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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at chrisinpm@aol.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO5-03 
   
   
   
   
   
  Closure and Disclosure 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 2.1 
   
  by Duncan McNeill-Burton 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Robert Campbell, Ronald Frye, Arthur Martella, Jason Stypinski, and Mark Whittaker. 
   
   
  In the heart of the Empire, the blighted earth is drenched with Oeridian blood, fueling the inferno of revolt. A woman 
  seeks heroes to help her find out why, before it can bring ruin across the Sheldomar.  A Keoland regional adventure for 
  PCs of APLs 6-12 and Part Three of the Tales of Linth series (which included KEO3-03 Will of the People and KEO4-05 A 
  Last Dance at Midnight). 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each 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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO5-03 Closure and Disclosure 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  This is the Prophecy of Azmarender (who was the 
  philosophical founder of the Knights of the Watch) and 
  it is printed on the AR for KEO3-03 Will of the People; PCs 
  that played KEO4-06 A Last Dance at Midnight may also 
  have found this prophecy referenced in the module in 
  the Earl’s library: 
  “In a dark house stained with Oeridian blood, 
  Two women carry the fate of the valley, 
  The first by hate, consumed and was consumed 
  Beneath the fields, from a devil’s womb 
  From within the darkness, it is darker still 
  She brought the artifact that sealed her doom 
  A curse was placed upon her house 
  The next countess will slay the lion 
  She bring the empire to ruin and flame 
  Keogh against Suel, peasant against lord 
  The curse ends only with the house.” 
   
  KEO3-03 Will of the People saw the Earl of Linth meet 
  with representatives of the Oeridian people in an attempt 
  to reach a compromise and stave off a civil war. The talks 
  were interrupted twice by an insane ex-Knight of the 
  Watch named Milo Astra, who hired assassins to slay the 
  chief Oeridian negotiator, and then, when they failed, 
  attempted to slay Estren the Minstrel himself, speaking 
  the above prophecy as he fought the heroes. Fortunately 
  for the kingdom, the plot was exposed, Estren was saved, 
  the talks continued, and war was briefly averted. 
   
  In the fall of 594 CY, desperation drove Earl Lucius 
  of Linth to summon a band of adventurers to the family 
  manor, revealing that his teenaged daughter Hannah was 
  afflicted with a form of madness that left her dancing 
  feverishly each night at midnight. The Earl feared that 
  eventually the ever increasingly vigorous dance would 
  claim her life. 
   
  The adventurers discovered a great many things 
  concerning the Linth family, and the dark, disturbing 
  truth behind the Keogh swearing fealty to the Linth. 
  Chief among these was the dementia of a Countess Sera 
  Linth, who brought a powerful artifact into the house and 
  the curse that came with it.  The investigative heroes 
  were able to save Hannah from the psychotic spirit of her 
  ancestor, but not before it could slay the Earl and his 
  wife.  This left the young and only marginally stable 
  Hannah as the new Countess of Linth. 
   
  Just when matters could not grow any worse, the 
  prophecy of the black dragon Aulicus, the Prophet of the 
  Hool (from the Winter’s Turning interactive) came to a 
  head. Adventurers, reinforcing a strike force of Keoish 
  Royal Standards, ventured deep into the ruins of 
  Steffenmoor to recover the necromantic greatsword 
  # 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 
  
  KEO5-03 Closure and Disclosure 
   
  Page 3 
  Blackrazor (from the Keoland interactive Bane of the Black 
  Blade).  Rather than presenting the sword to the king, 
  Holphin Neheli drew it back and cut the king of Keoland 
  down, and was spirited away by an agent of the Silent 
  Tower. 
   
  In a fit of rage, Countess Hannah Linth blamed the 
  Keogh people living on her lands for subverting Lord 
  Holphin (she is insane, after all) and ordered Lugh 
  Narthistle to lead the Knights of the Watch on a 
  genocidal rampage against the Oeridian people of Linth.  
  This touched off a civil war that has ripped the kingdom 
  asunder, with the Oeridian nobles under Lord Kharn 
  struggling to keep the peace between the ruling Suloise 
  Houses Rhola and Neheli, and the angry masses of 
  Keoish people. 
   
  The war within the kingdom was further intensified 
  at the end of 594CY, when Duke Luschan became 
  engaged to Maressa Linth, the Countess’s cousin, and 
  leader of the famous Shadowdark Guild.  The Duke 
  committed his own forces to bolster those of his new 
  wife’s family against the Keoish rebels. 
   
  The forces of House Linth are also aided by forces 
  from the quasi-monastic order known as the Knights of 
  the Watch, led by Watcher Lugh Narthistle, Most 
  Truthful Banshee. For centuries, the Knights of the 
  Watch have been the force behind the lords of Linth, but 
  in recent times, they have grown increasingly brutal, 
  surpassing that seen in what came to be known as “The 
  Night of the Long Lances”.  
   
  The behavior of the Knights of the Watch, who are 
  normally a benevolent martial order dedicated to the 
  chivalric ideals codified in Ravanoff the Excellent’s “The 
  Simple Knight”, has gone largely unnoticed by those of 
  the order outside of Keoland, as much of the order is at 
  war in Geoff, Sterich, the Gran March, and Bissel, 
  safeguarding the people of the Sheldomar as they have 
  done for centuries. 
   
  Watcher Narthistle and his men’s behavior have 
  been so uncharacteristic that he has ordered the paladins 
  and more righteous among the order transferred to 
  Fortress Ravonnar, to get them out of Linth. To appease 
  the Earl’s distrust of the Keogh, he has done the same 
  with any Watchers and squires not of Suloise descent. In 
  addition, all members of the more liberal Knights of the 
  Dispatch were also transferred. Most who have been 
  transferred initially believed the relocation was because 
  their abilities are better suited to defending Ravonnar 
  from the incursions of vampiric hags and their minions 
  from the Rushmoors (from the Keoland interactive Fog of 
  War). 
   
  Suspicion was raised at the end of the summer when 
  Watcher Narthistle made a proclamation that all 
  members of the order, regardless of rank, would be 
  required to obtain his permission to journey within 
  Linth.  For further information on the Knights of the 
  Watch, see DM Aid: Knights of the Watch. 
   
  Note: The subject matter of this adventure is 
  particularly disturbing as it deals with what were once 
  extremely good men doing extremely bad things, and 
  great care should be taken to accommodate the maturity 
  levels of the players present. This is particularly 
  important when the PCs discover the massacres. 
  ADVENTURE SUMMARY 
  Word has trickled out of Keoland of the uncharacteristic 
  and at times outright barbaric behavior of the Watchers 
  of Linth, and has reached the ear of Watcher Hugo of 
  Geoff, Grandiose Imperial Wyvern, and head of the 
  Knights of the Watch. A conference of knights came to 
  the 
  conclusion 
  that 
  the 
  behavior 
  was 
  totally 
  unacceptable, and had to be stopped to preserve the 
  integrity of the order.  Rather than risk the ire of the 
  Court of the Land of Niole Dra by going straight to 
  Goarada and cleaning house, the Order petitioned the 
  assembly of Keoland’s lords to be allowed to enter Linth 
  to put a stop to the atrocities they had heard of.  The 
  Court declined, though permission was granted for small 
  numbers of the Order to enter and investigate, then to 
  report back to the Council concerning the exact nature of 
  the situation. 
   
  The Great Beasts (the highest ranking knights, who 
  run the Order) dispatched the daughter of the slain king, 
  Dispatcher Kialla Skotti of House Lizhal, Persistent 
  Sparrow to investigate the happenings in Linth. She has 
  been charged with a letter, summoning Watcher 
  Narthistle to stand before Watcher Hugo to answer for 
  his actions and those of the men under his command, 
  and to report her findings to the Court of the Land in 
  hopes that the governing body of Keoland will sanction 
  the knighthood entering Linth in force to deal with their 
  fallen brethren. 
   
  Her instructions also include journeying with a 
  group of respected defenders of Keoland so that all will 
  know that the Knights of the Watch are taking action to 
  deal with their rogue members. 
   
  Dispatcher Skotti has heard of the Festival of the 
  Heroes, in the small town of Oakroot, on the edge of the 
  Dreadwood. She believes that such an event should 
  provide the perfect opportunity to locate benevolent and 
  upstanding Keoish subjects to accompany her. 
   
  After securing guides and escorts, the party journeys 
  north through the province of Gradsul and the County of 
  Gand before arriving in blighted lands of Linth. In their 
  travels, they come upon the burnt remains of an Oeridian 
  village, its occupants brutally slain. The entire site is 
  filled with evil in the wake of what the Knights have 
  done, and the spirits of the dead Oeridians can find no 
  peace. 
   
  Having dealt with the undead, the party continues 
  their journey and come upon a section of the King’s Road 
  lined with crucified Keogh people, and their first clues 
  
  KEO5-03 Closure and Disclosure 
   
  Page 4 
  about what may be wrong with the knights. The bodies 
  have been tortured by having words carved into their 
  flesh in Infernal, and a skilled tracker will find the tracks 
  of devils among the booted footprints of the Knights. 
  They also find a diary that describes the Knights of Linth 
  terrorizing the populace and consorting with what the 
  PCs might be able to identify as devils. 
   
  While investigating, a group of Keogh rebels arrive.  
  Seeing the Suel Knight of the Dispatch and the dead 
  Oeridians, they draw their own conclusions and unless 
  the party is able to talk them down, they attempt to slay 
  Dispatcher Skotti and the PCs. 
   
  As their journey continues, the party finds an 
  injured child who they escort to a small tavern by the 
  side of the King’s Road. There the party may get to see 
  the terror that the mere sight of the Watcher heraldry 
  inspires. This is also when the Malagari investigators 
  catch up with the party. The Knights of the Malagari are 
  interested in what their Watcher cousins are up to, but 
  won’t overtly spy on them, so they caught up with 
  Dispatcher Skotti to ask her. She explains what’s going 
  on, and asks that they relay her findings to the Malagari 
  not loyal to the Dorlin Neheli.  The Malagari confirm 
  that her findings in Linth are not isolated incidents. 
   
  Dispatcher Kialla and the PCs proceed to Goarada 
  where she delivers the letter to Watcher Narthistle’s aide, 
  Watcher Cattearn. Enraged at the news, he knocks Kialla 
  out and orders the PCs slain. Melee ensues between the 
  fallen knights and the PCs, possibly with their erinyes 
  servants joining in. 
   
  After being attacked by the evil knights, and fighting 
  their diabolic pets, there should be no doubt in the minds 
  of the PCs that a powerful evil lurks in Goarada, and has 
  consumed the knights who live there. Dispatcher Skotti 
  then insists that they make haste to Niole Dra to report 
  the diabolism to the Council.  Confronted with evidence 
  of devil-worship the Council votes to allow the order to 
  enter Linth in force. 
   
  She is aware that removing the Watchers from Linth 
  will break the stalemate of the civil war and most likely 
  spell the end of the House of Linth, but in light of the 
  history of the house, she sees this as a good thing. 
  PREPARATION FOR PLAY 
  Check to see if any of the PCs possess any AR items 
  dealing with the Knights of the Watch, or if any of the 
  PCs are themselves members of the Knights of the 
  Watch. You should also make note of which PCs are 
  humans of Suel ancestry (or can pass for same), which are 
  Oeridian, and which are neither (or non-human). Also, 
  check if any of the PCs earned the Hero of Oakroot 
  certificate in KEO1-06 Evil in the Woods. 
   
  Note: The subject matter of this adventure is 
  particularly disturbing as it deals with what were once 
  extremely good men doing extremely bad things, and 
  great care should be taken to accommodate the maturity 
  levels of the players present. This is particularly 
  important when the PCs discover the massacres. 
  A NOTE ABOUT PRINCESS KIALLA 
   
  It is important to realize that Princess Kialla is not 
  some invulnerable NPC who walks around this 
  adventure with “script immunity.” It is a very real 
  possibility (particularly in the final encounter) that she 
  can be maimed or killed. If Kialla should perish or 
  become incapacitated, this section provides some 
  guidelines for same. 
   
  As one of the late King’s daughters, one who (unlike 
  her sisters) frequently went into dangerous situations, 
  she has some protection on her. A pair of wish spells (cast 
  by the Archmage Lashton of Keoland; caster level 21st) 
  protects her as follows: 
  • 
  If she is slain, the wish immediately teleports her 
  remains to Niole Dra. 
  • 
  Should she suffer long-term incapacitation (in game 
  terms, anything that the PCs are unable to cure that 
  would prevent her from completing the adventure 
  with the PCs), she is likewise immediately teleported 
  to Niole Dra. 
  • 
  If Kialla is reduced to -9 hit points, she automatically 
  stabilizes. (This effect is independent of the others; if 
  she should subsequently be caught in the blast of a 
  fireball and slain, she would be teleported to Niole 
  Dra). 
   
  The real reason for these contingency effects should 
  be obvious – should the Princess be slain or 
  incapacitated, the PCs might wish to abandon their 
  mission (and thus the adventure) to see to her welfare. 
  These magic effects absolve the players from that 
  responsibility. 
   
  Lastly, the read-aloud text in the module is written 
  assuming that Kialla is alive and conscious. Be prepared 
  to make ad hoc changes to this descriptive text should 
  Kialla no longer be with the PCs. 
   
  If you wish, you can allow the PCs to handle Kialla 
  in combat. If you do so, you can distribute Player Handout 
  #4, which is a copy of her statistics block from Appendix 1. 
  INTRODUCTION 
  Check to see if any PCs are members of the Knights of 
  the Watch. If so, they should receive Player Handout #3. 
  You should also refer to this handout as the Knights of 
  the Watch have special restrictions and rules of 
  engagement when dealing with their wayward fellows in 
  Linth. A knight who violates such restrictions should be 
  reported to the Point of Contact for the Knights of the 
  Watch in Keoland (lordkhardrus@yahoo.com). 
  
  KEO5-03 Closure and Disclosure 
   
  Page 5 
   
  Any PCs bear the certificate Hero of Oakroot from 
  KEO1-06 Evil in the Woods receive a missive, requesting 
  their presence at a festival in their honor. Give them 
  Player Handout #1. 
   
  For those who are not Heroes of Oakroot, read the 
  following: 
   
  “Come one, come all, to the first annual Festival 
  of Heroes. Sing, dance, and celebrate the valiant 
  men and women that saved Oakroot.”  So read the 
  flyers found tacked to the wall of every inn and 
  tavern in every barony and County bordering the 
  Dreadwood. 
   
  Confirm that all the PCs wish to attend the party. 
  For those who do not wish to do so, the adventure is over. 
  ENCOUNTER 1: BUT I’M A 
  HERO OF OAKROOT … 
  The humble logging village of Oakroot has been 
  transformed. Those who have visited before might 
  have trouble recognizing it amidst all the streamers, 
  flowers, freshly painted structures, and the throngs 
  of revelers. Among the crowd are many others of the 
  wandering do-gooder sort, perhaps Heroes of 
  Oakroot themselves, or perhaps just here to enjoy 
  the party. Wine and ale flow like water, the roast 
  pork nearly falls from the bone, and the throng of 
  party-goers dances through the streets. 
   
  At this point, have the players describe their PCs to 
  each other, and introduce themselves as needed. 
   
  Once the PCs have made their way into town, play 
  up the light-hearted air of the festival. The contrast 
  should make the later portions of the adventure seem all 
  the more horrible. 
   
  In addition, any of the PCs who even vaguely 
  resemble adventurers will find that no merchant in town 
  will accept their money, and their food, drink, and 
  lodging are on the house. As a result, PCs pay only half 
  price for Adventurer’s Standard in this adventure, and 
  those who are Heroes of Oakroot receive free 
  Adventurer’s Standard upkeep. 
   
  In addition, a DC 10 Gather Information check 
  reveals that the Mistress of Ceremonies for the festival is 
  the Princess Dispatcher Kialla Skotti, daughter of the 
  recently slain monarch. 
   
  After the PCs have gotten into the spirit of the party, 
  regardless of whether they found out about the princess’s 
  presence, read the following: 
   
  The crowd of revelers parts to reveal a woman in 
  her mid-twenties. She is almost six feet tall, with the 
  lean, trim build of a woman who spends a great deal 
  of time outdoors. She stands out dramatically from 
  the drunken Keoish people that fill Oakroot.  Her 
  tan coupled with her Suel features lend her skin the 
  hue of honey and her light brown hair is pulled back 
  into a bun. A thin, platinum circlet rests upon her 
  brow, and the woman measures all of you with cold, 
  hard blue eyes. A breastplate of gleaming mithral 
  peeks from under her black tabard. Emblazoned 
  upon it is a silver owl rampant, symbol of the 
  Knights of the Watch. A pair of empty quivers is 
  slung over her shoulders, along with a large sword 
  sheath. The knight is followed by a serving wench 
  bearing a tray of mugs of ale. 
   
  “Greetings, I am Dreadtrapper Dispatcher Kialla 
  Skotti, Persistent Sparrow. If I may join you, I’d like 
  to propose a toast to the saviors of Oakroot.” 
   
  If no PCs object, the serving wench passes out the 
  fresh mugs of ale to Kialla and the party before leaving to 
  serve other party-goers. 
  All APLs 
  � Princess Dreadtrapper Dispatcher Kialla 
  Skotti, Persistent Sparrow: see Appendix 1. 
   
  NOTE: After the Princess has introduced herself, if 
  there are any PC Knights of the Watch present, 
  determine whether they outrank her in the Order. If you 
  are unfamiliar with the ranks of the knighthood, the 
  player of the Watcher PC will be able to tell you after 
  hearing Kialla’s title.  In the presence of any who outrank 
  her in the order, Kialla is politely deferential, but does 
  expect a certain degree of respect in return because her 
  father was a King of Keoland. 
   
