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 and the author.  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. and the author. 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. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  KEO6-03 
   
   
   
  Baby’s Breath 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.3 
   
  by Christian J. Alipounarian 
  Reviewers: Keoland Triad Circle Reviewer: Steven Conforti 
  Playtesters: Kristine Heaver, Paul Heaver, Jonathan Knapp, Duncan McNeill-Burton, Judy Rudolph, Rob Smith, 
  Phineas Walsh, and Mark Whittaker. 
   
  The past three years in the County of Linth have seen tremendous upheaval - civil war, and the collapse of the ancient 
  house which ruled those lands. The fate of the kingdom has at times revolved around the Countess Hannah Linth, the 
  only known survivor of her depraved and wicked royal family. But now, as the eldritch blight of the County takes a 
  dramatic turn, the kingdom may find this child to be its only hope. A Keoland regional adventure for APLs 12-16, and 
  the conclusion to the Tales of Linth series which included KEO3-03 Will of the People, KEO4-05 A Last Dance at Midnight, 
  and KEO5-03 Closure and Disclosure. This adventure includes an optional encounter at increased TU cost; if played, this 
  event should be scheduled as a two-round adventure. 
  
  KEO6-03 Baby’s Breath 
   
  Page 1 
  Introduction 
  This is an RPGA® Network adventure for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this adventure, but the actual playing 
  time will be closer to three and a half hours. The rest of the 
  time is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA adventure.  
  Preparation  
   
   
   
   
  First you should print this adventure. This adventure was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the adventure as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this adventure is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this text 
  is general and must be adapted to the specific situation or 
  to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the adventure or the 
  time allotted to run the adventure has run out, the 
  players and judge fill out the RPGA Tracking Sheet.  The 
  judge should complete the top of the form and list his 
  name and RPGA number.  The players should each list 
  their name and RPGA number.  After the form is filled 
  out it should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  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.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  
  KEO6-03 Baby’s Breath 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of 
  experience and gold a PC may 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 will receive only one-half of 
  the experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than the APL 
  at which this adventure is being played, that PC will 
  receive one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the adventure unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  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. 
  The Secret History of Linth 
  This adventure is the conclusion to the Tales of Linth 
  series of adventures. To put this adventure into 
  perspective, it is necessary to review heretofore-
  unrevealed background information on the County of 
  Linth, as well as those adventures that have come before 
  this one. 
  Early History and the Coming of the Keogh 
  The region that would become the Duchy (later Earldom, 
  and finally County) of Linth was a collection of disparate 
  Flan tribes that had been brought under control by the 
  Suel house known as Linth. Confident in their place as 
  rulers by preordination, and filled with a sense of 
  superiority for their magic and technology, the Linth and 
  their favored Suel allies expelled the previous Suel 
  overlords and inherited whatever Flan were still around. 
  These Flan were told by the Linth to leave their homes, as 
  these new Suel had no use for them, either as allies, 
  servants or slaves. The Flan left this broad swath of land, 
  their ancestral homelands that included present-day 
  
  KEO6-03 Baby’s Breath 
   
  Page 3 
  County of Nimlee and Barony of Riverwatch. They fled 
  across the Sheldomar River into neighboring Ulek, and 
  across the open plains to the Good Hills. 
  Around –356 CY, a new group of humans entered the 
  Sheldomar Valley. These were a large, organized tribe of 
  Oeridians who called themselves the Keogh (“Earth-
  Blessed”). 
  The Keogh were settling through the Heartlands, and a 
  large contingent set down on the western bank of the 
  Sheldomar River, on the location of what is present-day 
  Segor, the current capital of the Earldom. His 
  contemporaries knew Prince Alane as “the Reaver” for his 
  vicious treatment of the Firstcomer Suel. Alane saw the 
  coming of the Keogh as nothing short of an act of war 
  against his own House Linth and the entrenched 
  governing Suel houses that owed him fealty. Prince 
  Alane invited the Keogh’s leaders to his manor house 
  under the pretense of opening diplomatic relations with 
  his new “neighbors.” Desirous of good relations the 
  Keogh accepted. The head of the leader of the emissaries 
  was struck atop Alane’s lance as the Lord of Linth took a 
  large contingent of mounted troops and infantry to strike 
  down what he thought was a now-leaderless collection of 
  Oeridians in a rugged riverside camp. Priests of Joramy 
  and fire-wielding battle-mages among the Keogh had 
  received a vision from their goddess of Prince Alane’s 
  treachery. By the time Prince Alane and his soldiers had 
  arrived, the clerics of the goddess of wrath had stoked the 
  Keogh into a bloody frenzy. The crazed Oeridians struck 
  from all sides and savaged the army of the Suel traitor. 
  The battle ended when Prince Alane and his troops, as 
  they attempted a fighting withdrawal, were swallowed up 
  in a storm of fire called forth by the enraged clerics and 
  Oeridian battle-mages. 
  Unlike most of his soldiers, Prince Alane survived, but 
  his burns were disfiguring and horrific, and the pain of 
  his wounds drove him utterly mad. Making his way back 
  to Linth Manor, he would never again be seen without 
  his charcoal-colored armor and full helm. He would 
  forever hide his grotesque burns from the sight of others. 
  News of the Reaver’s treachery against the Keogh 
  brought many other Oeridians to the Segor camp. From 
  there, the two armies marched northwest and southwest. 
  As long as they did not fight, any mixed humans were 
  allowed to go unmolested; the Keogh killed any Suel they 
  encountered. The net effect of this, at least as far as the 
  dominant Houses Neheli and Rhola were concerned, was 
  that the Keogh were replacing the Linth as the buffer and 
  “blunt instruments” that they were using to subdue the 
  valley and expel the Firstcomer Suel. 
  By –342 CY, the whole situation threatened to branch out 
  into areas of pre-Keoland and destroy the stability the 
  Suel warlords had worked so hard to create. The Great 
  Council of Niole Dra was called, desperate to get the 
  Keogh to attend. When they did, they knew a strong 
  statement against House Linth’s aggression must be 
  made if there was to be any peace with the Oeridians. 
  The Council of Niole Dra’s edicts humiliated House 
  Linth. Lord Alane was reduced in stature from a Prince to 
  that of an Earl. The County of Nimlee and the Barony of 
  Riverwatch were severed from the Earl’s lands and 
  guaranteed an Oeridian governor in perpetuity. (This 
  arrangement remains to this day – Countess Rheyd of the 
  County of Nimlee, for example, is Oeridian.) In the final 
  nod of the other collective Suel houses towards peace in 
  the Sheldomar Valley, they christened their new 
  kingdom “Keogh-land” – later, simply referred to as 
  Keoland. 
  Earl Alane now found he was censured and shunned by 
  his Suel fellows, the lands under his rule reduced by two-
  thirds and his own lands swollen with Keoghish 
  Oeridians who hated him. The Earl died twenty years 
  later, consumed with hate for both the Oeridian 
  “parasites” that now “infested” his land as well as a hatred 
  for the Suel houses of the Neheli and Rhola for 
  humiliating his House to win favor with the Keogh. 
  Unfortunately for the Keogh, he did not die without an 
  heir. The Linth family line continued with new 
  descendants. But its history of treachery, deceit and 
  destruction remained unchanged. 
  For a long while, House Linth turned inward, as Earl 
  Alane’s treachery had cast such a light of attention on the 
  House that its subsequent leaders understood the 
  prudence of maintaining a low profile. A Linth dutifully 
  attended the Council in Niole Dra, voted with the will of 
  the majority, and generally kept his or her head down. 
  Earl Alane’s awful injuries kept him from returning to 
  the field as a warrior, so he began to dabble in magic and 
  sorcery. He was naught but a cursory student of the 
  magical arts before his death, but he passed his interest 
  along to his children. 
  The Reign of Countess Sera Linth 
  This interest in sorcery was passed down a few 
  generations, and by the time it had reached Alane’s great-
  granddaughter Sera it had blossomed into full bloom. 
  The matriarch of House Linth from -250 CY until her 
  death, Countess Sera was a witch of considerable power, 
  and she had been weaned on tales of how the incursion 
  of the “filthy Keogh immigrants” had brought her family 
  so much misery. She began to seek out ways to increase 
  her family’s power in general and in particular a way to 
  use it against the Keogh “parasites.” 
  Her magical research led her to the Crypt of Sekhel. 
  Nestled in the grasslands south of Niole Dra, near the 
  northern border of the Countess’ lands, it was rumored 
  that a cleric who venerated an ancient devil known as 
  Dispater had been buried along with a trove of dark 
  magic. The crypt was uncovered by a cult of debauched 
  devil worshippers and was made their place of worship. 
  The reigning Suel lords of the time sent a small 
  contingent of warriors to destroy the cultists, but they 
  were met by a devil the cultists has summoned and were 
  nearly massacred. The only wizard present cast a spell 
  that collapsed the main entrance to the crypt, and then 
  
