head looked 
  like a scorched, horned skull. It took a 
  tentative 
  sniff 
  in 
  the 
  air 
  and 
  recoiled 
  somewhat. It regarded the King with new 
  hatred, and scowled. "You bear Nightbane, 
  mammal," he snarled, regarding the blade at 
  the King's hip with rage. "Do you mean to test 
  yourself against me?" 
  "No," said the King. He spoke carefully and 
  evenly. No trace of a tremor was heard in his 
  voice. Yes, the dragon mused, this was a 
  formidable human indeed. "This weapon was 
  gifted to my family by the hero that used it, 
  years ago, to slay one of your ilk in the 
  swamps of Steffenmoor to the south." 
  The dragon growled. He desired to snatch this 
  arrogant warm-blooded wretch and swallow 
  him with a single gulp, but the human's 
  reputation, his poise, the blade at his hip, and 
  the orders of the dragon's master all served to 
  keep the dragon in check. "I am Aulicus. I am 
  the Prophet. I bring a gift for you, King 
  Kimbertos Skotti, House of Lizhal, and Lord of 
  the Lion Throne." 
  KEO4-06 Knights of Futures’ Past 
   
  Page 11 
  
  "A gift?" 
  The beast released a hiss. "A prophecy. To 
  foretell of that which will come." 
  "Then speak," said the King. The old man's 
  eyes blazed; he was unafraid. "Speak, and 
  begone from my city." 
  "WRETCH!" the Prophet bellowed. Drippings 
  of acid dribbled excitedly down the beast's 
  maw, bubbling the cobblestones where they 
  fell. Its voice dropped to a throaty rumble. 
  "Listen well, King of Keoland. The prophecy is 
  thus:" 
  "From one, you will hear tell of three." 
  "Find these three, and you will find three." 
  "Within that three, beware of one." 
  He does not know any more details about the 
  Prophecy. He will just smile with a wink if asked 
  for more information on the past of the Forsaken, 
  or for whom they now serve. He will only admit 
  that they are originally from Cryllor. 
  If any PC should ask Minister Down about the 
  prophecy he responds with: 
  “It is clear that Keoland is a cesspool of 
  immorality and corruption that will devour 
  itself unless cleansed!” 
  Spies in the Palace 
  Assuming that the PCs show even a modicum of 
  alertness, they may observe a telling exchange 
  between some of the invited guests. Later during 
  the party, Minister Down will glare at the Masked 
  Mandolin, who is flirting with two gorgeous 
  damsels. The Mandolin ignores him, and quickly 
  leaves the party with a woman in each arm. He will 
  go back to their room within the palace, and may 
  appear later in this scene. 
  In truth, Mandolin is supposed to help the Minister 
  and Sir Artur with their spying mission on behalf of 
  the Silent Ones, taking place inside the palace this 
  evening. But the Mandolin’s chaotic nature and 
  womanizing ways have gotten the best of him. If 
  any PCs approach him while he is chatting with 
  the two lovely courtesans with whom he will soon 
  depart, he will simply smile and say: 
  “Every good boy deserves fudge…” replies the 
  Mandolin with a sly wink. “Words to remember 
  where I am concerned. Every good boy 
  deserves fudge.” And with that, the Mandolin 
  escorts the two lovely ladies out of the 
  ballroom, and into the night. 
  Minister Down will insist to Sir Artur Valor that the 
  two of them should return to the inn and give 
  Mandolin a strict sermon about the evils of 
  women, but Sir Artur will calm him down. The 
  Minister will eventually storm off, with Artur in tow. 
  The Minister and Sir Artur are supposed to make a 
  more elegant excuse to allow them to leave and 
  explore the palace, but the Minister is furious 
  (partly because the Mandolin, easily the stealthiest 
  member of their group, is not present and is 
  therefore botching their mission, and partly 
  because Minister Down honestly thinks the 
  Mandolin is being corrupted by the two ladies.) 
  At this point, secretly roll Sense Motive checks for 
  the PCs to determine the following: 
  • 
  DC 10: The Masked Mandolin was genuinely 
  interested in seducing the two ladies. The 
  Minister 
  is 
  genuinely 
  angry 
  about 
  the 
  Mandolin’s behavior. 
  • 
  DC 20: The Minister is angry about the 
  Mandolin’s behavior, but not just because he 
  believes it to be immoral. The Minister and Sir 
  Artur are trying to conceal their agitation from 
  the crowd. 
  If the PCs follow Artur and the Minister 
  If at least one PC try to follow Minister Down and 
  Sir Artur, make Spot and Listen checks for Down 
  and Artur, opposed by the PC’s Hide and Move 
  Silently. 
  If the PCs are detected, the Minister Down and Sir 
  Artur will leave the palace and return to the Harp 
  and Ale, rather than risk being captured. If 
  somehow, they are forced to interact with the 
  players, they will say nothing about why they are 
  spying in the palace. 
  If the PC’s manage to follow the Minister and Sir 
  Artur undetected, they will go to search Lothar Von 
  Reiklande’s room in another wing of the palace (a 
  character moving at thirty feet per round will take 
  twenty rounds to reach the area). When they 
  arrive they will have the chance to overhear the 
  following coming from the Minister as they 
  approach Von Reiklande’s room: 
  “Blast that Mandolin!  He is corrupted by sin, 
  when we have the work of the Tower to 
  conduct!” 
  “There, there, Minister,” replies a calm, 
  grandfatherly voice. “The Mandolin will be the 
  Mandolin. You know how unpredictable he is. 
  And his admirers seemed quite charming.” 
  KEO4-06 Knights of Futures’ Past 
   
  Page 12 
  
  There is a derisive snort. “Well, on to the task 
  at hand.” 
  There is the sound of spellcasting, followed by 
  a soft click and the soft noise of a well-oiled 
  door being opened. 
  The above description assumes that the PCs stay 
  out of sight of the Forsaken. A Spellcraft check 
  (DC 18) will identify the spell as dispel magic. 
  No guards are present in this area, and Lothar 
  Von Reiklande’s bedroom is now unlocked. If the 
  PCs don’t do anything to prevent it, Minister Down 
  and Artur Valor will simply open the door and 
  enter, quickly shutting the door behind them. 
  However, the Forsaken are in for a nasty surprise. 
  The Gradsul Thieves’ guild has already broken in 
  and stolen the Mirror of Lendor, using a cape of 
  the mountebank to dimension door away with it. 
  The thieves knocked the two bedroom guards 
  unconscious (from behind, so the guards did not 
  see who attacked) and dragged them into an 
  empty bedroom right next to Lothar’s room. As a 
  result there are no guards present. 
  The thieves stole the keys from the guards and 
  simply entered the bedroom. They planted in the 
  room a few feathers that match the ostentatious 
  ones from the Mandolins hat. This is done in an 
  effort to frame him for the theft, and throw off the 
  trail. There is no love lost between the Mandolin 
  and the Gradsul Thieves’ Guild. 
  The PCs may call for the guards themselves, 
  which will result in the capture of Down and Artur. 
  Otherwise the two will leave in an effort to find the 
  Mandolin, who may or may not have been behind 
  this theft. They will be accosted by guards outside 
  the mansion and then arrested, framed by the 
  Gradsul Thieves’ Guild. 
  The Duke and the other nobles will only learn 
  about the Mandolin’s exploits the following 
  morning. Lord Giovanni will then ask for the PC’s 
  help, as detailed in Encounter Four. 
  If the PCs don’t trail the Forsaken 
  In this case, the PC’s get to enjoy a wonderful ball, 
  courtesy of the Duke. The next morning, Lord 
  Giovanni 
  will 
  find 
  the 
  PCs 
  (through 
  his 
  connections, if necessary), and ask to speak with 
  them. Proceed to Encounter Four. 
  Encounter Four: Mission: 
  Improbable 
  The Harp and Ale is serving breakfast late this 
  morning. Many of your fellow adventurers 
  appear to have splitting headaches, having 
  drank too much of the local libations. 
  The Masked Mandolin, Minister Down, and Sir 
  Artur Valor are notably absent from the room. Last 
  night, the Mandolin broke his compatriots out of 
  the Duke’s prison, and then the trio came back to 
  the Harp and Ale, packed their belongings, and left 
  town to pursue the Mirror of Lendor. 
  As you enjoy your meal, Lord Giovanni, 
  looking entirely too perky, comes traipsing 
  into the room. 
  “Esteemed heroes…” he begins. 
  The room, filled with adventurers, turns in his 
  direction. 
  “Oh dear, I’m sorry, I meant these esteemed 
  heroes,” he says, pointing at you. “Could we 
  go outside for a little tête-à-tête in my 
  carriage?” 
  Lord Giovanni’s well-appointed carriage stands 
  ready outside. Assuming the PCs accept his offer 
  to join him, the Velvet Prince speaks to the party 
  once inside the carriage in a conspiratorial 
  whisper. 
  If the PCs followed the Forsaken, and possibly 
  called for the guards to have them arrested, Lord 
  Giovanni isn’t aware of it and the DM may need to 
  make some ad hoc modifications to the read-aloud 
  text below. 
  “It appears that while we were having our 
  dinner, malefactors broke into Lothar Von 
  Reiklande’s room at the Duke’s mansion. 
  Lothar Von Reiklande is a professor of some 
  standing 
  in 
  the 
  National 
  Academy 
  of 
  Wizardry and his research in the magical 
  histories of Keoland is paramount to the 
  Empire. Lothar is concerned. He has been 
  doing research into the prophecy of Aulicus 
  the black dragon. A mirror was stolen, one that 
  is supposedly instrumental to Lothar’s efforts. 
  It is six feet in height and three feet in length.” 
  “The political embarrassment for the Duke 
  could be great, considering those that the Von 
  Reiklandes call allies in the Court of the Land. 
  The Duke has only recently been absolved of 
  KEO4-06 Knights of Futures’ Past 
   
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  past indiscretions against this most august of 
  Keoland’s noble families. We had apprehended 
  two suspects, who swore their own innocence 
  but whom we placed at the scene of the crime. 
  They are a pair of worshippers of Heironeous. 
  But somehow, they escaped our jail last night 
  and their whereabouts are unknown.” 
  “The Duke wishes me to assemble a team to 
  recover the Mirror... and I think your band is 
  just what we need.” 
  If the PCs ask about payment for helping the 
  Duke, Lord Giovanni states that Duke Luschan 
  plans to reward the PCs handsomely for their help 
  in this matter. He can be no more specific at this 
  time (since he doesn’t know anything more). 
  The Music Box 
  Lothar Von Reiklande and other nobles are not 
  available to talk to the NPCs at this time – this 
  won’t be necessary, however, thanks to some 
  unexpected help from the Mandolin. They will 
  receive a music box from the Mandolin, delivered 
  by one of the courtesans from last night’s party.  
  You exit the Lord Giovanni’s carriage and it 
  makes it way down the street. Apparently 
  waiting for its exit, a beautiful, dusky eyed and 
  raven-haired woman in a revealing peacock 
  costume and mask approaches. She smiles 
  like a cat and presents a delicately carved 
  music box. “A gift for music lovers. He asked 
  me to deliver it to you… I never got his name, 
  we were too… busy,” she purrs contentedly. 
  Players who noticed the Mandolin’s dalliances last 
  night will recognize the woman as being one of the 
  two courtesans with whom he was speaking. She 
  will admit only to being “Lady Peacock” and 
  restates that she had been asked to deliver this 
  music box to the PCs this morning by the Masked 
  Mandolin. 
  “Lady Peacock” is more than she appears. 
  Members of the Shadowdark will recognize a guild 
  symbol worked into her feathered mask. This 
  woman is in truth one of Lady Maressa’s 
  “handmaidens” (she’s no maiden!) and an 
  accomplished rogue and bodyguard in her own 
  right. She will attempt to disengage the PCs as 
  soon as she has made her delivery whereupon 
  she will disappear into an alleyway alongside the 
  Harp and Ale and disappear. 
  A musical progression is played when opened. 
  Any Bard or PC with ranks in the Perform skill will 
  recognize the progression as the notes of E, G, B, 
  D and F. Likewise a bard or performer (easily 
  found in the throngs of the Gradsul crowd) can 
  identify the notes for the PCs. 
  The mnemonic to remember this is the well known 
  verse “Every Good Boy Deserves Fudge.” This 
  was told in passing to a player during the party if 
  they engaged the Mandolin in conversation.  
  The Use Magic Device skill will activate the box, 
  but the players still lose out on the story reward 
  XP for not deciphering the code. Saying the 
  phrase (in Common) anywhere within ten feet of 
  the box activates a magic mouth that will present a 
  message in the voice of the Masked Mandolin to 
  the players. 
  “My good fellows, I am a victim of the classic 
  Blanco family frame. If I was not now hunted 
  by the Empire I would applaud the Gradsul 
  Thieves Guild’s machinations. My patrons 
  believe 
  the 
  Mirror 
  to 
  hold 
  dangerous 
  properties and I hope you can help. I’ve 
  tracked the real thieves to a sea cave off the 
  Azure Sea. Go to the southernmost of the old 
  wharves, number twenty-seven. From there, 
  trail along the coast until you see a rock on the 
  beach with a hole worn through it by the wind. 
  You’ll know the rock - it whistles. The sea cave 
  is a few hundred yards further south.” 
  The directions are to a sea cave along the Azure 
  Sea. If players send the constabulary or the 
  military, or otherwise do not attend to the matter 
  themselves, then the Mandolin will recover the 
  Mirror himself and will turn it over to the Duke of 
  Gradsul. Proceed to and modify Encounter 
  Thirteen; the players miss the opportunity to travel 
  to the parallel dimension. 
  The Sea Cave and the Mirror of Lendor 
  Assuming the PCs eventually travel to the sea 
  cave, read the following: 
  After traveling for a half-hour down the coast 
  from the southernmost wharf, you pick up a 
  low whistle in the air. Sure enough, as you 
  round a bend in the coastline, you spot a small 
  boulder with a fist-sized hole punched off-
  center through it. It doesn’t take you long to 
  locate the sea cave itself. The mouth is five 
  feet in width and leads into the darkness. 
  A Track check (DC 10) uncovers a quartet of 
  booted, medium-size humanoid footprints in the 
  sand (the burglars working for The Family). 
  If the PCs proceed inside: 
  The cave mouth leads into a short tunnel that 
  bends ninety degrees into the earth at a 
  KEO4-06 Knights of Futures’ Past 
   
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  relatively steep angle. The kelp that hangs on 
  the stone protrusions hints that the cave 
  floods during the more extreme high tides. 
  After about twenty yards, the passage opens 
  into the cave itself, some twenty feet or so in 
  diameter. At the end of the cave, a mirror rests 
  against the far cave wall, secured in place by 
  what appear to be bags of sand. There is no 
  sign of anyone. 
  The thieves have been transported by the Mirror of 
  Lendor and transferred to the parallel universe, 
  where they became victims of the undead guards 
  in the area. 
  The Mirror of Lendor is a powerful artifact, 
  curiously, it radiates no magic. Any PC that enters 
  the cave to investigate (i.e. approaches within 
  twenty feet of it) activates the Mirror’s magic. The 
  PCs need not gaze into the Mirror for this to 
  happen; their proximity will do. 
  As you enter the cave, the Mirror’s surface 
  ripples and starts to swirl. A blast of sickly 
  gray light erupts from the Mirror, bathing you 
  and your companions before you can react. 
  The light illuminates everything in the cave 
  and even the area outside. Your skin becomes 
  translucent and you feel your body start to 
  fade before your eyes. Your companions are 
  undergoing the same change. The process is 
  excruciatingly painful; it feels as if every 
  synapse and nerve of your body is ripped out 
  and rethreaded under your skin in what feels 
  like an eternity. 
  The Mirror’s light will affect the entire party. If a PC 
  is a mile away from the effects he is not 
  transported. Due to the way the mirror distorts 
  time, a PC outside the effect of the Mirror can 
  enter it and will arrive in the presence of their 
  companions. 
  If the PC does not wish to accompany the party, 
  they miss the mirror encounters, but may rejoin 
  the party when they return to Gradsul for 
  Encounter Thirteen. They do not receive the 
  experience from and of the encounters that they 
  missed. 
  Any PCs or follower NPC, regardless of size, will 
  be transported. Companions (animal companions, 
  familiars, mounts) will be transported only if they 
  are of medium size or smaller. 
  Proceed to Encounter Five. 
  Encounter Five: Through the 
  Mirror Darkly 
  The world around you stops spinning. Have 
  years passed? Suffering and burning pain 
  have been your companions for what felt like 
  an eternity. As the screaming stops, you 
  realize it has been coming from your own raw 
  throat. 
  You are near the entrance of the cave once 
  again. Dull red light streams into the cave. 
  Several boulders are just inside the entrance. 
  They appear to offer a good hiding place and 
  vantage point to the outside. Your companions 
  are scattered across the floor of the cavern, 
  kneeling, retching or clawing at their eyes and 
  mouths in a gibbering attempt to comprehend 
  what has just transpired.  
  Noises, which sound like the crunching of 
  bone, can be heard from some distance away. 
  It sounds like sharp claws on slate; it is loud 
  and quite unsettling. You totter to a standing 
  position, creaking joints and muscles that feel 
  as if they haven’t been used in ages. 
  Once the characters look outside, read the 
  following: 
  The sky looks different from when you entered 
  the cave. It appears to be sunrise, but Pelor’s 
  might is a grisly deadened red, as if the sky 
  was tainted, and the god banished.  
  Large black clouds move quickly to blot out 
  most of the sun, and the clouds unleash a 
  torrent of heavy red liquid that drips and 
  splatters heavily and noisily upon the blighted 
  rock and earth. With a start, you realize the sky 
  is raining blood. 
  It is actually sunrise in the alternate universe. The 
  blood red “sunlight” does not harm undead, even if 
  they are normally susceptible to it. 
  The source of the crunching sounds becomes 
  horribly evident. Some four hundred feet away, 
  huge throngs of humanoid creatures, perhaps 
  nearing a thousand, can be seen in the vicinity 
  of some kind of encampment. A large throng of 
  them feast and gnash on a plethora of old 
  bones. The things are seemingly made from 
  rotting flesh and sinews. As they devour their 
  “snacks,” the creatures reveal impossibly long 
  gray tongues that appear to be several feet 
  KEO4-06 Knights of Futures’ Past 
   