  As ale is distributed, she asks a bit about each of the 
  PCs, including their names and some of their other 
  exploits, sizing up the heroism in their actions and lives. 
  Her aloof demeanor makes it obvious that she is taking 
  measure of the group. Regardless of how they present 
  themselves, she then raises a mug in their honor. A DC 
  10 Sense Motive check will reveal that she is sincere in 
  her respect for the PCs heroic actions. 
   
  Assuming that the PCs present themselves in a 
  reasonably heroic and upstanding light, she continues, 
  though her tone grows more serious. 
   
  “It is most fortuitous that I’ve found you. If 
  you’ll come with me, I have something I must ask of 
  you. Our kingdom, the Knights of the Watch, and 
  possibly the entire Sheldomar Valley needs of your 
  assistance.” 
   
  If the PCs decline, she will nod with pursed lips and 
  leave them; they are clearly not the folk she seeks. If the 
  party agrees, she leads them away from the noise of the 
  festival to a private spot before continuing. 
   
  “I’m not sure how much you know of the goings-
  on to the east in the County of Linth, but the 
  hostilities there are the fire that lets burn the other 
  pockets of upheaval in our Kingdom. My superiors 
  in the Knights of the Watch have reason to believe 
  that atrocities committed by my brothers-in-arms, 
  
  KEO5-03 Closure and Disclosure 
   
  Page 6 
  under the command of Watcher Lugh Narthistle, 
  Most Truthful Banshee, are the catalyst for the 
  upheaval.” 
   
  “I’ve been sent here to confirm that the rumors 
  are true, and if possible, to determine what has led 
  them away from the Twelve and the Seven [The 
  Twelve and Seven Precepts, the code of conduct of the 
  Knights of the Watch.  See DM Aid: Knights of the Watch.]. 
  I’m also to deliver a summons to Watcher Narthistle 
  in Fortress Goarada [go-are-AHDA] to stand before 
  the Grandiose Imperial Wyvern to answer for the 
  conduct of his men.” 
   
  “I wish to ask for your assistance. The situation 
  in Linth is such that a lone traveler, especially a 
  Watcher of Suel blood, would be inviting attack. I 
  don’t shirk battle, but the thought of killing 
  starving people to protect myself distresses me. An 
  armed group of some size would certainly dissuade 
  attackers.” 
   
  She takes a sip of her ale, pausing to gauge your 
  reactions before continuing. 
   
  “Whatever corruption is uncovered is to be laid 
  bare before the whole of the kingdom and the 
  Sheldomar, along with the knowledge that the 
  Order will not stand for such a stain upon our 
  honor. Will you do this thing?  Will you help us 
  make public this blemish upon our honor and to set 
  it right?  Will you help us end the brutal oppression 
  of the people of Linth?” 
   
  With this, she waits for an answer. No payment is 
  offered, and if asked, she will not offer any compensation 
  beyond her gratitude, and that of the Knights of the 
  Watch.  Of course, the adventure ends should the PCs 
  decline her offer. 
   
  If requested, Kialla can provide a formal letter from 
  the Court of the Land indicating that she is allowed to 
  enter Linth, along with an armed escort of no more than 
  eight persons, for the reasons she has indicated. 
   
  If they agreed, she asks that the party meet at dawn 
  the following day, in front of the inn. She declines any 
  offers by the PCs to guard her. When they arrive the next 
  morning, she’s there, riding a Keobred light horse that 
  bears the mark of House Lizhal, waiting for them. She 
  arrives fifteen minutes early. 
   
  Once all are assembled, she says a few words before 
  beginning the expedition. 
   
  “I wish to impress upon you something very 
  important,” Kialla says as she mounts up. “The 
  delivery of this message, and the gathering of 
  intelligence that must be delivered to Hugo of 
  Geoff, is the utmost concern. Nothing, not even my 
  death, should keep you from those tasks.” She holds 
  up a small scroll tube fitted with metal caps. 
   
  “I am warded by certain spells that, should I 
  perish of become incapacitated, will magically 
  whisk me to a place of safety.” She frowns. “I wished 
  to lie where I had fallen should I die in battle like 
  my husband did, but my liege… my father… 
  ordered it.” At the mention of the late King, his 
  daughter seems to briefly be staring at something 
  far away. After a moment, she blinks and returns her 
  attention to you once more. “So if I don’t have the 
  common sense to duck when I should, you’ll know 
  why my body vanishes into thin air.” She manages a 
  thin smile. 
   
  “For that reason, I’d like one of you to carry the 
  scroll tube for me, so it doesn’t disappear with me. If 
  none of you wish the responsibility, I will simply 
  leave it in my saddle bags for the duration of the 
  journey.” 
   
  Once the PCs have made a decision about how they 
  wish to handle the scroll tube, and assuming the PCs 
  have no questions, proceed to Encounter 2. 
   
  Note: PCs may wish to teleport to Linth. The Princess 
  will not agree to such requests – as noted above, part of 
  her mission is to see herself whether or not the 
  allegations of atrocities being committed by the Knights 
  in Linth are true. Bypassing the overland journey might 
  rob her of evidence of same. 
  ENCOUNTER 2: ASHES OF 
  INNOCENTS 
  As the Barony of Riverwatch fades into the County 
  of Linth, green grass, rolling hills and lush farmland 
  fade into a barren wasteland. What remains of the 
  grass crumbles at the touch. The trees are twisted 
  and grey. The soil is closer to that of the Sea of Dust 
  than to anything else. Creek beds sit dried and 
  cracked. No birds float through the air. No squirrels 
  chatter in the trees. The very land of Linth is dead. 
   
  Anyone making a DC 10 Knowledge (nature) check 
  can see that the blight is not only unnatural, but is 
  getting worse. After only a day of travel, animal 
  companions and normal mounts grow tense and more 
  irritable just from being in the County.  Modify the 
  description below, as needed, to reflect the maturity level 
  of the players. 
   
  Dusk approaches when, on the horizon, a thin 
  wisp of smoke rises into the air, and for the first 
  time since entering the cursed county, birds dot the 
  sky. Drawing closer, it becomes obvious that the 
  birds are vultures, and the smoke rises from the 
  smoldering ashes of what was once a village.  
   
  Entering the burnt ruins, the scene is one of a 
  massacre. The streets are littered with the dead, 
  some cut down as they fled, others executed with 
  brutal efficiency.  
  
  KEO5-03 Closure and Disclosure 
   
  Page 7 
   
  A lone, hideously deformed hyena tears at the 
  rotting, scorched flesh of an Oeridian child.  It 
  sports part of a fleshless canine skull protruding 
  from its spine. It gnaws around a black-fletched 
  arrow protruding from her skull. The hyena flees at 
  your approach. The evil of atrocity hangs thick in 
  the air like the humidity of the Hool. 
   
  Refer to DM Aid: Map of Amunmeade.  Amunmeade is 
  the name of the village, and her dead are everywhere. If 
  the party counts, they find 53 dead villagers (21 men, 18 
  women, and 14 children). All are of heavily Oeridian 
  stock, and there are no weapons or armor to be found 
  anywhere among the ashes. Six days ago, a half dozen 
  Knights of the Watch, and a pair of erinyes came to this 
  village, which was suspected of hiding supplies for the 
  rebels, and killed everyone before burning the village to 
  the ground.  
   
  NOTE: Because of the lingering stain of the heinous 
  evil perpetrated here, the area is considered to be under a 
  desecrate spell.  A detect undead spell will not reveal any 
  undead – the awful process by which they come into 
  being is not quite complete. Detect evil will be useless 
  because of the desecrate effect that lends a mild aura of evil 
  to everything in the village. 
   
  The arrows are crafted from an unfamiliar wood and 
  metal not likely to be known to any of the PCs (as these 
  materials are native to the second layer of Hell/Baator 
  where Dispater rules); a DC 30 Craft (bowmaking) or 
  Craft (weaponsmith) check by someone with 5 or more 
  ranks in Knowledge (the Planes) can identify these 
  arrows as coming from the second layer of Hell/Baator. 
   
  A DC 15 Heal check reveals that the puncture 
  wounds are seared, and probably caused by flaming 
  arrows. The sword strokes are broad and powerful, most 
  likely from strong men on horseback. Those who were 
  crushed bear the imprints of large horseshoes. 
   
  A DC 20 Survival check (by someone with the Track 
  feat) reveals that there are very few footprints other than 
  those of the villagers. Most of those not belonging to the 
  villagers are those of female human-like creatures, and 
  seem to disappear and reappear. Rangers with evil 
  outsiders as their favored enemy get their bonus on this 
  check, since the tracks were left by a pair of erinyes who 
  were tagging along with the Watchers on their attack. 
  The burning arrows come from their flaming bows. 
   
  Trackers find horse prints indicating heavy cavalry. 
  The few footprints of the Watchers found indicate a 
  quick search was done of the buildings before the men 
  remounted, set the fires, and departed. Tracking them 
  finds them approximating the same route as the PCs; in 
  other words, they seem to be heading for Goarada. 
   
  Should the PCs decide to cast speak with dead on one 
  of the villagers, the spirit will confirm that “the Watchers 
  and their angels did this.” This is something that will earn 
  the PC a severe tongue-lashing from the Princess, should 
  they use such necromantic magic in front of her. 
   
  If the PCs linger in the village longer than twenty 
  minutes, the undead villagers will rise and assault the 
  PCs. If the PCs should have the foresight to burn the 
  bodies, they will not have to deal with this combat (and 
  should be awarded the full xp for doing so). If they 
  simply ride off before then, however, they receive no xp 
  for this encounter. The worst case scenario would be if 
  the PCs decide to bury the bodies, as the undead will rise 
  and attempt to slaughter the benevolent heroes. 
   
  Note: Because of the desecrate effect on the village, 
  left by the acts perpetrated here, the EL of this combat is 
  increased by one. 
  APL 6 (EL 8) 
  � Wights (4): hp 36 each; see Monster Manual, page 
  255. 
  APL 8 (EL 10) 
  � Wights (8): hp 36 each; see Monster Manual, page 
  255. 
  APL 10 (EL 12) 
  � Dread Wraith: hp 144; see Monster Manual, page 
  258. 
  APL 12 (EL 14) 
  � Dread Wraiths (2): hp 144 each; see Monster 
  Manual, page 258. 
   
  Setup: Refer to DM Aid: Map of Amunmeade. The map 
  shows the area in which the undead are located. The PCs 
  may or may not be together when the undead rise, based 
  on where they may have been investigating in the village. 
  The undead should not be placed any closer than 40’ to 
  the party member who would be nearest to them. 
   
  Tactics: The undead rise from the slain villagers (in 
  a rough circle, if there is more than one). PCs making a 
  Spot check (DC 13 + the APL) are not surprised and are 
  able to act in the surprise round as the undead rise to 
  their feet. The undead simply plow into the nearest 
  target, attacking them until slain before moving on to the 
  next target. At APLs 10 and 12, the dread wraiths will 
  make Spring Attacks and drain Con. They will use their 
  superior mobility to stay as far away from the PCs as 
  possible. PCs that demonstrate themselves as a danger 
  (wizards casting magic missile spells, a warrior with a ghost 
  touch weapon) are targeted over others. 
  ENCOUNTER 3: TRAITOR’S 
  ROAD 
  Modify the description below, as needed, to reflect the 
  maturity level of the players. 
   
  As your journey takes you deeper into the husk 
  of a land that is Linth, Dispatcher Skotti leads you 
  onto the King’s Road and north. This stretch of road 
  has seen more than a little trouble since tensions 
  
  KEO5-03 Closure and Disclosure 
   
  Page 8 
  have risen in the County, and today seems no 
  different. 
   
  Two shattered wagons lie overturned off the 
  side of the road, debris scattered about the roadside 
  like a dropped bundle of kindling. Next to them, on 
  makeshift crosses built from what is doubtlessly the 
  wood of the wagons, hang the crucified dead who 
  can only be the occupants. The dead horses lie 
  sprawled amongst the wreckage, rotting in the 
  afternoon sun.  Bloated flies buzz angrily about 
  them. 
   
  A lone human body lies in the middle of the 
  road, his innards splayed from a gaping wound in 
  his abdomen. The man’s legs rest at odd angles, extra 
  bends added by the brutal attentions of a large blunt 
  object. 
   
  Anyone who inspects the bodies finds that, besides 
  the crucifixion wounds on the wrists and ankles, the 
  victims all have “Keogh traitor” carved into their chests in 
  Infernal. 
   
  A DC 10 Heal check reveals that the dead man in the 
  road had his hands and legs crushed by horse hooves; a 
  DC 15 reveals that they have been dead for a week and a 
  half. 
   
  A Survival check (DC 10 + APL) by someone with 
  the Track feat reveals the same combination of booted 
  footprints and bare female feet that marked the massacre 
  at the village. 
   
  Searching the wagon wrecks reveals several days of 
  rotten rations, and all the peoples’ meager possessions. A 
  DC 20 Search check locates the diary of one of the 
  victims (Player Handout #2). The young girl, Hailey, is still 
  alive (see Encounter 4). 
   
  The diary describes several incidents that one of the 
  people 
  witnessed 
  of 
  the 
  Knights 
  showing 
  up, 
  accompanied by angels with burning bows, and publicly 
  executing people rumored to be rebel sympathizers. It 
  goes on to detail how these people decided the time had 
  come to get out of Linth and away from the brutal 
  oppression of the Watchers. 
   
  Any attempts to cast speak with dead on any of the 
  people are met with nothing but screams of pain from the 
  spirits of the deceased, driven mad by the pain of their 
  deaths.  This is something that will earn the PC a severe 
  tongue-lashing from the Princess, should they use such 
  necromantic magic in front of her. 
   
  The Knights were out on patrol for rebels when they 
  came upon the caravan of Oeridians. The refugees were 
  stopped, questioned as to where they were going, and 
  then told they were not allowed to leave Linth.  
   
  The wagon drivers cracked the reins and tried to 
  escape, but were caught by the flying devils who fired 
  volleys of flaming arrows into the horses, which led to 
  the wagon crash. Then the knights rode in and dragged 
  the people from the wrecks. The erinyes charmed the 
  crash victims to erect the crucifixes. Once this was done, 
  the Knights crucified the people. The one lying dead in 
  the road resisted the erinyes’ compulsion, and refused to 
  be cowed by the half dozen knights. They broke his legs, 
  disemboweled him, and left him to die. 
   
  Needless to say, Dispatcher Skotti is horrified. 
  However, if no one else in the party examines the bodies, 
  she will do so, and will attempt the Heal and Survival 
  checks noted above. 
   
  By this point, it should be fairly obvious that the 
  men responsible for the atrocities in Linth are 
  unrepentantly 
  evil, 
  extremely 
  methodical, 
  and 
  undoubtedly the Knights of the Watch of Goarada under 
  Watcher Narthistle’s command. 
   
  As you conclude your search of the wreck of the 
  wagon and the site of this atrocity, dust rises anew 
  from the road.  Men approach, armed, armored, and 
  mounted.  As they close with your company, the 
  figures emerge from the cloud of road dust. 
   
  Their horses are light, and unarmored.  Their 
  armor is well-worn chain, and they bear spears and 
  axes rather than the long, cruel lances of the 
  Watchers.  Their open-faced helms reveal coarse, 
  angry Keoish features, and their gloved hands grip 
  their spear hafts.  One of them stares down Princess 
  Dispatcher Kialla, and speaks in short, angry Keoish. 
   
  For PCs that speak Keoish: 
   
  “You’ll burn for this, you Suel witch.  Your 
  lackeys will burn with you.” 
   
  See DM Aid: Map of Keogh Rebel Attack.  These men 
  are a band of wandering rebels who’ve taken to roaming 
  the wilds of Linth, venting their anger with Countess 
  Hannah and the Watchers by attacking bands of knights, 
  traveling nobles, and anyone else who looks like they 
  might not be oppressed Keoish people.  They’re ready, 
  willing, and able to attack the party in order to kill Kialla. 
   They have no idea who she is.  All they see is a Suel 
  woman of obvious bearing, wearing the heraldry of the 
  Knights of the Watch. 
   
  Should the party attempt to diffuse the situation, let 
  them yell back and forth with the Oeridians for a bit, 
  then have one of them make a Diplomacy check. The 
  roving band of Keoghs speaks both Common and Keoish, 
  but they refuse to speak anything but the latter. They will 
  not allow anyone to cast comprehend languages on them. 
  Indeed, any spellcasting will lead them to attack. The 
  men begin at Hostile (refer to the rules dealing with 
  Diplomacy checks in the Player’s Handbook).  Apply the 
  following modifiers to the check; they are cumulative.  
  • 
  -5 per noble present (only if the peasants are alerted 
  to such, by the PCs announcing Kialla’s or their 
  titles, for instance) 
  
  KEO5-03 Closure and Disclosure 
   
  Page 9 
  • 
  -5 for each Knight of the Watch (or Dispatch) 
  present (including Kialla; assuming that the livery is 
  not being hidden) 
  • 
  -2 per Suel present (including Kialla) 
  • 
  +2 per Oeridian present 
  • 
  +5 per Joramy worshipper present (assuming that 
  the worshipper declares their allegiance or wears an 
  obvious holy symbol) 
  • 
  In addition, bonuses or penalties to the check from 
  Lifestyle should be reversed in this instance.  Being 
  well-fed and groomed just insults the bitter people, 
  while they can sympathize just a bit with PCs that 
  appear to be living a hard life. 
   