  KEO6-03 Baby’s Breath 
   
  Page 4 
  scribed holy symbols upon the great iron doors in the 
  hopes of sealing the evil and the cultists in forever. The 
  Suel lords were fearful of the panic that might ensue if a 
  nest of evil such as the Crypt were known to be so close 
  to the capital, and the tomb’s existence was never 
  revealed. 
  Sera only discovered its existence from the wizard’s own 
  journals. She ignored his rambling writing of nightmares 
  and his evident descent into madness; she instead 
  focused on the wizard’s report of magic and gold “beyond 
  counting” gathered by the cultists to sacrifice in tribute to 
  their dark masters. Most promising of all, the wizard 
  mentioned the cultist’s possession of the Nethernight, an 
  ebony talisman that augmented any wizard’s magic with 
  unholy might. 
  Gathering herself, she set off northward towards the 
  crypt, using magical divinations to guide her to the place 
  where the crypt lay buried. The labor of a pair of 
  summoned earth elementals excavated the site, and the 
  magic of the iron doors was broken using Sera’s magic in 
  combination with the ill-fated wizard’s own notes about 
  his casting of the spell. 
  The wizard moved into the darkness, and was 
  immediately beset by the warped undead that were once 
  the cultists. Defeating them, she moved into the crypt 
  itself, where a devil-queen barred her path. The 
  combination of her magic and the brute force of Sera’s 
  earth elemental companions allowed her to defeat the 
  guardian devil and finally to have the riches of the tomb 
  to herself. She claimed the Nethernight and the riches of 
  the tomb and returned to Linth Manor to plot and 
  scheme. Unknown to Sera was that the Nethernight was 
  cursed, and the power it provided its wearer came with a 
  horrific price… but one that would only become evident 
  later. 
  Countess Sera devised a simple, vicious plan to attack the 
  Keogh of Segor. Using the various librams of 
  necromancy recovered in the Crypt of Sekhel, she 
  created a virulent pox within the city with a spell of 
  epidemic, a spell she had discovered within the crypt. 
  The spell devastated Segor and condemned thousands of 
  Oeridians to terrible, wasting deaths. The King placed the 
  entire city under quarantine, allowing only the protected 
  paladins in service to Keoland to enter the city and 
  minister to the sick. But the spell’s awful power was such 
  that even those shielded from the disease’s effects could 
  still be carriers, and soon the sickness had spread within 
  all of the Earldom and even into adjacent provinces, 
  including Niole Dra. 
  Countess Sera played the part of the saving angel, 
  announcing at an anxious meeting of the Council that 
  she had devised a way to break the power of the spell. 
  Her “discovery” of a cure went a long way towards lifting 
  much of the stigma against House Linth that had been in 
  place since the Council of Niole Dra. The Oeridians 
  within Segor were so weakened that the Countess’ offers 
  of monetary aid, soldiers to protect against looters, and 
  “future 
  magical 
  warding” 
  against 
  such 
  another 
  occurrence were met with grateful, open arms. In 
  exchange, the Countess asked the Oeridians to accept the 
  Linth as their rulers, to “demonstrate the trust” between 
  these “former” adversaries. This was made law by the Act 
  of Segor, signed in –235 CY. 
  The Nethernight and the Death of Countess 
  Sera Linth 
  With her plan successful, the evil Countess turned 
  inward, locking herself away to study the Nethernight. 
  The hideous artifact and her prolonged exposure to it 
  broke even the Countess’ formidable will, and she 
  became totally deranged. Sera accepted an invitation by 
  the Baron of Dilwych to travel there to rest and recover. 
  But on the sixth anniversary of the signing of the Act of 
  Segor, the evil Countess hung herself from the balcony of 
  the Dilwych ancestral estate. Her new Oeridian subjects 
  buried her with the reverence and display of grief fit for a 
  queen; her corpse was later stolen from its grave by her 
  son, the new Count, and entombed in the attic of the 
  Linth Manse – ironically, to protect it from “the 
  depredations of Keogh tomb robbers.” 
  Unbeknownst to anyone, the Nethernight was an artifact 
  of power created by the arch-devil known as Dispater. 
  This immensely powerful being had an evil plan 
  involving the Sheldomar Valley, and whose precise 
  extent remains unclear. What is known is that the 
  Nethernight absorbed Sera’s tormented spirit, turning her 
  into a banshee, and magnified that awful spirit’s power to 
  corrupt the land around her. So powerful was the 
  Nethernight that even when Sera’s banshee was destroyed, 
  the Blight upon Linth would not abate. 
  The Razing of Steffenmoor 
  A black dragon of considerable size razed the city of 
  Steffenmoor in 202 CY. The city boasted a large network 
  of dams along the Sheldomar, and the beast did so much 
  damage that the ten square miles of land around the city 
  became a field of muck. The dragon somehow formed a 
  swamp from this flooded land, and the place became a 
  haven for evil creatures, including a cult of demon 
  worshipping lizard men (a splinter group from a larger 
  cult located in the Rushmoors). The dragon was killed by 
  a company of experienced adventurers sixty years later, 
  but the ruins have never been resettled. 
  The Bargain of the Knights of the Watch 
  Wishing to move their operations out of an urban center 
  and creating a post to protect the western shores of the 
  Sheldomar River, the mysterious Knights of the Watch 
  received permission in 354 CY of establishing a garrison-
  fort Goarada, only a few miles from Segor. At the time 
  Goarada was founded, the ruling Earl was Rierdan Linth. 
  Often looking pale and unsteady, barely able to lift the 
  ceremonial rapier that hung from his belt, the Earl made 
  up for his physical deficiencies with a keen mind and 
  