  Page 15 
  
  long. The smell coming from these creatures is 
  revolting, even at this distance. 
   It is clear that launching an attack so close to 
  the encampment would be suicidal. 
  Indeed it is. Any PCs that attack the undead at this 
  point will be automatically captured by the undead 
  in the camp (which will include the Commanders), 
  but the PCs can be rescued by the Resistance. 
  They lose experience points from Encounter Six. 
  Luck is on your side. The grey-skinned foul 
  creatures seem not to notice you and go back 
  to munching on bones. Past the creatures, 
  various tents can be seen. Although most of 
  the tents are small, an enormous tent can be 
  seen near the back of the camp. Flags fly 
  above the tents. The emblem of a hand holding 
  an eyeball features predominantly throughout 
  the camp. 
  The emblem on the first flag to be a symbol of 
  Vecna (at APL 6+, it’s probably safe to assume 
  that the PCs have encountered the symbol of the 
  Hand and Eye somewhere in their careers). 
  The enormous tent is the Shadow Temple of 
  Vecna, where captured prisoners are interrogated. 
  Some players will probably panic here, and want 
  to cast spells. Point out that the players may 
  sneak to the back of the cave and cast spells in 
  peace (no Move Silently check will be required to 
  do so). If the players later search the area in which 
  the undead were found, they find four fresh (if 
  horribly mauled) corpses. These are the slain 
  Oeridian burglars who stole the Mirror initially for 
  the Thieves Guild of Gradsul. The only intact 
  possessions on each are small wooden holy 
  symbols of Zilchus. Their four tracks can also be 
  found leading out of the cave in a staggering trail 
  towards the undead. 
  IMPORTANT DM NOTE: The power of Vecna in 
  this alternate reality is so great that any sort of 
  extra-dimensional movement is prohibited. Effects 
  such as teleportation or dimension door will work, 
  but any other effect in which the acting PC must 
  access, use or traverse an alternate plane simply 
  won’t work. This includes everything from a 
  shadowdancer’s shadow walk ability to the 
  innocuous rope trick spell. 
  The Commanders Arrive 
  Read the following once the PCs have had time to 
  take in their surroundings and debate what they 
  wish to do. 
  A wagon made out of bones approaches the 
  area, drawn by skeletal horses. Leading the 
  wagons is a figure in black field plate, riding 
  on one of the undead steeds. Floating out of 
  the tent to greet him is an insubstantial figure, 
  apparently some sort of military commander. 
  “Ah, the Soulpiercer returns. Lord Holphin, 
  you will be pleased to know that my forces 
  have continued their rout of the rebels. The 
  Resistance is in disarray.” The specter’s 
  chilling 
  voice 
  carries 
  even 
  through 
  the 
  downpour of bloody rain. 
  Any PC native of Keoland, or any PC making a 
  Knowledge (nobility & royalty) check (DC 10) will 
  recognize the name Lord Holphin, at least in their 
  reality, as being the current acting head of House 
  Neheli, one of the two most prominent noble 
  houses in Keoland. PCs that have played KEO4-
  03 Lasting Deeds may have additional information 
  on the situation (omitted here so as not to spoil the 
  adventure for the DM if she has not as yet played 
  it). 
  A Knowledge (religion) check (DC 15) identifies 
  the incorporeal undead as a specter. 
  The dark knight only nods. “The outlaw 
  Heironian has been captured, as our master 
  ordered.” 
   “You and the Doomguards have performed a 
  great service, Holphin…” The floating undead 
  horror seems to look in your direction and, for 
  a moment, pauses. 
  Undead servants pull a chained human figure 
  out of the wagon and bring him into the largest 
  of the tents. 
  After an uncomfortable few moments, the 
  specter turns back to Lord Holphin and 
  continues. “I need to attend the Vampire King. 
  He has come to Gradsul for the festival. He 
  needs my aid to use the Mirror to create more 
  glasswork assassins.” 
  “The King has come here?” 
  The specter replies, “Yes. As you know, great 
  things of importance are happening in the 
  city.” 
  Lord Holphin’s voice is hollow. “You’re not 
  going to attend the Ball, Luschan?” 
  The spectral thing chuckles. “My ilk have 
  some… issues in donning costumes.” He 
  passes a hand through his own ghostly form. 
  “But you should attend; you have earned it. I 
  KEO4-06 Knights of Futures’ Past 
   
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  can interrogate our prisoner further after the 
  festivities... I have all the time in the world, 
  after all.” 
  “Let 644 CY be the year we crush this pathetic 
  Resistance once and for all,” declares Holphin. 
  With that, the undead speak similar words of 
  magical 
  power 
  before 
  shimmering 
  and 
  vanishing. 
  A Spot check (DC 25) can confirm that the man 
  being brought inside resembled a battered and 
  aged Sir Artur Valor. A successful Spellcraft check 
  (DC 22) reveals both spells cast by the undead as 
  being greater teleport. 
  The PCs have a few options here. If they wish, 
  they could sneak out of camp and not return, 
  avoiding the undead altogether. While the group 
  does not rescue Sir Artur, they avoid possible 
  danger. They have a clue from the specter 
  commander that something is happening at 
  Gradsul, so that would seem to be a logical place 
  to go. If they choose this route, proceed to 
  Encounter Eight, adding the injured Sir Artur to the 
  Resistance forces. 
  If the PCs wait a few rounds, the undead ghouls 
  and ghasts head northwards, leaving the area of 
  the PCs and the camp deserted (other than the 
  inhabitants of the Shadow Temple) to search for 
  rebels. The PCs will be able to approach the large 
  black tent without being detected. The driving rain 
  and poor visibility makes this an easy task. 
  Proceed to Encounter Six. 
  Encounter Six: The Shadow 
  Temple of Vecna 
  Refer to DM Aid #1. 
  After most of the camp leaves, the PCs can easily 
  enter the large temple decorated with skulls. A 
  much-aged Sir Artur is tied up to a wooden post, 
  as shown on the map. Half his face has had the 
  skin flayed away, cut to the bone and removed, 
  along with his left eye. A large steel chest rests on 
  the altar to Vecna, bearing ancient writings in Flan. 
  If Artur spots the PCs, he will yell a warning about 
  “shadows in the shadows.” The PCs will not be 
  surprised, but the cry will trigger the encounter. 
  Allow the PCs a Spot check vs. the shadows’ Hide 
  (they are assumed to have “taken 10” – thus, the 
  Hide checks for the shadows, greater shadows, 
  nightwings and nightwalkers are 18, 24, 26 and 
  28, respectively). If not spotted, the creatures may 
  gain a surprise attack on the PCs. 
  The cloth tent is sixty feet by a hundred feet, with 
  a thirty foot high ceiling. It is supported by tent 
  poles inside, and at the far end from the 10’ wide 
  flap entrance is an altar, and the bound paladin 
  who is tied to a wooden post. 
  ALL APLs (EL 12) 
  Sir Artur Valor: hp 100 (currently 15 hp); see 
  Appendix A. Note that he has no turning attempts 
  remaining. 
  APL 6 (EL 9) 
  Shadows (4): hp 33 each; see Monster Manual 
  page 221. 
  APL 8 (EL 11) 
  Shadows (6): hp 33 each; see Monster Manual, 
  page 221. 
  Shadow, greater: hp 99; see Monster Manual, 
  page 221. 
  APL 10 (EL 13) 
  Shadow, greater (3): hp 99 each; see Monster 
  Manual, page 221. 
  APL 12 (EL 15) 
  Shadow, greater (6): hp 99 each; see Monster 
  Manual, page 221. 
  APL 14 (EL 17) 
  Nightwing: hp 178; see Monster Manual, page 
  197. 
  Shadow, greater (8): hp 99 each; see Monster 
  Manual, page 221. 
  APL 16 (EL 19) 
  Nightwalkers (2): hp 220 each; see Monster 
  Manual, page 196. 
  EL Notes: The desecration effect present in the 
  tent (18th level caster) coupled with the chance for 
  the undead to surprise the PCs adds +2 EL to the 
  KEO4-06 Knights of Futures’ Past 
   
  Page 17 
  
  encounter. At APL 14 and 16, this is reduced to +1 
  since 
  the 
  nightshades 
  naturally 
  radiate 
  a 
  desecration aura. 
  Desecration effects: The shadows (not the 
  nightshades; the desecration bonuses are already 
  figured into their statistics in the Monster Manual) 
  receive the following benefits: 
  • 
  +2 profane bonus on attacks, damage and 
  saving throws 
  • 
  +2 hp per HD (already calculated into the hp 
  total given above) 
  Turn attempts against both the shadows and the 
  nightshades suffer a -6 profane penalty. 
  Tactics (shadows) 
  The shadows are hiding by the entrance on guard, 
  and will attempt to attack the lead characters 
  during the surprise round.  
  Note that the greater shadows can leave the 
  temple to attack PCs if they should remain 
  outside. At higher APLs, the Nightshades will 
  guard the prisoner rather than pursue fleeing PCs. 
  Tactics (nightshades) 
  The nightshades will start inside the temple as 
  shown on the map. As they are on guard, their see 
  invisibility power is always active. If the PCs do not 
  approach the temple quietly, the nightshade will 
  use haste prior to engaging combat. Once they 
  are engaged, they will utilize their finger of death 
  abilities (coupled with quickened unholy blights in 
  the case of the nightwalkers) 
  Note that area effect spells could also hit the 
  helpless Sir Artur. This could kill the poor paladin, 
  resulting in an experience point loss for the PCs. 
  The nightshades, however, will never include their 
  valued prisoner within their area of effect spells as 
  they have been charged to guard and keep him 
  alive for interrogation. 
  Because of orders from their commander, under 
  no circumstances will the undead voluntarily 
  attack Sir Artur, nor will they voluntarily retreat. 
  Treasure: Near the altar, the shadow temple 
  contains a large metal chest with Flan script. The 
  chest is locked (Open Locks, DC 15 + APL) and 
  its contents protected by an acid trap. Smashing 
  the chest or fumbling the open lock check will 
  destroy the map and ruin the contents inside. This 
  protection may be detected (Search DC 20) and 
  neutralized (Disable Device DC 10 + APL). A 
  knock spell can open it safely. 
  The chest contains a military map of the 
  Sheldomar Valley region (c. 644 CY), showing 
  Bissel, the Gran March, the Yeomanry and 
  Keoland under Vecna’s emblem. Ket seems to be 
  contesting 
  the 
  Bissel 
  border, 
  with 
  deep 
  penetrations by the latter under some force 
  labeled with an “E” (Evard the Necromancer). The 
  tusked face of an orc is emblazoned over what 
  was once the Principality of Ulek. Geoff and 
  Sterich seem to be somewhat intact, but under the 
  rule of giants.  
  The chest also contains the following (cumulative 
  by APL): 
  APL 6: Quiver of Ehlonna 
  APL 8: Ten sleep arrows 
  APL 10: Ten screaming bolts 
  APL 12: Three lesser arrows of human slaying 
  APL 14: Three greater arrows of human slaying 
  APL 16: Ten brilliant energy arrows 
  Development: If players are captured here, they 
  will be rescued (along with Artur) by a band of 
  resistance fighters. Proceed through Encounter 
  Seven as they escape camp; they may not receive 
  full experience points for this encounter. 
  After the combat, if Sir Artur is still alive he may be 
  questioned although he will suggest that the PCs 
  help take him to a rendezvous with other members 
  of the Resistance. He promises to answer all 
  questions as soon as they have gotten a safe 
  distance from camp (Encounter Seven). 
  Encounter Seven: Filling in 
  the Blanks 
  Sir Artur Valor is much older here, seemingly in his 
  late 80’s and with half his face ravaged and 
  scarred. He is also missing his left eye. This is the 
  parallel reality version of Sir Artur, and he 
  remembers the player characters as having 
  disappeared or died in battle over the years with 
  the resistance.  
  He can relay the following information through 
  questioning and appropriate role-play. Underline 
  the gravity and near hopelessness of the situation 
  to the players during their discourse. Sir Artur will 
  fight to his dying breath as will the remaining 
  survivors to free Keoland. He knows of a 
  resistance camp near Niole Dra where they can 
  recover and perhaps gain additional information. 
  KEO4-06 Knights of Futures’ Past 
   
  Page 18 
  
  • 
  It is now 644 CY. Fifty years ago, honored 
  guests murdered the Duke of Gradsul during a 
  festival. 
  • 
  Many 
  ranking 
  lords 
  and 
  nobles 
  were 
  assassinated shortly afterwards by sleeper 
  agents of the Whispered One. House Linth 
  declared the assassins to be Oeridian agents 
  and began a second pogrom against the 
  Keogh in the heartlands, while House Rhola 
  accused the Neheli of orchestrating the 
  elimination of the nobles. The split signaled 
  the end of what had been a precarious truce 
  between the two families and the Court of the 
  Land, unable to function without the families, 
  collapsed. These events touched off a civil 
  war within Keoland that spread rapidly across 
  the Kingdom. 
  • 
  After most of Keoland was decimated from 
  civil war, these dead were animated into 
  armies by those loyal to Vecna. King Traago 
  VonReiklande 
  used 
  these 
  easily-created 
  undead troops to seize the Kingdom’s 
  heartland and he has been increasing his 
  empire ever since. His latest acquired assets 
  are the so-called Soulpiercer, Holphin Neheli, 
  who the king has seduced with Vecna’s 
  power. The king has even warped Duke 
  Luschan’s soul into a specter. The two former 
  enemies now marshal the king’s undead 
  forces with frightening efficiency. 
  • 
  Prince Lothar Von Reiklande is now head of 
  what used to be the National Academy of 
  Wizardry, now known as the Necromantic 
  Academy of Warlocks. Court Mage Lashton 
  disappeared into the Dreadwood during the 
  power grab. 
  • 
  Many nobles were of such poor moral 
  character that they agreed to work with the 
  new government rather than relinquish their 
  power. Then again, the alternative given was 
  a slow death. 
  • 
  If the PC’s ask about Duke Luschan, he will 
  mention that he was assassinated at the Von 
  Reiklande Theater, and that in the following 
  years the Rhola accused the Neheli of the 
  deed. The schism doomed the Kingdom of 
  Keoland to civil war. 
  • 
  Other heroes were run to ground by the 
  Doomguard, charged with preventing word 
  about Vecna from leaking out to the citizens of 
  Keoland until it was too late. Now, the 
  organization hunts down paladins and good 
  clerics, who are considered a dangerous 
  threat to Vecna. 
  • 
  “The Resistance” is a group dedicated to 
  bringing the downfall of Vecna. It is lead by 
  surviving 
  clerics 
  of 
  Pelor 
  and 
  the 
  Dreadwalkers, and organized by seasoned 
  military campaigners from Geoff. They have a 
  small base in the Upper Flen and are working 
  with the New Army of Liberation to free 
  Keoland. 
  • 
  Lord Holphin Neheli, Soulpiercer of Vecna, 
  captured Sir Artur on his way to Gradsul. Sir 
  Artur was trying to locate a fabled artifact - a 
  mirror that can see into other worlds. The dark 
  knight brought him back to the Temple of 
  Vecna for questioning.  
  Encounter Eight: Viva La 
  Resistance 
  This encounter occurs if the PCs decide to travel 
  to Gradsul. As they travel, the PCs will eventually 
  realize that during daytime, the sun barely shines: 
   all of the land is cloaked in a depressing gray 
  light, which changes to a dull blood red at sunset. 
  As you come around a hill, a group of several 
  cloaked humanoids block the road. They point 
  crossbows at you. Their leader, in an all-too-
  familiar accent, asks your business. He then 
  pauses in mid-sentence, as if recognizing you, 
  and suddenly looks less tense. 
  With a flourish, he pulls away his cloak, 
  revealing a dazzling black and white cape 
  embroidered with emerald green sequins. 
  “Agent Flampu at your service!” he announces 
  triumphantly. 
  Unlike Flampu’s previous fashion disasters, 
  the cape is truly magnificent. 
  These are members of the Resistance. If Sir Artur 
  is with the party, he tells Flampu and his men 
  about his rescue by the PCs. 
  ALL APLs (EL 7) 
  Flampu: hp 28; see Appendix A. 
  Commoners (6): hp 4 each; noncombatant. 
  If the PCs are hurt, Flampu will offer to heal them. 
  KEO4-06 Knights of Futures’ Past 
   
  Page 19 
  
  Flampu can bring the players to one of their secret 
  nearby bases. There, he gives the following 
  information to the PCs: 
  • 
  Flampu is a follower of Boccob, the god of 
  knowledge and magic and enemy of Vecna. 
  He had to keep his worship of Boccob secret, 
  because Vecna is greatly feared by the 
  superstitious Keoish peasantry and he feared 
  any claims of “guilt by association.” 
  • 
  Fifty years ago, Boccob sent Flampu a vision 
  that the future of Keoland rested on him 
  creating the most hideous outfits possible for 
  Keoland’s greatest heroes. Flampu had no 
  idea what the vision meant, but convinced his 
  patron, Lord Giovanni Stranofrutta VI, to 
  create the Ball of the Red Masque as an 
  excuse to allow him to fulfill the visions. 
  • 
  Niole Dra is celebrating a festival holy to 
  Vecna, the March of the Flesh Masks, a 
  weeklong 
  event 
  in 
  which 
  humans 
  are 
  sacrificed to gain forbidden knowledge from 
  Vecna. The sacrifice involves dressing in 
  hideous costumes, including masks to cover 
  the face (honoring Vecna as the God of 
  Secrets). Conveniently, the costumes made 
  by Flampu should allow the PCs to enter Niole 
  Dra without drawing any attention. Flampu 
  believes (correctly) that this is the reason 
  Boccob gave him a vision to create hideous 
  clothing. If something has happened to the 
  PCs 
  clothing, 
  he 
  has 
  suitably 
  garish 
  replacements on hand. 
  • 
  According to his recent divinations, Prince 
  Lothar Von Reiklande possesses an artifact 
  called the Mirror of Lendor that can transport 
  people between time and space. While 
  Flampu doesn’t know where the mirror is 
  stored, he suggests that the PCs could find 
  out by breaking into his room at the Duke’s 
  palace in Gradsul. 
  • 
  Lord Holphin, known as the “Soulpiercer of 
  Vecna,” and the specter of the assassinated 
  Duke Luschan are the principal commanders 
  of the mysterious figure known as the Vampire 
  King. Lord Holphin’s mount is the black 
  dragon Aulicus, the so-called Prophet of the 
  Hool. 
  • 
  Flampu can also comment on anything that 
  the PCs may have missed in Encounter 
  Seven. 
  Feel free to add your own tales of the fall of 
  heroes of Keoland in the struggle against Vecna, 
  or of alternate histories of other powerful forces of 
  evil conquering Greyhawk in this dark reality. Feel 
  free to add these insights to the Critical Events 
  Summary (if this module is being played at the 
  premiere) for possible use in future events. 
  Once the players reach Niole Dra, proceed to 
  Encounter Nine. 
  Encounter Nine: Sepulcher of 
  Gradsul 
  You are closing in on Gradsul. From your 
  vantage point, the city seems gloomier, and a 
  large skull-shaped building dominates the city. 
  Guards in black outfits can be seen outside the 
  walls, 
  accompanied 
  by 
  gray 
  skinned 
  humanoids. You are on the outskirts of the 
  city. 
  Much of the city is now decorated with skull 
  motifs. Vicious black spikes protrude from the 
  walls. At each gate, humanoid guards in black 
  armor can be seen, wearing all manner of 
  hideous costumes, some with masks made of 
  stitched flesh or garish layers of multi-colored 
  silks. The visitors who approach the city wear 
  equally hideous outfits. Various decaying 
  humanoids 
  shamble 
  around 
  the 
  guards. 
  Remarkably, they halt none of the revelers. 
  Conquest seems to have made them all 
  complacent. 
  Dominating the city are two buildings: The 
  Duke’s palace looks war torn and decimated, 
  with pillars of smoke from large cooking pits 
  within its shattered once hallowed halls. The 
  smell of burnt and flayed flesh wafts thick as 
  insects buzz and swarm in the filth. Behind the 
  palace looms a colossal black skull-shaped 
  tower within the center of the city. 
  The PCs should get the idea by this point that they 
  need hideous costumes to enter the city. If they try 
  to enter in normal clothing, the guards will sound 
  an alarm. Go to the section entitled “Attacking the 
  Guards” below. 
  The only other way that they can gain costumes, if 
  they didn’t avail themselves of Flampu, would be 
  to ambush a group of commoners heading into the 
  festival for the revelry. At this APL, there is no 
  need to run the combat; assume such an ambush 
  takes thirty minutes and will garner the PCs what 
  they need. 
  KEO4-06 Knights of Futures’ Past 
   