  Alternatively, the party may attempt to Intimidate 
  them, in which case, none of the above modifiers apply. 
   
  If the PCs change their attitude to Unfriendly, they 
  will once again order the PCs off. Any further non-
  compliance will revert their attitude back to Hostile, and 
  they attack. 
   
  If the PCs change their attitudes to Indifferent, they 
  wheel their horses about and leave the PCs. Should the 
  party talk their way out of combat, most likely by 
  convincing the men that they had nothing to do with the 
  dead bodies by the side of the road, the men scowl and 
  ride off into the wilderness to go find more victims. 
  Should the PCs attempt to pursue or parley further, they 
  will attack. 
   
  If the party is able to adjust the men to Friendly, the 
  men will introduce themselves and explain what it is that 
  they do.  Griff, their leader, will explain that since the 
  Countess took over and started her pogroms, they’ve 
  wandered the countryside, venting their anger.  He’ll 
  gladly and willingly admit that they’ve burned several 
  Suel nobles and merchants alive in the last few weeks, 
  but no children and no servants. 
  APL 6 (EL 7) 
  � Griff: male human (Oeridian) Clr5 of Joramy; hp 
  36; see Appendix 2. 
  � Keogh Rebels (4): male human (Oeridian) War2; 
  hp 15 each; see Appendix 2. 
  APL 8 (EL 9) 
  � Griff: male human (Oeridian) Clr7 of Joramy; hp 
  53; see Appendix 3. 
  � Keogh Rebels (4): male human (Oeridian) War4; 
  hp 30 each; see Appendix 3. 
  APL 10 (EL 11) 
  � Griff: male human (Oeridian) Clr7 of Joramy; hp 
  53; see Appendix 4. 
  � Thom: male human (Oeridian) Sor6/Elemental 
  Savant1; hp 32; see Appendix 4. 
  � Keogh Rebels (4): male human (Oeridian) War6; 
  hp 45 each; see Appendix 4. 
  APL 12 (EL 13) 
  � Griff: male human (Oeridian) Clr9 of Joramy; hp 
  68; see Appendix 5. 
  � Thom: male human (Oeridian) Sor6/Elemental 
  Savant3; hp 41; see Appendix 5. 
  � Keogh Rebels (8): male human (Oeridian) War6; 
  hp 45 each; see Appendix 5. 
   
  Tactics: Burn everything.  When Thom is present, 
  he uses explosive sculpted burning hands spells to disrupt 
  party cohesion, while Griff uses his own burning hands 
  and wall of fire spells to inflict damage and spread the 
  party out. 
   
  The rebels use the mobility of being mounted to 
  move into point blank shot range, throw shortspears and 
  then move away. 
   
  If Griff is slain, the rebels will break off their attack 
  and either surrender or flee.  If more than half of the 
  rebels are slain, Griff and Thom will flee. 
  ENCOUNTER 4: MARCH OF 
  THE KNIGHTS 
  Modify the description below, as needed, to reflect the 
  maturity level of the players. 
   
  You think your eyes might be playing tricks on 
  you as you ascend to the peak of a short incline and 
  look across the blasted landscape and down the 
  road. There, at the edge of your vision, you see what 
  looks like a small figure staggering away from you. 
  The person appears to be either a female human 
  child, or perhaps a halfling or gnome woman. 
   
  This girl is Hailey, the author of the journal the PCs 
  found in Encounter 3. She is attempting to return home 
  to her father, Inglos, who is the proprietor of “The 
  Dweller’s Rest,” an inn another two miles down the road. 
   
  As you approach, you see the figure is indeed a 
  child. She has brown hair and tan skin, and is 
  dressed in tattered clothing. She seems to have a 
  broken foot and drags it along the ground. The girl 
  doesn’t even acknowledge your presence, and her 
  eyes show a girl that is simply beyond fear at this 
  point. 
  She 
  shuffles 
  forward, 
  mechanically, 
  ponderously. 
   
  Hailey has been understandably traumatized by 
  what has happened, and her will is simply broken. She is 
  nearly catatonic, though she can be roused by an 
  especially persuasive PC (one who isn’t a Watcher, or at 
  
  KEO5-03 Closure and Disclosure 
   
  Page 10 
  least dressed like one) with a DC 20 Sense Motive check. 
  (In this instance, the skill represents that PCs ability to 
  empathize with the girl and address what is troubling 
  her, getting her to converse). Add +5 to the PCs check if 
  they show Hailey her diary. 
   
  If the PCs fail, she will simply keep shuffling. She is 
  too small to resist the PCs if they should pick her up and 
  won’t do so in any event. Abandoning her on the road 
  could only be construed as a callous and evil act, and even 
  neutral PCs should feel the need to protect the girl (in 
  hopes of gaining a reward if nothing else). 
   
  If they get Hailey to talk, she will describe what 
  happened to her: 
   
  “Papa sent me away from the inn. He told me 
  that they were going to sneak me out of the County 
  and that I should stay with my uncle. He was the 
  one driving the carriage. The owl-men found us and 
  stopped us. They asked my uncle where we were 
  going, and then told they were not allowed to leave 
  Linth.” 
   
  “Uncle got scared and cracked the reins and 
  tried to escape, but were caught by the angels. They 
  shot fire arrows into the horses and the wagon 
  crashed. When it did I got thrown into the ditch 
  alongside the road. I think my foot broke, and I 
  made it worse running away. Papa’s inn is down the 
  road. I am trying to get there before the owl-men or 
  angels catch me.” 
   
  Hailey won’t say much else, and she doesn’t know 
  much more beyond that. She will cling to any PC that 
  seems kind to her, especially one that heals her broken 
  foot (a cure light wounds spell will heal it). 
   
  In all likelihood, the PCs will escort the child to her 
  father (if for no other reason than because it’s on their 
  way). The inn is two miles down the road. 
   
  The inn’s shingle reads “The Dweller’s Rest,” 
  and it’s the first that you’ve come across this 
  evening. The smell of gruel wafting from the 
  chimney isn’t the tastiest of fare, especially not 
  compared to the festival you left a few weeks ago. 
   
  As the girl sees the inn, she speaks. “That’s 
  where my papa is.” 
   
  There is a hitching post outside for the PCs to use. If 
  the PCs enter, read the following. Alternatively, they can 
  simply drop Hailey off and proceed onward, in this case, 
  simply proceed to the next encounter. 
   
  As your company step in the door, silence falls 
  over the crowded taproom. 
   
  Conversation will briefly pick up unless the PCs are 
  wearing the livery of the Watchers and/or brought Kialla 
  with them. If they spy such livery: 
   
  Chairs scrape as patrons contemplate rising and 
  leaving. One patron dives under his table, cowering 
  in abject terror. A serving wench drops a full tray of 
  earthenware mugs and stands stunned in fear, wide 
  eyed like a cornered deer, eyes fixed on the argent 
  owl emblazoned upon your gear. 
   
  If Kialla is present, it’s clear that the people don’t 
  recognize her. As should be obvious, the people of Linth 
  are absolutely petrified of the Knights of the Watch, 
  which even further reinforces the revelations of the 
  diary, and the rest of the journey. Only the barman will 
  speak to Dispatcher Skotti and the party, and he does so 
  very, very hesitantly. The rest of the serving staff don’t 
  dare to even meet Dispatcher Skotti’s frustrated gaze. 
   
  If the PCs have taken pains to hide their Watcher 
  heraldry amongst them, they find the people aloof, but 
  approachable. 
  All APLs 
  � Commoners (15): non-combatants. 
   
  Should a member of the party wish to announce her, 
  Kialla suggests that they not do so. 
   
  If Hailey is with the PCs: 
   
  “Hailey!” the innkeep cries out as he sees the 
  little girl. He nearly knocks over one of the servers 
  rushing to her and scooping her up in his arms. As 
  she rests over his shoulder, he looks at you with 
  suspicion before putting his daughter back down on 
  the ground. He addresses his next question to both 
  you and his daughter. “What happened?” 
   
  Give the PCs a chance to explain what happened. 
  Hailey will confirm the PCs story (assuming it’s true!) 
  Inglos will thank the PCs profusely, and then the 
  Malagari arrive: 
   
  Cups clang together in thanks for your efforts, 
  and Inglos promises the evening’s meager meal and 
  a bed is free for your company. 
   
  Once again, the door of the Dweller’s Rest 
  swings open. The man standing in the open door 
  wears a dark cloak, pulled tight against the night air, 
  and is followed by two others in similar attire. The 
  first scans the room, his keen Suel features 
  inspiring meekness in the patrons of the inn.  
   
  When they see that he does not wear the argent 
  owl under his cloak, they relax. As they do, he strides 
  confidently across the room to your table, nods 
  respectfully to you all before pulling up a chair. 
   
  “I humbly beg that you pardon the intrusion, 
  Ladies, gentlemen, might I ask what brings you to 
  Linth?” 
   
  If Kialla is present, the men bow at the waist to her, 
  obviously recognizing who she is. The man is Sir 
  Drimoth, a mid-ranked Malagari knight who operates 
  primarily outside of Neheli lands, and is regarded as 
  maverick, roaming the southlands largely unsupervised.  
  
  KEO5-03 Closure and Disclosure 
   
  Page 11 
  Those who have received any negative influence or 
  unfavorable notice of the Malagari are merely ignored. 
  He knows that he’s got more important things to do than 
  harass mouthy adventurers.  He is also well aware that 
  after Holphin murdered the king, the Malagari coat of 
  arms is far more of a hindrance than a help, especially in 
  lands soon to be tied by marriage to the Duke of Gradsul. 
  All APLs 
  � Sir Drimoth: see Appendix 1. 
  � Malagari Knights (2): see Appendix 1. 
   
  He’s in Linth, looking for the party because a 
  Malagari informant passed along that a Knight of the 
  Watch matching the Princess’s description had recruited 
  some adventurers to go into Linth with her, and left 
  rather discretely and early in the morning. 
   
  His tone is polite, but inquisitive, and the usual 
  leading questions are absent because he doesn’t already 
  know the answers to them. At the first indication from 
  the party of anything more than heavy-handedness from 
  the Watchers, he suggests that perhaps the conversation 
  should take place away from so many ears, and steers the 
  conversation to a room inn the inn.  
   
  Dispatcher Skotti speaks with thinly-veiled hostility, 
  as she holds the Malagari as much accountable for her 
  father’s death as she does Holphin himself. She requests 
  that any information that is provided not be shared with 
  the Doomguard (those Malagari of the Duchy of Dorlin, 
  who have sworn an oath of fealty to Count Orloc), but 
  with the Redlee Manor Neheli instead. 
   
  If the party makes mention of the rising of the slain 
  Oeridians, Drimoth will confirm that this has happened 
  several times before at massacre sites in Linth. 
   
  If they mention the Infernal writings or the 
  presence of the erinyes, he explains that he and his men 
  have confirmed their presence at a great many places in 
  Linth, and are by far the most common fiends found in 
  the county.  He also makes mention of their tie to the 
  “Iron Duke.” A DC 20 Knowledge (religion or the Planes) 
  check – PCs with both skills may roll twice - indicates 
  that the Iron Duke is an archdevil known as Dispater. 
   
  Those who are shocked by his frankness and open 
  flow of information earn a quick explanation.  Linth is in 
  crisis, and his duty to defend the kingdom demands that 
  he not waste time lying to potential allies. 
   
  As per normal protocol, any Malagari men-at-arms 
  won’t be acknowledged, but those who travel openly as 
  such will be treated as brethren-in-arms. 
   
  Once he’s gotten his questions answered, he and his 
  two companions calmly depart, traveling a short distance 
  away from the inn before teleporting away. Drimoth will 
  also attempt to teleport away with his companions should 
  the PCs attack him for some reason; if they are cornered, 
  however, they will fight. 
   
  Proceed to Encounter 5. 
  ENCOUNTER 5: GOARADA 
  With all the collected evidence, and the diary, Dispatcher 
  Skotti finally has the proof she needs to complete her 
  mission. She produces a scroll tube from her backpack 
  and explains that it is a summons from the head of the 
  order to Watcher Narthistle to come before the head of 
  the order to explain the conduct of his men. In light of 
  what the heroes have uncovered, this is largely a 
  formality, but as a higher ranking knight, it is one he has 
  earned. 
   
  PCs may have legitimate concerns about going to 
  Goarada. Kialla will assure them that they are in no 
  danger while in her company, and that the actions of the 
  Knights, while heinous, have been directed at Keogh 
  native to Linth and no others. Furthermore, as a Watcher, 
  she is able to demand and expect succor for herself and 
  those that accompany her. 
   
  Kialla insists that until judged otherwise by her 
  superiors, they are still Knights of the Watch, and the 
  order does not judge its members in absentia.   
   
  If the party refuses to make the trip, she goes on 
  alone, is captured, and is crucified on the road to the 
  fortress along with a group of random petty criminals, 
  and left to rot. 
   
  If they agree to accompany her to Goarada to present 
  this writ, that’s where the journey takes them next. 
   
  Sitting perched on the bank of the Sheldomar 
  like a bird of prey upon a cliff face, Fortress Goarada 
  is an imposing sight whose equal is only found in 
  the Sheldomar among the giant-fortified cities of 
  occupied Geoff. The battlements rise high. The walls 
  are thick. The road across the bare plain leading to 
  the castle is lined with impaled people bearing 
  wooden placards describing their crimes. 
   
  Sedition, 
  inciting 
  rebellion, 
  improper 
  deference, failure to pay the Earl’s tax, and flight 
  from service to one’s lord… these are the crimes 
  that earn an agonizing death in Linth. 
   
  At the sight of them, Dispatcher Skotti sets her 
  jaw and rides onward, beckoning you to follow as 
  she approaches the gates. 
   
  The challenge comes down from the gatehouse. 
   
  “Who goes there?” 
   
  If the party includes another Knight of the Watch 
  who outranks Dispatcher Skotti, she will defer to him 
  and allow him to introduce himself first. Blooded nobles 
  not of the Order will be given the chance to identify 
  themselves as well. 
   
   “Princess Dreadtrapper Dispatcher Kialla Skotti 
  of House Lizhal, Persistent Sparrow. I bear a missive 
  
  KEO5-03 Closure and Disclosure 
   
  Page 12 
  from Lord Watcher Hugo of Geoff, Grandiose 
  Imperial Wyvern for Lord Watcher Lugh Narthistle, 
  Most Truthful Banshee. These are my companions. I 
  ask for succor for us within the walls of this 
  fortress.” 
   
  The massive drawbridge lowers. The wrought 
  iron portcullis rises and Dispatcher Skotti rides into 
  the courtyard, her horse snorting and tossing its 
  head as she does. 
  NOTES ABOUT THE FORTRESS 
   
  The Fortress is huge and quite old. The entire 
  fortress is layered with a powerful effect that hedges out 
  magical methods of entering such as teleportation. The 
  only place outside the walls where such magic is possible 
  is in the Antechamber – this was done deliberately, to 
  allow the devils within the fortress to have a place to 
  teleport into and engage any enemies powerful enough to 
  penetrate the outer walls and defeat the fort’s external 
  defenses. Assuming the PCs escape and make a full report 
  that includes the note that teleportation is possible within 
  one point in the fort, this will be a major piece of 
  intelligence of value to the Watchers. 
   
  This same effect also renders anything and 
  everything in the fort a radiation of evil. Only within the 
  antechamber can a normal reading be obtained by such 
  divination spells. 
   
  Assuming that the PCs follow Kialla inside: 
   
  After a brief wait in the courtyard, several junior 
  squires emerge from the stables to take your horses 
  and a Watcher strides down the stairs from the keep 
  towards you. His blond hair is cut short, and he 
  measures all of you with cold, blue eyes. Recognition 
  crosses his face as he looks upon Dispatcher Skotti. 
   
  Any PCs that played KEO3-03 Will of the People or 
  KEO4-05 A Last Dance at Midnight may recognize Simar. In 
  the former, he was the lead Watcher that met the Earl’s 
  carriage outside of Laketowne and escorted Lucius and 
  the PCs into town. In the latter adventure, he is the one 
  that asks the PCs to meet with the Earl to hear his request 
  for aid. 
   
  The knight leads you into the receiving chamber 
  of the keep and gestures to benches along the walls. 
   
  “I am Watcher Simar Cattearn, Most Penitent 
  Hellhound. Sit, while Dispatcher Skotti and I speak. 
  We have matters to discuss.” 
   
  Simar opens the double doors leading deeper 
  into the keep, and leads her through them. Several 
  younger knights emerge and pull the doors shut, 
  before standing at attention, watching you intently. 
   
  Little or no sound of the conversation beyond 
  escapes the heavy wooden doors, and the young 
  knights detailed to guard you scarcely blink. 
  However, all jump as the voice of Simar roars from 
  behind the door, “Guards! Kill them – kill them all!” 
   