  KEO6-03 Baby’s Breath 
   
  Page 5 
  personal magnetism. In the generations following the 
  Act of Segor, House Linth began to put pressure on the 
  Oeridian majority over which they lorded. By the time of 
  Earl Rierdan, most peasant Oeridians had been taxed into 
  submission, barely able to eke out a subsistence living. 
  The middle class fared somewhat better, but they could 
  hardly be considered comfortable. 
  The charity and goodwill of the Knights was well known 
  to the people of Keoland, who viewed the knights with 
  such fanciful names with a degree of awe and curiosity. 
  There was little protest to their presence within the 
  Earldom. The leaders of the Knights decided to open up a 
  dialogue with the noble family who lorded over their 
  lands. 
  In the Linth camp, Earl Rierdan sought the beneficence 
  of the Knight to solidify his control over the Oeridians. It 
  had been the fear of every Earl of Linth that the 
  Oeridians would someday revolt against their Suel lords. 
  Rierdan realized that the Knights – not officially 
  beholden to the Lion Throne – could be valuable allies if 
  the worst should come. Rierdan began actively courting 
  the favor of the commander of Goarada – Most Vengeful 
  Ettin Nikos Barasta. 
  Ultimately Nikos and the Earl came to an agreement 
  whereby the Knights of the Watch stationed in Goarada 
  would act on the Earl’s behalf in a variety of roles. The 
  Knights would serve to police the region, to collect the 
  Earl’s taxes, and protect the House in times of war. In 
  exchange, the Knights would receive favored status and 
  use of Goarada for the duration of the Linth legacy. 
  The Truth of the Prophecy of Azmarender 
  The alliance of the Knights of the Watch made little 
  sense, even to their own members. But Nikos was doing 
  as he had been commanded to do. The reason was so to 
  grant the Watchers a place beside House Linth – to more 
  easily choke the life out of it when the time came. 
  The reason for this arrangement came about years earlier. 
  The sage-prophet founder of the Knights of the Watch, 
  Azmarender, had a seven-day vision regarding the House 
  of Linth and the Lion Throne of Keoland. When he 
  awoke, scribes hastily recorded his feverish words: 
  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. 
  An entire generation of Watcher scribes and diviners 
  pondered the prophecy, and brought their results to 
  Grandiose Imperial Wyvern. What they said was 
  frightening. First, Azmarender had seen through Sera’s 
  treacherous act, and in so doing discerned that she and 
  her family could not be trusted. More ominously, 
  whatever the “artifact” was of which Azmarender spoke, 
  it was the catalyst for an awful event. When the next first-
  born female child of House Linth assumed rulership of 
  her family’s ancestral lands, it would signal the collapse of 
  the Kingdom of Keoland. 
  And so, the Watchers accepted the post of the 
  constabulary of Linth, so as to have a permanent base of 
  operations to keep an eye on House Linth, for the good of 
  the Kingdom and the Valley. But their time in Linth, and 
  the exposure to the evil force of the Nethernight, began to 
  corrupt even these vigilant warriors from within. 
  As the Knights of the Watch went about collecting the 
  Earl’s oppressive taxes, the populace’s opinion of the 
  Knights began to rapidly degenerate. Many were seen as 
  little more than tools of the Suel nobles who ruled them. 
  It did not help matters that most of the Knights stationed 
  at Goarada were (at the Earl’s request) predominantly 
  Suel. 
  The Murder of Lady Magdaline 
  In 442 CY, the first-born of the reining Earl of Linth was 
  announced to be a daughter named Magdaline. In 457 
  CY, when the Earl of Linth was announced to be on his 
  deathbed. A commander in the Knights of the Watch 
  known as Nils Perris tended his resignation to his 
  second-in-command and rode towards the Linth’s 
  ancestral home. Nils was a hero, but one whose heroism 
  would never be known. For it was he who had been 
  secretly chosen to prevent the prophecy from occurring, 
  and in so doing would sacrifice himself in the name of 
  his order. He quit his rank in the hopes of not sullying 
  the knighthood he loved. 
  As the knight was considered a friend of House Linth, as 
  were all of his ilk, he was welcomed as always. When Nils 
  entered he was greeted by Lady Magdaline, who assumed 
  he was there to inquire about her father’s failing health. 
  Saying nothing, he drew his sword and beheaded the 
  teenage girl with a single stroke. As her head tumbled 
  wide-eyed to the floor, staining the rich carpets in 
  crimson, the former Knight fell upon his own sword. The 
  Earl died later that afternoon, leaving his youngest son 
  the new Earl. The prophecy had been kept from fruition 
  – at least, for the moment. 
  The Night of the Long Lances 
  Disastrously for the Oeridians of the Earldom, Watcher 
  Perris was one of the few Knights remaining of Goarada 
  who was of Oeridian ancestry. The new young Earl, a boy 
  of only thirteen, reacted to this with a demonstration of 
  ham-handed force not yet seen in Linth. The Earl stoked 
  the fires of panic among the other Suel nobles, painting 
  the assassination of Lady Magdaline as an abortive coup 
  d’etat against the House of Linth by its Oeridian subjects. 
  The other Suel houses responded in turn, coming down 
  