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  Attacking the Guards 
  PCs that openly attack the guards or cause the 
  alarm to be raised are in trouble. The guards will 
  call for help and bring to bear the evil forces that 
  guard the place – specifically, Aulicus and/or Lord 
  Holphin. Go directly to Encounter Twelve and 
  advance the APL by +2; the battle takes place in 
  the city streets. At APL 16, use the APL 14 
  encounter and add a Nightwing (Monster Manual, 
  page 197). 
  Because of the presence of the Vampire King, the 
  attacking forces will enter combat as soon as 
  possible, arriving in 2d4 rounds. They will cast as 
  many enhancement spells on themselves as they 
  can before arrival; the PCs are (or should be!) 
  doing the same, so no additional EL increase is 
  warranted. 
  The other undead and revelers will not engage the 
  PCs but will instead move through the city 
  sounding the alarm. 
  If the PCs should happen to defeat Aulicus and/or 
  Holphin at this time, they may still recover this 
  mission. If they can get their hands on a costume, 
  and move through the city without arousing ANY 
  suspicion, there are simply too many revelers for 
  the guards to inspect. 
  PCs who manage to flee may find refuge with the 
  Resistance. Unless they complete their mission, 
  they will earn the AR item “Lost in Time,” and their 
  characters become unavailable for play. They will 
  have to contact the Keoland Triad for possible 
  recovery in the future. 
  PCs slain by Aulicus and/or Holphin in this 
  encounter have their spirits re-animated as 
  soldiers in the Vecnan army of this alternate 
  dimension. The PCs are permanently lost; the DM 
  should collect the ARs and character sheets of the 
  PC(s) in question for the Keoland Triad. 
  Avoiding the Alarms 
  Once inside Gradsul, it takes little effort for the 
  PCs to discover that the skull-shaped tower is the 
  Grand 
  Temple 
  of 
  Vecna. 
  Gradsul 
  looks 
  substantially less populated than before – as PCs 
  can easily learn, any who opposed the Archlich’s 
  rule have been fed to his ghoul army. Roughly ¾ 
  of the current inhabitants appear to be undead of 
  various types – mostly skeletons, zombies and 
  ghouls, with the balance being human or 
  humanoid. Humans can be approached and 
  conversed with if treated carefully. If the PCs do 
  so, they may glean some insight into what’s going 
  on (Gather Information checks): 
  • 
  DC 10:  Most people are gathering at the 
  Temple of Vecna for the March of the Flesh 
  Masks, which involves eating the organs of 
  sacrificial victims to have Vecna grant 
  knowledge of hidden secrets. Well over a 
  thousand people are there right now, along 
  with even more undead. 
  • 
  DC 15:  It’s not unusual for costumed 
  worshippers of Vecna to mill around the 
  Palace during the March of the Flesh Masks. 
  Since 
  many 
  worshippers 
  make 
  a long 
  pilgrimage to reach the City of Skulls from 
  other countries, they wish to see the symbol of 
  their cult’s newfound power in the reborn 
  Occluded Empire. 
  • 
  DC 20:  A black dragon patrols near the 
  palace. It seems that Aulicus, Prophet of the 
  Hool, has been summoned to join in quashing 
  the resistance to Vecna’s rule. 
  There are two relevant places to which PCs can 
  travel - the Temple of Vecna (Encounter Ten) or 
  the Palace of Skulls (Encounter Eleven). 
   
  Encounter Ten: Dinner With 
  Vecna 
  Looking of more recent construction is the 
  Temple dedicated to Vecna. A crowd of 
  profane worshippers thousands strong cavort 
  in their fleshy masks, mocking the living and 
  human in a macabre dance and parade. Skulls 
  and bodies are transfixed on spears and 
  gibbets, their swollen corpses swaying in time 
  to the dances of the unholy revelers below. 
  Mouths hang agape in silent screams. This is 
  no place for the living, but a foul and blighted 
  testimony to undeath.  
  Fiendishly costumed creatures in human skin 
  suits cram entrails shaped like streamers into 
  their gory mouths. You look away before the 
  horrific scenes wrench your guts more than 
  they already are. Screams of the living die out 
  as huge pots are stuffed with the last of Suel 
  and 
  Oeridian 
  slaves 
  by 
  the 
  gargantuan 
  demonic 
  creatures 
  of 
  legend. 
  Shuffling 
  humanoid creatures in horrific costumes 
  shuffle past you to join the revelers and parade 
  of the Flesh Masks outside the temple. 
  The PCs are in no position to stop any of the 
  sacrifices, and the GM should deter any Lawful 
  KEO4-06 Knights of Futures’ Past 
   
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  Good champions if possible with the hopelessness 
  of it all. Make it clear to the PCs that the ceremony 
  will be impossible to stop, and that even paladins 
  are not compelled by their code of honor to 
  participate in a suicide mission. If they still try, 
  follow the instructions in the “Attacking the 
  Guards” section of Encounter Nine. 
  A Knowledge Religion check or Bardic Knowledge 
  check (DC 25) will identify this as a high unholy 
  celebration to Vecna to “feed” him (in a 
  metaphysical sense). A Knowledge (arcana) 
  check (DC 25) will reveal that there is also an 
  element of planar powers present similar to a 
  distorted plane shift spell.  
  GMs should feel free to add to this ceremony as 
  you wish, using page 129 of Complete Divine as a 
  guideline for the dark ceremonies of Vecna. 
  There is little the PCs can do here. The faster they 
  get away from the Sacrifice, the better. However 
  this information will be important to Keoland 
  Authority if the PCs survive to convey it. 
  Once the PCs decide to go to the Palace, proceed 
  to Encounter Eleven. 
  Encounter Eleven: House of 
  a Thousand Corpses 
  Modify the read-aloud text below if the alarm has 
  been sounded. For several hours after such an 
  event, the guards will be on high alert and the PCs 
  will be unable to enter without a search of their 
  persons. 
  The Duke’s palace has been sacked and pitted, 
  its ceilings collapsed and nest now to hordes 
  of bats and carrion birds. A few orcs and 
  undead mill around here; all wear hideous 
  costumes. The guards pay no attention to 
  them, and seem to let all visitors in. 
  The PCs will be familiar enough with the layout 
  from the Duke’s party (and may have followed the 
  Forsaken right to Lothar’s room) that they can find 
  Lothar’s chamber with little difficulty. The door is 
  locked (Open Locks DC 15 + APL) but not trapped 
  and is currently unoccupied. The amount of 
  revelers within the palace makes sneaking into the 
  guest quarters easy enough. In short, any PCs 
  that have not set off the alarm in the city and who 
  use even a basic plan will be able to get inside the 
  palace and to Lothar’s chamber door. 
  This is a large bedroom and study, with black 
  skull and eyeball symbols of Vecna throughout 
  the room. Books and papers are strewn 
  everywhere. 
   
  The PCs can start searching the room. PCs that 
  conduct a thorough search of the room will 
  uncover Player Handout #3. This will inform the 
  PCs that the mirror they seek has been moved to 
  the Shrine of Bones to the immediate south. 
  Encounter Twelve: The Early 
  Wyrm Catches the Birds 
  The shrine called Vecna’s Skull lies just 
  outside of Gradsul. In the world as you 
  remembered it, this area was farmland. In this 
  world, it is a fetid swamp filled with decaying 
  plants and weeds. No animal life seems to 
  exist here. The water is foul and black and has 
  an acrid odor. 
  After traveling for two hours, you push aside 
  some weeds. Ahead of you, about two hundred 
  feet away, lies the Shrine of Bones. As its 
  name implies, the building is made completely 
  of bones, some of human size, some larger. 
  They are made to form the shape of a dragon’s 
  head. Some of the foul water spills into the 
  entrance to the shrine. 
  The sky seems especially gray and depressing 
  today, with thick clouds seeming to blot out 
  the blood red sun. 
  Allow the PCs to observe the shrine for the length 
  of three rounds (eighteen seconds), after which 
  proceed with the following. If the PCs are airborne 
  or had sent aerial scouts ahead (such as familiars 
  or flying animal companions), they will hear the 
  dragon coming. In this case, the party will get one 
  round of preparation time before the encounter 
  begins. 
  Refer to DM Aid #2 for this encounter. In this 
  alternate universe, Holphin Neheli, Soulpiercer of 
  Vecna, slew the Vampire Lizard King Sakatha and 
  subdued the black dragon Aulicus at the request 
  of the Archlich. Over time, Holphin and Aulicus 
  have become allies, and have been charged by 
  the Archlich with the duty of protecting the Shrine 
  of Bones. 
  The air is sticky, as is usual for a summer in 
  Keoland. Sweat comes pouring down your 
  face, but then the heat is interrupted by a 
  sudden breeze. You hear the thud of flapping 
  wings, followed by a horrific screech as a 
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  dragon with a skull-like head comes flying 
  overhead. 
  At APL 10+, read the following: 
  The dragon bears a rider that looks familiar. 
  Your heart sinks as you see Lord Holphin atop 
  the black dragon that can only be Aulicus, 
  Prophet of the Hool. 
  “Your prophetic powers know no bounds. We 
  do have strange intruders in our land.” The 
  death knight’s hollow voice carries despite the 
  thunderous noise of his mount’s wing-beats. 
  The dragon replies, dribbling acid. “Let us add 
  to our Shrine of Bones this day. It has been too 
  long since we have had such sport as these. 
  Their meat will roast and their bones will join 
  the thousands I’ve left here to molder...” 
  And should any of the PCs have participated in the 
  slaying of Aulicus (or carry a trophy of the dragon) 
  in the special missions The Dragon Hunters or 
  The Dragon Slayers, read the following: 
  The dragon’s eyes narrow, and then widen in 
  sheer, unbridled fury. The rage coming from 
  the dragon can be felt almost as if it was an 
  elemental force. “YOU! I KNOW WHAT YOU 
  DID TO HIM! TO MEEEEEEE!” 
  APL 6 (EL 9) 
  Aulicus, Prophet of the Hool: hp 137; see 
  Appendix A. 
  APL 8 (EL 11) 
  Aulicus, Prophet of the Hool: hp 180; see 
  Appendix A. 
  APL 10 (EL 13) 
  Aulicus, Prophet of the Hool: hp 180; see 
  Appendix A. 
  Lord Holphin Neheli, Soulpiercer of Vecna: hp 
  91; see Appendix A. 
  APL 12 (EL 15) 
  Aulicus, Prophet of the Hool: hp 228; see 
  Appendix A. 
  Lord Holphin Neheli, Soulpiercer of Vecna: hp 
  99; see Appendix A. 
  APL 14 (EL 17) 
  Aulicus, Prophet of the Hool: hp 291; see 
  Appendix A. 
  Lord Holphin Neheli, Soulpiercer of Vecna: hp 
  115; see Appendix A. 
  APL 16 (EL 19) 
  Aulicus, Prophet of the Hool: hp 331; see 
  Appendix A. 
  Lord Holphin Neheli, Soulpiercer of Vecna: hp 
  132; see Appendix A. 
  Setup: The dragon starts sixty feet in the air at an 
  altitude of sixty feet. At all APL’s this allows the 
  dragon to reach the ground with a move action. 
  Near the Shrine of Bones, the water deepens 
  considerably. At a distance of thirty feet from the 
  Shrine the water becomes ten feet deep. The 
  water is considered calm (DC 10 Swim check as 
  per the Player’s Handbook). The water is not of 
  sufficient depth to provide cover for the dragon, 
  and so he will not use it to do so. 
  Aulicus’ Tactics: If the dragon has been driven 
  into frenzy by the presence of one or more PCs 
  responsible for his death in the other timeline, the 
  dragon will throw all tactics out the window and will 
  hurl itself headlong into the PC(s) in question. It 
  will land (the only time it will do immediately 
  without assessing the situation) and tear into the 
  offenders, pausing only to breathe whenever it is 
  able.1 Only when the offender(s) are dealt with will 
  Aulicus resume the tactics given below. In the 
  meanwhile, if present, Holphin will be cursing and 
  swearing as Aulicus defies his commands. 
  An important part of the dragon’s tactics is 
  whether or not he will land to bring his superior 
  melee capabilities to bear. Aulicus is intelligent 
  and will spend some time “on the wing” attacking 
  to assess the PCs capabilities. The DM should 
  make this assessment as Aulicus, being sure not 
  to utilize any inapplicable in-game knowledge 
                                              
   
   
  1 This occurrence is actually a boon to the PCs, as 
  the dragon is exposing himself to melee attacks 
  and using no tactics; the victim of Aulicus’ wrath 
  might beg to differ, however! 
  KEO4-06 Knights of Futures’ Past 
   
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  when doing so. This is a full-tilt battle with a 
  dragon; it is vital you deal with the PCs fairly. 
  At APL 6, the dragon cannot cast spells. His 
  Clinging Breath feat will be in effect. He will 
  breathe on the PCs as soon as he is able. He will 
  assess the PCs and if he feels he can do so 
  without a great deal of danger, he will land and 
  melee with the PCs. 
  At APL 8-12, he will have pre-cast mage armor 
  before winging in. His Recover Breath feat will be 
  in effect and he will breathe on the party as soon 
  as he is able. Aulicus will choose as his primary 
  targets for his breath weapon heavily-armored 
  PCs and/or obvious arcane spellcasters (i.e. those 
  likely not to have evasion). If he engages in melee, 
  he utilizes his Large and in Charge feat to 
  maximum advantage. 
  At APL 14-16, the dragon also has a false life 
  spell pre-cast on him (already included in his 
  statistics). At this APL, the dragon will use its 
  Snatch ability to snag targets, taking them a 
  distance before mauling and devouring them and 
  returning for another. If Aulicus is threatened by 
  archers or other dangerous spellcasters, he can 
  cast fog cloud, though he is more likely to try to 
  use his Snatch feat against such PCs first. 
  Lord Holphin’s Tactics: 
  At APL 10, Holphin will start with greater 
  command, commanding the PCs to “sleep”. He will 
  then continue with his flame strikes and unholy 
  blight, not caring if “sleeping” enemies are in his 
  area of effect attacks. 
  At APL 12-14, Holphin will begin by casting spell 
  resistance, followed by a greater command 
  (“sleep”) and unholy blight and/or flame strikes. In 
  the event he comes within melee distance of a PC, 
  he may attempt a harm spell. A PC that looks like 
  the target of an exceptional number of pre-cast 
  spells will be targeted by a greater dispel magic. 
  At APL 14, he will attempt a blasphemy if within 
  forty feet of his foes. 
  At APL 16, Holphin will cast an unholy aura on 
  himself and Aulicus as his first action. If he 
  manages to get the unholy aura on Aulicus, the 
  dragon will be much more likely to enter melee, 
  since it is aware of the spell’s ability to deliver 
  Strength damage to foes striking it in melee. 
  Holphin will follow with his maximized flame strike 
  spells, or with greater command if a large number 
  of PCs seem resistant or are evading the spell. As 
  in lower APLs, he will use a Blasphemy spell if 
  within forty feet of his foes. Lastly, Holphin will not 
  hesitate to begin healing Aulicus if the dragon gets 
  heavily wounded. 
  Development: Assuming the PCs win the fight, 
  they may enter the Shrine of Bones. It is a vile 
  place, a hundred feet by a hundred feet in size, 
  with ten-foot high ceilings. The place is bedecked 
  with symbols of Vecna and the usual hand-and-
  eye motif. A red-stained altar appears to have had 
  too much use. This place is used as both a haven 
  for Holphin and a lair for Aulicus; the latter’s 
  treasure hoard is piled here in a haphazard 
  manner befitting of a chaotic dragon. The most 
  valuable 
  of 
  the 
  treasure 
  are 
  the 
  carried 
  possessions of Aulicus and Holphin. Stripping 
  them of their items is a time consuming task, and 
  in some circumstances the players may not have 
  the luxury of time. Keep track of what is plundered 
  (this module provides a generous amount of gp 
  “above the cap” with the assumption players will 
  not have the time to take everything). 
  On the back wall of the place is the covered Mirror 
  of Lendor. Removing the black velvet cloth reveals 
  what it truly looks like - a mirror reflecting a 
  swirling grey face, six feet high and three feet 
  wide. 
  PCs have ten rounds from the time they enter the 
  shrine before Vecna’s hordes fall upon them. Their 
  presence so close to the artifact has alerted the 
  Whispered One that the PCs need to dealt with, 
  and quickly. 
  A hellish, piercing moan can be heard as the 
  hideous forms of banshees and specters can 
  be seen entering the temple through the wall, 
  followed quickly by all manner of other 
  incorporeal undead. A high-pitched whine 
  overloads your hearing; it seems to be coming 
  from the mirror, which begins to swirl faster. Is 
  it beckoning you – or taunting you? Perhaps it 
  does not matter, as there are far too many 
  undead here to fight! 
  If a PC recites the command words (Time, 
  Tedium, Patience and Study, in any language and 
  in any order) into the Mirror and touches it, read 
  the following before proceeding to Encounter 
  Thirteen: 
  The Mirror swirls faster, and lets out a ghastly 
  gray light that fills the whole shrine and the 
  area outside. Once again, you feel the whole 
  world spinning… 
  Any PCs that remain behind will be slain, and their 
  deaths should be treated as unrecoverable. 
  KEO4-06 Knights of Futures’ Past 
   