  With mechanical precision, heavy blades slide 
  from their scabbards. 
  APL 6 (EL 9) 
  � Watcher Simar Cattearn, Most Penitent 
  Hellhound: male human (Suel) Ftr6/Mnk1/ 
  Blackguard1; hp 71; see Appendix 2. 
  � Fallen Watchers (3): male human (Suel) Ftr4; hp 
  36 each; see Appendix 2. 
  APL 8 (EL 11) 
  � Watcher Simar Cattearn, Most Penitent 
  Hellhound: male human (Suel) Ftr6/Mnk1/ 
  Blackguard1; hp 71; see Appendix 3. 
  � Fallen Watchers (3): male human (Suel) 
  Ftr4/Mnk2; hp 51 each; see Appendix 3. 
  � Erinyes: hp 88; see Monster Manual, page 54. 
  APL 10 (EL 13) 
  � Watcher Simar Cattearn, Most Penitent 
  Hellhound: male human (Suel) Ftr6/Mnk1/ 
  Blackguard4; hp 98; see Appendix 4. 
  � Fallen Watchers (3): male human (Suel) 
  Ftr6/Mnk2; hp 69 each; see Appendix 4. 
  � Erinyes: hp 88; see Monster Manual, page 54. 
  APL 12 (EL 15) 
  � Watcher Simar Cattearn, Most Penitent 
  Hellhound: male human (Suel) Ftr6/Mnk1/ 
  Blackguard6; hp 116; see Appendix 5. 
  � Fallen Watchers (6): male human (Suel) 
  Ftr6/Mnk2; hp 69 each; see Appendix 5. 
  � Erinyes (2): hp 88 each; see Monster Manual, page 
  54. 
   
  Setup: Refer to DM Aid: Map of Fortress Goarada’s 
  Antechamber. The antechamber ceiling is 30’ in height. All 
  combatants’ starting positions are noted on the map. Note 
  that you may have more marked starting positions than 
  combatants if you are playing below APL 12; you should 
  place them in number order (D1 before D2, W1 before 
  W2, etc.) The PCs should begin on the benches along the 
  eastern edge of the room. Kialla is lying (unconscious and 
  stable at -1 hit points) in the position noted in Meeting 
  Room A. 
   
  Tactics – Simar Cattearn: Cattearn starts by 
  shouting for aid (the devils and the fallen Watchers are 
  assumed to have heard his cry) and casting corrupt weapon 
  during the surprise round. In the subsequent rounds, he 
  will cast divine sacrifice and move out into the 
  antechamber to engage the enemy. He singles out any 
  
  KEO5-03 Closure and Disclosure 
   
  Page 13 
  Knights (watchers or otherwise) or obvious fighters, 
  daring them to face him in single combat. 
   
  If anyone attempts to interfere, he taunts them 
  mercilessly for their lack of respect for an honorable 
  duel, and continues to fight his chosen target. At higher 
  levels, he will devote an attack to making a Stunning Fist 
  attack on anyone that interjects himself into one of his 
  one-on-one combats before returning to his main target. 
   
  Don’t forget about Simar’s blackguard aura of despair 
  at APLs 10 and 12; note that this may affect PCs out in the 
  antechamber. 
   
  Tactics – Fallen Watchers: The other guards seek 
  worthy opponents, and if presented with one, will ignore 
  everyone else around them. At APL 8 and above, they will 
  devote an attack to making a Stunning Fist attack on any 
  PC who interjects himself into one of his one-on-one 
  combats before returning to his main target. 
   
  Despite being solidly lawful evil, the fallen Watchers 
  maintain their sense of martial honor. Under no 
  circumstances will the fallen knights attack someone 
  who is stunned. If someone fails to trip them, they will 
  counter-trip in return, but they will not strike a foe on 
  the ground. They also will not interfere in each other’s 
  combats. The fallen knights do not take attacks of 
  opportunity on any foe standing from a prone position. 
  Anyone who is somehow blinded, dazed, or otherwise 
  impaired will also be ignored and not struck. (Note that 
  the devils present have no such qualms!) 
   
  All the fallen Watchers are also skilled, disciplined 
  swordsmen. They are purposeful and deliberate, using 
  Power Attack only against particularly easy to hit targets. 
  Assume that in every case, they power attack for a single 
  point each round until they reach a total of -5 to hit, 
  unless they are having trouble hitting, in which case they 
  stop using Power Attack entirely. 
   
  Tactics – Devils: The devils present in this combat 
  show up in the second round of combat (they teleport into 
  the antechamber during round one and do nothing else). 
   
  Remember that summoned devil reinforcements 
  cannot themselves summon additional devils. 
   
  The erinyes begin the combat by using their unholy 
  blight spell-like ability to weaken the party. They will 
  avoid catching Kialla in its area of effect, as they have 
  been instructed that high-value prisoners such as she 
  should be taken alive. Should the obvious spellcasters be 
  fully affected by it, they ready unholy blights to interrupt 
  any spellcasting.  If the obvious spellcasters seem 
  resistant to the first unholy blight, they ready a Manyshot 
  attack to interrupt spellcasting instead. They use their 
  true seeing ability to ensure that they always target 
  invisible PCs with their unholy blight. Any erinyes 
  reduced to ½ hp or less will attempt to summon a bearded 
  devil. 
   
  Development: Read the following as the combat 
  wraps up. 
   
  As the din of combat fades, the stomp of booted 
  feet and the cries of alarm echo through the keep. 
  You’ve got to get out of here, and quickly, or you will 
  be facing reinforcements. 
   
  If she is healed to consciousness, Kialla is in no 
  position to order the PCs (unless they are lower-ranked 
  Watchers), and will spend but a single round pleading 
  with them to flee, arguing that they must escape to reveal 
  the diabolical sway under which the Fortress has found 
  itself. (“We must notify the Order, and the Court of 
  the Land. We’ve got to leave… NOW!”) If the PCs 
  decide to remain, she’ll leave them to their fates, with 
  regret. 
   
  Note: PCs that linger are subject to more attacks; see 
  The Escape (Horseback) section below. You should allow 
  PCs that wish to grab a dropped item or even a comrade’s 
  body (should they be strong enough to do so), but PCs 
  will not likely have the time to loot the fallen Watchers. 
  See the Treasure Summary section for rules about how 
  long looting bodies takes.  It is intended that the PCs not 
  be able to recover the loot here; they will be rewarded in 
  the Conclusion instead. 
  THE ESCAPE (HORSEBACK) 
   
  If the PCs heed Kialla’s request and follow her out of 
  the courtyard, read the following. If Kialla isn’t present, 
  you’ll need to paraphrase the read-aloud text below. 
   
  Kialla heads for the courtyard, whistling for her 
  horse. The knight swings up onto the steed’s back 
  without breaking stride, urging all of you over the 
  drawbridge and out of the castle. 
   
  Emerging into the open air, you catch sight of 
  several more devils taking flight to pursue. You tear 
  out of the courtyard and escape across the 
  drawbridge with mere moments to spare. 
   
  A man appears on the battlements and gestures 
  to the devils. They break off their harrying and allow 
  you to flee. By his countenance and mien, he could 
  only be Watcher Lugh Narthistle, Most Truthful 
  Banshee, and Commander of Fortress Goarada. 
   
  His voice booms across the plains, ringing in 
  your skull, as the drawbridge closes with the finality 
  of a tomb’s door. “Run, Kialla. Run and tell Hugo. 
  Tell him to come. I invite him to try to stop me.” 
   
  His words fade. Fortress Goarada, perched over 
  the banks of the Sheldomar River like a malignant 
  harpy, is quiet once more. 
   
  Should the party elect to dawdle, or press their 
  assault deeper into Goarada, every three rounds, hit them 
  with the Fallen Watchers from the next highest APL. If 
  they’re playing at APL 12, hit them with double the 
  normal number of Fallen Watchers. Continue until they 
  
  KEO5-03 Closure and Disclosure 
   
  Page 14 
  stop pressing their luck and run, or are overwhelmed and 
  defeated. Sprinkle liberally with erinyes as you see fit to 
  convince them to leave. 
   
  Proceed to Success in the Conclusion unless the PCs 
  are defeated by the Fallen Watchers. If they were 
  defeated by the Fallen Watchers, proceed to Failure in 
  the Conclusion. 
  THE ESCAPE (TELEPORTATION) 
   
  Share the following read-aloud text as some dramatic 
  conclusion for the players should they elect to teleport out 
  or otherwise magically leave the Fortress. 
   
  A man stands in the antechamber of Fortress 
  Goarada, impassively looking at the aftermath of the 
  battle. He walks towards the meeting room and 
  pauses to pick up a sheet of fine vellum that was 
  dropped in the melee. 
   
  Watcher 
  Lugh 
  Narthistle, 
  Most 
  Truthful 
  Banshee, Commander of Fortress Goarada, reads the 
  missive before his gauntlet crumples it. His voice is 
  ominous. “Run, Kialla. Run and tell Hugo. Tell him 
  to come. I invite him to try to stop me.” 
   
  His words fade. Fortress Goarada, perched over 
  the banks of the Sheldomar River like a malignant 
  harpy, is quiet once more. 
  CONCLUSION 
  SUCCESS 
   
  A day’s hard ride later, a column of cavalrymen 
  approach, bearing the red and black livery of a Niole 
  Dra based regiment of the Keoish Royal Standards. 
  The officer at the lead approaches, demanding your 
  identities. Upon hearing them, and your dire need 
  to get to Niole Dra, his men escort you to the capitol. 
  Once safe within the walls of the city, Dispatcher 
  Skotti (assuming she is alive) leads you to a chapel of 
  Heironeous, where she confers briefly with a priest 
  within. 
   
  He casts a spell, and on the far side of the 
  kingdom, in the halls of Fortress Ravonnar, another 
  priest halts in her tracks. The acolyte lifts the hem of 
  her robes and runs through the halls of the 
  converted temple to Lydia, searching for Lord 
  Watcher Althon, commander of the Knights of the 
  Watch there. A whispered message is delivered.  
   
  Another priest is summoned.  
   
  Another spell is cast.  
  A Watcher eating his lunch in an inn in Pellak stops 
  in mid-sip. Coins are placed on the bar, and he 
  departs in great haste. 
   
  So it continues. Pellak. Hochoch. Hookhill. 
  Divine powers carry word across the Sheldomar that 
  pure evil has taken root in the Watchers of Goarada. 
  Precepts have been violated. Retribution must be 
  sought. 
   
  The next evening, Dispatcher Skotti interrupts 
  your dinner. The sense of relief about her is evident 
  as she approaches you. 
   
  Kialla has been resurrected if she was slain during the 
  course of the adventure. 
   
  “The Court of the Land has heard of the true 
  nature of the goings-on in Linth, and approved our 
  request to enter the County in force to put an end to 
  this. I thank you. My brothers and sisters in arms 
  thank you. Spread the word. Never again will the 
  blood of innocents run from the talons of the 
  Argent Owl. Never again will it be a symbol of terror 
  for the decent, honest people of the Sheldomar.” 
   
  A servant brings into the room a chest and a 
  number of small sacks, your reward from the 
  Watchers for a job well done. Kialla draws the 
  adamantine bastard sword from the scabbard on her 
  back.  After a moment in her firm grasp, sparks play 
  down the broad, heavy blade. 
   
  “When the cleansing of Goarada is through, seek 
  me out. This was given to me in gratitude by another 
  of my Order, to be held in trust until I found one 
  worthy of it. When our business to the south is 
  through, I would be honored if one of you would 
  bear it, so that it might once more strike as surely as 
  lightning against those who would prey on the 
  helpless.” 
   
  With that, the sparks dissipate. She re-sheathes 
  the sword and departs. 
   
  The party has succeeded in presenting sufficient 
  evidence to the lords of Keoland to allow the order to 
  violate the Countess Hannah’s sovereignty by entering 
  the county in force.  They have also succeeding in 
  alerting the rest of the Knights of the Watch as to what is 
  happening in Goarada, and the order mobilizes to punish 
  the rogue devil-worshipping knights. 
   
  The PCs receive Influence Point with Dispatcher 
  Kialla Skotti, Influence Point with the Knights of 
  the Watch, and Proof of Corruption (PC Knights of 
  the Watch only).  They also receive a reward roughly 
  equivalent to the loot they were unable to take from 
  Goarada. 
   
  PCs who demonstrated that they adhere to an ideal 
  that closely matches that of the Knights of the Watch are 
  invited to squire by Dispatcher Skotti; they receive 
  Recommendation for Squirehood. 
   
  If the PCs willingly shared information with the 
  Malagari about what they had found, read them the 
  following. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 15 
   
  Several days later, you are sitting down to 
  breakfast when a messenger approaches and 
  delivers a letter. It contains a single phrase, and the 
  watermark on the parchment bears the device of the 
  Knights of the Malagari. 
   
  “You have our thanks. – The other Knights of 
  the March” 
   
  These PCs also earn Influence Point with the 
  Knights of the Malagari. 
   
  Proceed to Epilogue. 
  FAILURE 
   
  Modify the description below, as needed, to reflect 
  the maturity level of the players. 
   
  Whether by fiendish claw or heavy blade, you 
  are brought low, and consciousness fades. 
   
  You awake to a searing pain in the back of your 
  right thigh, shooting up through your chest and to 
  your left shoulder. The pain overcomes you. 
   
  In time, the dull ache brings you back to 
  consciousness. Pain washes over you anew as you 
  attempt to move. Something presses against the side 
  of your face. A sideways glance reveals it to be the 
  shaft of a polearm. The longspear protrudes from a 
  bloody wound in your chest. 
   
  Your legs hang free, and a glance down reveals 
  that you are ten feet from the ground, the longspear 
  set into the earth on the side of a road. Across the 
  dried dirt track from you, a companion stirs, 
  impaled much as you are, a wooden sign hung from 
  his neck. 
   
  The PCs are captured by the fallen knights, stripped 
  of all their possessions, and impaled on the side of the 
  road to Goarada. They slowly die of starvation, blood loss, 
  and dehydration. Consult the Keoland Triad at 
  haroldraustin@juno.com to determine whether their 
  bodies can be recovered to be raised.  
   
  Proceed to Epilogue. 
  EPILOGUE 
  Snow. It doesn’t snow in Keoland. Ever. 
   
  And yet, here it is. Piles and drifts of it, all 
  around me as I trudge through the streets of Niole 
  Dra. The roads are frozen slush and the populace 
  doesn’t know how to deal with what was at first a 
  curiosity, but what is now becoming deadly. People 
  are freezing to death all around me, but all I can feel 
  is that heat. That fire. It never leaves my mind. It 
  never leaves my limbs. 
   
  I remember standing on the walls of Castle 
  Dorglast as the first snowflakes began to fall upon 
  the land. My beloved, Biellina, and I were admiring 
  the stillness of the night as we walked the walls. I 
  cast compliments upon her as quickly as the flakes 
  fell, and as numerous. I compared her chastity, her 
  virtue and her loveliness to each snowflake. She 
  laughed, flashing a smile as white and pure as the 
  snow that would soon choke the land. 
   
  Still, her vows dictated that she must refuse my 
  advances, and that our love remains unfulfilled 
  unless I took the vows of her order as vows for 
  myself. In a moment of petty teasing, I compared 
  her reaction to the cold of the snow. She stopped 
  smiling. 
   
  Oh, Bielinna. If only you were so cold now. 
  Instead of consumed by the same fire. 
   
  We walked after that, though I sensed I had 
  made the fool of myself. We talked of her order, and 
  the work that they do, attempting to minister to the 
  refugees that filter from the other provinces with 
  tales of horror. We talked of how she was leaving 
  Dorglast in a fortnight to continue her work, and of 
  when we would next see each other, for I was bound 
  for far-off lands with my brother.  
   
  Then, we talked no more.  
   
  I remember looking down at my feet as I felt an 
  intense wave of heat pass over me. The snow around 
  us had melted instantly. Turning, I saw a figure that 
  will haunt me for as long as I stride Oerth. I tried to 
  stop it, but it was not there to claim me.  
   
  It was there to claim her. 
   
  As I lay there, next to her body, it stood above 
  me, and spoke a single syllable. 
   
  “Four” 
   
  Something stalks Castle Dorglast, which is why 
  I now stalk Niole Dra. My brother’s communions 
  lead us here, to a small band of heroes that might be 
  able to turn the tide in Dorglast. 
   
  I swear, by her soul, there will not be a “five.” 
   
   
  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. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 16 
  Encounter 2 
  Defeat the undead (or burn their bodies before they rise 
  as undead) 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3 
  Defeat the rebels or successfully convince them to leave 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 5 – Area 14 
  Defeat the fallen Watchers 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Successfully uncover the evil that has overcome the 
  Watchers and Fortress Goarada 
   
  All APLs: 100 xp. 
  Discretionary Roleplaying Award 
  DM may allocate up to the following for good roleplaying 
   
  APL 6: 80 xp. 
   
  APL 8: 125 xp. 
   
  APL 10: 170 xp. 
   