  KEO6-03 Baby’s Breath 
   
  Page 6 
  harshly on the Oeridians in their counties and taking the 
  chance to rid themselves as troublemakers. 
  Even the Knights were not immune to participating 
  against the violent backlash against the Oeridians. They 
  felt humiliated that one of their own was involved in 
  such a treasonous act, and were already succumbing to 
  the 
  Nethernight’s 
  influence. 
  The 
  younger 
  (and 
  predominantly Suel) Knights scattered about the 
  Earldom, looking for Oeridian “dissidents.” Clashes 
  between the Knights and peasants soon followed, further 
  souring relations between the two groups. 
  In Linth, the Oeridians remember this time of chaos as 
  “The Nights of Long Lances.” This seven day period 
  commemorates when the Knights of the Watch (whose 
  acts become more reviled with each subsequent 
  generation’s telling of the stories) punished the 
  Oeridians for an assassination committed by one of their 
  number. It is at this time that tempers flare, Oeridians cry 
  for independence, and the flames of revolt burn in the 
  hearts of the Keogh. 
  Lugh Narthistle, Lost Son of Linth 
  In 540 CY, the Countess of Linth gave birth to fraternal 
  twins, born a few minutes apart. The firstborn was named 
  Garr, and the other Lucius. As had become standard 
  practice since the Nights of Long Lances, the children of 
  the Earl never ventured out of the Linth manor, 
  remaining under heavy guard. Indeed, the children were 
  not seen by even other members of the Suel nobility – 
  the paranoia of the Linth family had grown worse with 
  each passing generation. 
  In 550 CY, the grieving Earl announced the murder of 
  his eldest son by “Oeridian assassins” – one of whom had 
  managed to penetrate the House’s defenses and kill the 
  boy. This prompted another wave of police action against 
  the non-Suel and accelerated the calls for revolt among 
  the populace. Lucius Linth would ultimately inherit the 
  title of Earl of Linth. 
  In truth, no such event occurred. The Earl’s son Garr was 
  very Oeridian in his features – at least as far as the 
  mentally-unbalanced Earl was concerned. So bothered 
  was he by this that he desired to disown Garr. So he sent 
  his son to the family of one of his Viscount, Lord 
  Narthistle, instructing him to adopt the child as his own 
  even as he made the announcement of his son’s supposed 
  assassination. While Lord Narthistle honored his lord’s 
  wish, he told Garr – now Lugh Narthistle – of his 
  birthright. Lugh fell into service with the Watchers, and 
  became 
  the 
  Commandant 
  of 
  Fortress 
  Goarada, 
  stronghold of the Watchers in Linth. But Lugh was as 
  black-hearted as most of his family, and came to be 
  seduced 
  into 
  the 
  growing 
  faction 
  of 
  Dispater-
  worshippers in Keoland known as the Iron Cabal. He 
  would ultimately use his influence to corrupt Linth’s 
  Watchers from within. 
  In 586 CY, Earl Lucius’ wife gave birth to her first child, 
  Lady Hannah. She was the first female firstborn child of 
  House Linth since the murdered Lady Magdalene. Sadly, 
  the Countess would give birth to two other sons, but both 
  were said to have died in their sleep (in truth, they had 
  their necks broken by the hands of little Hannah, who 
  even at that early age understood enough to know that 
  any other siblings would be her rivals). 
  KEO3-03 Will of the People 
  In KEO3-03 Will of the People, the heavy-handed rule of 
  the Earl of Linth, Lucius, was being ever more hotly 
  protested by the oppressed Keogh peasants of his lands. 
  King Kimbertos forced the Earl to open negotiations 
  with the rebels in the hopes of quashing the threat of 
  rebellion. The adventurers detailed to secure the 
  negotiations foiled an assassination attempt on Estren, 
  the bard who was representing the Keogh rebels. Estren 
  blamed the assassination attempts (incorrectly) on the 
  Earl, and this assignation of blame almost led to the 
  collapse of the talks. The adventurers discovered that a 
  second attempt on Estren’s life was to be made by Milo 
  Astra, a rebel who had once been a Knight of the Watch 
  and who had been driven insane by his inadvertent 
  discovery of the Prophecy of Azmarender. Milo had hired 
  the assassins, and later tried to kill Estren himself, 
  because he knew that in so doing the talks would collapse 
  and the Earl would be removed from his seat of power by 
  Kimbertos. In so doing, the Prophecy’s vision of the fall 
  of the Kingdom could be prevented. Milo spoke the 
  words of the Prophecy of Azmarender even as he tried to 
  slay Estren, and in so doing revealed it to those outside 
  the Watchers for the first time. 
  KEO4-05 A Last Dance at Midnight 
  A year later, the banshee of Countess Sera had been 
  released from the Nethernight and was, each night, forcing 
  the then-eight year old Lady Hannah to dance herself to 
  exhaustion each night in their mansion’s ballroom. The 
  banshee hoped to kill the child then possess her when 
  she was inevitably raised from the dead – destroying 
  Hannah’s spirit upon its return and substituting her own. 
  In this way, she could easily subvert the House of Linth 
  from within when she became countess. The Earl was 
  fearful for his daughter’s life, fearing she would be 
  danced literally to death. Against his family’s xenophobia, 
  he again summoned the aid of adventurers. The heroes 
  recovered various fetters of the spirit from throughout 
  the manor, and in so doing saw firsthand the sick 
  corruption of the ancient Suel family. With the fetters 
  granting them power over her spirit, the heroes defeated 
  Sera, but not before the banshee’s wail killed the Earl, his 
  wife, and his sister. In so doing, Sera served Dispater well, 
  as this disaster left Hannah as the new Countess of Linth. 
  Shortly after these events, Lady Maressa Linth, the late 
  Earl’s niece, married Grand Duke Luschan of Gradsul. 
  The 
  Grand 
  Duchess 
  retained 
  control 
  over 
  the 
  Shadowdark, the guild of thieves who once had preyed 
  upon the Keogh, but who now turned more towards 
  espionage on behalf of Maressa and her husband as her 
  feeling for them softened. 
  