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  Encounter Thirteen:   
  All The World’s A Stage 
  As the flash from the mirror disappears, you 
  find yourself back just outside the sea cave. 
  The sky looks bright once again. No gloom, no 
  dragon, no mirrors. Just the pleasant, peaceful 
  rays of Pelor’s blessing bathing you all in its 
  strength and light, cutting through the low 
  damp fog off the Azure Sea. 
  The PCs will probably want to return to Gradsul, 
  probably to see Lord Giovanni and report their 
  news. If they desire, the PCs can avail themselves 
  of healing at the local temple (double the usual 
  costs of such spells here in Gradsul). 
  Speaking with Lord Giovanni 
  Lord Giovanni will take the PCs to the Duke’s 
  chamberlain, who will ask them for an update. If 
  the 
  characters 
  ask 
  about 
  the 
  Duke, 
  the 
  Chamberlain will state that he and Lothar Von 
  Reiklande has gone to the Von Reiklande Theater 
  for the opening performance of All That Glitters - 
  The Musical. The Duke is backstage, and will be 
  in the opening scene, a high-energy chorus with 
  actors in dwarven dress as goldsmiths toiling in a 
  workshop. 
  Lord Giovanni and the Chamberlain will waste no 
  time in bringing the PCs to the Von Reiklande 
  Theater, arriving through the crowds shortly before 
  curtain call at 8pm. They will order the employees 
  to let the PCs in, fully equipped with armor and 
  weapons in an exciting and tense confrontation. 
  Players may opt to teleport etc here, but the result 
  is the same. It’s crowded in the streets tonight! 
  “One side you fools, we are on the Duke’s 
  business! Stand aside and let us in I 
  command!” You push your way through to the 
  doors of the Von Reiklande Opera House. 
  They will suggest that the PCs may want to go in 
  through the back of the theater, but the PCs may 
  enter whichever way they prefer, but have them 
  end up backstage, pushing down narrow wooden 
  halls and dressing rooms complete with wide-eyed 
  stage hands and actresses in various stages of 
  (un)dress. 
  After the PCs enter the theater, read the following: 
  You hear an announcer speak. “Tonight’s role 
  of the Masked Mandolin, normally played by 
  the Masked Mandolin, will be played by his 
  understudy, Melodious Harmony.”  Jeers erupt 
  from the audience. Apparently, Melodious 
  must not be noted for her singing. 
  The theater is packed to capacity. Once the PCs 
  get backstage, read the following: 
  Pushing past several actors and singers in 
  dwarven masks, you make your way to the 
  stage, which is a hundred feet in length with a 
  burnished, deep oak floor. Slumped over in a 
  makeshift throne is Duke Luschan, with a 
  goblet of wine spilling next to him. Scattered 
  around the stage are four actors, dressed as 
  adventurers, who turn to face you. They seem 
  oddly familiar to you, and with a start you 
  realize why – they’re yours! 
  As the actors turn around, both you and they 
  are shocked. It is as if you are staring into a 
  mirror at your doubles, although they are 
  equipped differently from you. You notice that 
  some of the actors are dressed in armor, and 
  the weapons they are pulling out seem entirely 
  too realistic. 
  The curtain rises, and the sold out audience 
  before you goes wild as a dazzling chandelier 
  lights up the stage. The orchestra in the pit 
  between you and the audience starts into a 
  sweeping cacophony that fills your hearts for 
  battle. A curvy and buxom young blonde 
  actress tumbles out to the center of the stage 
  in form fitting black silk, with a wisp of silk 
  mask tied over her eyes. “I don’t remember 
  this in rehearsal!” she gasps. 
  The actors are mirror assassins created by Lothar 
  Von Reiklande using the Mirror of Lendor. They 
  will attack the PCs. The crowd gasps in awe of the 
  realistic “acting” during the ensuing combat. 
  During the battle, numerous NPCs may get in the 
  way or run around on stage, making area of effect 
  spells prohibitive. Deliberately injuring innocent 
  NPCs is an evil act and as such is not allowed in 
  Living Greyhawk play. 
  The nubile Melodious Harmony, long Suel tresses 
  and tight leather body suit and silken mask will 
  gasp and cling to the nearest high charisma 
  human or elven male, generally getting in the way 
  of combats and battles as she squeals to be 
  saved, and “this isn’t in the script!” 
  Note that a large group of Gradsul citizenry is 
  watching the fight. Players should know better 
  than 
  to 
  use 
  forbidden 
  magic 
  (principally 
  necromantic spells) in full view of Keoish citizenry. 
  Those foolish enough to cast necromantic spells 
  will earn the Banned from Gradsul AR item and 
  KEO4-06 Knights of Futures’ Past 
   
  Page 25 
  
  will be given over to the Watch for interrogation of 
  up to 4 TU’s. 
  The assassins appear as four of the PCs (chosen 
  randomly if there is more than that at the table). 
  ALL APLs (EL 0) 
  Duke Luschan VIII: hp 60; noncombatant (see 
  below) 
  Melodious Harmony: hp 7; noncombatant (see 
  below) 
  Bystanders: hp 5; noncombatant. 
  APL 6 (EL 7) 
  Glass: hp 24; see Appendix A. 
  Jagged: hp 39; see Appendix A. 
  Pane: hp 18; see Appendix A. 
  Shard: hp 40; see Appendix A. 
  APL 8 (EL 9) 
  Glass: hp 36; see Appendix A. 
  Jagged: hp 63; see Appendix A. 
  Pane: hp 27; see Appendix A. 
  Shard: hp 54; see Appendix A. 
  APL 10 (EL 11) 
  Glass: hp 48; see Appendix A. 
  Jagged: hp 84; see Appendix A. 
  Pane: hp 36; see Appendix A. 
  Shard: hp 72; see Appendix A. 
  APL 12 (EL 13) 
  Glass: hp 67; see Appendix A. 
  Jagged: hp 105; see Appendix A. 
  Pane: hp 45; see Appendix A. 
  Shard: hp 90; see Appendix A. 
  APL 14 (EL 15) 
  Glass: hp 67; see Appendix A. 
  Jagged: hp 126; see Appendix A. 
  Pane: hp 45; see Appendix A. 
  Shard: hp 90; see Appendix A. 
  APL 16 (EL 17) 
  Glass: hp 94; see Appendix A. 
  Jagged: hp 147; see Appendix A. 
  Pane: hp 63; see Appendix A. 
  Shard: hp 138; see Appendix A. 
  EL Adjustments: Because the PCs know of the 
  upcoming encounter and may pre-cast spells 
  before this battle, coupled with the assassins’ 
  weaknesses, the EL of each encounter is lowered 
  by 1. 
  Mirror assassin strengths and weaknesses: All 
  of the mirror assassins are susceptible to 
  bludgeoning weapons, taking +1d6 damage from 
  any hit. A shatter spell cast against one does 6d6 
  damage (Reflex save for half damage). However, 
  as products of the Mirror of Lendor, the assassins 
  are immune to effects that slow or otherwise 
  impede movement (treat them as having the 
  clerical domain ability of the Travel domain). The 
  mirror entities shatter and turn to glass shards 
  when brought to below 0 hp. 
  Duke Luschan: The Duke has been slipped a 
  paralytic poison and will be immobile for 1d10 
  rounds. Once he recovers he will immediately 
  make use of a dimension door spell to spirit 
  himself to safety. Should he be subject to any spell 
  effects (such as being clipped by an area effect 
  spells) assume that his saving throws are Fort 
  +10, Ref +8, Will +15. He is a Ftr 2 / Wiz 9; his 
  exact statistics are not provided as he is a 
  noncombatant at best and a collateral casualty at 
  worst. 
  Development: If the Duke is hurt by the PCs, or if 
  the Duke is somehow slain during the combat, 
  proceed to Conclusion B. If he escapes, or is 
  rescued by the PCs, proceed to Conclusion A. In 
  extremis, if he is slain he will be resurrected by the 
  church of Zilchus; not a favorable outcome as the 
  Duke now owes a major debt to them! 
  With proper evidence, or the return of the Mirror to 
  the Duke for study, the Forsaken will (grudgingly) 
  be absolved of their actions; the Silent Ones “pull 
  some strings” and call in a favor to the Duke. The 
  Masked Mandolin will subsequently contact the 
  PCs and ask for a report as to what happened; if 
  you are completing a Critical Event Summary, 
  make a note whether or not the PCs share this 
  KEO4-06 Knights of Futures’ Past 
   
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  information with the Forsaken (and by extension, 
  the Silent Ones). 
  Conclusion A 
  The Duke calls for you the next day to his 
  Mansion. Marines of the Royal Navy escort you 
  into the dining hall in sharp procession. 
  Despite the near-assassination and the night’s 
  chaos, Luschan has weathered the storm and 
  greets you for breakfast. His betrothed, the 
  doe-eyed Lady Maressa is at his side. Her eyes 
  seem to measure you even as she deftly 
  moves a fork in her left hand, nimbly 
  skewering fruit without once taking her eyes 
  off you. 
  “My honored guests, you have done great 
  service to my city. I would hear tell of your 
  exploits if you would convey them. My Sea 
  Mages are anxious to know of your travels, 
  and of any information you can provide us with 
  on the Mirror of Lendor, and the events of the 
  past few days.” 
  Duke Luschan VIII is indebted to the PCs for their 
  aid; they earn the Gift of Duke Luschan VIII AR 
  item unless a PCs has the Enmity of the 
  Shadowdark Guildmistress AR item from KEO3-03 
  Will of the People. If they do, they may cross it off 
  (void it), but they do not earn the Duke’s favor – 
  while Maressa has spoken ill of the PCs to her 
  betrothed, she considers rescuing Luschan to be 
  fair payment for past trespasses.  
  If the strange map and information are provided to 
  the Sea Mages or to the Duke, players will also 
  receive the Favor of the Sea Mages. 
  If a PC insulted the Duke of Gradsul in the past, is 
  a member of the Darkwatch metaorganization, or 
  holds any enmity with him, he will thank the PC, 
  but they do not gain any gifts or favors. However, 
  they may remove any marked enmity they may 
  have. In any case, he also makes some magical 
  items from the treasury available to successful and 
  respectful heroes. 
  The Forsaken vanish from Gradsul to parts 
  unknown, eluding questioning. 
  Proceed to Epilogue. 
  Conclusion B 
  Your efforts to save the Duke have failed. The 
  Church of Zilchus has seen to his resurrection, 
  but the Duke is now heavily indebted to them. 
  The cost of the casting of the spell guarantees 
  higher taxes in Gradsul next year. Through a 
  messenger, the Duke has thanked you for your 
  efforts in recovering the Mirror and offered you 
  free passage out of Gradsul by the most 
  expeditious means available. The hint is not 
  lost on you, and you are on the road the 
  following morning, the revelry of the festival 
  now but a distant memory competing for space 
  in your mind with the nightmares you 
  witnessed on the other side of the Mirror. 
  The PCs have earned the Banned from Gradsul 
  AR item. Proceed to Epliogue. 
  Epilogue 
  At long last.... light.  
  The harsh lamp opened directly into the 
  rogue's eyes, blinding him. At one time an 
  approach would have been heard…spotted. He 
  was one of the Shadowdark Thieves Guild's 
  best, well…shadowers. But he was caught. He 
  was imprisoned, and when his capturers tired 
  of him he would die.  
  "So this is what the scare has been over. The 
  bone men? Boogey monsters that been takin' 
  out MY guys on the street in MY city." Two 
  hulking men in well-appointed suits flanked a 
  portly balding Oeridian with fingers full of 
  jeweled rings. The boss of Gradsul had come 
  to gloat. Don Blanko, Guildmaster of the 
  Gradsul Thieves' Guild. The shattered rogue 
  still wore his burglar outfit, all black and 
  outlined in bones. The mask had been long 
  ripped away, and he had been bound and left 
  in this cell for some time. 
  Thick 
  fingers 
  pulled 
  out 
  an 
  expensive 
  Balkunish silken napkin, as Don Blanko 
  dabbed at a sweltering brow. The Rogue had 
  acclimated to the humidity of this dank 
  dungeon - probably near the docks of Gradsul 
  he surmised. The two guards stepped back 
  just into the shadows, leaving the Rogue to 
  face the Crime Boss of Gradsul and his 
  lantern.  
  "You don't look so tough now. Y'know, some 
  of my boys actually thought you was all 
  undead? As if skeletons would be robbing our 
  shipments, or killing my street teams." Don 
  Blanko's eyes were flat like a shark's and 
  promised death.  
  KEO4-06 Knights of Futures’ Past 
   
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  The Rogue took some small satisfaction in 
  noting the Holy Symbol of Zilchus that 
  adorned even the Guildmasters person. 
  "But you're just a clown in a costume. 
  Dressing up in a suit to scare your marks. A 
  nice idea for the rubes, but you're a far way 
  from Linth." It was the Don's turn to snort 
  some satisfaction, as he saw the reaction flit 
  across the Rogue's face. "Yeah, we figured 
  you out. If you had been satisfied with Linth 
  and the Upper Sheldomar, we could have come 
  to some terms. I'm not opposed to good 
  business dealings, am I boys?" The two 
  mammoth men in the shadows snorted 
  something 
  unintelligible, 
  in 
  a 
  guttural 
  language. "Good for business is good for 
  Gradsul." 
  "No, you fancy pants had to come to MY city. 
  Your whore mistress was tricky, but the 
  masquerade is over. Boys, Mr. Boneman over 
  here likes to pretend he's some spook of the 
  night.  I say we give him his wish." 
  The two figures stepped out of the shadows, 
  and their features changed. The suits fell away 
  revealing the horrors underneath. The true 
  face of the suits were revealed, and a moan of 
  horror rolled out the throat of the Rogue.  
  "I don't know what angle Lady Maressa thinks 
  she's playing at by coming into Gradsul and 
  wooing the Duke. He's our man, and he's 
  always been our man. It was a nice play, but its 
  gonna end now. And badly for you and your 
  fellows. Scar, can you close this deal for me? I 
  got bigger fish to fry." 
  An albino in sharp white vestments stepped 
  into the room carrying a small black case in 
  his white gloves. The case opened to reveal 
  glittering 
  razors 
  and 
  small 
  knives. 
  His 
  movements 
  were 
  practiced 
  and 
  precise, 
  reminding the rogue of street jugglers - or a 
  butcher preparing an expensive side of meat. 
  "I.... I'll tell you what you want to know, 
  please…" 
  "Oh, I know you will. Peel him slowly boys, and 
  then we'll animate the corpse. Let's send a 
  little message to Lady Shadowdark that I'm 
  done with the dance, and it's time we move on 
  to the main event."  
  The coming thieves' war would be bloody 
  business, but after all, the Don was a true 
  businessman at heart. 
  The End 
  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 4: 
  Solving the music box riddle without aid 
   
  All APLs – 100 xp 
  Encounter 5: 
  Defeating the Shadow Guards 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
   
  APL 16 – 570 xp. 
  Encounter 12: 
  Defeating Aulicus (and Lord Holphin) 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
   
  APL 16 – 570 xp. 
  Encounter 13: 
  Defeating the Mirror Assassins 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
   
  APL 14 – 450 xp. 
   
  APL 16 – 510 xp. 
  Story Award 
  Saving Duke Luschan from assassination 
   
   
  APL 6 –80 xp. 
   
  APL 8– 125 xp. 
  KEO4-06 Knights of Futures’ Past 
   
  Page 28 
  
   
  APL 10 – 170 xp. 
   
  APL 12 – 215 xp. 
   
  APL 14 – 260 xp. 
   
  APL 16 – 305 xp. 
  Total Possible Experience 
   
  APL 6– 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
   
  APL 14– 1800 xp. 
   
  APL 16 – 2025 xp. 
  Treasure Summary 
  During an adventure, characters come upon 
  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 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. In the case of potions, they may use 
  Spellcraft to identify them. 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. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 6: 
  APL 6: L: 0 gp; C: 0 gp; M: Quiver of Ehlonna (300 
  gp) 
  APL 8: L: 0 gp; C 0 gp; M: Quiver of Ehlonna (300 
  gp); sleep arrows (220 gp) 
  APL 10: L: 0 gp; C: 0 gp; M: Quiver of Ehlonna 
  (300 gp); sleep arrows (220 gp); screaming bolts 
  (445 gp) 
  APL 12: L: 0 gp; C:0 gp; M: Quiver of Ehlonna 
  (300 gp); sleep arrows (220 gp); screaming bolts 
  (445 gp); lesser arrows of human slaying (1141 
  gp) 
  APL 14: L: 0 gp; C:0 gp; M: Quiver of Ehlonna 
  (300 gp); sleep arrows (220 gp); screaming bolts 
  (445 gp); lesser arrows of human slaying (1141 
  gp); greater arrows of human slaying (2028 gp) 
  APL 16: L: 0 gp; C:0 gp; M: Quiver of Ehlonna 
  (300 gp); sleep arrows (220 gp); screaming bolts 
  (445 gp); lesser arrows of human slaying (1141 
  gp); greater arrows of human slaying (2028 gp); 
  brilliant energy arrows (2157 gp) 
  Encounter 12: 
   
  APL 6: L: 20 gp; C: 100 gp; M: Ring of 
  counterspells (666 gp) 
   
  APL 8: L: 50 gp; C: 300 gp; M: Ring of 
  counterspells (666 gp) 
   
  APL 10: L: 100 gp; C: 500 gp; M: Ring of 
  counterspells (666 gp); +1 full plate (441 gp); +1 
  large steel shield (195 gp); periapt of wisdom +2 
  (666 gp); cloak of resistance +3 (1500 gp).  
   
  APL 12: L: 100 gp; C: 700 gp; M: Ring of 
  counterspells (666 gp); +1 full plate (441 gp); +1 
  KEO4-06 Knights of Futures’ Past 
   
  Page 29 
  
  large steel shield (195 gp); periapt of wisdom +4 
  (2667 gp); cloak of resistance +3 (1500 gp).  
   
  APL 14: L: 100 gp; C: 900 gp; M: Ring of 
  counterspells (666 gp); dragonrider armor (4358 
  gp); +3 large steel shield (1528gp); periapt of 
  wisdom +4 (2667 gp); cloak of resistance +3 
  (1500 gp); ring of evasion (4166 gp); helm of 
  underwater action (9500 gp); metamagic rod of 
  empower spell (5417 gp). 
   
  APL 16: L: 100 gp; C: 1000 gp; M: Ring of 
  counterspells (666 gp); dragonrider armor (4358 
  gp); +3 mithril large shield (3028 gp); periapt of 
  wisdom +4 (2667 gp); cloak of resistance +3 
  (1500 gp); ring of evasion (4166 gp); helm of 
  underwater action (9500 gp); metamagic rod of 
  empower spell (5417 gp), ring of freedom of 
  movement (6666 gp) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 6: L: 20 gp; C: 100 gp; M: 966 gp) – 
  Total: 1086 gp (900 gp). 
   
  APL 8: L: 50 gp; C: 300 gp; M: 1186gp) – 
  Total: 1536 gp (1300 gp). 
   
  APL 10: L: 100 gp; C: 500 gp; M: 4433 gp) – 
  Total: 5033 gp (2300 gp). 
   
  APL 12: L: 100 gp; C: 700 gp; M: 7575 gp) – 
  Total: 8375 gp (3300 gp). 
   
  APL 14: L: 100 gp; C: 900gp; M: 33936gp) – 
  Total: 34936 gp (6600 gp). 
   