  APL 12: 215 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, 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. 
  Encounter 3: 
  APL 6: L: 268 gp, C: 0 gp, M: wand of cure moderate 
  wounds (5 charges, CL 3rd) (38 gp), periapt of wisdom +2 
  (333 gp), 4 potions of enlarge person (21 gp each), 4 
  potions of resist energy 30 (92 gp each). 
  APL 8: L: 1,068 gp, C: 0 gp, M: wand of cure moderate 
  wounds (25 charges, CL 3rd) (188 gp), periapt of wisdom 
  +2 (333 gp), 4 potions of enlarge person (21 gp each), 4 
  potions of resist energy 30 (92 gp each). 
  APL 10: L: 1,106 gp, C: 0 gp, M: wand of cure moderate 
  wounds (25 charges, CL 3rd) (188 gp), periapt of wisdom 
  +2 (333 gp), 4 potions of enlarge person (21 gp each), 4 
  potions of resist energy 30 (92 gp each), ring of swimming 
  (208 gp), ring of climbing (208 gp), ring of jumping (208 
  gp), ring of sustenance (208 gp), metamagic rod 
  (sculpting, lesser) (450 gp),  cloak of charisma +2 (333 
  gp). 
  APL 12: L: 0 gp, C: 2,111 gp, M: wand of cure moderate 
  wounds (5 charges, CL 3rd) (38 gp), periapt of wisdom +2 
  (333 gp), 8 potions of enlarge person (21 gp each), 8 
  potions of resist energy 30 (92 gp each), 2 rings of 
  
  KEO5-03 Closure and Disclosure 
   
  Page 17 
  swimming (208 gp each), 2 rings of climbing (208 gp 
  each), 2 rings of jumping (208 gp each), 2 rings of 
  sustenance (208 gp each), metamagic rod (sculpting, 
  lesser) (450 gp),  cloak of charisma +2 (333 gp), 
  metamagic rod (empower, lesser) (750 gp), bracers of 
  armor +2 (333 gp). 
  Conclusion - Success: 
  APL 6: L: 455 gp, C: 0 gp, M: +1 full plate (221 gp), +1 
  greatsword (196 gp), vest of resistance +2 (333 gp), 3 +1 
  longswords (193 gp each). 
  APL 8: L: 1 gp, C: 0 gp, M: 4 +1 full plates (221 gp 
  each), +1 greatsword (196 gp), vest of resistance +2 (333 
  gp), 3 +1 longswords (193 gp each), 3 +1 heavy steel 
  shields (98 gp each), +1 flaming composite longbow (+5 
  Str bonus) (742 gp). 
  APL 10: L: 1 gp, C: 0 gp, M: 4 +1 light fortification full 
  plates (471 gp each), +1 greatsword (196 gp), vest of 
  resistance +2 (333 gp), 3 +1 longswords (193 gp each), 3 
  +1 heavy steel shields (98 gp each), +1 flaming composite 
  longbow (+5 Str bonus) (742 gp), 3 cloaks of protection +1 
  (83 gp each), ring of protection +1 (167 gp), gauntlets of 
  ogre power (333 gp). 
  APL 12: L: 3 gp, C: 0 gp, M: 7 +1 light fortification full 
  plates (471 gp each), +1 unholy greatsword (1,529 gp), 
  vest of resistance +2 (333 gp), 6 +1 longswords (193 gp 
  each), 6 +1 heavy steel shields (98 gp each), 2 +1 flaming 
  composite longbows (+5 Str bonus) (742 gp each), 6 cloaks 
  of protection +1 (83 gp each), ring of protection +1 (167 
  gp), gauntlets of ogre power (333 gp), rod of splendor 
  (2,083 gp), periapt of wisdom +2 (333 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 723 gp, C: 0 gp, M: 2,152 gp – Total: 2,875 
  gp (900 gp). 
  APL 8: L: 1,069 gp, C: 0 gp, M: 4,006 gp – Total: 5,075 
  gp (1,300 gp). 
  APL 10: L: 1,107 gp, C: 0 gp, M: 7,365 gp – Total: 
  8,472 gp (2,300 gp). 
  APL 12: L: 3 gp, C: 0 gp, M: 16,608 gp – Total: 16,611 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Proof of Corruption: After traveling with Dispatcher 
  Skotti through Linth in search of the truth about the 
  fallen knights, this PC has uncovered corruption within 
  the order.  PCs who are members of the Knights of the 
  Watch/Dispatch 
  now 
  meet 
  the 
  “uncovering 
  of 
  corruption” special requirement for taking levels in the 
  Church Inquisitor prestige class. 
  � Recommendation for Squirehood:  For displaying 
  behavior and mindset consistent with the Knights of the 
  Watch, Dispatcher Kialla Skotti, Persistent Sparrow, 
  sponsors this PC as a squire to the Knights of the 
  Watch/Dispatch. 
  � Influence Point with the Knights of the Watch:  
  You may spend this Influence Point during any Keoland 
  Regional or Sheldomar Valley Metaregional adventure to 
  gain access (Frequency: Regional and Metaregional) to 
  purchase upgrades to any one of the following (circle the 
  item selected, thereby consuming the influence point): 
  belt of giant strength, gloves of dexterity, amulet of health, 
  headband of intellect, cloak of charisma, periapt of wisdom; the 
  upgrade is limited to an increase in the enhancement 
  bonus of the item.  Pay the difference between the old 
  and new price.  Alternatively, you may spend this 
  Influence Point during any Keoland Regional or 
  Sheldomar Valley Metaregional adventure to gain access 
  to the Tactical Soldier prestige class (Miniatures 
  Handbook).  Mark this Influence Point as USED if 
  consumed in this way. 
  � Influence Point with the Knights of the Malagari: 
   In a nod of chivalry for having a hand in restoring the 
  honor of the Knights of the Watch in Keoland, their 
  sister order, the Knights of the Malagari extend their 
  thanks to this PC.  You may spend this Influence Point 
  during any Keoland adventure to gain access to NPC 
  divine spellcasting of any spell from the PH of 7th level or 
  lower, at the standard costs minus a 10% discount to the 
  non-material/non-xp portion of the costs.  Mark this 
  Influence Point as USED when consumed. 
  � Influence Point with Dispatcher Kialla Skotti:  In 
  thanks for agreeing to have a hand in restoring the honor 
  of the Knights of the Watch, Dispatcher Skotti has 
  offered to give the PCs the longsword she bears, much as 
  it was passed to her.  You may spend this Influence Point 
  during any Keoland Regional or Sheldomar Valley 
  Metaregional adventure to gain access (Adventure) to 
  purchase (one and only one) Dispatcher Skotti’s Blade.  
  Mark this Influence Point as USED when consumed. 
  � Dispatcher Skotti’s Blade:  This +1 shock 
  adamantine bastard sword has the broad, heavy blade 
  of a Keogh-forged sword, and it was entrusted to the 
  Princess of Keoland by a fellow Watcher upon his 
  retirement.  This blade is activated by the command 
  word “justice.”  When wielded by a LN, LG, or NG 
  aligned being, the wielder gains a +2 sacred bonus to 
  Strength.  Moderate Evocation; CL: 12th; Prerequisites: 
  Craft Arms & Armor, divine power, and shocking grasp, 
  call lightning, or lightning bolt; Market Price: 17,335 gp; 
  Weight: 15 lbs. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Potion of Resist Energy (Acid) 30 (Adventure; DMG) 
  • 
  Potion of Resist Energy (Cold) 30 (Adventure; DMG) 
  
  KEO5-03 Closure and Disclosure 
   
  Page 18 
  • 
  Potion of Resist Energy (Electricity) 30 (Adventure; DMG) 
  • 
  Potion of Resist Energy (Fire) 30 (Adventure; DMG) 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane) 
  • 
  Wand of Cure Moderate Wounds (3rd level caster; 
  Adventure; DMG) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Flaming Composite Longbow, +5 Str Bonus 
  (Adventure; DMG) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +1 Light Fortification Full Plate (Adventure; DMG) 
  • 
  Metamagic Rod, Sculpting, Lesser (Adventure; Complete 
  Arcane) 
  • 
  Ring of Climbing (Adventure; DMG) 
  • 
  Ring of Jumping (Adventure; DMG) 
  • 
  Ring of Sustenance (Adventure; DMG) 
  • 
  Ring of Swimming (Adventure; DMG) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Bracers of Armor +2 (Adventure; DMG) 
  • 
  Metamagic Rod, Empower, Lesser (Adventure; DMG) 
  • 
  Rod of Splendor (Adventure; DMG) 
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 19 
  APPENDIX 1 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  Princess Dreadtrapper Dispatcher Kialla Skotti of 
  House Lizhal, Persistent Sparrow: female human 
  (Suel) Ftr4/Rgr2/Order of the Bow Initiate2; CR 8; 
  medium humanoid (human); HD 4d8+4d10+8; hp 60; 
  Init +6; Spd 30 ft.; AC 25, touch 18, flat-footed 19 (+7 
  armor, +6 Dex, +2 deflection); BAB/Grp +8/+10; Atk +17 
  ranged (1d8+6/x3, +2 composite longbow) or +13/+13 
  ranged (1d8+6/x3, +2 composite longbow) or +13 melee 
  (1d10+5 and 1d6 electricity/19-20, Dispatcher Skotti’s 
  Blade); Full Atk +17/+12 ranged (1d8+6/x3, +2 composite 
  longbow) or +15/+15/+10 ranged (1d8+6/x3, +2 composite 
  longbow) or +13/+8 melee (1d10+5 and 1d6 electricity/19-
  20, Dispatcher Skotti’s Blade); SA favored enemy 
  (aberrations +2), ranged precision +1d8; SQ wild 
  empathy, close combat shot; AL LG; SV Fort +11, Ref +16, 
  Will +9; Str 14 (16), Dex 18 (22), Con 12, Int 14, Wis 14, 
  Cha 14.  Complete Warrior, page 68. 
   
  Skills and Feats: Craft (bowmaking) +7, Diplomacy +7, 
  Hide +15, Knowledge (nature) +5, Knowledge (nobility 
  and royalty) +4, Knowledge (the Planes) +6, Knowledge 
  (religion) +5, Knowledge (local – Sheldomar Valley 
  Metaregion) +3, Listen +7, Move Silently +16, Ride +7,  
  Spot +13, Survival +13; Far ShotB, Improved Initiative, 
  Manyshot, Point Blank Shot, Precise ShotB, Rapid ShotB, 
  TrackB, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow) B. 
   
  Languages: Common, Keoish, Suloise. 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with a 
  ranged weapon, dealing an extra 1d8 points of damage if 
  the attack hits.  When making a ranged precision attack, 
  an initiate must be within 30 feet of his target.  An 
  initiate's ranged precision attack only works against 
  living creatures with discernable anatomies.  Any 
  creature that is immune to critical hits (including 
  undead, constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision attack, 
  and any item or ability that protects a creature from 
  critical hits (such as armor with the fortification special 
  ability) also protects a creature from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's 
  target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra precision 
  damage stacks with sneak attack damage. Treat the 
  initiate's ranged precision attack as a sneak attack in all 
  other ways.  The initiate's bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels.  An 
  initiate can only use this ability with a ranged weapon for 
  which he has taken the Weapon Focus feat. 
   
  Close Combat Shot: At 2nd level, an initiate can 
  attack with a ranged weapon while in a threatened square 
  and not provoke an attack of opportunity. 
   
  Possessions: +2 mithral breastplate, +2 composite longbow 
  (+2 Str bonus), Dispatcher Skotti’s Blade (+1 adamantine shock 
  bastard sword, see Treasure Summary), gloves of dexterity +4, 
  vest of resistance +3*, circlet of persuasion, ring of protection +2, 
  boots of speed, 100 alchemical silvered arrows, 100 cold iron 
  arrows, 20 adamantine arrows, quiver of Ehlonna.  
  *Complete Arcane. 
  ENCOUNTER 4 
   
   
   
   
  Knight of the Malagari: male human (Keoish) 
  Mnk3/Ftr6; CR 9; medium humanoid (human); HD 
  3d8+6d10+9; hp 70; Init +2; Spd 40 ft.; AC 18, touch 15, 
  flat-footed 16 (+3 armor, +2 Dex, +3 Wis); BAB/Grp 
  +8/+9; Atk +9 melee (1d6+1, unarmed strike) or  +11 
  melee (1d6+4 and 1d6 electricity, +1 ki focus/+1 shock 
  quarterstaff) or +10 ranged (1d4+1, sling); Full Atk 
  +7/+7/+2 melee (1d6+1, unarmed strike) or +11/+6 melee 
  (1d6+4/1d6+4 and 1d6 electricity, +1 ki focus/+1 shock 
  quarterstaff) or +10/+5 ranged (1d4+1, sling); SA flurry of 
  blows, stunning fist 7/day (Fort DC 17); SQ still mind, 
  evasion; AL LN; SV Fort +9, Ref +7, Will +8; Str 12, Dex 
  14, Con 12, Int 14, Wis 16, Cha 10. 
   
  Skills & Feats: Balance +5, Climb +9, Escape Artist 
  +10, Hide +5, Intimidate +3, Jump +7, Knowledge (local – 
  Sheldomar Valley Metaregion) +3, Knowledge (religion) 
  +4, Profession (Darkwatch enforcer) +5, Sense Motive +6, 
  Swim +5, Tumble +13. Combat Expertise, Combat 
  Reflexes, DodgeB, Extra Stunning*, Improved TripB, 
  Improved Unarmed StrikeB, MobilityB, Rapid Stunning*, 
  Spring 
  AttackB, 
  Stunning 
  FistB, 
  Weapon 
  Focus 
  (quarterstaff), Weapon Specialization (quarterstaff)B.  
  *Complete Warrior. 
   
  Possessions: +1 ki focus/+1 shock quarterstaff, bracers of 
  armor +3, sling. 
  Sir Drimoth, Knight of the Malagari: male human 
  (Suel) Wiz9 (Diviner); CR 9, medium humanoid 
  (human); HD 9d4+18; hp 41; Init +6; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 deflection); 
  BAB/Grp +4/+4; Full Atk +4 melee (1d6, quarterstaff) or 
  +6 ranged (1d8, light crossbow); AL LN; SV Fort +7, Ref 
  +9, Will +10; Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 
  10. 
   
  Skills & Feats: Concentration +17, Knowledge 
  (arcana) +16, Knowledge (the Planes) +16, Knowledge 
  (religion) +16, Knowledge (local – Sheldomar Valley 
  Metaregion) +16, Profession (Malagari Knight-Inquisitor) 
  +4, Spellcraft +16. Greater Spell Focus (enchantment), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Scribe Scroll, Skill Focus (Concentration), Spell Focus 
  (enchantment). 
   
  Spells Prepared (5/6/6/5/4/2; DC 14 + spell level, 16 + 
  spell level for enchantment spells): 0 — daze, detect magic, 
  flare, guidance, read magic; 1st — detect undead, enlarge person, 
  grease x2, magic missile x2; 2nd — glitterdust, resist energy, 
  
  KEO5-03 Closure and Disclosure 
   
  Page 20 
  scorching ray, see invisibility, Tasha’s uncontrollable laughter 
  x2; 3rd — clairaudience/clairvoyance, dispel magic, halt undead, 
  haste, lightning bolt; 4th — confusion, crushing despair, 
  rainbow pattern, scrying; 5th — Rary’s telepathic bond, teleport. 
   
  Possessions: bracers of armor +2, cloak of resistance +2, pearl 
  of power (1st level), potion of cure moderate wounds, ring of 
  protection +1, quarterstaff, light crossbow. 
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 21 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  Griff: male human (Oeridian) Clr5 of Joramy; CR 5; 
  medium humanoid (human); HD 5d8+10; hp 38; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15 (+5 armor, +1 
  Dex); BAB/Grp +3/+3; Atk +4 melee (1d8/x3, masterwork 
  spear); Full Atk +4 melee (1d8/x3, masterwork spear); SA 
  spells, turn undead 4/day; SQ spontaneous casting, aura; 
  AL CN; SV Fort+6, Ref +2, Will +8; Str 10, Dex 12, Con 
  14, Int 10, Wis 17 (19), Cha 12. 
   
  Skills and Feats: Concentration +13, Ride +5, Sense 
  Motive +8; Domain Spontaneity (fire)*, Mounted 
  Combat, Skill Focus (Concentration).  *Complete Divine. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; DC 14 + spell 
  level): 0 – detect magic x2, guidance x2, resistance; 1st –bless, 
  burning hands*, protection from law, remove fear, sanctuary; 2nd 
  –aid, hold person, produce flame*, remove paralysis; 3rd – dispel 
  magic, prayer, protection from energy*. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +5 damage), Fire (turn or destroy water 
  creatures 4/day). 
   
  Possessions: masterwork chainmail, masterwork spear, 
  light warhorse, wand of cure moderate wounds (5 charges, CL 
  3rd), periapt of wisdom +2. 
  Keogh Rebel: male human (Oeridian) War2; CR 1; 
  Medium Humanoid; HD 2d8+4; hp 15; Init +2; Spd 20 ft.; 
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 
  shield); BAB/Grp +2/+5; Atk +5 melee (1d8+3, 
  shortspear) or +4 ranged (1d8+3, shortspear); Full Atk +5 
  melee (1d8+3, shortspear) or +4 ranged (1d8+3, 
  shortspear); AL CN; SV Fort +5, Ref +2, Will -1; Str 16, 
  Dex 14, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +4, Ride +7; Mounted 
  Combat, Point Blank Shot. 
   
  Possessions: 8 shortspears, masterwork chainmail, 
  masterwork heavy wooden shield, light warhorse, potion 
  of enlarge person, potion of resist energy 30 (rebel #1 – fire, 
  rebel #2 – cold, rebel #3 – acid, rebel #4 – electricity). 
  ENCOUNTER 5 
   
   
   
   
  Watcher Simar Cattearn, Most Penitent Hellhound: 
  human (Suel) Ftr6/Mnk1/Blackguard1; CR 8; medium 
  humanoid (human); HD 7d10+1d8+16; hp 71; Init +1; 
  Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+9 armor, +1 
  Dex); BAB/Grp +7/+10; Atk +12 melee (2d6+7/19-20, +1 
  greatsword) or +10 melee (1d6+3, unarmed strike); Full 
  Atk +12/+7 melee (2d6+7/19-20, +1 greatsword) or +10/+5 
  melee (1d6+3, unarmed strike) or +8/+8/+3 melee (1d6+3, 
  flurry of blows); SA unarmed strike, flurry of blows; SQ 
  aura of evil, detect good, poison use; AL LE; SV Fort +13, 
  Ref +7, Will +7; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Craft (armorsmith) +1, Craft 
  (weaponsmith) +1, Diplomacy +3, Handle Animal +4, 
  Hide +1, Intimidate +11, Knowledge (religion) +2, 
  Knowledge (local – Sheldomar Valley Metaregion) +1, 
  Ride +10; Cleave, Close Quarters Fighting*, Combat 
  ReflexesB, Improved Unarmed StrikeB, Improved Sunder, 
  Mounted CombatB, Power Attack, Stunning FistB (2/day; 
  Fort DC 15), Weapon Focus (greatsword)B, Weapon 
  Specialization (greatsword) B.  *Complete Warrior. 
   