  KEO6-03 Baby’s Breath 
   
  Page 7 
  Blackrazor 
  The Iron Cabal continued their schemes for Dispater, 
  recovering the necromantic blade known as Blackrazor. 
  Keoish troops were ordered into the ruins of Steffenmoor 
  to pre-emptively recover the blade. The purpose of the 
  weapon’s recovery was made painfully clear at the end of 
  594 CY, when the King of Keoland was assassinated with 
  the weapon as it was being presented to him by Lord 
  Holphin Neheli (who had been briefly possessed by a 
  magic jar cast by an agent of the cabal). 
  Hannah, now well along into madness, blamed the 
  Keogh for the assassination in her warped mind, and set 
  Lugh and his Watchers to begin the genocide of any of 
  those people in the county. Paralyzed by the power 
  struggles of interregnum and the manipulation of the 
  Iron Cabal, the armies of Keoland stood by as the 
  slaughter commenced. 
  KEO5-03 Closure and Disclosure 
  Hugo of Geoff, Grandiose Imperial Wyvern and leader of 
  the Knights of the Watch, had been struggling to marshal 
  the Watchers in Linth to action to do something about 
  Hannah, but the corruption of the Watchers by Lugh 
  thwarted his hand. So concerned did he become about 
  the excesses of the Watchers in Linth that he sent 
  Dispatcher Kialla Skotti, daughter of the assassinated 
  King, to look into the matter (KEO5-03 Closure and 
  Disclosure). Escorted by adventurers, she took in the 
  conditions in Linth with disgust. Upon her arrival at 
  Fortress Goarada, she was nearly slain by the now-
  corrupted Watchers and the devils that had come to walk 
  the halls of the fortress. Escaping to make her report to 
  Hugo, he ordered the full force of the Watchers down on 
  Goarada, and the edifice was cleansed. Lugh escaped, and 
  rescued Lady Hannah from a mob of Keogh even as her 
  manor was burned and the county slid into total anarchy. 
  The Court of the Land appointed Kialla’s sister, Countess 
  Jessa Skotti, to the Regency of Keoland, to help bring 
  order to the kingdom as the Court battled to find a 
  successor to the fallen King. She sent the Keoish army 
  into Geoff and the Uleks to deal with the growing threats 
  of the giants and the armies of Turrosh Mak, but she 
  reserved a large force to forcibly evacuate the Keogh from 
  Linth. This evacuation was completed in the autumn of 
  595 CY. 
  KEO5-06 A Tale of Two Lions 
  A group of adventurers discovered that Regent Jessa was 
  the leader of the Iron Cabal, and that she and her loyal 
  cronies had already revoked the ancient laws prohibiting 
  a female monarch. Jessa was poised to become the first 
  queen of Keoland, but the heroes confronted and 
  defeated Jessa. With her death, the Iron Cabal’s scheme 
  collapsed, and the still-unknown nobles who remained 
  slinked into the shadows to plot another day. 
  Recent Events 
  Linth has remained a wasteland, still twisted by the 
  Blight. Lugh brought Hannah to the Crypt of Sekhel in 
  the northwestern edge of the county, from which the 
  Nethernight had been recovered. Lugh has been in 
  communion with his dark lord. With the revelation of 
  his master’s latest plot and the collapse of the Iron Cabal, 
  it would seem that if the arch-devil cannot possess the 
  Kingdom of Keoland, no one will… 
  Adventure Summary 
  This adventure is quite different in style and play than 
  any you may have run in Living Greyhawk, so please read 
  it carefully. 
  The PCs have been contacted by Reynard Yargrove, Great 
  Druidess of the Sheldomar Valley. The great magic Blight 
  on the County of Linth has exploded beyond its borders, 
  threatening to turn the entire kingdom into a wasteland. 
  She has tasked the adventurers with putting an end to it 
  – something that her magic heretofore has been unable 
  to accomplish. It is all she can do to muster the energy of 
  the Valley itself to keep the Blight from spreading any 
  faster than it already is. 
  She has determined that the source of the unholy energy 
  powering the Blight was centered, until very recently, in 
  the vicinity of Dredstadt, where the ancestral manor of 
  House Linth was located (see the map of the County of 
  Linth in the Appendix). When it burned to the ground, 
  the mad child Countess Hannah Linth disappeared, and 
  the source of the power moved to the northern edges of 
  the kingdom. Reynard believes that this is no 
  coincidence, and that Hannah either carries or is herself 
  the source of the energy behind the Blight. 
  The PCs journey to the area and discover the Crypt of 
  Sekhel. It had once been a crypt for an infamous follower 
  of Dispater. Later, a cult worshipping that arch-devil had 
  taken up habitation there. They were discovered by a Red 
  Lion (the Red Lions being a group which would 
  eventually become Keoland’s National Academy of 
  Wizardry) who attempted to destroy the threat. But the 
  force sent in were driven insane, though the last member 
  of the group managed to magically seal the entrance 
  before he lost his mind. 
  Upon entering the crypt, the PCs find it to be a place of 
  respite for the now-disgraced Lugh Narthistle, as well as a 
  sect of mind flayers who have turned their backs on their 
  own race in favor of the worship of the Iron Duke. 
  When the adventure begins, the PCs have already fallen afoul of 
  the mind flayers and are subdued. The illithids and 
  Narthistle are eager to know the PCs secrets and why 
  they have come, so the mind flayers have attached 
  themselves to the unconscious PCs’ skulls and inserted 
  their tentacles within. Rather than drawing out the 
  brains, the illithids are using their psionics and subtle 
  vibrations of their tentacles to place the PCs in a lucid 
  