  APL 16: L: 100 gp; C: 1000 gp; M: 42102 gp) 
  – Total: 43202 gp (9900 gp). 
  Special: 
  Favor of the Duke of Gradsul 
  For protecting the interests of his City, and 
  rescuing his person during the Ball of the Red 
  Masque, Duke Luschan VIII will have his Sea 
  mages Upgrade one ability-boosting item (except 
  gauntlets of ogre power) +2 to +4; or +4 to +6. 
  Alternatively, it may be used to enchant any non-
  magical armor or weapon to +1. Cross off this 
  favor when used. Pay the difference between the 
  old and new prices. (Frequency: Regional) 
  Favor of the Sea Mages 
  For providing information of your planar travels, 
  the Sea Mages of Gradsul have offered access 
  to one of the following spells. If the PC is a 
  wizard, the spell is copied into their spellbook for 
  them at no cost. Circle the chosen spell (choose 
  and circle three if the PC is a member of the Sea 
  Mages meta-organization): lesser electric orb 
  (MH), arc of lightning (MH), baleful transposition 
  (MH), slide (MH), greater slide (MH), undeniable 
  gravity (MH), repair light damage (MH), snake’s 
  swiftness (MH), repair moderate damage (MH). 
  (Frequency: Regional) 
  Dragonrider Armor 
  This suit of black +1 full plate armor is crafted 
  from the cast-off scales of a dragon (rather than 
  those harvested from a slain dragon). It grants 
  acid resistance 10, a +5 bonus on Ride checks 
  whenever riding a dragon, and activates a 
  feather fall spell whenever the rider falls more 
  than 5 feet. 
  Faint abjuration; CL 3rd; Craft Magic Arms & 
  Armor, feather fall; Price 26,150 gp; Cost 13,400 
  gp + 1000 xp; Weight 50 lbs. (This item is from 
  the Draconomicon, page 118) 
  Mirror…Mirror 
  The magic of the Mirror of Lendor has infused with 
  this PC from his dimensional travels. As a one-
  time effect, the PC may re-roll a single saving 
  throw that they have just failed. Use the second 
  roll for the check even if the result is less 
  desirable. This does not stack with the Luck 
  domain or other similar abilities that may provide 
  for a re-roll. This ability can only be used once, 
  and then it should be crossed off the AR. After this 
  ability is used, the PC also gains a +1 
  circumstance bonus to Knowledge (the planes) 
  checks. 
  Lost in Time 
  Your PC has become lost in a parallel universe 
  with no way home. They are currently OUT OF 
  PLAY. Contact the Keoland Triad for more 
  information.  
  Banned from Gradsul 
  You have failed to protect the Duke or acted in an 
  inappropriate way within the Gradsul city limits. 
  This is an impressive feat considering the most 
  debauched festival in all of Keoland was going on 
  at the time. This PC is not allowed to participate in 
  any Metaregional or Regional that starts or takes 
  place within, in whole or in part, the City of 
  Gradsul. The PC has been marked by the Sea 
  Mages, who will know and alert the authorities. 
  Punishment for this trespass is a 52 TU 
  imprisonment in solitary confinement. 
  KEO4-06 Knights of Futures’ Past 
   
  Page 30 
  
  Items for the Adventure 
  Record  
  � greater arrow of human slaying (Freq: 
  Adv., DMG) Max. of 3 
  � dragonrider armor (Freq: Adv., see AR) 
  � metamagic rod of Empower Spell (Freq: 
  Adv., DMG) 
  Item Access 
  � ring of Evasion (Freq: Adv., DMG) 
  APL 16 (all items from APL 6-14 plus): 
  APL 6: 
  � +3 full plate (Freq: Adv., DMG) 
  � quiver of Ehlonna (Freq: Adv., DMG ) 
  � +3 large mithril shield (Freq: Adv., DMG) 
  � lesser metamagic rod of Extend Spell 
  (Freq: Adv., DMG) 
  � periapt of wisdom +6 (Freq: Adv., DMG) 
  � sword  of subtlety (Freq: Adv., DMG) 
  � ring of counterspells (Freq; Adv., DMG) 
  � brilliant energy arrows (Freq: Adv., DMG) 
  Max. of 10 
  � everfull mug, with crest of the Harp and 
  Ale (Freq; Adv, Arms and Equip. Guide) 
  � ring of freedom of movement (Freq: Adv, 
  DMG) 
  APL 8 (all items from APL 6 plus): 
  � sleep arrows (Freq: Adv., DMG) Max. of 
  10 
  � white robe of the archmagi (Freq: Adv., 
  DMG) 
   
  � cloak of elemental power (Freq: Adv., 
  Miniatures Handbook) 
  � robe of useful items (Freq: Adv; DMG) 
  APL 10 (all items from APL 6, 8 plus): 
  � cloak of resistance +3 (Freq: Adv., DMG) 
  � +1 mithril chain shirt (Freq: Adv., DMG) 
  � goggles of night (Freq: Adv, DMG) 
  � boots of levitation (Freq: Adv., DMG) 
  � screaming bolts (Freq Adv., DMG) Max. of 
  10 
  APL 12 (all items from APL 6-10 plus): 
  � periapt of wisdom +4 (Freq: Adv., DMG) 
  � lesser arrow of human slaying (Freq: Adv., 
  DMG) Max of 3 
  � helm of glorious recovery (Freq: Adv., 
  Miniatures Handbook) 
  � +3 large steel shield (Freq: Adv., DMG) 
  � Boccob’s Blessed Book (Freq: Adv., 
  DMG) 
  APL 14 (all items from APL 6-12 plus): 
  � helm of underwater action (Freq: Adv., 
  DMG) 
  � ring of major energy resistance, cold 
  (Freq: Adv., DMG) 
  � +2 mithril chain shirt (Freq: Adv., DMG) 
  KEO4-06 Knights of Futures’ Past 
   
  Page 31 
  
  Appendix A: Monsters and NPCs (All APLs) 
  Items marked with an asterisk (*) are fully described in Appendix B. 
  Encounter Three 
  Sir Artur Valor: Male human Pal 12; CR 12; medium-size humanoid (human); HD 12d10+24; hp 100; Init 
  +4; Spd 20 ft. (4 squares); AC 27 (+11 armor, +1 deflection, +5 shield), touch 11, flat-footed 27; BAB +12; 
  Grp +14; Atk +1 holy longsword +17 melee (1d8+3, 19-20/x2); Full Atk +1 holy longsword +17/+12/+7 
  melee (1d8+3, 19-20/x2); SA Smite Evil 3/day; SQ Aura of good, detect evil, divine grace, divine health, 
  lay on hands, remove disease 3/week, turn undead; AL LG; SV Fort +14, Ref +8, Will +10; Str 14, Dex 
  10, Con 14, Int 8, Wis 12, Cha 19. 
   
  Skills & Feats: Diplomacy +19, Knowledge (religion) +13, Knowledge (nobility & royalty) +1; Cleave, 
  Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (Longsword). 
   
  Paladin Spells Prepared (1/2; save DC 14 + spell level): 1st – cure light wounds x3; 2nd – bull’s 
  strength. 
   
  Possessions: +3 full plate, +3 heavy steel shield, ring of protection +1, +1 holy longsword, +1 
  composite longbow (14 Str), twenty +2 arrows, bag of holding type II, potion of fly, three potions of cure 
  moderate wounds, scroll of death ward, silver holy symbol, five vials of holy water. 
   
  Minister Down: Male human Clr 12 of Heironious; CR 12; medium-sized humanoid (human); HD 
  12d8+24; hp 87; Init +3; Spd 20 ft. (4 squares); AC 23 (+9 armor, +1 deflection, -1 Dex, +4 shield), touch 
  10, flat-footed 23; BAB +11; Grp +12; Atk +1 bane (undead) longsword +15 melee (1d8+2, 19-20/x2); Full 
  Atk +1 bane (undead) longsword +15/+10 melee (1d8+2, 19-20/x2); SA Turn undead; SQ Spontaneous 
  casting; AL LG; SV Fort +10, Ref +3, Will +14; Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12. 
   
  Skills & Feats: Concentration + 14, Diplomacy +11, Heal +10, Knowledge (religion) +12; Divine 
  Metamagic*, Empower Spell, Extra Turning, Improved Initiative, Scribe Scroll, Spell Penetration. 
   
  Cleric Spells Prepared (6/8/6/6/5/5/3; save DC 14+ spell level): 0 – detect magic x2, guidance x2, 
  light, resistance; 1st – bane, bless x2, divine favor x2, protection from evil*, sanctuary, shield of faith; 2nd – 
  aid*, align weapon, bear’s endurance x2, bull’s strength x2; 3rd- create food and water, daylight, dispel 
  magic x2, magic circle vs. evil*, magic vestment; 4th - air walk, death ward, dismissal, order’s wrath*, 
  restoration; 5th - break enchantment, dispel evil*, flame strike x2, righteous might; 6th- greater dispel 
  magic, heal, hold monster*. 
   
  *Domain spell. Domains: Good (cast all spells with good descriptor at +1 caster level), Law (cast all 
  spells with law descriptor at +1 caster level). 
   
  Possessions: +1 full plate, +2 heavy steel shield, ring of protection, +1 bane (undead) longsword, ring 
  of protection +1, periapt of wisdom +4, greater holy symbol, +1 light crossbow, ten adamantium bolts, two 
  scrolls of cure moderate wounds, one scroll of restoration. 
   
  The Masked Mandolin: Male human Brd 15; CR 15; medium-size humanoid (human); HD 15d6+15; hp 
  70; Init +5; Spd 30 ft. (6 squares); AC 19 (+3 armor, +3 deflection, +1 Dex, +2 natural), touch 14, flat-
  footed 18; BAB +11; Grp +11; Atk +2 wounding longsword +14 melee (1d8+2, 19-20/x2); Full Atk +2 
  wounding longsword +14/+9/+4 melee (1d8+2, 19-20/x2); SQ bardic knowledge, bardic music (fascinate, 
  inspire competence, inspire courage, inspire greatness, song of freedom, suggestion), countersong; AL 
  LN; SV Fort +6, Ref +10, Will +8; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 20. 
   
  Skills & Feats: Balance +3, Bluff +23, Decipher Script +20, Diplomacy +20, Gather Information +23, 
  Intimidate +7, Jump +2, Perform (mandolin) +26, Sense Motive +17, Spellcraft +23, Tumble +19, Use 
  Magic Device +5; Dodge, Improved Initiative, Mobility, Skill Focus (Diplomacy), Skill Focus (Perform), 
  Skill Focus (Spellcraft), Weapon Focus (Longsword). 
   
  Bard Spells Known (4/6/4/4/4/3; save DC 15 + spell level): 0 – dancing lights, daze, ghost sound, 
  light, lullaby, read magic; 1st – cause fear, charm person, cure light wounds, sleep; 2nd – cure moderate 
  wounds, glitterdust, hold person, invisibility; 3rd-blink, charm monster, dispel magic, glibness; 4th-break 
  enchantment, dominate person, hold monster, shout; 5th-greater dispel magic, mind fog, mislead. 
   
  Possessions: +2 wounding longsword, amulet of natural armor +2, bracers of armor +3, ring of 
  protection +3, masterwork light crossbow, 20 cold iron bolts, three potions of cure serious wounds, two 
  KEO4-06 Knights of Futures’ Past 
   
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  potion’s of eagles splendor, two potions of fly, three potions of glibness, cloak of charisma +2, bag of 
  holding, masterwork mandolin. 
   
   
  Encounter Six 
  Sir Artur Valor: Male human Pal 12; CR 12; medium-size humanoid (human); HD 12d10+24; hp 100 
  (currently 15); Init +4; Spd 30 ft. (6 squares); AC 10 (no modifiers), touch 10, flat-footed 10; BAB +12; Grp 
  +14; Atk unarmed strike +10 melee (1d2+2, 20/x2); Full Atk unarmed strike +10/+5/+0 melee (1d2+2, 
  20/x2); SA Smite evil 3/day; SQ Aura of good, detect evil, divine grace, divine health, lay on hands, 
  remove disease 3/week, turn undead; AL LG; SV Fort +14, Ref +8, Will +10; Str 14, Dex 10, Con 14, Int 
  8, Wis 12, Cha 19. 
   
  Skills & Feats: Diplomacy +19, Knowledge (religion) +13, Knowledge (nobility & royalty) +1; Cleave, 
  Great Fortitude, Improved Initiative, Iron Will, Power Attack, Weapon Focus (Longsword). 
   
  Paladin Spells Prepared (1/2; save DC 14 + spell level): 1st – cure light wounds x3; 2nd – bull’s 
  strength. 
   
  Possessions: Rags (his weapons and armor have been taken). 
   
  Description: A handsome man, dressed in rags, in his early 50’s with blond hair and blue eyes. Even 
  though he is captured, he remains stoic. 
  Encounter Eight 
  Flampu: Male human Clr 7 of Boccob; CR 7; medium-size humanoid (human); HD 7d8; hp 42; Init +0; 
  Spd 30 ft. (6 squares); AC 13 (+3 armor), touch +10, flat-footed +13; BAB/Grap +5/+5; Full Atk +1 dagger 
  +6 melee (1d4+1); SA Turning; SQ Spontaneous casting; AL NG; SV Fort +5, Ref +2, Will +9; Str 10, Dex 
  10, Con 10, Int 16, Wis 18, Cha 14. 
  Skills & Feats: Bluff +7, Concentration +11, Diplomacy +8, Knowledge (arcana) +14, Knowledge 
  (local – Sheldomar Valley) +14, Knowledge (nobility & royalty) +14, Knowledge (religion) +14, Sense 
  Motive +5, Spellcraft +14. Dodge, Negotiator, Skill Focus (Bluff), Spell Penetration. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1 per day; DC 14 + spell level): 0 – Create water, detect 
  magic, detect poison, mending x2, read magic; 1st – Bless water, endure elements, hide from undead x2, 
  Nystul’s magic aura*, remove fear; 2nd – Identify, lesser restoration x2, make whole, silence; 3rd – Create 
  food and water, daylight, dispel magic*, remove disease; 4th – Divination*, restoration, tongues. 
   
   
  * Domain spell. Domains: Knowledge (All Knowledge skills are class skills; cast divination spells 
  at +1 caster level), Magic (use devices with spell trigger or spell activation as a 3rd level wizard). 
   
   
  Possessions: +1 dagger, bracers of armor +3, silver holy symbol of Boccob, spell component 
  pouch. 
   
   
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  Appendix A: Monsters and NPCs (APL 6) 
  Items marked with an asterisk (*) are fully described in Appendix B. 
  Encounter 12 
  Aulicus, Prophet of the Hool: Juvenile black dragon; CR 7; medium dragon (water); HD 13d12+26; hp 
  137; Init +0; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.; AC 22 (+12 natural), touch 10, flat-
  footed 22; BAB +13; Grp +16; Atk Bite +16 melee (2d6+3, 20/x2); Full Atk Bite +16 melee (1d8+3, 20/x2) 
  and 2 claws +14 melee (1d6+1, 20/x2) and 2 wings +14 melee (1d4+1, 20/x2); SA Breath weapon, 
  darkness, frightful presence, spells; SQ Blindsense 60 ft., darkvision 120 ft, immunity to acid, sleep and 
  paralysis effects, low-light vision, water breathing; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, 
  Con 15, Int 10, Wis 11, Cha 10. 
   
  Skills & Feats: Move Silently +12, Swim +10, Spot +16, Hide +12, Intimidate +8, Listen +16, Search 
  +16, Knowledge: Religion +5, Knowledge: Royalty and Nobility +2, Languages (Common); Cleave, 
  Clinging Breath*, Multiattack, Power Attack, Wingover. 
   
  Breath Weapon (Su): 60-ft. line, 8d4 acid, Reflex DC 18 half. 
   
  Darkness (Sp): Usable three times per day. Acts as darkness spell, but with a 50-ft. radius. Caster 
  level 5th. 
   
  Possessions: Ring of counterspells (vs. ray of enfeeblement). 
   
  Description: Blood thirsty, ill-humored, and a bully. The world is his cattle, to feed upon and toss 
  aside the scraps. 
  Encounter 13 
  Jagged: Male Human Ftr 4; CR 4; medium-size humanoid (human); HD 4d10+12; hp 39; Init +0; Spd 20 
  ft. (4 squares); AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20; BAB +4; Grp +7; Full Atk 
  shatterspike +9 melee (1d8+6, 19-20/x2) or dagger +7 melee (1d4+3, 19-20/x2); AL NE; SV Fort +7, Ref 
  +1, Will +0; Str 16, Dex 10, Con 16, Int 6, Wis 8, Cha 8. 
         Skills & Feats: Climb +7, Ride +5; Cleave, Power Attack, Cleave, Improved Sunder, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword). 
         Possessions:  Full plate, heavy steel shield, shatterspike, dagger. 
  Pane: Male Human Sor 4; CR 4; medium-size humanoid (human); HD 4d4+8; hp 18; Init +6; Spd 30 ft. (6 
  squares); AC 16 (+4 armor*, +2 Dex), touch 12, flat-footed 14; BAB +2; Grp +0; Full Atk dagger +0 melee 
  (1d4-2, 19-20/x2); AL NE; SV Fort +3, Ref +5, Will +5; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 16. 
         Skills & Feats:  Bluff +10, Concentration +9, Spellcraft +7; Improved Initiative, Lightning Reflexes, 
  Iron Will. 
         Sorcerer Spells Known (6/6*/4; save DC 13 + spell level): 0 – acid splash, daze, detect magic, 
  message, ray of frost, read magic; 1st – mage armor, magic missile, shocking grasp; 2nd – glitterdust. 
         Possessions:  Robes, dagger, spell component pouches. 
   
  * Includes pre-cast mage armor spell. 
  Glass: Male Human Rog 4; CR 4; medium-size humanoid (human); HD 4d6+8; hp 24; Init +7; Spd 30 ft. 
  (6 squares); AC 17 (+4 armor, +3 Dex), touch 13, flat-footed 14; BAB +3; Grp +5; Full Atk rapier +6 melee 
  (1d6+2, 18-20/x2); SA Sneak attack +2d6; SQ Evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  NE; SV Fort +3, Ref +7, Will -1; Str 14, Dex 16, Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats:  Climb +9, Disable Device +9, Escape Artist +10, Hide +10, Listen +5, Move Silently 
  +10, Open Lock +10, Spot +5, Tumble +10; Dodge, Improved Initiative, Weapon Focus (Rapier). 
         Possessions:  Chain shirt, rapier. 
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  Shard: Male Human Rgr 4; CR 4; medium-size humanoid (human); HD 4d8+16; hp 36; Init +8; Spd 30 ft. 
  (6 squares); AC 18 (+4 armor, +4 Dex), touch 14, flat-footed 14; BAB +4; Grp +6; Atk +1 composite 
  longbow (14 Str) +10 ranged (1d8+3, 20/x3) or longsword +6 melee (1d8+2, 19-20/x2); Full Atk +1 
  composite longbow (14 Str) +10 ranged (1d8+3, 20/x3) or longsword +6 melee (1d8+2, 19-20/x2); SA 
  Favored enemy (elf +2), ranged combat style (Rapid Shot); SQ Endurance, Track, Wild Empathy; AL NE; 
  SV Fort +8, Ref +8, Will +1; Str 14, Dex 18, Con 18, Int 8, Wis 10, Cha 6. 
         Skills & Feats:  Escape Artist +10, Heal +7, Hide +10, Listen +7, Move Silently +10, Search +6, Spot 
  +7, Survival +7; Improved Initiative, Point Blank Shot, Precise Shot. 
         Possessions:  Longsword, +1 composite longbow (14 Str), chain shirt. 
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  Appendix A: Monsters and NPCs (APL 8) 
  Items marked with an asterisk (*) are fully described in Appendix B.
  Encounter 12 
  Aulicus, Prophet of the Hool: young adult black dragon; CR 9; large dragon (water); HD 16d12+48; hp 
  180; Init +4; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.; AC 28 (+4 armor*, +15 natural, -1 size), 
  touch 9, flat-footed 28; BAB +16; Grp +24; Atk bite +19 melee (2d6+4, 20/x2); Full Atk bite +19 melee 
  (2d6+4, 20/x2) and 2 claws +17 melee (1d8+2, 20/x2) and 2 wings +17 melee (1d6+2, 20/x2) and +17 
  melee (1d8+6, 20/x2); Space/Reach 10 ft. / 5 ft. (10 ft. with bite); SA breath weapon, darkness, frightful 
  presence, spells; SQ blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, 
  sleep and paralysis, low-light vision, spell resistance 17, water breathing; AL CE; SV Fort +13, Ref +10, 
  Will +11; Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12. 
   
  Skills & Feats: Hide +12, Intimidate +10, Knowledge (nobility & royalty) +3, Knowledge (religion) +6, 
  Listen +20, Move Silently +12, Search +20, Spot 20, Swim +16; Cleave, Clinging Breath*, Recover 
  Breath*, Multiattack, Power Attack, Wingover. 
   