  Blackguard Spells Prepared (1, save DC 11 + spell level): 
  1st – corrupt weapon. 
   
  Possessions: +1 greatsword, +1 full plate, vest of resistance 
  +2*.  *Complete Arcane. 
  Fallen Watcher: male human (Suel) Ftr4; CR 4; medium 
  humanoid (human); HD 4d10+8; hp 36; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20 (+8 armor, +2 shield, +1 
  Dex); BAB/Grp +4/+7; Atk +9 melee (1d8+6/19-20, +1 
  longsword); Full Atk +9 melee (1d8+6/19-20, +1 longsword); 
  AL LE; SV Fort +6, Ref +4, Will +3; Str 17, Dex 12, Con 14, 
  Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Craft (armorsmith) +3, Craft 
  (weaponsmith) +3, Diplomacy +1, Handle Animal +4, 
  Intimidate +4, Knowledge (local – Sheldomar Valley 
  Metaregion) +2, Knowledge (nobility and royalty) +2, 
  Ride +8, Sense Motive +1, Swim -8; CleaveB, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword) B, Weapon Specialization (longsword)B. 
   
  Possessions: masterwork full plate, masterwork heavy 
  steel shield, +1 longsword. 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 22 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  Griff: male human (Oeridian) Clr7 of Joramy; CR 7; 
  medium humanoid (human); HD 7d8+14; hp 53; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15 (+5 armor, +1 
  Dex); BAB/Grp +5/+5; Atk +6 melee (1d8/x3, masterwork 
  spear); Full Atk +6 melee (1d8/x3, masterwork spear); SA 
  spells, turn undead 4/day; SQ spontaneous casting, aura; 
  AL CN; SV Fort+7, Ref +3, Will +9; Str 10, Dex 12, Con 
  14, Int 10, Wis 17 (19), Cha 12. 
   
  Skills and Feats: Concentration +15, Ride +6, Sense 
  Motive +9; Domain Spontaneity (fire)*, Mounted 
  Combat, Skill Focus (Concentration), Spell Focus 
  (evocation).  *Complete Divine. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; DC 14 + 
  spell level, 15 + spell level for evocation spells): 0 – detect 
  magic x2, guidance x2, resistance x2; 1st – bless, burning hands*, 
  protection from law, remove fear x2, sanctuary; 2nd – aid, hold 
  person x2, produce flame*, remove paralysis; 3rd – dispel magic 
  x2, prayer, protection from energy*, 4th – divine power, 
  recitation**, wall of fire*.  **Complete Divine. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +7 damage), Fire (turn or destroy water 
  creatures 4/day). 
   
  Possessions: masterwork chainmail, masterwork spear, 
  light warhorse, wand of cure moderate wounds (25 charges, 
  CL 3rd), periapt of wisdom +2. 
  Keogh Rebel: male human (Oeridian) War4; CR 3; 
  Medium Humanoid; HD 4d8+8; hp 30; Init +2; Spd 20 ft.; 
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 
  shield); BAB/Grp +4/+7; Atk +8 melee (1d8+3, 
  masterwork shortspear) or +7 ranged (1d8+3, masterwork 
  shortspear); Full Atk +8 melee (1d8+3, masterwork 
  shortspear) or +7 ranged (1d8+3, masterwork shortspear); 
  AL CN; SV Fort +6, Ref +3, Will +0; Str 17, Dex 14, Con 
  14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +6, Ride +9; Mounted 
  Combat, Point Blank Shot, Precise Shot. 
   
  Possessions: 8 masterwork shortspears, masterwork 
  chainmail, masterwork heavy wooden shield, light 
  warhorse, potion of enlarge person, potion of resist energy 30 
  (rebel #1 – fire, rebel #2 – cold, rebel #3 – acid, rebel #4 – 
  electricity). 
  ENCOUNTER 5 
   
   
   
   
  Watcher Simar Cattearn, Most Penitent Hellhound: 
  human (Suel) Ftr6/Mnk1/Blackguard1; CR 8; medium 
  humanoid (human); HD 7d10+1d8+16; hp 71; Init +1; 
  Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+9 armor, +1 
  Dex); BAB/Grp +7/+10; Atk +12 melee (2d6+7/19-20, +1 
  greatsword) or +10 melee (1d6+3, unarmed strike); Full 
  Atk +12/+7 melee (2d6+7/19-20, +1 greatsword) or +10/+5 
  melee (1d6+3, unarmed strike) or +8/+8/+3 melee (1d6+3, 
  flurry of blows); SA unarmed strike, flurry of blows; SQ 
  aura of evil, detect good, poison use; AL LE; SV Fort +13, 
  Ref +7, Will +7; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Craft (armorsmith) +1, Craft 
  (weaponsmith) +1, Diplomacy +3, Handle Animal +4, 
  Hide +1, Intimidate +11, Knowledge (religion) +2, 
  Knowledge (local – Sheldomar Valley Metaregion) +1, 
  Ride +10; Cleave, Close Quarters Fighting*, Combat 
  ReflexesB, Improved Unarmed StrikeB, Improved Sunder, 
  Mounted CombatB, Power Attack, Stunning FistB (2/day; 
  Fort DC 15), Weapon Focus (greatsword)B, Weapon 
  Specialization (greatsword) B.  *Complete Warrior. 
   
  Blackguard Spells Prepared (1, save DC 11 + spell level): 
  1st – corrupt weapon. 
   
  Possessions: +1 greatsword, +1 full plate, vest of resistance 
  +2*.  *Complete Arcane. 
  Fallen Watcher: male human (Suel) Ftr4/Mnk2; CR 6; 
  medium humanoid (human); HD 4d10+2d8+12; hp 51; 
  Init +1; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+9 
  armor, +3 shield, +1 Dex); BAB/Grp +5/+8; Atk +10 melee 
  (1d8+6/19-20, +1 longsword) or +8 melee (1d6+3, unarmed 
  strike); Full Atk +10 melee (1d8+6/19-20, +1 longsword) or 
  +8 melee (1d6+3, unarmed strike) or +6/+6 melee (1d6+3, 
  flurry of blows); SA flurry of blows, unarmed strike; SQ 
  evasion; AL LE; SV Fort +9, Ref +7, Will +6; Str 17, Dex 
  12, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Craft (armorsmith) +3, Craft 
  (weaponsmith) +3, Diplomacy +2, Handle Animal +5, 
  Intimidate +4, Knowledge (local – Sheldomar Valley 
  Metaregion) +2, Knowledge (nobility and royalty) +2, 
  Ride +10, Sense Motive +6, Spot +6, Swim -8; CleaveB, 
  Combat ReflexesB, Improved Unarmed StrikeB, Iron 
  Will, Lightning Reflexes, Mounted Combat, Power 
  Attack, Stunning FistB (3/day, Fort DC 13), Weapon 
  Focus 
  (longsword) 
  B, 
  Weapon 
  Specialization 
  (longsword)B. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  longsword. 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 23 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  Griff: male human (Oeridian) Clr7 of Joramy; CR 7; 
  medium humanoid (human); HD 7d8+14; hp 53; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15 (+5 armor, +1 
  Dex); BAB/Grp +5/+5; Atk +6 melee (1d8/x3, masterwork 
  spear); Full Atk +6 melee (1d8/x3, masterwork spear); SA 
  spells, turn undead 4/day; SQ spontaneous casting, aura; 
  AL CN; SV Fort+7, Ref +3, Will +9; Str 10, Dex 12, Con 
  14, Int 10, Wis 17 (19), Cha 12. 
   
  Skills and Feats: Concentration +15, Ride +6, Sense 
  Motive +9; Domain Spontaneity (fire)*, Mounted 
  Combat, Skill Focus (Concentration), Spell Focus 
  (evocation).  *Complete Divine. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; DC 14 + 
  spell level, 15 + spell level for evocation spells): 0 – detect 
  magic x2, guidance x2, resistance x2; 1st – bless, burning hands*, 
  protection from law, remove fear x2, sanctuary; 2nd – aid, hold 
  person x2, produce flame*, remove paralysis; 3rd – dispel magic 
  x2, prayer, protection from energy*, 4th – divine power, 
  recitation**, wall of fire*.  **Complete Divine. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +7 damage), Fire (turn or destroy water 
  creatures 4/day). 
   
  Possessions: masterwork chainmail, masterwork spear, 
  light warhorse, wand of cure moderate wounds (25 charges, 
  CL 3rd), periapt of wisdom +2. 
  Thom: male human (Oeridian) Sor6/Elemental Savant 
  (fire)1; CR 7; medium humanoid (human); HD 7d4+14; 
  hp 32; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14 
  (+1 Dex, +4 armor); BAB/Grp +3/+2; Atk/Full Atk +3 
  melee (1d8-1/x3, masterwork spear); SA elemental 
  specialty (fire); SQ: summon familiar, fire resistance 5; AL 
  CN; SV Fort+4, Ref +3, Will +8; Str 8, Dex 12, Con 14, Int 
  12, Wis 12, Cha 17 (19).  Complete Arcane, page 32. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +10, Knowledge (the Planes) +5, Ride +3, 
  Spellcraft +10; Energy Substitution (fire)*, Explosive 
  Spell*, 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus 
  (evocation).  *Complete Arcane. 
   
  Sorcerer Spells Known (6/7/7/5; DC 14 + spell level, 15 
  + spell level for evocation spells): 0 – arcane mark, detect 
  magic, light, mage hand, prestidigitation, ray of frost, resistance; 
  1st – burning hands, grease, lesser orb of fire*, magic missile, 
  obscuring mist; 2nd – false life, flaming sphere, scorching ray; 3rd 
  – fireball, haste.  *Complete Arcane. 
   
  Elemental Specialty (Ex): The first step towards 
  transcending mortal form requires an elemental savant to 
  choose her elemental specialty.  Upon entering the class, 
  she must select an element and its associated energy type 
  (air = electricity, earth = acid, fire = fire, water = cold).  
  This choice must match the Energy Substitution feat that 
  the savant selected to gain entry to the prestige class.  
  When the savant casts a spell that normally deals energy 
  damage, its energy descriptor changes to the savant’s 
  chosen energy type, and it deals damage of that energy 
  type instead of its’ normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element.  At 1st level she gains resistance 5 against this 
  energy type.  This resistance increases to 10 at 4th level 
  and 20 at 7th level. 
   
  Possessions: potion of mage armor (CL 5th), masterwork 
  spear, light warhorse, metamagic rod of sculpting (lesser)*, 
  cloak of charisma +2.  *Complete Arcane. 
  Keogh Rebel: male human (Oeridian) War6; CR 5; 
  Medium Humanoid; HD 6d8+12; hp 45; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 
  shield); BAB/Grp +6/+9; Atk +10 melee (1d8+3, 
  masterwork shortspear) or +9 ranged (1d8+3, masterwork 
  shortspear); Full Atk +10/+5 melee (1d8+3, masterwork 
  shortspear) or +9/+4 ranged (1d8+3, masterwork 
  shortspear); AL CN; SV Fort +7, Ref +4, Will +1; Str 17, 
  Dex 14, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +8, Ride +11; Mounted 
  Combat, Point Blank Shot, Precise Shot, Quick Draw. 
   
  Possessions: 8 masterwork shortspears, masterwork 
  chainmail, masterwork heavy wooden shield, light 
  warhorse, potion of enlarge person, potion of resist energy 30 
  (rebel #1 – fire, rebel #2 – cold, rebel #3 – acid, rebel #4 – 
  electricity), ring of (rebel #1 – climbing, rebel #2 – jumping, 
  rebel #3 – sustenance, rebel #4 – swimming). 
  ENCOUNTER 5 
   
   
   
   
  Watcher Simar Cattearn, Most Penitent Hellhound: 
  human (Suel) Ftr6/Mnk1/Blackguard4; CR 11; medium 
  humanoid (human); HD 10d10+1d8+22; hp 98; Init +1; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 20 (+9 armor, +1 
  Dex, +1 deflection); BAB/Grp +10/+14; Atk +16 melee 
  (2d6+9/17-20, +1 greatsword) or +14 melee (1d6+4, 
  unarmed strike); Full Atk +16/+11 melee (2d6+9/17-20, 
  +1 greatsword) or +14/+9 melee (1d6+4, unarmed strike) or 
  +12/+12/+7 melee (1d6+4, flurry of blows); SA unarmed 
  strike, flurry of blows, smite good 1/day, +1d6 sneak 
  attack; SQ aura of evil, detect good, poison use, dark 
  blessing, command undead, aura of despair; AL LE; SV 
  Fort +17, Ref +10, Will +10; Str 16 (18), Dex 12, Con 14, 
  Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Concentration +9, Craft (armorsmith) 
  +1, Craft (weaponsmith) +1, Diplomacy +3, Handle 
  Animal +4, Hide +1, Intimidate +13, Knowledge 
  (religion) +2, Knowledge (local – Sheldomar Valley 
  Metaregion) +1, Ride +10; Cleave, Close Quarters 
  Fighting*, 
  Combat 
  ReflexesB, 
  Improved 
  Critical 
  (greatsword), Improved Unarmed StrikeB, Improved 
  Sunder, Mounted CombatB, Power Attack, Stunning FistB 
  
  KEO5-03 Closure and Disclosure 
   
  Page 24 
  (3/day; Fort DC 16), Weapon Focus (greatsword)B, 
  Weapon Specialization (greatsword) B.  *Complete Warrior. 
   
  Blackguard Spells Prepared (2/1, save DC 11 + spell 
  level): 1st – corrupt weapon, divine sacrifice*; 2nd – cure 
  moderate wounds.  *Complete Divine. 
   
  Possessions: +1 greatsword, +1 light fortification full plate, 
  vest of resistance +2*, ring of protection +1, gauntlets of ogre 
  power.  *Complete Arcane. 
  Fallen Watcher: male human (Suel) Ftr6/Mnk2; CR 8; 
  medium humanoid (human); HD 6d10+2d8+16; hp 69; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+9 
  armor, +3 shield, +1 Dex); BAB/Grp +7/+11; Atk +13 
  melee (1d8+7/19-20, +1 longsword) or +11 melee (1d6+4, 
  unarmed strike); Full Atk +13/+8 melee (1d8+7/19-20, +1 
  longsword) or +11/+6 melee (1d6+4, unarmed strike) or 
  +9/+9/+4 melee (1d6+4, flurry of blows); SA flurry of 
  blows, unarmed strike; SQ evasion; AL LE; SV Fort +11, 
  Ref +9, Will +8; Str 18, Dex 12, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Craft (armorsmith) +3, Craft 
  (weaponsmith) +3, Diplomacy +2, Handle Animal +5, 
  Intimidate +8, Knowledge (local – Sheldomar Valley 
  Metaregion) +2, Knowledge (nobility and royalty) +2, 
  Ride +14, Sense Motive +6, Spot +6, Swim -7; CleaveB, 
  Combat ReflexesB, Improved InitiativeB, Improved 
  Unarmed StrikeB, Iron Will, Lightning Reflexes, 
  Mounted Combat, Power Attack, Stunning FistB (3/day, 
  Fort DC 14), Weapon Focus (longsword) B, Weapon 
  Specialization (longsword)B. 
   
  Possessions: +1 light fortification full plate, +1 heavy steel 
  shield, +1 longsword, cloak of resistance +1. 
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 25 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  Griff: male human (Oeridian) Clr9 of Joramy; CR 9; 
  medium humanoid (human); HD 9d8+18; hp 68; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15 (+5 armor, +1 
  Dex); BAB/Grp +6/+6; Atk +7 melee (1d8/x3, masterwork 
  spear); Full Atk +7/+2 melee (1d8/x3, masterwork spear); 
  SA spells, turn undead 4/day; SQ spontaneous casting, 
  aura; AL CN; SV Fort+8, Ref +4, Will +11; Str 10, Dex 12, 
  Con 14, Int 10, Wis 18 (20), Cha 12. 
   
  Skills and Feats: Concentration +17, Ride +7, Sense 
  Motive +11; Domain Spontaneity (fire)*, Mounted 
  Combat, Quicken Spell, Skill Focus (Concentration), 
  Spell Focus (evocation).  *Complete Divine. 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; DC 15 
  + spell level, 16 + spell level for evocation spells): 0 – detect 
  magic x2, guidance x2, resistance x2; 1st – bless, burning hands*, 
  protection from law, remove fear x3, sanctuary; 2nd –hold person 
  x3, 
  produce 
  flame*, 
  remove 
  paralysis 
  x2; 
  3rd 
  – 
  blindness/deafness, dispel magic x2, prayer, protection from 
  energy*, 4th – divine power, giant vermin, recitation**, wall of 
  fire*; 5th – quickened burning hands*, quickened divine 
  favor, flame strike.  **Complete Divine. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +9 damage), Fire (turn or destroy water 
  creatures 4/day). 
   