  KEO6-03 Baby’s Breath 
   
  Page 8 
  dream state, one manipulated by the mind flayers. The 
  PCs are being observed as they operate in this 
  subconscious state. Even as the PCs believe they are 
  moving about, walking and talking and looking into the 
  problem of the Blight, the mind flayers are attached to 
  their skulls, caressing their brains and controlling the 
  PCs’ environment to find out more about them. 
  In other words, all but the conclusion and optional 
  encounter of the adventure takes place entirely in the 
  dreams of the PCs. 
  It is important that the PCs do not know about this situation 
  until they finally break free of the illithids’ mind control! When 
  they do, the revelation should be jarring, and will lead to 
  the final clash of the PCs against the fallen Knight of the 
  Watch. In so doing, they must decide once and for all the 
  fate of Hannah Linth and, in so doing, the Kingdom of 
  Keoland. 
  In the Introduction, the PCs begin by being in audience 
  with Reynard Yargrove. She explains the situation 
  regarding the Blight, and prevails upon them to look into 
  the matter. She encourages them to seek out clues about 
  the source of the Blight. She gives the PCs the journal of 
  Countess Sera, which has come into her possession since 
  it was recovered during KEO4-05 A Last Dance at 
  Midnight. An examination of the contents finds a 
  reference to her gleaning the location of the crypt from 
  the journal of a Red Lion wizard. These “Red Lions” are 
  the predecessors to the National Academy of Wizardry, 
  who maintained a chapterhouse and library in Dredstadt 
  before the Keoish Army forcibly evacuated the county. 
  (Note that the real Reynard had informed the PCs of the 
  location of the Crypt of Sekhel, but the mind flayers have 
  something else in store. Remember, even at this point, 
  illithids are attached to the PCs skulls and are 
  manipulating each and every scene, with results which 
  are, to them, indistinguishable from reality.) 
  Encounter One takes the PCs to the Dredstadt 
  chapterhouse of the National Academy of Wizardry. To 
  see their physical prowess, the illithids will challenge the 
  PCs with a rakshasa rajah and his servants. Once their 
  dream foes are vanquished, the PCs can recover a record 
  of the location of the Crypt of Sekhel after a thorough 
  search. 
  In Encounter Two, the PCs journey to the Crypt of 
  Sekhel. After penetrating the tomb, they come across 
  Hannah Linth, lying motionless on a slab-like altar. Any 
  PCs that touch her (by checking to see if she’s alive, most 
  likely) they will disappear (at least as far as their 
  companions are concerned). From the PCs perspective 
  they have been sucked into Hannah’s tortured 
  consciousness; in truth, the illithids have simply linked 
  the shared dream of the PCs with that of Hannah. 
  Unbeknownst to the mind flayers, however, there is a 
  danger to this tactic. Hannah is insane, and this fact, 
  coupled with her surprisingly strong will, gives her the 
  ability to briefly take control of the shared reality. The 
  PCs must take advantage of this break in the illithids’ 
  hold over them, by reasoning with Hannah and making 
  them realize that they are there to help her. In so doing, 
  they help jar her and themselves out of dreamtime. These 
  events are handled in Encounters Three and Four. 
  Although the PCs may feel like they are dealing with 
  Hannah for an extended period of time, the break in the 
  illithids’ control in real time lasts but a few seconds. 
  Encounter Three can be particularly gory, so pay 
  particular attention to the table and revise the read-aloud 
  text as necessary. 
  Encounter Five is the climax of the adventure. If the PCs 
  are able to aid Hannah in jarring them loose from 
  dreamtime, the mind flayers will be stunned from the 
  psychic feedback and will be slow to respond to the 
  newly-released PCs. If they are not able to do so, they 
  must break control themselves – a supreme test of will 
  against the mind flayers. With their release, Lugh 
  Narthistle and the collected servants of Dispater will 
  fight the PCs for control of the Nethernight. 
  If the PCs are successful, the Conclusion deals with the 
  ending of the Blight, and of the final disposition of the 
  evil artifact which has plagued the lands of the Linth for 
  generations. Dealing with the latter may result in an 
  optional encounter in which the PCs descend into the 
  hells to finally destroy the Nethernight once and for all. 
  Adjudicating Dreamtime 
  For all intents and purposes, you should be running this 
  adventure as you would any other while the PCs are in 
  their dream-state. However, there are some special rules 
  to consider. 
  • 
  Divination spells which grant advice (augury, 
  divination, contact other plane) will give advice to the 
  PCs that best matches what the illithids want them 
  to do (in other words, to proceed forward along the 
  likely lines of the adventure as detailed in the 
  Adventure Summary). 
  • 
  Should a PC be killed in dreamtime, the trauma of 
  the psychic shock will likewise kill her in the real 
  world. Should the PC be raised, they suffer all 
  applicable penalties and costs, and continue the 
  adventure as normal 
  • 
  There are two spells that will not work in dreamtime 
  – holy word and word of chaos. Being lawful evil in 
  alignment, the mind flayers cannot conceive of what 
  such a word would sound like, and so cannot 
  replicate it in dreamtime. As a result, when these 
  spells are cast, they will fail. The casting PC does not 
  lose the spell from her repertoire, nor does this take 
  any time; the caster is free to cast a different spell. 
  Allow PCs to make Spellcraft or Knowledge: arcane 
  checks but ignore the results; there is no way for the 
  PCs to determine the true reason why the spells 
  won’t function until they are out of dreamtime. 
  
  KEO6-03 Baby’s Breath 
   
  Page 9 
  • 
  Any spells cast that require the expenditure of 
  experience 
  points 
  and/or 
  expensive 
  material 
  components or spell foci are not actually spent. Have 
  the player note the expenditure as normal, but 
  remember not to actually deduct them from the 
  player’s AR. 
  • 
  Any equipment recovered by the PCs in dreamtime 
  is unavailable to them (for obvious reasons) for the 
  battle against the mind flayers. On the other hand, 
  PCs will find that any consumable items or charges 
  that they thought were expended in dreamtime were 
  not. 
  • 
  Should the players choose to abandon the adventure 
  at any point before touching Hannah Linth and 
  being pulled into her mind, fill out the AR as usual. 
  The PCs are considered never to have reached the 
  crypt and never to have fallen into dreamtime.  
  Preparation for Play 
  Before starting play, it’s a good idea to check to see which 
  players are playing PCs that have participated in any of 
  the following adventures: KEO3-03 Will of the People, 
  KEO4-05 A Last Dance at Midnight, KEO5-03 Closure and 
  Disclosure, and KEO5-06 A Tale of Two Lions. 
  You should also have a method by which you can quietly 
  and inconspicuously keep track of the passage of time (a 
  digital watch will fit the bill). 
  Introduction 
  You stand in the wasted lands of Linth, near the 
  border of the Earldom of Gand. Here, trees are 
  warped into disturbing shapes, and the heels of your 
  boots cause the ground to bleed, and once, to 
  scream. The air is thin and still. 
  The woman before you is regal in her bearing, yet 
  somehow wild and untamed, almost feral. She wears 
  simple armor of leather and hide, adorned with the 
  symbol of Obad-Hai. This is the Great Druid of the 
  Sheldomar Valley, a primal force of nature taken 
  shape in the form of a woman. This is Reynard 
  Yargrove, and she is dying. Her face is a ghastly 
  pallor, the color of a fish’s belly, and creases mar her 
  features like the cracks of parched earth. She sits 
  with her knees drawn to her chest, coughing and 
  trembling. 
  Seven days ago, the Blight plaguing the lands of 
  Linth in the Kingdom of Keoland burst their 
  barriers, exploding in all directions across the 
  valley. In those seven days, the Blight crossed the 
  mighty Sheldomar into the County of Ulek, warping 
  the trees of the Silverwood. In the west, it had 
  reached the Good Hills; one of those small peaks 
  had been reported to have grown a mouth and 
  screamed for longer than an hour. Not even the 
  capital city of Niole Dra was spared; the great royal 
  gardens of the king lay in ruins. Death stalked the 
  land. Ten miles a day – at that rate, the entire Valley 
  could be destroyed. 
  As the Blight grew, so did Reynard’s sickness. The 
  ley-lines so important to the druids were sundered, 
  losing their power. For Reynard, so attuned to the 
  land, the severances were slowly killing her. 
  A wheeze brings your attention back to the woman. 
  A half-dozen Dreadwalkers stand protectively 
  around her and their faces show their fear and 
  worry. One steps forward, his sharp features and 
  well-defined ears betraying his olve blood. “The 
  Green Man of the Valley is dying with her. Before 
  she was struck down, she told us that she had 
  communed with the earth, and it had begged for 
  your help, and named each one of you.” He looks at 
  Reynard with sadness. “The earth itself chose you as 
  its champions. You stand the best chance of ending 
  this Blight. She told us to find you, to bring you here 
  to her, and to give you these, since she knew that she 
  would not be able to speak by the time you arrived.” 
  The woodsman hands you two things. The first is a 
  well-constructed journal, and the second a note 
  embossed with a symbol of Obad-Hai. 
  “She 
  told 
  us 
  nothing 
  more,” 
  finishes 
  the 
  Dreadwalker. 
  Neither of the objects radiates magic, though Reynard 
  herself radiates overwhelming necromantic energy (the 
  power of the Blight attempting to kill her). These 
  Dreadwalkers are the honor guard of Reynard, and will 
  not leave her side under any circumstances. Reynard is so 
  ill as to be beyond communication; she cannot even 
  reliably blink her eyes or nod a response to a question. 
  Their leader, Hoden, can only answer queries or confirm 
  details that can be considered reasonably general 
  knowledge. Below are listed some things of which he is 
  aware. 
  • 
  The Blight began in 588 CY. It has defied the efforts 
  of the Great Druid and the royal archmage alike to 
  remove it. 
  • 
  The men came here by foot, since normal mounts 
  brought into these lands inevitably are consumed by 
  the Blight and become grossly metamorphosed. 
  • 
  Hoden fears that Reynard will not live long enough 
  to see the PCs’ success or failure. 
  • 
  The Dreadwalkers will not be lingering here; the 
  Great Druidess is to be brought by them to Grayhill, 
  where Archmage Lashton keeps a residence and will 
  be attending to her. 
  Give the players Handouts #1 and #2, which represent 
  the journal entry and the letter from Reynard. 
  Development: 
  