  Breath Weapon (Su): 80-ft. line, 10d4 acid, Reflex DC 21 half. 
  Corrupt Water (Sp): Usable 1/day; spoil up to 10 cubic feet of water or liquids containing water; range 
  180 ft.; Will DC 20 negates. 
   
  Darkness (Sp): Usable 3/day; as darkness, but a 50-ft. radius. Caster level 5th. 
   
  Frightful Presence (Ex): 150-ft. radius, affects 15 HD or fewer, Will DC 19 negates. 
   
  Sorcerer Spells Known (5/4*; save DC 11 + spell level): 0 – daze, detect magic, ghost sound, ray of 
  frost; 1st – mage armor, protection from good. 
   
  Possessions: Ring of counterspells (vs. ray of enfeeblement). 
   
  Description: Blood thirsty, ill-humored, and a bully. The world is his cattle, to feed upon and toss 
  aside the scraps. 
   
  * Includes pre-cast spells. 
  Encounter 13 
  Jagged: Male Human Ftr 6; CR 6; medium-size humanoid (human); HD 6d10+24; hp 63; Init +0; Spd 20 
  ft. (4 squares); AC 22 (+9 armor, +3 shield), touch 10, flat-footed 22; BAB +6; Grp +9; Atk shatterspike 
  +11 melee (1d8+6, 19-20/x2) or dagger +9 melee (1d4+3, 19-20/x2); Full Atk shatterspike +11/+6 melee 
  (1d8+6, 19-20/x2) or dagger +9/+4 melee (1d4+3, 19-20/x2); AL NE; SV Fort +8, Ref +2, Will +1; Str 16, 
  Dex 10, Con 16, Int 6, Wis 8, Cha 8. 
         Skills & Feats:  Climb +9, Ride +5; Cleave, Combat Brute*, Improved Sunder, Improved Toughness*, 
  Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword). 
         Possessions: +1 full plate, +1 heavy steel shield, shatterspike, dagger. 
  Pane: Male human Sor 6; CR 6; medium-size humanoid (human); HD 6d4+12; hp 27; Init +6; Spd 30 ft. 
  (6 squares); AC 16 (+4 armor*, +2 Dex), touch 16, flat-footed 14; BAB +3; Grp +1; Full Atk dagger +1 
  melee (1d4-2, 19-20/x2); AL NE; SV Fort +6, Ref +6, Will +6; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 
  16. 
         Skills & Feats:  Bluff +12, Concentration +11, Spellcraft +9; Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes 
         Sorcerer Spells Known (6/6*/5/4; save DC 13 + spell level): 0 – acid splash, daze, detect magic, 
  mage hand, message, ray of frost, read magic; 1st – mage armor, magic missile, ray of enfeeblement, 
  shocking grasp; 2nd – glitterdust, mirror Image; 3rd - haste. 
         Possessions:  Dagger, robes, spell component pouches. 
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  * Includes pre-cast mage armor spell. 
  Glass: Male Human Rog 6; CR 6; medium-size humanoid (human); HD 6d6+12; hp 36; Init +7; Spd 30 ft. 
  (6 squares); AC 17 (+4 armor, +3 Dex), touch 13, flat-footed 14; BAB +4; Grp +6; Full Atk rapier +7 melee 
  (1d6+2, 18-20/x2); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL 
  NE; SV Fort +4, Ref +10, Will 0; Str 14, Dex 16, Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats: Climb +11, Disable Device +11, Escape Artist +12, Hide +12, Listen +7, Move Silently 
  +12, Open Lock +12, Spot +12, Tumble +12; Dodge, Improved Initiative, Lightning Reflexes, Weapon 
  Focus (Rapier). 
         Possessions:  Chain shirt, rapier. 
  Shard: Male Human Rgr 6; CR 6; medium-size humanoid (human); HD 6d8+24; hp 54; Init +8; Spd 40 ft. 
  (8 squares); AC 18 (+4 armor, +4 Dex), touch 14, flat-footed 14, BAB +6; Grp +8; Atk +1 composite 
  longbow (14 Str) +13 ranged (1d8+3, 20/x3) or +1 longsword +8 melee (1d8+2, 19-20/x2); Full Atk +1 
  composite longbow (14 Str) +13 ranged (1d8+3, 20/x3) or +1 longsword +8 melee (1d8+2, 19-20/x2); SA 
  combat style (Manyshot, Rapid Shot), favored enemies (elf +4, orc +2); SQ Endurance, resistance to fire 
  10*; Track, Wild Empathy; AL NE; SV Fort +9, Ref +9, Will +2; Str 14, Dex 18, Con 18, Int 8, Wis 12, Cha 
  6. 
         Skills & Feats:  Escape Artist +12, Heal +10, Hide +10, Listen +10, Move Silently +12, Search +8, 
  Spot +10, Survival +10; Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Longbow). 
         Ranger Spells Prepared (2; save DC 11 + spell level): 1st – longstrider, resist energy. 
         Possessions:  Longsword, +1 composite longbow (14 Str), chain shirt. 
   
  *Includes pre-cast spells. 
   
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  Appendix A: Monsters and NPCs (APL 10) 
  Items marked with an asterisk (*) are fully described in Appendix B.
  Encounter 12 
  Aulicus, Prophet of the Hool: young adult black dragon; CR 9; large dragon (water); HD 16d12+48; hp 
  180; Init +4; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.; AC 28 (+4 armor*, +15 natural, -1 size), 
  touch 9, flat-footed 28; BAB +16; Grp +24; Atk bite +19 melee (2d6+4, 20/x2); Full Atk bite +19 melee 
  (2d6+4, 20/x2) and 2 claws +17 melee (1d8+2, 20/x2) and 2 wings +17 melee (1d6+2, 20/x2) and +17 
  melee (1d8+6, 20/x2); Space/Reach 10 ft. / 5 ft. (10 ft. with bite); SA breath weapon, darkness, frightful 
  presence, spells; SQ blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, 
  sleep and paralysis, low-light vision, spell resistance 17, spell immunity (vs. holy smite, slow)*, water 
  breathing; AL CE; SV Fort +13, Ref +10, Will +11; Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12. 
   
  Skills & Feats: Hide +12, Intimidate +10, Knowledge (nobility & royalty) +3, Knowledge (religion) +6, 
  Listen +20, Move Silently +12, Search +20, Spot 20, Swim +16; Cleave, Clinging Breath*, Recover 
  Breath*, Multiattack, Power Attack, Wingover. 
   
  Breath Weapon (Su): 80-ft. line, 10d4 acid, Reflex DC 21 half. 
   
  Darkness (Sp): Usable 3/day; as darkness, but a 50-ft. radius. Caster level 5th. 
   
  Frightful Presence (Ex): 150-ft. radius, affects 15 HD or fewer, Will DC 19 negates. 
   
  Sorcerer Spells Known (5/4*; save DC 11 + spell level): 0 – daze, detect magic, ghost sound, ray of 
  frost; 1st – mage armor, protection from good. 
   
  Possessions: Ring of counterspells (vs. ray of enfeeblement). 
   
  Description: Blood thirsty, ill-humored, and a bully. The world is his cattle, to feed upon and toss 
  aside the scraps. 
   
  * Includes pre-cast spells. 
  Lord Holphin Neheli, Soulpiercer of Vecna: Male Human Clr 11; CR 11; medium-size humanoid 
  (human); HD 11d8+33; hp 91; Init +1; Spd 20 ft. (4 squares); AC 23 (+9 armor, +1 Dex, +3 shield), touch 
  11, flat-footed 22, BAB +8; Grp +8; Atk masterwork heavy mace +9 melee (1d8, 20/x2); Full Atk 
  masterwork heavy mace +9/+4 melee (1d8, 20/x2); SA rebuke undead; SQ freedom of movement*, 
  resistance to fire 30**, spontaneous casting; AL NE; SV Fort +14, Ref +9, Will +17; Str 10, Dex 12, Con 
  14, Int 10, Wis 18 (20), Cha 15. 
         Skills & Feats:  Concentration +16, Ride +8, Spellcraft +14; Great Fortitude, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Mounted Combat. 
         Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; save DC 15 + spell level): 0 – detect magic x3, 
  mending, read magic, resistance;1st – command x2, cure light wounds x3, divine favor, protection from 
  good*, shield of faith; 2nd – bear’s endurance, cure moderate wounds x2, death knell, identify*, resist 
  energy; 3rd – cure serious wounds, dispel magic x2*, invisibility purge, searing light; 4th – cure critical 
  wounds, dismissal, freedom of movement, spell immunity, unholy blight*; 5th – flame strike x2, greater 
  command, spell resistance*; 6th – anti-magic field*, harm. 
   
  * Domain spell. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Magic (use spell 
  trigger or spell-completion devices as a wizard of 5th level) 
   
  Possessions:  Robes, masterwork heavy mace, +1 full plate, large steel shield +1, periapt of wisdom 
  +2, cloak of resistance +3, silver unholy symbol of Vecna, spell component pouches. 
   
  **Includes pre-cast spells. 
  Encounter 13 
  Jagged: Male Human Ftr 8; CR 8; medium-size humanoid (human); HD 8d10+32; hp 84; Init +0; Spd 20 
  ft. (4 squares); AC 22 (+9 armor, +3 shield), touch 10, flat-footed 22), BAB +8; Grp +12; Atk shatterspike 
  KEO4-06 Knights of Futures’ Past 
   
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  +15 melee (1d8+7, 17-20/x2) or dagger +11 melee (dagger, 1d4+3, 19-20/x2); Full Atk shatterspike 
  +15/+10 melee (1d8+7, 17-20/x2) or dagger +11/+6 melee (dagger, 1d4+3, 19-20/x2); AL NE; SV Fort 
  +13, Ref +6, Will +3; Str 18, Dex 10, Con 16, Int 6, Wis 8, Cha 8. 
         Skills & Feats:  Climb +14, Ride +7; Cleave, Combat Brute*, Improved Critical (Longsword), 
  Improved Sunder, Improved Toughness*, Weapon Focus (Longsword), Weapon Specialization 
  (Longsword). 
         Possessions:  +1 full plate, +1 heavy steel shield, shatterspike, dagger. 
   
  Notes: Jagged is under a heroism spell (8th level caster) which has been included in his statistics. 
  Pane: male human Sor 8; CR 8; medium-size humanoid (human); HD 8d4+16; hp 36; Init +6; Spd 30 ft. 
  (6 squares); AC 16 (+4 armor, +2 Dex), touch 16, flat-footed 14, BAB +4; Grp +2; Full Atk dagger +2 
  melee (1d4-2, 19-20/x2); AL NE; SV Fort +6, Ref +6, Will +7; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 
  18. 
         Skills & Feats:  Bluff +15, Concentration +13, Spellcraft +11; Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes. 
         Sorcerer Spells Known (6/6*/7/3*/5; save DC 14 + spell level): 0 – acid splash, daze, detect magic, 
  mage hand, message, ray of frost, read magic, prestidigitation; 1st – mage armor, magic missile, ray of 
  enfeeblement, shocking grasp; 2nd – bull’s strength, glitterdust, mirror image; 3rd – fireball, haste, heroism; 
  4th - fear. 
         Possessions: Dagger, robes, boots of levitation, spell component pouches. 
   
  * Includes pre-cast spells. 
  Glass: male human Rog 8; CR 8; medium-size humanoid (human); HD 8d6+16; hp 48; Init +8; Spd 30 ft. 
  (6 squares); AC 19 (armor +5, Dex 4), touch 14, flat-footed 15, BAB +6; Grp +8; Atk +1 rapier +11 melee 
  (1d6+3, 18-20/x2); Full Atk +1 rapier +11/+6 melee (1d6+3, 18-20/x2); SA sneak attack +4d6; SQ 
  evasion, improved uncanny dodge, trapfinding, trap sense +2, uncanny dodge; AL NE; SV Fort +4, Ref 
  +12, Will +0; Str 14, Dex 18, Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats: Climb +15, Disable Device +15, Escape Artist +16, Hide +16, Listen +11, Move 
  Silently +16, Open Lock +16, Spot +11; Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus 
  (Rapier). 
         Possessions: +1 rapier, +1 chain shirt. 
   
  Notes: Glass is under a heroism spell (8th level caster) which has been included in his statistics. 
  Shard: male human Rgr 8; CR 8; medium-size humanoid (human); HD 8d8+32; hp 72; Init +8; Spd 40 ft. 
  (8 squares); AC 19 (+5 armor, +4 Dex), touch 16, flat-footed 15); BAB +8; Grp +10; Atk +1 composite 
  longbow +17 ranged (1d8+3, 20/x3) or longsword +10 melee (1d8+2, 19-20/x2); Full Atk +1 composite 
  longbow +17/+12 ranged (1d8+3, 20/x3) or longsword +10/+5 melee (1d8+2, 19-20/x2); SA archery 
  combat style (Manyshot, Rapid Shot), favored enemy (elf +4, orc +2); SQ Endurance, resistance to fire 
  10*, Track, wild empathy, woodland stride; AL NE; SV Fort +12, Ref +12, Will +6; Str 14, Dex 18, Con 18, 
  Int 8, Wis 14, Cha 6. 
         Skills & Feats: Escape Artist +16, Heal +15, Hide +16, Listen +15, Move Silently +16, Search +12, 
  Spot +15, Survival +15; Improved Initiative, Precise Shot, Point-Blank Shot, Weapon Focus (Longbow). 
          Ranger Spells Prepared (1/1; save DC 12 + spell level): 1st – longstrider, resist energy; 2nd – cat’s 
  grace. 
         Possessions:  longsword, +1 composite longbow (14 Str), +1 mithril chain shirt. 
   
  Notes: Shard is under a heroism spell (8th level caster) which has been included in his statistics. 
   
  KEO4-06 Knights of Futures’ Past 
   
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  Appendix A: Monsters and NPCs (APL 12) 
  Items marked with an asterisk (*) are fully described in Appendix B.
  Encounter 12 
  Aulicus, Prophet of the Hool: adult black dragon; CR 11; large dragon (water); HD 19d12+76; hp 228; 
  Init +0; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.; AC 31 (+4 armor*, +18 natural, -1 size), 
  touch 9, flat-footed 31; BAB +19; Grp +29; Atk bite +24 melee (2d6+6, 20/x2); Full Atk bite +24 melee 
  (2d6+6, 20/x2) and 2 claws +22 melee (1d8+3, 20/x2) and 2 wings +22 melee (1d6+3, 20/x2) and tail 
  slap +22 melee (1d8+9, 20/x2); Space/Reach 10 ft. / 5 ft. (10 ft. with bite); SA breath weapon, corrupt 
  water, darkness, frightful presence, spells; SQ blindsense 60 ft., damage reduction 5/magic, darkvision 
  120 ft., immunity to acid, sleep and paralysis, low-light vision, spell immunity (vs. holy smite, scorching 
  ray, slow)**, spell resistance 18, water breathing; AL CE; SV Fort +15, Ref +11, Will +12; Str 23, Dex 10, 
  Con 19, Int 12, Wis 13, Cha 12. 
   
  Skills & Feats: Hide +13, Intimidate +10, Knowledge (nobility & royalty +3), Knowledge (religion) +6, 
  Listen +21, Move Silently +14, Search +23, Spot +21, Swim +15; Cleave, Clinging Breath*, Recover 
  Breath*, Large and in Charge*, Multiattack, Power Attack, Wingover. 
   
  Breath Weapon (Su): 80-ft. line, 12d4 acid, Reflex DC 21 half. 
   
  Corrupt Water (Sp): 1/day-spoil up to 10 cubic ft. of water or liquids containing water; range 180 ft.; 
  Will DC 20 negates. 
   
  Darkness (Sp): Usable 3/day; as darkness spell, but with a 60-ft. radius. Caster level 6th. 
   
  Frightful Presence (Ex): 180-ft. radius, affects creatures with 18 HD or fewer, Will DC 21 negates. 
   
  Sorcerer Spells Known (6/5*; save DC 11 + spell level): 0 – arcane mark, daze, detect magic, ghost 
  sound, ray of frost, resistance; 1st – magic missile, mage armor, protection from good. 
   
  Possessions: ring of counterspells (vs. ray of enfeeblement). 
   
  Description: Blood thirsty, ill-humored, and a bully. The world is his cattle, to feed upon and toss 
  aside the scraps. 
   
  ** Includes pre-cast spells. 
  Lord Holphin Neheli, Soulpiercer of Vecna: Male Human Clr 12; CR 12; medium-size humanoid 
  (human); HD 12d8+36; hp 99; Init +1; Spd 20 ft. (4 squares); AC 25 (touch 11, flat-footed 24), BAB +9; 
  Grp +9; Atk masterwork heavy mace +10 melee (1d8, 20/x2); Full Atk masterwork heavy mace +10/+5 
  melee (1d8, 20/x2); SA rebuke undead; SQ freedom of movement**, protection from energy (fire, 120 
  hp)**, resistance to cold and electricity 30**, spontaneous casting; AL NE; SV Fort +15, Ref +10, Will +19; 
  Str 10, Dex 12, Con 14, Int 10, Wis 19 (23), Cha 15. 
         Skills & Feats:  Concentration +17, Ride +12, Spellcraft +15; Great Fortitude, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Mounted Combat, Skill Focus (Ride). 
         Cleric Spells Prepared (6/7+1/6+1/5+1/4+1/4+1/3+1; save DC 16 + spell level): 0 – detect magic x3, 
  mending, read magic, resistance;1st – command x2, cure light wounds x3, divine favor, protection from 
  good*, shield of faith; 2nd – bear’s endurance, cure moderate wounds x2, death knell, resist energy x2, 
  identify*; 3rd – cure serious wounds, dispel magic*, invisibility purge, protection from energy, searing light 
  x2; 4th – cure critical wounds, dismissal, freedom of movement, spell immunity, unholy blight*; 5th – flame 
  strike x3, greater command, spell resistance*; 6th – anti-magic field*, greater dispel magic x2, harm. 
   
  * Domain spells. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Magic (use spell 
  trigger or spell completion items as a 6th level wizard). 
         Possessions:  Robes, masterwork heavy mace, +1 full plate, +3 large steel shield, periapt of wisdom 
  +4, cloak of resistance +3, silver holy symbol of Vecna, spell component pouches. 
   
  **Includes pre-cast spells. 
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  Encounter 13 
  Jagged: male human Ftr 10; CR 10; medium-size humanoid (human); HD 10d10+40; hp 105; Init +0; 
  Spd 20 ft. (4 squares); AC 22 (+9 armor, +3 shield), touch 10, flat-footed 22; BAB +10; Grp +14; Atk 
  shatterspike +18 melee (1d8+7, 17-20/x2) or dagger +13 melee (1d4+3, 19-20/x2); Full Atk shatterspike 
  +18/+13 melee (1d8+7, 17-20/x2) or dagger +13/+8 melee (1d4+3, 19-20/x2); AL NE; SV Fort +12, Ref 
  +5, Will +4; Str 18, Dex 10, Con 16, Int 6, Wis 8, Cha 8. 
         Skills & Feats:  Climb +16, Ride +7; Cleave, Combat Brute*, Dodge, Greater Weapon Focus 
  (Longsword), Improved Critical (Longsword), Improved Sunder, Improved Toughness, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization (Longsword). 
         Possessions: +1 full plate, +1 large steel shield, shatterspike, dagger. 
   