  Possessions: masterwork chainmail, masterwork spear, 
  light warhorse, wand of cure moderate wounds (5 charges, CL 
  3rd), periapt of wisdom +2, metamagic rod of empower (lesser). 
  Thom: male human (Oeridian) Sor6/Elemental Savant 
  (fire)3; CR 9; medium humanoid (human); HD 9d4+18; 
  hp 41; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14 
  (+1 Dex, +4 armor); BAB/Grp +4/+3; Atk/Full Atk +4 
  melee (1d8-1/x3, masterwork spear); SA elemental 
  specialty (fire); SQ: summon familiar, fire resistance 5, 
  immunity to sleep, energy penetration +2; AL CN; SV 
  Fort+5, Ref +4, Will +9; Str 8, Dex 12, Con 14, Int 12, Wis 
  12, Cha 18 (20).  Complete Arcane, page 32. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcana) +13, Knowledge (the Planes) +5, Ride +3, 
  Spellcraft +13; Energy Substitution (fire)*, Explosive 
  Spell*, Greater Spell Focus (evocation), Skill Focus 
  (Concentration), Spell Focus (evocation).  *Complete 
  Arcane. 
   
  Sorcerer Spells Known (6/8/7/7/5; DC 15 + spell level, 
  17 + spell level for evocation spells): 0 – arcane mark, detect 
  magic, light, mage hand, mending, prestidigitation, ray of frost, 
  resistance; 1st – burning hands, grease, lesser orb of fire*, magic 
  missile, obscuring mist; 2nd – false life, flaming sphere, 
  glitterdust, scorching ray; 3rd – fireball, haste, lightning bolt; 4th 
  – orb of fire*, wall of fire.  *Complete Arcane. 
   
  Elemental Specialty (Ex): The first step towards 
  transcending mortal form requires an elemental savant to 
  choose her elemental specialty.  Upon entering the class, 
  she must select an element and its associated energy type 
  (air = electricity, earth = acid, fire = fire, water = cold).  
  This choice must match the Energy Substitution feat that 
  the savant selected to gain entry to the prestige class.  
  When the savant casts a spell that normally deals energy 
  damage, its energy descriptor changes to the savant’s 
  chosen energy type, and it deals damage of that energy 
  type instead of its’ normal energy type. 
   
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element.  At 1st level she gains resistance 5 against this 
  energy type.  This resistance increases to 10 at 4th level 
  and 20 at 7th level. 
   
  Immunity to Sleep (Ex): At 2nd level, as an 
  elemental savant continues to transcend her mortal form, 
  she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, an 
  elemental savant further refines her ability to wield 
  energy associated with her chosen element.  When she 
  casts a spell using that type of energy, she gains a +2 
  competence bonus on her caster level checks (1d20 + 
  caster level) to overcome a creature’s spell resistance.  At 
  8th level, this bonus increases to +4.  These bonuses stack 
  with those granted by the Spell Penetration and Greater 
  Spell Penetration feats. 
   
  Possessions: potion of mage armor (CL 5th), masterwork 
  spear, light warhorse, metamagic rod of sculpting (lesser)*, 
  cloak of charisma +2, bracers of armor +2.  *Complete Arcane. 
  Keogh Rebel: male human (Oeridian) War6; CR 5; 
  Medium Humanoid; HD 6d8+12; hp 45; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 
  shield); BAB/Grp +6/+9; Atk +10 melee (1d8+3, 
  masterwork shortspear) or +9 ranged (1d8+3, masterwork 
  shortspear); Full Atk +10/+5 melee (1d8+3, masterwork 
  shortspear) or +9/+4 ranged (1d8+3, masterwork 
  shortspear); AL CN; SV Fort +7, Ref +4, Will +1; Str 17, 
  Dex 14, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +8, Ride +11; Mounted 
  Combat, Point Blank Shot, Precise Shot, Quick Draw. 
   
  Possessions: 8 masterwork shortspears, masterwork 
  chainmail, masterwork heavy wooden shield, light 
  warhorse, potion of enlarge person, potion of resist energy 30 
  (rebel #1/5 – fire, rebel #2/6 – cold, rebel #3/7 – acid, rebel 
  #4/8 – electricity), ring of (rebel #1/5 – climbing, rebel #2/6 
  – jumping, rebel #3/7 – sustenance, rebel #4/8 – swimming). 
  ENCOUNTER 5 
   
   
   
   
  Watcher Simar Cattearn, Most Penitent Hellhound: 
  human (Suel) Ftr6/Mnk1/Blackguard6; CR 13; medium 
  humanoid (human); HD 12d10+1d8+26; hp 116; Init +1; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 20 (+9 armor, +1 
  Dex, +1 deflection); BAB/Grp +12/+16; Atk +18 melee 
  (2d6+9 and +2d6 vs. good-aligned foes/17-20, +1 unholy 
  
  KEO5-03 Closure and Disclosure 
   
  Page 26 
  greatsword) or +16 melee (1d6+4, unarmed strike); Full 
  Atk +18/+13/+8 melee (2d6+9 and +2d6 vs. good-aligned 
  foes/17-20, +1 unholy greatsword) or +16/+11/+6 melee 
  (1d6+4, unarmed strike) or +14/+14/+9/+4 melee (1d6+4, 
  flurry of blows); SA unarmed strike, flurry of blows, smite 
  good 2/day, +1d6 sneak attack; SQ aura of evil, detect good, 
  poison use, dark blessing, command undead, aura of 
  despair, fiendish servant; AL LE; SV Fort +20, Ref +13, 
  Will +14; Str 16 (18), Dex 12, Con 14, Int 10, Wis 13 (15), 
  Cha 14 (18). 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (armorsmith) +1, Craft (weaponsmith) +1, Diplomacy +5, 
  Handle Animal +6, Hide +1, Intimidate +18, Knowledge 
  (religion) +2, Knowledge (local – Sheldomar Valley 
  Metaregion) +1, Ride +10; Cleave, Close Quarters 
  Fighting*, Combat ReflexesB, Divine Might*, Improved 
  Critical (greatsword), Improved Unarmed StrikeB, 
  Improved Sunder, Mounted CombatB, Power Attack, 
  Stunning FistB (4/day; Fort DC 18), Weapon Focus 
  (greatsword)B, Weapon Specialization (greatsword) 
  B.  
  *Complete Warrior. 
   
  Blackguard Spells Prepared (2/2/1, save DC 12 + spell 
  level): 1st – corrupt weapon, divine sacrifice*; 2nd – cure 
  moderate wounds, zeal*; 3rd – protection from energy.  
  *Complete Divine. 
   
  Possessions: +1 unholy greatsword, +1 light fortification full 
  plate, vest of resistance +2*, ring of protection +1, gauntlets of 
  ogre power, rod of splendor, periapt of wisdom +2.  *Complete 
  Arcane. 
  Fallen Watcher: male human (Suel) Ftr6/Mnk2; CR 8; 
  medium humanoid (human); HD 6d10+2d8+16; hp 69; 
  Init +5; Spd 20 ft.; AC 23, touch 11, flat-footed 22 (+9 
  armor, +3 shield, +1 Dex); BAB/Grp +7/+11; Atk +13 
  melee (1d8+7/19-20, +1 longsword) or +11 melee (1d6+4, 
  unarmed strike); Full Atk +13/+8 melee (1d8+7/19-20, +1 
  longsword) or +11/+6 melee (1d6+4, unarmed strike) or 
  +9/+9/+4 melee (1d6+4, flurry of blows); SA flurry of 
  blows, unarmed strike; SQ evasion; AL LE; SV Fort +11, 
  Ref +9, Will +8; Str 18, Dex 12, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills & Feats: Craft (armorsmith) +3, Craft 
  (weaponsmith) +3, Diplomacy +2, Handle Animal +5, 
  Intimidate +8, Knowledge (local – Sheldomar Valley 
  Metaregion) +2, Knowledge (nobility and royalty) +2, 
  Ride +14, Sense Motive +6, Spot +6, Swim -7; CleaveB, 
  Combat ReflexesB, Improved InitiativeB, Improved 
  Unarmed StrikeB, Iron Will, Lightning Reflexes, 
  Mounted Combat, Power Attack, Stunning FistB (3/day, 
  Fort DC 14), Weapon Focus (longsword) B, Weapon 
  Specialization (longsword)B. 
   
  Possessions: +1 light fortification full plate, +1 heavy steel 
  shield, +1 longsword, cloak of resistance +1. 
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 27 
  DM AID: KNIGHTS OF THE WATCH 
  (Excerpted from the Knights of the Watch metaorganization documentation) 
   
  The Knights of the Watch formed several centuries ago, built upon the foundation an earlier organization based in 
  Gran March. Tasked with protecting Keoland, Gran March, Bissel and Geoff from the incursions of Paynims and 
  Westerlings, the Watchers, as they are generally known, hold several castles, fortresses and strongholds along the 
  border with Ket, as well as in the western mountains. The order's strongest bases of power can be found in Gran March 
  (Hookhill), Geoff (Hochoch), and Bissel (Pellak), though members of the knighthood are drawn from the best and 
  wisest of the lands throughout the Sheldomar Valley. 
   
  The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the 
  philosopher Azmarender, who first chronicled a code of duty and belief known as the Twelve and Seven Precepts. The 
  Twelve Precepts govern how a knight of the order is to carry out his day-to-day activities, with a particular eye toward 
  traditions of battle. The Seven are said to guide the "life beyond the self," to give meaning to the universe beyond the 
  field of battle. These latter precepts are jealously guarded secrets revealed to knights only as they gain station within the 
  organization. The mysterious Seventh Precept, said to reveal ancient secrets about the establishment of the world of 
  Oerth, is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of 
  Geoff). 
   
  As befits the mysticism that dwells at the heart of their organization, the Watchers are known internally by a 
  selection of fanciful titles. General knights, the lowest in rank, are called Vigils, with minor ranks adding to the base 
  title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, a number of adjectives are added to 
  their titles, with "vigil" replaced by the names of fantastic beasts (manticore, hippogriff, griffon, etc.), such that a mid-
  level commander is known as the Magnificent Elder Gorgon. Few outside the order understand the ranking-system of 
  the Watchers, a fact that gave rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to 
  appear grander than he truly is. 
   
  Prior to the Greyhawk Wars, the Knights of the Watch claimed more than 6,500 members. War trimmed that 
  number by more than half. Currently, 2,500 Knights of the Watch roam the Sheldomar Valley, protecting the interests 
  of their nations and ferreting out agents of the hated west. 
   
  The Greyhawk Wars brought a new development for the knighthood, as well, a fractionalization of the order into 
  two distinct branches, the traditional Knights of the Watch and the new Knights of Dispatch. The Watchers continue 
  much as they always have. The Dispatchers, however, have eschewed traditional rites of battle, often forming 
  themselves into scouting bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch 
  have traded their hatred of the west for a deep loathing of the humanoids that have caused their homelands so much 
  trouble in the last decade. While some within the greater order despise the "cowardly" tactics of this new branch, the 
  leaders of both organizations have pledged support for each other, and share the same (confusing) hierarchy. 
   
  Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms, an owl displayed argent. 
  Trilesimain, The Simple Knight 
   
  The story of Trilesimain is one of the standards of the bards of the Sheldomar Valley. Its origins are ancient and not 
  precisely known. The story relates the tale of Trilesimain and is filled with adventures and tales of daring-do. 
  Throughout the ages, bards have added to the work, adding new characters and creating a true myth cycle. In 400 CY, 
  the great bard, Ravanoff the Excellent, oversaw the collection and editing of the versions of the legend. His work, 
  entitled The Simple Knight, occupies almost forty volumes. The original is kept in the Commandant’s headquarters in 
  Hookhill. Numerous scholars work on symbolic and literary interpretations of the text. The work has become one of 
  the central focuses of the Knights of the Watch and Dispatch, containing as it does the basis for their code of chivalry. 
  All Knights are expected to be familiar with its contents and to have read it through (or have it read to them) at least 
  once before advancing to the higher levels in the orders. 
   
  The oldest parts of the story, and the parts of most interest to the Knights, are the beginning and the end. The story 
  begins in an age where we are told that those who call themselves knights are nothing more than armed bandits who 
  terrorize and oppress the population. Into this world is born Trilesimain. He is the son of a young unwed peasant 
  woman. His father is referred to in the story as “the strange visitor.”  Speculation as to his parentage among scholars has 
  ranged from the King to a god, although the story does not place much importance on it.  
   
  His mother, Bethané, raises her son to be strong and valiant. From the time he is nursing, she sings to him the 
  following song, known as the Glorious Couplets: 
  The hope of a knight where ’ere he doth trod, 
  
  KEO5-03 Closure and Disclosure 
   
  Page 28 
  Is duty to one’s order and one’s god. 
  The heart of a knight where ’ere he doth fly. 
  Is to face fear with a gleam in his eye. 
  The praise of a knight where ’ere he doth go, 
  Is given high and received from below. 
  The strength of a knight where ’ere he is found, 
  Is that his word is trusted all around. 
  The soul of a knight where ’ere he doth live, 
  Is his willingness to help and to give. 
   
  One day, when Trilesimain is six, he is outside listening to his mother singing while she hangs out the wash, when 
  five mounted men approach. They proclaim themselves to be knights of the realm and demand tribute. When Bethané 
  replies that she is a poor mother who has nothing, the leader of the knights replies that he will get payment one way or 
  another. When Trilesimain intervenes, he is stabbed in the chest and thrown in a ditch, where he is left to die. As he lies 
  there, he hears the men assault his mother, who does not scream, but endures her torture. The scene ends with the men 
  riding off. As they do so, they throw the disembodied head of Bethané into the ditch with her son. The head, one final 
  time, weakly sings the Couplets to her son before her soul departs.  
   
  Trilesimain survives the ordeal but forever carries a scar on his chest that reminds him of the fate of his mother. 
  The story continues with the tales of Trilesimain and the companions he finds along the way. The Couplets are not 
  mentioned again in this portion of the saga, but our hero strives to live by them. He gains his revenge upon his mother’s 
  defilers and grows to be a great knight and good ruler. The ending of the story is one of both tragedy and glory. He is 
  tricked by a demon in the guise of a peasant, is captured, and is taken to the Abyss. There he is bound to a great rock and 
  one thousand demons begin to torture him. Each torture is described graphically and at the end of each, the demons 
  promise release if he will but renounce his beliefs. Trilesimain responds each time with a Couplet. Each time, the 
  torture becomes more hellish. After the fifth torture, Trilesimain recites the final couplet and then the old scar on his 
  chest opens. A great pure light pours forth from his chest and the demons are consumed. When the light fades, the rock 
  is empty.  
   
  It is from the Couplets that the great philosopher, Azmarender derived the Twelve Precepts that guide the Knights. 
  The Precepts are divided into two parts. The first two are the Grand Precept and the Precept of Judgment. These lay the 
  framework for all that is to follow. The next ten are the Couplet precepts. There are two for each Couplet and they 
  describe how a Knight should live. The Twelve Precepts are not exactly common knowledge, nor can they truly be 
  called secrets. They are known to those who have sufficient interest in the doings of the Knights of the Watch. 
  The Twelve Precepts 
   
  Above all others are the Grand Precept and the Precept of Judgment. The other precepts define how the Knight 
  should behave, but the first two define how he should follow the other ten. The Grand Precept imbues the Knight who 
  follows it with strength. The Precept of Judgment grants flexibility. As with a blade, it is this combination of traits that 
  makes the Knight the exceptional weapon that he is. 
   
  The Grand Precept: A Knight is known by his actions. There is no higher calling and no greater duty; therefore, a 
  Knight will lay down his life rather than violate a Precept.  
   
  The Precept of Judgment: The Precepts are of mortal hand; therefore, they may conflict. A Knight will always 
  remain true to the spirit of the Precepts and use the judgment granted him to know the right path. A Knight will never 
  allow legalism to excuse any action. 
  The Precepts of Duty 
   
  The Precept of Duty to One’s Order: A Knight’s Order defines his place in the world. A Knight will remain true 
  to the rules of his Order and will follow the commands of the leaders of his Order.  
   
  The Precept of Duty to One’s God: A Knight’s God has granted him the greatest gift of all, the life of a Knight. As 
  such a Knight must remain true to his God’s teachings and to those who represent his God in this world. 
  The Precepts of Courage 
   
  The Precept of Bravery: Battle and defense are the purpose of the Knight in this world. As such, a Knight may 
  never flee battle unless failure to do so shall place those in his charge in greater harm. A Knight must never allow 
  another to place himself in danger when the Knight can accept the danger himself. However, the Knight should also 
  not allow dishonor to come to his companions by denying them their rightful share of glory. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 29 
   
  The Precept of Chivalry: A Knight must never doubt his prowess or his worth and he must not allow others to 
  think that he has done so. Therefore, a Knight must not take unfair advantage of any opponent, but must strive to show 
  the rightness of his cause by victory in the fairest fight possible. 
  The Precepts of Demeanor 
   
  The Precept of Deference: A Knight has been placed in his position in the world for a purpose. To question this is 
  to lack faith. Therefore, a Knight must pay appropriate honor to those placed above him in his Order, his State, and his 
  Church. A Knight must ensure that those placed below him observe this, so that disrespect for the Precept is not 
  created. 
   
  The Precept of Mannerliness: A Knight’s behavior, manners, and etiquette must be above reproach lest dishonor 
  fall on his Order.  
  The Precepts of Honor 
   
  The Precept of Oath-Taking: A Knight’s word must be trusted. Therefore, a Knight will not violate an oath that he 
  has sworn nor should a Knight swear an oath the he knows he cannot keep. 
   
  The Precept of Retribution: It is a duty of a Knight to ensure that any Knight who has broken an oath is brought 
  to justice, lest all Knights’ words become meaningless. 
  The Precepts of Charity 
   
  The Precept of Service: The poor, the oppressed, the widowed, the orphaned, those who seek after justice – these 
  all are worthy of a Knight’s service. A Knight should not deny it. 
   