  KEO6-03 Baby’s Breath 
   
  Page 10 
  The best starting point is the one posited by Reynard in 
  the letter. Should the PCs use divination magic, all such 
  spells will urge them (courtesy of the controlling 
  illithids) to go to the Dredstadt chapterhouse of the 
  National Academy of Wizardry. 
  Encounter 1: Dredstadt and the 
  Chapterhouse 
  Refer to DM Aids #2 and #3. 
  By the reckoning of the PCs, they are twenty miles south 
  of Dredstadt, and it is a quick if disturbing journey to the 
  city. PCs may expedite their travel via magic if they wish. 
  Read or paraphrase the following as they reach Dredstadt. 
  The city of Dredstadt is a ghost town. Only a few 
  months ago, the Keoish army removed the people of 
  Linth at the behest of Regent Jessa. In some ways, 
  the city still seems in mid-breath, with signs 
  abounding that the citizens left neither slowly nor 
  willingly. Your boot-heels sound far louder than 
  they should in the empty city; occasionally they find 
  a gap in the cobblestones and draw blood from the 
  ground beneath. 
  The chapterhouse of the National Academy of 
  Wizardry stands vacant, its great windows shuttered 
  from within. Wide stone stairs lead to a single-story 
  central building, from which a pair of two-story 
  wings extend east and west. Abutting the rear of the 
  central building is a five-story tower. A pennant 
  displaying the Keoish Lion Rampant hangs limply 
  in the still air of this land. 
  General Notes about the Chapterhouse: 
  The chapterhouse is of stone construction. Despite its 
  hasty abandonment, the structure remains in good shape 
  and is sturdily built. 
  You can review the general map of the chapterhouse 
  provided at the bottom of DM Aid #2. The map’s lack of 
  detail is not an oversight; for purposes of the adventure, 
  the library (the topmost map on the page) is the only area 
  within the chapterhouse that is important. You should 
  feel free to improvise descriptions of any other areas that 
  the PCs explore. 
  The interiors of the chapterhouse are well lit by continual 
  flame spells. All ceilings are nine feet in height, including 
  the library. Doors are of metal-reinforced wood. 
  The Entrance Hall: 
  The entrance hall’s exterior double doors are warded with 
  an alarm spell cast by the rakshasa sorcerer within. This 
  will cause the outsider to receive a mental warning of the 
  impending arrival of the PCs, and will begin casting 
  preparatory spells. Note that this spellcasting cannot be 
  heard from outside due to the presence of a 
  Mordenkainen’s private sanctum spell on the library (see 
  below). 
  The Library: 
  The library has been warded with three spells: 
  • 
  An alarm spell (cast by the rakshasa sorcerer, with 
  the same parameters as above) has also been cast on 
  the double doors. 
  • 
  The library interior is warded with a Mordenkainen’s 
  private sanctum spell that has been subject to a 
  permanency spell. This will prevent PCs from scrying 
  or otherwise seeing into the library until they 
  actually enter. 
  • 
  A magic trap (see below for specifics) has been cast 
  on the floor inside the library, immediately in front 
  of the double doors. It is marked on the map as Trap. 
  The traps appear as glowing sigils on the floor and 
  are readily evident to anyone passing into the room. 
  While easily avoided, doing so impedes the PCs free 
  movement through the room. 
  APL 12 
  � Glyph of warding (Blast): CR 4; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 5th-level 
  cleric, 2d8 acid, DC 14 Reflex save for half damage); 
  multiple targets (all targets within 5’); Search DC 28; 
  Disable DC 28. 
  APL 14 
  � Reciprocal gyre trap: CR 6; magic device; 
  mechanical trigger (pressure plate); automatic reset; spell 
  effect (reciprocal gyre, 9th-level wizard, Will DC 17 save for 
  half, then DC 17 Fort negates [see spell description in 
  Appendix 1]); Search DC 30; Disable DC 30. 
  APL 16 
  � Twin reciprocal gyre traps: CR 6 each (total CR 8); 
  magic device; mechanical trigger (pressure plate); 
  automatic reset; spell effect (reciprocal gyre, 9th-level 
  wizard, Will DC 17 save for half, then DC 17 Fort negates 
  [see spell description in Appendix 1]); Search DC 30; 
  Disable DC 30. Note that each trap is independent of the 
  other. 
  Entering the Library: 
  A pair of bronzewood double doors is marked with a 
  simple brass plaque stating “Library.” 
  Note the presence of an alarm spell on these doors. 
  Should the PCs open the door, read the following: 
  At the border of the threshold of the doors swirls a 
  grey mist. You stare as hard as you are able into it, 
  but you cannot see beyond it. 
  As soon a PC opens the door, the rakshasa inside will 
  begin their preparatory spells. For every minute of real 
  time the players discuss the mist and its implications, 
  