  Notes: Jagged is under a heroism spell (10th level caster) which has been included in his statistics. 
  Pane: male human Sor 10; CR 10; medium-size humanoid (human); HD 10d4+20; hp 60*; Init +6; Spd 30 
  ft. (6 squares); AC 16 (+4 armor, +2 Dex), touch 16, flat-footed 14; BAB +5; Grp +3; Full Atk dagger +3 
  melee (1d4-2, 19-20/x2); AL NE; SV Fort +7, Ref +7, Will +8; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 
  18. 
         Skills & Feats: Bluff +17, Concentration +15, Spellcraft +13; Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes. 
         Sorcerer Spells Known (6/6*/6*/3*/6/3; save DC 14 + spell level): 0 – acid splash, daze, detect magic, 
  mage hand, mending, message, prestidigitation, ray of frost, read magic; 1st – mage armor, magic missile, 
  ray of enfeeblement, shocking grasp; 2nd – bull’s strength, false life, glitterdust, mirror image; 3rd – fire 
  arrow, fireball, haste, heroism; 4th – fear, greater invisibility; 5th – dominate person. 
   
  Possessions:  Robes, dagger, boots of levitation. 
   
  *Includes pre-cast spells. 
  Glass: male human Rog 10; CR 10; medium-size humanoid (human); HD 10d6+30; hp 67; Init +8; Spd 
  30 ft. (6 squares); AC 20 (+6 armor, +4 Dex), touch 14, flat-footed 16, BAB +7; Grp +9; Full Atk +1 rapier 
  +12/+7 melee (1d6+3, 18-20/x2); SA opportunist, sneak attack +5d6; SQ evasion, improved uncanny 
  dodge, trapfinding, trap sense +3, uncanny dodge; AL NE; SV Fort +5, Ref +13, Will +1; Str 14, Dex 18, 
  Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats: Climb +17, Disable Device +17, Escape Artist +18, Hide +18, Listen +13, Move 
  Silently +18, Spot +13, Tumble +18; Dodge, Improved Initiative, Improved Toughness*, Lightning 
  Reflexes, Weapon Focus (Rapier). 
   
  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with Combat Reflexes can’t use the opportunist ability 
  more than once per round. 
         Possessions:  +1 rapier, +2 chain shirt. 
   
  Notes: Glass is under a heroism spell (10th level caster) which has been included in his statistics. 
   
  Shard: male human Rgr 10; CR 10; medium-size humanoid (human); HD 10d8+50; hp 97; Init +8; Spd 
  40 ft. (8 squares); AC 22 (+5 armor, +4 Dex, +3 natural), touch 14, flat-footed 18; BAB +10; Grp +12; Atk 
  +1 composite longbow +19 ranged (1d8+3 +1d6 cold 1d6 fire, 20/x3) or longsword +14 melee (1d8+2, 
  19-20/x2); Full Atk +1 composite longbow +19/+14 ranged (1d8+3 +1d6 cold 1d6 fire, 20/x3) or 
  longsword +14/+9 melee (1d8+2, 19-20/x2); SA archery combat style (Manyshot, Precise Shot), favored 
  enemy (elf +4, orc +4); SQ endurance, evasion, resistance to fire 20*, swift tracker, wild empathy, 
  woodland stride; AL NE; SV Fort +13, Ref +13, Will +5; Str 14, Dex 18, Con 18, Int 8, Wis 12, Cha 6. 
         Skills & Feats: Escape Artist +18, Heal +16, Hide +18, Listen +16, Move Silently +18, Search +14, 
  Spot +16, Survival +16; Improved Initiative, Improved Toughness*, Point-Blank Shot, Precise Shot, 
  Weapon Focus (Longbow). 
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          Ranger Spells Prepared (2/3; save DC 12 + spell level): 1st – longstrider, resist energy; 2nd – 
  barkskin, cat’s grace. 
         Possessions:  longsword, +1 frost composite longbow (14 Str), +1 chain shirt. 
   
  *Includes pre-cast spells. 
   
  Notes: Shard is under a heroism spell (10th level caster) and his arrows subject to a flame arrow spell, 
  both of which have been included in his statistics. 
   
   
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  Appendix A: Monsters and NPCs (APL 14) 
  Items marked with an asterisk (*) are fully described in Appendix B.
  Encounter 12 
  Aulicus, Prophet of the Hool: mature adult black dragon; CR 14; huge dragon (water); HD 22d12+110 
  hp 291*; Init +0; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.; AC 33 (+4 armor*, +21 natural, -2 
  size), touch 8, flat-footed 31; BAB +22; Grp +38; Atk bite +28 melee (2d8+8, 20/x2); Full Atk bite +28 
  melee (2d8+8, 20/x2) and 2 claws +26 melee (2d6+4, 20/x2) and 2 wings +26 melee (1d8+4, 20/x2) and 
  tail slap +26 melee (2d6+12, 20/x2); Space/Reach 15 ft. / 10 ft. (15 ft. with bite); SA breath weapon, 
  corrupt water, crush, darkness, frightful presence, spell-like abilities, spells; SQ blindsense 60 ft., damage 
  reduction 10/magic, darkvision 120 ft., evasion, immunity to acid, sleep and paralysis, low-light vision, 
  spell resistance 21, spell immunity (vs. holy smite, scorching ray, slow)**, water breathing; AL CE; SV 
  Fort +18, Ref +13, Will +15; Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14. 
   
  Skills & Feats: Hide +16, Intimidate +13, Knowledge (nobility & royalty) +15, Knowledge (religion) 
  +18, Listen +24, Move Silently +14, Search +27, Spot +24, Swim +18; Cleave, Clinging Breath*, Large 
  and In Charge*, Multiattack, Power Attack, Recover Breath*, Snatch, Wingover. 
   
  Breath Weapon (Su): 100-ft. line, 14d4 acid, Reflex DC 26 half. 
  Corrupt Water (Sp): Usable 1/day; spoil up to 70 cubic ft. of water or liquids containing water; range 
  210 ft.; Will DC 23 negates. 
  Crush (Ex): Area 15’ by 15’; Small or smaller opponents take 2d8+12 bludgeoning damage, and must 
  succeed on a DC 26 Reflex save or be pinned. 
   
  Darkness (Sp): 3/day- as darkness, but a 70-ft. radius. Caster level 7th. 
   
  Frightful Presence (Ex): 210-ft. radius, HD 21 or fewer, Will DC 23 negates. 
  Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+8 per round or claw for 2d6+4 per 
  round. 
   
  Spells: As a 5th-level sorcerer. 
   
  Sorcerer Spells Known (6/3*/1*; save DC 12 + spell level): 0 – arcane mark, detect magic, ghost 
  sound, mage hand, ray of frost, resistance; 1st – magic missile, mage armor, protection from good, ray of 
  enfeeblement, shield; 2nd- false life, fog cloud. 
   
  Possessions: ring of counterspells (vs. ray of enfeeblement); ring of evasion. 
   
  Description: Blood thirsty, ill-humored, and a bully. The world is his cattle, to feed upon and toss 
  aside the scraps. 
   
  *Includes pre-cast spells. 
  Lord Holphin Neheli, Soulpiercer of Vecna: male human Clr14; CR 14; medium-size humanoid 
  (human); HD 14d8+42; hp 115; Init +5; Spd 20 ft.; AC 25 (+9 armor, +1 Dex, +5 shield), touch 11, flat-
  footed 24, BAB +10; Grp +10; Atk masterwork heavy mace +12 melee (1d8, 20/x2); Full Atk masterwork 
  heavy mace +12/+7 melee (1d8, 20/x2); SA rebuke undead; SQ freedom of movement**, protection from 
  energy (fire, 120 hp)**, resistance to cold 20, resistance to acid, electricity, and sonic 30**, spontaneous 
  casting; AL NE; SV Fort +16, Ref +10, Will +18; Str 10, Dex 12, Con 14, Int 10, Wis 19 (23), Cha 15. 
         Skills & Feats: Concentration +19, Ride +11 (+16 w/dragons), Spellcraft +17; Empower Spell, Great 
  Fortitude, Improved Initiative, Improved Toughness*, Lightning Reflexes, Mounted Combat. 
         Cleric Spells Prepared (6/7+1/4+1/6+1/5+1/4+1/4+1/2+1; save DC 16 + spell level): 0 – detect magic, 
  mending, read magic, resistance; 1st – command x2, cure light wounds x3, divine favor, protection from 
  good*, shield of faith; 2nd – bear’s endurance, cure moderate wounds x3, identify*, resist energy x3; 3rd – 
  cure serious wounds, dispel magic*, invisibility purge, protection from energy, searing light x3; 4th – cure 
  critical wounds x2, dismissal, freedom of movement, spell immunity, unholy blight*; 5th – flame strike x2, 
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  greater command x2, spell resistance*; 6th – anti-magic field*, blade barrier, harm, heal; 7th – blasphemy*, 
  flame strike (empowered) (x2). 
   
  *Domain spell. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Magic (use spell 
  completion and spell trigger items as a 7th level wizard). 
         Possessions: Robes, masterwork heavy mace, +1 dragonrider full plate, +3 large steel shield, periapt 
  of wisdom +4, cloak of resistance +3, helm of underwater action, metamagic rod of empower, silver holy 
  symbol of Vecna, spell component pouches. 
   
  **Includes pre-cast spells. 
  Encounter 13 
  Jagged: male human Ftr 12; CR 12; medium-size humanoid (human); HD 12d10+48; hp 126; Init +4; 
  Spd 20 ft. (4 squares); AC 22 (+9 armor, +3 shield), touch 10, flat-footed 22; BAB +12; Grp +16; Full Atk 
  shatterspike +20/+15/+10 melee (1d8+9, 17-20/x2) or dagger +15/+10/+5 melee (1d4+3, 19-20/x2); AL 
  NE; SV Fort +17, Ref +10, Will +9; Str 19, Dex 10, Con 16, Int 6, Wis 8, Cha 8. 
         Skills & Feats:  Climb +18, Ride +7; Cleave, Combat Brute*, Dodge, Great Weapon Focus 
  (Longsword), Greater Weapon Specialization (Longsword), Improved Critical (Longsword), Improved 
  Initiative, Improved Sunder, Improved Toughness*, Power Attack, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword). 
         Possessions: +1 full plate, +1 large steel shield, shatterspike, Dagger, cloak of resistance +4. 
   
  Notes: Jagged is under a heroism spell (12th level caster) which has been included in his statistics. 
  Pane: male human Sor 12; CR 12; medium-size humanoid (human); HD 12d4+24; hp 72*; Init +6; Spd 
  30 ft. (6 squares); AC 16 (+4 armor*, +2 Dex), touch 16, flat-footed 14; BAB +6; Grp +4; Atk dagger +4 
  melee (dagger, 1d4-2, 19-20/x2); Full Atk dagger +4/-1 melee (dagger, 1d4-2, 19-20/x2); AL NE; SV Fort 
  +8, Ref +8, Will +9; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 21 (25). 
         Skills & Feats: Bluff +21, Concentration +17, Spellcraft +15; Empower Spell, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning Reflexes. 
         Sorcerer Spells Known (6/7*/7*/3*/7/5/4; save DC 16 + spell level): 0 – acid splash, daze, detect 
  magic, mage hand, message, prestidigitation, ray of frost, read magic; 1st – mage armor, magic missile, 
  ray of enfeeblement, shocking grasp; 2nd – bull’s strength, false life, glitterdust, mirror image, resist 
  energy; 3rd – dispel magic, flame arrow, fireball, haste, heroism; 4th – fear, greater invisibility; 5th – cone of 
  cold, dominate person; 6th – mass suggestion. 
         Possessions:  Robes, dagger, boots of levitation, cloak of charisma +4, spell component pouches. 
   
  *Includes pre-cast mage armor, false life, flame arrow and/or heroism spells. 
  Glass: male human Rog 12; CR 12; medium-size humanoid (human); HD 12d6+36; hp 81; Init +8; Spd 
  30 ft. (6 squares); AC 20 (+6 armor, +4 Dex), touch 14, flat-footed 16, BAB +9; Grp +11; Full Atk +1 rapier 
  +14/+9 melee (1d6+3, 18-20/x2); SA opportunist, sneak attack +6d6; SQ evasion, improved uncanny 
  dodge, trapfinding, trap sense +4, uncanny dodge; AL NE; SV Fort +6, Ref +14, Will +2; Str 14, Dex 18, 
  Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats: Climb +19, Disable Device +19, Escape Artist +20, Hide +20, Listen +15, Open Lock 
  +20, Tumble +20; Dodge, Improved Initiative, Improved Toughness*, Lightning Reflexes, Weapon Focus 
  (Rapier). 
   
  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with Combat Reflexes can’t use the opportunist ability 
  more than once per round. 
         Possessions: +1 rapier, +2 chain shirt. 
   
  Notes: Jagged is under a heroism spell (12th level caster) which has been included in his statistics. 
  KEO4-06 Knights of Futures’ Past 
   
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  Shard: male human Rgr 12; CR 12; medium-size humanoid (human); HD 12d8+60; hp 117; Init +8; Spd 
  40 ft. (8 squares); AC 23 (+5 armor, +4 Dex, +4 natural), touch 14, flat-footed 19, BAB +12; Grp +14; Atk 
  +1 frost composite longbow +21 ranged (1d8+3 +1d6 cold +1d6 fire, 20/x3) or longsword +16 melee 
  (1d8+2, 19-20/x2); Full Atk +1 frost composite longbow +21/+16/+11 ranged (1d8+3 +1d6 cold +1d6 fire, 
  20/x3) or longsword +16/+11/+6 melee (1d8+2, 19-20/x2); SA archery combat style (Improved Precise 
  Shot, Manyshot, Rapid Shot), favored enemy (elf +4, orc +4); SQ Endurance, evasion, resistance to fire 
  20; swift tracker, Track, wild empathy, woodland stride; AL NE; SV Fort +14, Ref +14, Will +6; Str 14, Dex 
  18, Con 18, Int 8, Wis 14, Cha 6. 
         Skills & Feats: Escape Artist +20, Hide +18, Listen +18, Move Silently +20, Search +16, Spot +18, 
  Survival +18; Improved Initiative, Improved Toughness*, Point-Blank  Shot, Weapon Focus (Longbow). 
          Ranger Spells Prepared (2/2; save DC 11 + spell level): 1st – longstrider, resist energy; 2nd – 
  barkskin, cat’s grace. 
         Possessions:  Longsword, +1 frost composite longbow (14 Str), +1 chain shirt. 
   
  Notes: Shard is under a heroism spell (12th level caster) and his arrows subject to a flame arrow spell, 
  both of which have been included in his statistics. 
   
   
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  Appendix A: Monsters and NPCs (APL 16) 
  Items marked with an asterisk (*) are fully described in Appendix B.
  Encounter 12 
  Aulicus, Prophet of the Hool: old black dragon; CR 16; huge dragon (water); HD 25d12+125, hp 331*,  
  Init +0; Spd 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft; AC 36 (+4 armor*, +24 natural, -2 size), 
  touch 8, flat-footed 36; BAB +25; Grp +42; Atk bite +32 melee (2d8+9, 20/x2); Full Atk bite +32 melee 
  (2d8+9, 20/x2) and 2 claws +30 melee (2d6+4, 20/x2) and 2 wings +30 melee (1d8+4, 20/x2) and tail 
  slap +30 melee (2d6+13, 20/x2), Space/Reach 15 ft. / 10 ft. (15 ft. with bite); SA breath weapon, corrupt 
  water, crush, darkness, evasion, frightful presence, improved snatch, spell-like abilities,  spells; SQ 
  blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., evasion, freedom of movement**, 
  immunity to acid, sleep and paralysis, low-light vision, plant growth, resistance to cold, fire, electricity and 
  sonic 20*, spell immunity (vs. holy smite, ice storm, scorching ray)**, spell resistance 22, water breathing; 
  AL CE; SV Fort +19, Ref +14, Will +16; Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14. 
   
  Skills & Feats: Move Silently +17, Swim +21, Spot +27, Hide +19, Intimidate +13, Listen +27, Search 
  +30, Knowledge: Religion +18, Knowledge: Royalty and Nobility +15, Languages (Common; Cleave, 
  Clinging Breath*, Improved Initiative, Snatch, Improved Snatch, Large and In Charge*, Multiattack, Power 
  Attack, Wingover. 
   
  Breath weapon (Su): 100-ft. line, 16d4 acid, Reflex DC 27 half. 
  Corrupt Water (Sp): Usable 1/day; spoil up to 10 cubic ft. of water or liquids containing water; range 
  240 ft; Will DC 24 negates. 
  Crush (Ex): Area 15’ by 15’; small or smaller opponents take 2d8+13 bludgeoning damage, and must 
  succeed on a DC 27 Ref save or be pinned. 
   
  Darkness (Sp): Usable 3/day; as darkness, but with 80 ft. radius. Caster level 8th. 
   
  Frightful Presence (Ex): 240-ft. radius, HD 24 or fewer, Will DC 24 negates. 
  Improved Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+9 per round or claw for 
  2d6+6 per round. 
  Spell-like Abilities: Usable 1/day: plant growth. Caster Level 8th. 
   
  Spells: As a 7th-level sorcerer. 
   
  Sorcerer Spells Known (6/6*/2*/4; save DC 12 + spell level): 0 – arcane mark, daze, detect magic, 
  ghost sound, mage hand, ray of frost, read magic, resistance; 1st – magic missile, mage armor, protection 
  from good, shield, true strike, 2nd- false life, fog cloud, resist energy; 3rd – displacement, haste. 
   
  Possessions: ring of counterspells (vs. ray of enfeeblement); ring of evasion. 
   
  Description: Blood thirsty, ill-humored, and a bully. He has a taste close combat and tasting the blood 
  of his feared enemies. The world is his cattle, to feed upon and toss aside the scraps. 
   
  *Includes pre-cast spells. 
  Lord Holphin Neheli, Soulpiercer of Vecna: male human Clr 16; CR 16; medium-size humanoid 
  (human); HD 16d8+48; hp 132; Init +5; Spd 20 ft. (4 squares); AC 32 (), touch 16, flat-footed 28; BAB 
  +12; Grp +12; Full Atk masterwork heavy mace +14/+9/+4 melee (1d8, 20/x2); SA rebuke undead; SQ 
  freedom of movement, protection from energy (fire, electricity each 120 hp)**, resistance to acid and 
  sonic 30**, resistance to cold 20, spontaneous casting; AL NE; SV Fort +18, Ref +12, Will +21; Str 10, 
  Dex 12, Con 14, Int 10, Wis 20 (26), Cha 15. 
         Skills & Feats: Concentration +21, Ride +13 (+18 on dragon), Spellcraft +19; Empower Spell, Great 
  Fortitude, Improved Initiative, Improved Toughness, Lightning Reflexes, Mounted Combat, Silent Spell. 
         Cleric Spells Prepared (6/7+1/7+1/7+1/5+1/5+1/4+1/4+1/3+1; save DC 18 + spell level): 0 – detect 
  magic x3, mending, read magic, resistance; 1st – command x2, cure light wounds x3, divine favor, 
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  protection from good*, shield of faith; 2nd – bear’s endurance, cure moderate wounds x3, identify*, resist 
  energy x2, sound burst, spiritual weapon; 3rd – cure serious wounds, dispel magic*, invisibility purge, 
  protection from energy x2, silent sound burst, silent spiritual weapon; 4th – cure critical wounds x2, 
  dismissal, freedom of movement, spell immunity, unholy blight*; 5th – flame strike, slay living, spell 
  resistance*; 6th – anti-magic field*, greater dispel magic, harm, heal x2; 7th – blasphemy x2*, empowered 
  flame strike, silent greater dispel magic; 8th – maximized flame strike x3, unholy aura*. 
         Possessions:  Robes, masterwork heavy mace, +1 Dragonrider full plate, +3 mithril shield, periapt of 
  wisdom +6, cloak of resistance +4, helm of underwater action, ring of energy protection (major)(cold), 
  metamagic rod of empower spell, ring of freedom of movement. 
   