  The Precept of Property: A Knight owns nothing. All material things are simply held by him in trust to fulfill his 
  purpose. Therefore, a Knight must be generous in all things and disdain the gaining of wealth for its own sake. 
  Organization 
   
  The Knights of the Watch and the Knights of Dispatch are a selective organization, focused on the defense of the 
  Sheldomar Valley, particularly from humanoids (including giants) and the Baklunish. Though they differ in their 
  tactics and methods, they adhere to the same general principles (as spelled out in the Precepts, above) and share a 
  common organization structure. Prior to becoming a Knight, a candidate must be invited to squire, and serve a full term 
  in the ranks of the squires and senior squires (known as Junior and Senior Obedient Masters, respectively). Once 
  Knighted, a Watcher or Dispatcher may rise through the ranks. The Knights are hierarchical, with the Grandiose 
  Imperial Wyvern setting policy, along with the Great Beasts. The Monsters of the Air are responsible for disseminating 
  information and enforcing discipline, while the Monsters of the Earth are in charge of day-to-day operations. 
  Day to Day Activities 
   
  Most Knights conduct their activities according to their own purposes and consciences. While all are called upon 
  to defend the Sheldomar Valley, individual Knights have great latitude in determining how best to meet that goal. A 
  large number of Knights serve in the militaries of the Sheldomar nations, particularly Gran March, while others operate 
  independently as adventurers, or form small armies of Knights under the banner of the order. Some Knights hold 
  positions of authority or nobility, and devote much of their time to such duties. Even with this latitude, Knights are 
  expected to assist in the maintenance of the order, especially as they reach higher ranks. Knights devote time each year 
  to maintaining Knight strongholds, training squires, updating the records of the order, acquiring or enchanting magical 
  items for the order, or similar purposes. 
  The Fast of the Murder of Bethané 
   
  The order observes a single sacred event. Sunsebb 4th is the Fast of the Murder of Bethané. This is the high, holy 
  day of the Watch and Dispatch. Typically, in the week leading up to this date, the knight dons simple clothing and a 
  hair shirt, he repents of all his failings during the past year, and seeks out all who he may have wronged to make 
  restitution. He fasts for the whole of the holy day, consuming only the barest amount of water needed to survive. On 
  the night following the fast, he sleeps not but spends the time in prayer and contemplation. Immediately before the 
  dawn, he doffs his clothing and stands facing east. As the light of the new rising sun strikes his bare flesh, he is 
  absolved. He dons his armor and readies for another year of service. Any Knight who ignores this time is dishonored 
  and no longer considered a member. A Knight who must miss this fast (immediacy of battle, requirement of duty, 
  sickness, an inability to know the exact date, etc.) must, on the first opportunity, seek out a leader in the order who will 
  assign atonement. This task will be one whose difficulty depends upon the reason for the infraction, but it will always 
  serve to aid both the order and the people. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 30 
   
  In time of war, many knights forgo the week of reflection, but all but a handful observe the fast (and those who do 
  not immediately seek out atonement). During the time of reflection and the fast, the allies of the knights are frequently 
  called upon to assure that this is not seized as an opportunity for violence on the part of their enemies. 
  Headquarters and Power Centers 
   
  The current knight headquarters is in Pellak, in Bissel. They also maintain strongholds in Hookhill (Gran March) 
  and Hochoch (Geoff). In addition, they maintain chapter houses in a few other major cities in the Sheldomar Valley. 
  Allies 
   
  The order is closely aligned with the government and military of Gran March, and with the church of Heironeous. 
  In addition, it considers as its formal allies all the nations of the Sheldomar Valley (though those nations do no 
  necessarily reciprocate). The Darkwatch, a sister organization based in Keoland, is also counted an ally.  
  Rivals 
   
  Grand Duke Owen of Geoff has recently dealt several affronts to the order, including kidnapping several of its 
  leaders temporarily, as a political ploy. While there has been some grumbling that the order ought to allow the giants to 
  overrun what’s left of Geoff, the leadership is firm in their conviction that the order’s sacred duty will absolutely not 
  permit them to concede Geoff to the giant invaders. 
  Foes 
   
  The order counts as its foes all goblinoids, orcs and similar creatures, giants, and Hextorians. They also consider 
  most Baklunish in the same category (though there are a handful of Knights of Baklunish descent, mostly those who 
  had some reason to renounce their heritage). 
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 31 
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Close Quarters Fighting (Complete Warrior) 
   
  You are skilled at fighting at close range and resisting grapple attempts. 
   
  Prerequisite: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start 
  the grapple unless it has the Improved Grapple feat or an ability such as improved grab. If the enemy has such ability, 
  you may add the damage you deal as a bonus to your opposed check to resist being grappled. This feat does not give you 
  extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied 
  one for being surprised, helpless or in a similar situation. 
  Divine Might (Complete Warrior) 
   
  You can channel energy to increase the damage you deal in combat. 
   
  Prerequisites: Str 13, turn or rebuke undead ability, Power Attack. 
   
  Benefits: As a free action, Spend one of your turn or rebuke undead attempts to add your charisma bonus to your 
  weapon damage for 1 full round. 
  Domain Spontaneity (Complete Divine) 
   
  You are so familiar with one of your domains that you can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared 
  divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of 
  your daily turn attempts. This work just as good clerics spontaneously cast spells as cure spells. 
   
  Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain. 
  Extra Stunning (Complete Warrior) 
   
  You gain extra stunning attacks. 
   
  Prerequisites: Stunning fist, base attack bonus +2. 
   
  Benefit: You gain the ability to make three extra stunning attacks per day. 
   
  Special: You can take this feat multiple times. Its effects stack. 
  Energy Substitution (Complete Arcane) 
   
  You can modify an energy-based spell to use another type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, electricity or fire). You can then modify any spell with an energy 
  descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal 
  level. The spell’s descriptor changes to the new energy type – for example, a fireball composed of cold energy is an 
  evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, choosing a different type of energy each time. 
  Explosive Spell (Complete Arcane) 
   
  You can cast spells that blast people off their feet. 
   
  Benefit: On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location 
  outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.  For example, all 
  creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the 
  closest square outside of the perimeter of the spell’s 20-foot-radius spread. Likewise, an explosive lightning bolt moves 
  targets that fail their saves to outside the area defined by the squares that the bolt’s line passes through. Any creature 
  moved in this manner takes 1d6 points of additional damage per 10 feet moved (no additional damage if moved less 
  than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the 
  edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any 
  damage taken from the distance moved before then. In any event, this movement does not provoke attacks of 
  opportunity.  Explosive spell can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, 
  line or burst). An explosive spell uses up a spell slot two levels higher than the spell’s actual level. 
  Rapid Stunning (Complete Warrior) 
   
  You can use your stunning attacks in rapid succession. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 32 
   
  Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6 
   
  Benefit: You may use one additional stunning attack (or other special attack that counts against you daily limit of 
  stunning attacks) once per round. 
   
  Normal: You may only attempt a stunning attack (or other special attack that counts against you daily limit of 
  stunning attacks) once per round. 
   
  Special: A character can take this feat multiple times. Its effects stack. 
  Sculpt Spell (Complete Arcane) 
   
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), 
  a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in 
  all respects except its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of 
  damage, but affects a 20-foot-radius spread. A sculpted spell uses up a spell slot one level higher than the spell’s actual 
  level. 
  NEW ITEMS 
  Metamagic Rod of Sculpting (Complete Arcane) 
   
  The wielder can cast up to three spells per day whose area can be modified as though using the Sculpt Spell feat. 
  The normal version of this rod can be used with spells of up to 6th level or lower. Lesser rods can be used with spells of 
  3rd level or lower, while greater rods can be used with spells of 9th level or lower. 
   
  Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price 5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater). 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times the vest’s bonus; 
  Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
  NEW SPELLS 
  Divine Sacrifice (Complete Divine) 
  Evocation 
  Level: Blackguard 1, Pal 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You can sacrifice life force to increase the damage you deal. Once each round, as a free action, you can sacrifice up 
  to 10 of your hit points (doing this does not trigger an attack of opportunity). For every two hit points you sacrifice, on 
  your next successful attack you deal +1d6 damage, to a maximum of +5d6 damage on that attack. Your ability to deal this 
  damage ends when you successfully attack or when the duration ends. You can make as many sacrifices as the spell’s 
  duration allows. Sacrificed hit points count as normal damage. For example, an 8th level paladin can cast this spell with 
  a duration of four rounds. If she sacrifices 10 hit points a round, she can spend up to 40 hit points and deal up to +5d6 
  damage all four rounds. 
  Orb of Fire, Lesser (Complete Arcane) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire damage. You must 
  succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb does an additional 
  1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
  
  KEO5-03 Closure and Disclosure 
   
  Page 33 
  Orb of Fire (Complete Arcane) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 4, Warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  An orb of fire about three inches across shoots from your palm at its target, dealing 1d6 points of fire damage per 
  caster level (maximum 15d6). You must succeed on a ranger touch attack to hit your target. A creature struck by the orb 
  takes damage and becomes dazed for 1 round. A successful Fortitude save negates the dazed effect but does not reduce 
  the damage. 
  Recitation (Complete Divine) 
  Conjuration (Creation) 
  Level: Clr 4, Purification 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies while 
  causing confusion and weakness among your enemies. The spell affects all allies and foes within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship 
  the same deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, you are 
  free to take further actions during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, the spell requires a sacred text as a divine focus. 
  Zeal (Complete Divine) 
  Abjuration 
  Level: Blackguard 2, Pal 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You invoke a divine shield to protect you as you close with a chosen opponent. Choose a foe as you cast this spell. 
  You gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe. 
  Also, you can move through enemies as if they were allies for the duration of the spell, as long as you finish your 
  movement closer to your chosen foe than when you began it. 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 34 
  DM AID: MAP OF AMUNMEADE 
   
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 35 
  DM AID: MAP OF KEOGH REBEL ATTACK SITE 
   
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 36 
  DM AID: MAP OF FORTRESS GORADA’S ANTECHAMBERS 
   
   
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 37 
  PLAYER HANDOUT #1 
   
  Most Honorable Soul, 
   
  Lo those years ago, when the town of Oakroot was in peril, 
  you answered the call to come to our aid. The whole of the 
  town owes its’ safety to your wit, wisdom, strength, and 
  courage, and this has not been forgotten. It has been decided 
  that for the entirety of Richfest, Oakroot shall hold a festival 
  in honor of those we owe so much to. As the festival is being 
  held in your honor, the town requests your presence for the 
  festivities. 
   
  Mayor Mortimer Usbeta 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 38 
  PLAYER HANDOUT #2 
   
  The journal is written in the practiced, but somewhat crude hand of someone still learning to write, and most likely 
  female. Dirty fingerprints indicate handling by very small fingers. The entries go back to early summer. But after a 
  quick reading, several of the most recent stand out from the usual. 
   
  Dated one month ago: 
   
  I got to eat today. A man rode into town on a big horse, said some words about 
  good saints and waved his hands around, and covered a table in the inn with food. 
  When he first came, we were scared. He was big and shiny like the owl men, but 
  after he made the food, pa said he was ok. But some of pa’s friends didn’t eat. 
  They said me and the other kids needed the food more than he did. Food from 
  gods is weird. Back before we had to eat the last pigs, I remember food tasted 
  good.  
   
  Dated three weeks ago: 
   
  Owl men came today. They had the bad angels with them. How can anything so 
  pretty be so mean?  Ma always said angels were nice. Well, at least the bad angels 
  were nice to the owl men. But the owl men were mean to us. They took Thina and 
  her parents away, and said they were traders. I was confused, so I asked momma, 
  and momma said they weren’t traders. I told her I didn’t think they were. Thina’s 
  daddy makes bread. Well, he did. Back when stuff grew. Now, he just sat on the 
  stoop talking to poppa, and their friends. 
   
  Dated two weeks ago: 
   
  Bad angels came back with the owl men. They never look hungry. I wonder if I 
  can be an angel so that I can fly around with the owl men, and get to eat every 
  day. Flying must be so much fun. Momma says the birds sing because they’re happy 
  that they get to fly, but she says the bad angels are monsters. That’s why they do 
  what the owl men say. But they’re still pretty. But they must be cold. 
   
  Dated last week: 
   
  Poppa says we’re moving. He says the owl men came last night and took away 
  Corum and his family, and burned their house down. He says that between us not 
  having any food, and the owl men bossing everyone around, there is no reason to stay. 
  I told him that I wanted to be one of the owl men’s angels and he started to cry. 
  Poppa never cried before. 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 39 
  PLAYER HANDOUT #3 
   
  Rule of Engagement for the Knights of the Watch 
   
  At the time this module takes place, Knights of the Watch entering Linth have been ordered to attack for nonlethal 
  damage when dealing with their fellows in the County of Linth. Although you are not expected to restrain your 
  companions from doing so, you should make every effort to convince them to use non-lethal methods of dealing with 
  the Knights that you may encounter in Linth. 
   
  Knights who fail to abide by these restrictions will be reported in-game and may face sanctions within their meta-
  organization for doing so. 
   
  Princess Kialla 
   
  Although some Watchers may frown on Dispatchers, and especially female ones, Kialla is to be granted deference 
  even if you outrank her. She is the daughter of the late King of Keoland and is a member of a well-regarded noble house. 
  Her husband, also a Watcher, died on the field of battle in an honorable death, leaving her a young widow. Lastly, 
  Hugo’s choice of Kialla to deliver such an important message to Fortress Goarada reflects a level of respect that must be 
  acknowledged. 
   
  Knights of the Malagari 
   
  These knights split from our order. The Malagari are rumored to be going through a schism in their ranks as they 
  choose sides between the Redlee Manor and Dorlin branches of House Neheli. We have never found ourselves at cross 
  purposes, and you should work to aid them provided that doing so will not compromise Kialla’s mission. 
   
  
  KEO5-03 Closure and Disclosure 
   
  Page 40 
  PLAYER HANDOUT #4 
   
  Princess Dreadtrapper Dispatcher Kialla Skotti of House Lizhal, Persistent Sparrow: female human 
  (Suel) Ftr4/Rgr2/Order of the Bow Initiate2; CR 8; medium humanoid (human); HD 4d8+4d10+8; hp 60; Init 
  +6; Spd 30 ft.; AC 25, touch 18, flat-footed 19 (+7 armor, +6 Dex, +2 deflection); BAB/Grp +8/+10; Atk +17 
  ranged (1d8+6/x3, +2 composite longbow) or +13/+13 ranged (1d8+6/x3, +2 composite longbow) or +13 melee 
  (1d10+5 and 1d6 electricity/19-20, Dispatcher Skotti’s Blade); Full Atk +17/+12 ranged (1d8+6/x3, +2 composite 
  longbow) or +15/+15/+10 ranged (1d8+6/x3, +2 composite longbow) or +13/+8 melee (1d10+5 and 1d6 
  electricity/19-20, Dispatcher Skotti’s Blade); SA favored enemy (aberrations +2), ranged precision +1d8; SQ wild 
  empathy, close combat shot; AL LG; SV Fort +11, Ref +16, Will +9; Str 14 (16), Dex 18 (22), Con 12, Int 14, Wis 
  14, Cha 14.  Complete Warrior, page 68. 
   
  Skills and Feats: Craft (bowmaking) +7, Diplomacy +7, Hide +15, Knowledge (nature) +5, Knowledge 
  (nobility and royalty) +4, Knowledge (the Planes) +6, Knowledge (religion) +5, Knowledge (local – Sheldomar 
  Valley Metaregion) +3, Listen +7, Move Silently +16, Ride +7,  Spot +13, Survival +13; Far ShotB, Improved 
  Initiative, Manyshot, Point Blank Shot, Precise ShotB, Rapid ShotB, TrackB, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow) B. 
   
  Languages: Common, Keoish, Suloise. 
   
  Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a 
  ranged weapon, dealing an extra 1d8 points of damage if the attack hits.  When making a ranged precision 
  attack, an initiate must be within 30 feet of his target.  An initiate's ranged precision attack only works against 
  living creatures with discernable anatomies.  Any creature that is immune to critical hits (including undead, 
  constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any 
  item or ability that protects a creature from critical hits (such as armor with the fortification special ability) 
  also protects a creature from the extra damage. 
   
  Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its 
  Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the 
  initiate's ranged precision attack as a sneak attack in all other ways.  The initiate's bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels.  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot: At 2nd level, an initiate can attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
   
  Possessions: +2 mithral breastplate, +2 composite longbow (+2 Str bonus), Dispatcher Skotti’s Blade (+1 adamantine 
  shock bastard sword, see Treasure Summary), gloves of dexterity +4, vest of resistance +3*, circlet of persuasion, ring of 
  protection +2, boots of speed, 100 alchemical silvered arrows, 100 cold iron arrows, 20 adamantine arrows, quiver of 
  Ehlonna.  *Complete Arcane. 
   
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times the 
  vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
   
  Dispatcher Skotti’s Blade 
   
  This +1 shock adamantine bastard sword has the broad, heavy blade of a Keogh-forged sword, and it was 
  entrusted to the Princess of Keoland by a fellow Watcher upon his retirement.  This blade is activated by the 
  command word “justice.”  When wielded by a LN, LG, or NG aligned being, the wielder gains a +2 sacred 
  bonus to Strength. 
   
  Moderate Evocation; CL: 12th; Prerequisites: Craft Arms & Armor, divine power, and shocking grasp, call 
  lightning, or lightning bolt; Market Price: 17,335 gp; Weight: 15 lbs. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/595/Normal Scenarios/KEO5-03 - Closure and Disclosure (APL 6-12)/KEO5-03 - Closure and Disclosure.pdf