  **Includes pre-cast spells. 
  Encounter 13 
  Jagged: male human Ftr 14; CR 14; medium-size humanoid (human); HD 14d10+56; hp 147; Init +4; 
  Spd 20 ft. (4 squares); AC 28 (+11 armor, +2 Dex, +5 shield), touch 12, flat-footed 26; BAB +14; Grp +18; 
  Atk shatterspike +22 melee (1d8+9, 17-20/x2) or dagger +17 melee (1d4+3, 19-20/x2); Full Atk 
  shatterspike +22/+17/+12 melee (1d8+9, 17-20/x2) or dagger +17/+12/+7 melee (1d4+3, 19-20/x2); SQ 
  resistance to acid and cold 30*; AL NE; SV Fort +18, Ref +12, Will +9; Str 19, Dex 14, Con 16, Int 6, Wis 
  8, Cha 8. 
         Skills & Feats: Climb +20, Ride +7; Cleave, Combat Brute*, Dodge, Elusive Target*, Greater Weapon 
  Focus (Longsword), Greater Weapon Specialization (Longsword), Improved Critical (Longsword), 
  Improved Initiative, Improved Sunder, Improved Toughness*, Mobility, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword). 
         Possessions: +3 full plate, +3 heavy steel shield, shatterspike, dagger, cloak of resistance +4. 
   
  Notes: Jagged is under a heroism spell (14th level caster) which has been included in his statistics. 
   
  *Includes pre-cast spells. 
  Pane: male human Sor 14; CR 14; medium-size humanoid (human); HD 14d4+28; hp 83*; Init +6; Spd 30 
  ft. (6 squares); AC 16 (+4 armor, +2 Dex), touch 16, flat-footed 14; BAB +7; Grp +5; Atk dagger +5/+0 
  melee (1d4 -2, 19-20/x2); Full Atk dagger +5/+0 melee (1d4 -2, 19-20/x2); SQ resistance to acid and cold 
  30; AL NE; SV Fort +8, Ref +8, Will +10; Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 21 (25). 
         Skills & Feats: Bluff +23, Concentration +19, Spellcraft +17; Great Fortitude, Empower Spell, 
  Improved Initiative, Iron Will, Lightning Reflexes. 
         Sorcerer Spells Known (6/7*/1*/3*/7/6/6/3; save DC 16 + spell level): 0 – acid splash, daze, detect 
  magic, mage hand, message, prestidigitation, ray of frost, read magic; 1st – mage armor, magic missile, 
  ray of enfeeblement, shocking grasp; 2nd – bull’s strength, false life, glitterdust, mirror image, resist 
  energy; 3rd – dispel magic, flame arrow, fireball, haste, heroism; 4th – dimension door, fear, greater 
  invisibility, wall of fire; 5th – cone of cold, dominate person; 6th – acid fog, mass suggestion; 7th – waves of 
  exhaustion. 
         Possessions:  Robes, dagger, boots of levitation, cloak of charisma +4, spell component pouches. 
   
  *Includes pre-cast spells. 
  Glass, male human Rog 14; CR 14; medium-size humanoid (human); HD 14d6+42; hp 94; Init +8; Spd 
  30 ft. (6 squares); AC 20 (+6 armor, +4 Dex), touch 14, flat-footed 16; BAB +10; Grp +12; Full Atk sword 
  of subtlety +15/+10 melee [add +3 if making sneak attack] (1d6+3 [1d6+6 if making sneak attack], 19-
  20/x2); SA crippling strike, opportunist, sneak attack +7d6; SQ evasion, improved uncanny dodge, 
  resistance to acid 30*, trapfinding, trap sense +4, uncanny dodge; AL NE; SV Fort +6, Ref +15, Will +2; 
  Str 14, Dex 18, Con 14, Int 14, Wis 6, Cha 4. 
         Skills & Feats: Climb +21, Disable Device +21, Escape Artist +22, Hide +22, Listen +17, Move 
  Silently +22, Open Lock +22, Spot +17, Tumble +22; Dodge, Improved Initiative, Improved Toughness*, 
  Lightning Reflexes, Weapon Focus (Short Sword). 
   
  Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her 
  blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points 
  KEO4-06 Knights of Futures’ Past 
   
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  of Strength damage. Ability points lost to damage return on their own at a rate of 1 point per day for each 
  ability damaged. 
   
  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with Combat Reflexes can’t use the opportunist ability 
  more than once per round. 
         Possessions: sword of subtlety, +2 chain shirt. 
   
  Notes: Glass is under a heroism spell (14th level caster) which has been included in his statistics. 
   
  *Includes pre-cast spells. 
  Shard: male human Rgr 14; CR 14; medium-size humanoid (human); HD 14d8+70; hp 136; Init +8; Spd 
  40 ft. (8 squares); AC 26 (+5 armor, +3 deflection, +4 Dex, +4 natural armor), touch 17, flat-footed 22; 
  BAB +14; Grp +16; Full Atk +1 composite longbow +23/+18/+13 ranged (1d8+3 +1d6 cold +1d6 fire, 
  20/x3) or longsword +18/+13/+8 melee (1d8 +2, 19-20/x2); SA archery combat style (Improved Precise 
  Shot, Manyshot, Rapid Shot), favored enemy (elf +4, orc +4); SQ camouflage, Endurance, evasion, 
  resistance to acid 30*, resistance to fire 20*, swift tracker, Track, woodland stride, wild empathy; AL NE; 
  SV Fort +15, Ref +15, Will +6; Str 14, Dex 18, Con 18, Int 8, Wis 14, Cha 6. 
         Skills & Feats: Escape Artist +22, Heal +20, Hide +22, Listen +20, Move Silently +22, Search +18, 
  Spot +20, Survival +20; Improved Initiative, Improved Toughness*, Point Blank Shot, Precise Shot, 
  Weapon Focus (Longbow). 
          Ranger Spells Prepared (2/2/1; save DC 11 + spell level): 1st – longstrider, resist energy; 2nd –
  barkskin, cat’s grace; 3rd – cure moderate wounds. 
         Possessions:  longsword, +1 frost composite longbow (14 Str), +1 chain shirt, ring of protection+3. 
   
  Notes: Shard is under a heroism spell and his arrows subject to a flame arrow spell (14th level caster), 
  both of which have been included in his statistics. 
   
  *Includes pre-cast spells. 
   
   
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  PLAYER HANDOUT #1 
  THE FORSAKEN 
  The Forsaken were part of an adventuring company that disbanded in CY 591 after a botched 
  mission to provide a little reconnaissance of an orc camp resulted in the capture of several of its 
  members. Since then, the Forsaken haven’t been seen until today. Some rumors have them in 
  the employ of Cryllor and its courts, others with the Church of Heironeous in Keoland. Other 
  rumors have them as agents of the Silent Tower, collecting information in exchange for some 
  unknown service. There recent appearances have all centered around the collection of 
  information on artifact weapons believed hidden in Keoland’s borders. They are currently 
  staying at the Harp and Ale tavern. 
  The Masked Mandolin – One of the most famous bards of Keoland, this dashing hero 
  always appears in a fine outfit, complete with a plumed hat, and a domino mask covers his face 
  at all times. No one knows his secret identity. A few notes from his mandolin are enough to 
  make a Keoish damsel swoon. What villains can face the “Righter of Wrongs, Singer of Songs?” 
  The Mandolin favors festive clothes and colors, and is tall and lean, with a tan complexion and 
  dark hair and eyes. 
  Minister Down – This dour cleric of Heironious appears as a rail-thin Suel man of unusually 
  pale complexion, dressed in severe black garments, a black cape, and a wide-brimmed black 
  hat, even in the hottest Keoish summer. He rails against Keoland’s moral decline in grim 
  whispers. It is known that he has been responsible for burnings of several witches in Keoland, 
  and he has recently targeted the churches of Cryllor as holding corruption and complacency. 
  His enemies know him as The Witch Hunter and the Sinister Minister. 
  Sir Artur Valour – Sir Artur is older than the average knight, appearing to be in his mid-fifties. 
  He is still in good health, and is quite capable at combat. He has paternal feelings towards his 
  younger compatriots, acting as a voice of reason when the Mandolin attempts to do something 
  foolish, or when the Sinister Minister starts on one of his tirades about the poor moral fiber of 
  Keoish society. His soft-spoken ways and good looks have given him many fans of all ages. He 
  entered the paladinhood late in life, having been a successful landowner. He was knighted in 
  Cryllor and served several tours with the Mountain Lions, and is well known to members of that 
  organization as one of the most pious and courageous members of that Order. Goblins and orcs 
  raided and murdered his family and fields, and he took up arms and the way of the Knight to 
  protect Keoland from these forces. He is known as the Grey Lion to his companions. He is 
  prone to nightmares on some nights, and it is rumored his form is prison to a darker force - the 
  Voice in his head. 
   
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  PLAYER HANDOUT #2 
  My cherished heroes, 
  It is with great pleasure that I honor your accomplishments with a grand festival. Please 
  proceed to Flampu’s Fabulous Fashions, where my couturier, Flampu, will dress you in his 
  marvelous creations for the Ball of the Red Masque, to be held tonight by Duke Luschan 
  VIII of Gradsul. A carriage will come to pick you up shortly before sundown. 
  Please note that weapons must be left with the palace guards at the entrance. This includes 
  all concealed daggers, walking sticks, and saps. All practitioners of divine or arcane magic 
  must also leave spell components with our guards. You are not to dress in armor – you are 
  expected to wear the costumes provided by Flampu. Remember, you are going to a formal ball, 
  not traipsing around a dungeon!  Fully-vested members of the Knights of the Watch are 
  excepted from the rules prohibiting the wearing of weapons and armor, but are politely asked 
  to do so nonetheless. 
  Finally, please remember to bathe. This includes all half-orcs. 
  Enclosed are your tickets to the Ball of the Red Masque, to be held tomorrow night, as well as 
  tickets for the premiere of “All That Glitters – The Musical”, to be held at the Von Reiklande 
  Theater on the seventh day of the Festival. 
   
  Most Humbly Yours, 
  Lord Giovanni Stratofrutta VI 
   
   
   
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  PLAYER HANDOUT #3 
  Most Supreme Archlich, 
  With aid from the Necromantic Academy of Warlocks, I have discovered more secrets for the 
  glory of the Vecna!  Research indicates that the artifact is known as the Mirror of Lendor. 
  Manuscripts mention it during the time of the Old Suel Imperium. The Mirror is a relic of 
  Lendor, the Suel god of Time, Tedium, Patience and Study. 
  Darkest One, I confess that my understanding of the Mirror is incomplete, and certain of its 
  powers appear random. I know that it has the power to breach both time and reality. 
  Manuscripts hint at a parallel world to ours, with a hideous yellow sun instead of the 
  beautiful blood red sky we take for granted. I believe I have discovered a method for creating 
  a gateway between these two worlds. The command words must be the four domains of 
  Lendor – Time, Tedium, Patience and Study. 
  I have hidden the Mirror away from those that would discover our secrets. It lies within the 
  Shrine of Bones at Vecna’s Skull. The shrine’s guardian should prevent intrusion. I have 
  instructed the guardian to eat all interlopers. Lord Holphin Soulpiercer is en route to the 
  temple to assist in guarding the Mirror, and should arrive soon. 
  After the March of the Flesh Masks, I shall proceed directly to the temple for further analysis 
  of the Mirror. It shall yield its secrets to us! 
   
  Your humble servant, 
  Prince Lothar Von Reiklande 
   
   
   
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  PLAYER HANDOUT #4 
  Instructions for Shadowdark guild members 
  Well wishes to you. Our guildmistress will be in attendance at the Ball of the Red Masque 
  and it is our understanding you have been invited to attend. You should approach her and 
  identify yourself with the following phrase – “You are a fair sparrow, but sparrows can be 
  more than they appear.” She will respond with “a sparrow is an underestimated bird.” Once 
  this is done you are to ensure the safety of the Guildmistress by watching over her during the 
  Ball. Con ider her to be in safe hand
  f she eave  with the Duke of Grad ul; you need no  
  follow her, nor should you. You need only be her eyes and ears while she is at the Ball. 
  s
  s i
   l
  s
  s
  t
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  Sample Guests at the Ball of the Red Masque 
  Arcades Gromfast is a minor noble from Gradsul in his early 20’s. His father owns a mercantile business 
  dedicated to providing wood to the shipyards. He is dressed in a gray and electric blue tiger skull mask. 
  He seems particularly interested in the news of the Duke’s engagement to Lady Maressa. He seems less 
  spoiled than most nobility. He had not heard of Giovanni Stratofrutta prior to the Ball, but he doesn’t know 
  much about the noble families outside of Gradsul (Skills:  Sense Motive +2, Spot +1, Listen +2, 
  Knowledge: Nobility and Royalty +1) 
  Lady Plancet is a noble from the Hinterlands in her late teens. She would be beautiful if it weren’t for her 
  hideous green and fuchsia lady bug mask. She has heard of Giovanni Stratofrutta, and seems impressed 
  that his family has come up with the money for such a lavish festival. While they are a moderately 
  successful winemaking family, their wealth is hardly on the level of the Duke’s. She is interested in any 
  heroic tales the PCs may have, since she comes from a boring farm region in central Keoland (Skills:  
  Sense Motive –1, Spot –1, Listen +1, Knowledge: Nobility and Royalty +2) 
  Glugg is a half-orc barbarian from Haven. He is wearing a mask of a forest elf, complete with pointy ears, 
  only it is arbitrarily covered with little tapioca balls. He seems displeased with all of the festivities, since he 
  has not been allowed to smash stuff with his greatsword, and he is particularly offended that the 
  organizers of the ball have insisted on him bathing. He is neither bright nor charismatic, and he will 
  quickly disappear before the adventurers can recruit him (Skills:  Spot + 0, Listen +0) 
  Tionna, age 14, is the handmaiden to Lady Murcella, a wealthy Gradsul noblewoman who has yet to 
  marry. Tionna loves to gossip, and makes several remarks about the dashing Masked Mandolin. She also 
  seems fascinated by the news of the Duke’s engagement. (Skills: Spot +1, Listen +6, Gather Information 
  +4) 
  Caius Antonius, a man in his early 20’s, wears an orange fan-shaped mask with holes for his eyes. He 
  radiates faint evil if a Detect Evil is used. He works for the Gradsul Thieves’ Guild, but knows nothing 
  about the job they are performing tonight. He works as a spy for the Guild, and actively seeks out the 
  local gossip. He would love to hear the PCs tales and any news they may have. (Skills: Spot +2, Listen 
  +2, Sense Motive +3, Gather Information +7)    
   
   
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  DM Aid #1: The Shadow Temple 
   
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  DM Aid #2: The Skull of Vecna 
   
   
   
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  DM Aid #3: The VonReiklande Theater 
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix B: New Rules 
  New Feats: 
  Clinging Breath [Metabreath] (as featured in Draconomicon) 
  Your breath weapon clings to creatures and continues to affect them in the round after you breath. 
  Prerequisites: Con 13, breath weapon. 
  Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A 
  clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals 
  half of the damage it dealt in the previous round. Creatures that avoid damage from the breath weapon 
  (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra 
  damage. A foe can take a full round action to attempt to remove the clinging breath weapon before taking 
  any additional damage. It takes a successful Reflex saving throw (same DC as your normal breath 
  weapon) to remove the effect. Rolling around on the ground grants a +2 bonus to the saving throw, but 
  leaves the foe prone. A clinging breath weapon can be magically dispelled (DC equal to your breath 
  weapon save DC). When you use this feat add +1 to the number of rounds you must wait before using 
  your breath weapon again. 
   
  Combat Brute [Tactical] (as featured in Complete Warrior) 
  You employ strength and leverage to great effect in battle. 
  Prerequisites: Improved Sunder, Power Attack, base attack bonus +6. 
  Benefit: The Combat Brute feat enables the use of three tactical maneuvers: 
   
  Advancing Blows: To use this maneuver, you must make a successful bull’s rush attempt against 
  a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls 
  for each square your bull’s rush moved that foe. 
   
  Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a 
  successful sunder attempt. If you do so, you gain an immediate additional melee attack against the foe. 
  The additional attack is made with the same weapon and at the same attack bonus as the attack that 
  destroyed the weapon or shield. 
   
  Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must 
  make an attack using your Power Attack feat in the second round. The penalty you take on the attack roll 
  must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty 
  x 1 ½, or x3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. 
  Special: A fighter may select Combat Brute as one of his fighter bonus feats. 
   
  Divine Metamagic [Divine] (as featured in Complete Divine) 
  You can channel energy into some of your divine spells to make them more powerful 
  Prerequisites: Ability to turn undead or rebuke undead. 
  Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. 
  As a free action, you can take the energy from turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat you’re using. Because you’re using positive or 
  negative energy to augment your spells, the spell slot for that spell doesn’t change. 
  Special: This feat may be taken multiple times. Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  KEO4-06 Knights of Futures’ Past 
   
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  Elusive Target [Tactical] (as featured in Complete Warrior) 
  Trying to land a blow against you can be a maddening experience. 
  Prerequisites: Dodge, Mobility, base attack bonus +6 or greater. 
  Benefit: The Elusive Target feat enables the use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated 
  attacker automatically misses you and may strike the other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered flat-footed. If the designated attacker is making a 
  full attack against you, its second and subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by 
  moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this 
  foe, and the foe does not get a chance to trip you if the attempt fails. 
   
  Improved Toughness [General] (as featured in Complete Warrior) 
  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. 
   
  Large and in Charge [General] (as featured in Draconomicon) 
  You can prevent opponents from closing inside your reach. 
  Prerequisites: Natural reach of 10 feet or more, size Large or larger. 
  Benefit: When you make a successful Attack of Opportunity against an opponent moving inside your 
  threatened area, you can force an opponent back to the 5-foot space it was in before it provoked the 
  attack of opportunity. After you hit with your attack of opportunity, make an opposed strength check 
  against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, 
  and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you 
  win the opposed check, your opponent is pushed back 5-feet into the space it just left. An opponent you 
  push cannot move any farther in this round.  
   
  Recover Breath [Metabreath] (as featured in Draconomicon) 
  You wait less time before being able to use your breath weapon again. 
  Prerequisites: Con 17, breath weapon. 
  Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual 
  before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, 
  reducing the total time you must wait to use your breath weapon again by 1 round. 
  Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/594/Normal Scenarios/KEO4-06 - Knights of Futures' Past (APL 6-16)/KEO4-06 - Knights of Futures' Past.pdf