  KEO6-03 Baby’s Breath 
   
  Page 11 
  give the rakshasa one round of actions. The sorcerer will 
  begin casting his spells as listed in the setup, and will 
  order the other rakshasa to hold their ground. When a 
  PC crosses the threshold and penetrates the sanctum, read 
  the following. You may need to make on-the-fly 
  modifications to the below read-aloud text (if the sorcerer 
  cast invisibility, for instance). 
  This entire wing is a grand library. The room is 
  almost sixty feet across and half as wide. On the 
  ground floor are library stacks. A second-floor 
  gallery overlooks a study area. A spiral staircase on 
  the far side of the room allows access to the gallery. 
  Close to the double doors, you see brightly-glowing 
  sigils on the floor of the library. 
  Standing on the far end of the room, on the upper 
  gallery, is a human woman dressed in pale blue 
  robes of fine silk. A pair of leather-clad wood elf 
  archers stands on points along the upper gallery. On 
  the ground floor, three stout mountain dwarves, 
  clad in scale mail armor, with large swords at their 
  hips. 
  The rakshasa have all used their change shape special 
  ability to appear as described. If the PCs should have a 
  true seeing effect enabled when they enter the room, they 
  will see the rakshasa in their true forms, and you can read 
  the following: 
  Standing on the far end of the room, on the upper 
  gallery, is a creature that looks like a bipedal tiger, 
  dressed in pale blue robes of fine silk. A pair of 
  similar creatures whose fur is deep brown in color 
  stands on either side of him, longbows in hand. 
  Below him, on the first floor gallery, are three more 
  of them, clad in scale mail armor, with large swords 
  at their hips. 
  The rakshasa will attack immediately upon PCs passing 
  through the sanctum and into the library. 
  Creatures: 
  APL 12 (EL 15) 
  � Nazarthune rakshasa (2): hp 99 each; see Appendix 
  2. 
  � Rakshasa Sor 2: hp 75; see Appendix 1. 
  � Zakya rakshasa (3): hp 68 each; see Appendix 2. 
  APL 14 (EL 17) 
  � Nazarthune rakshasa Ftr 2 (2): hp 130 each; see 
  Appendix 1. 
  � Rakshasa Sor 4: hp 87; see Appendix 1. 
  � Zakya rakshasa Ftr 1 / Exotic Weapon Master 1 
  (3): hp 104 each; see Appendix 1. 
  APL 16 (EL 19) 
  � Nazarthune rakshasa Ftr 4 (2): hp 152 each; see 
  Appendix 1. 
  � Rakshasa Sor 6: hp 109; see Appendix 1. 
  � Zakya rakshasa Ftr 3 / Exotic Weapon Master 1 
  (3): hp 130 each; see Appendix 1. 
  Setup: If the PCs have failed to hide their presence from 
  the rakshasa, the sorcerer amongst their number will 
  begin casting the following spells, in the order listed 
  below, as rapidly as he can before combat begins: 
  • 
  haste (on all rakshasa; +1 to hit rolls, +1 dodge bonus 
  to AC, increased movement, one additional attack 
  per round) 
  • 
  invisibility (on each nazarthune, to help them 
  maximize the use of their sneak attack abilities) 
  • 
  bear’s endurance (on self - +4 to Con, +18 hit points, +2 
  to Concentration skill, +2 to Fort saves) 
  • 
  shield (on self - +4 shield bonus to AC, negates magic 
  missile attacks) 
  • 
  magic circle against good (centered on self, 10-foot 
  radius emanation - +2 deflection bonus to AC and +2 
  resistance bonuses on saves made vs. spells/attacks 
  of good creatures, wards against possession and 
  mental control, and against bodily contact by 
  summoned creatures) 
  • 
  bear’s endurance (on each nazarthune - +4 to Con, +26 
  hit points, +2 to Concentration skill, +2 to Fort saves) 
  • 
  invisibility (on self) 
  Should the PCs manage to take the rakshasa by surprise 
  the sorcerer will cast haste but will not waste time casting 
  further non-offensive spells. 
   
  Tactics – All APLs: 
  All of the rakshasa, being figments of the PCs 
  imaginations and having nothing to lose, fight to the 
  death. 
  The rakshasa know that their Achilles’ heels are good-
  aligned piercing weapons. They will be on a keen lookout 
  for any PC in possession of a missile weapon, and a PC 
  that demonstrates an ability to overcome their damage 
  reduction becomes the focus of the rakshasas’ fury. The 
  zakya will attempt to close and sunder the offender’s 
  weapon as rapidly as possible, the sorcerer will pound 
  away with spells, and the nazarthune archers will spray 
  the archer with arrows. Likewise, PCs casting spells like 
  align weapon on piercing weapons receive similar 
  treatment. 
   
  
  KEO6-03 Baby’s Breath 
   
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  Tactics – APL 12: 
  Rakshasa sorcerer: The sorcerer will attempt to lay 
  down as much damage as he can in as short a time as 
  possible. His spell selection at this level is relatively 
  limited. He will rely principally on ice storms to do steady, 
  reliable damage to PCs, switching to magic missiles if the 
  melee is such that he cannot use the spell without 
  adversely affecting his own forces. PCs that show 
  resistance to magic missiles (protected by shield or wearing 
  a brooch of shielding) will receive acid arrows instead. If 
  personally attacked in melee, the rakshasa will use 
  dimension door to move to the other side of the battlefield. 
  He is also likely to try a glitterdust against foes that look 
  likely to have substandard Will saves (fighter- and rogue-
  types). 
  Nazarthune archers: These archers are capable of a 
  devastating opening volley. They begin within 30 ft. of 
  the double doors. As soon as combat begins, they pour 
  arrows into any target they can. If the unfortunate is flat-
  footed, they suffer 6d6 additional sneak attack damage. If 
  the nazarthunes have a choice of flat-footed targets, they 
  will concentrate on whichever seems more lightly 
  armored, hoping for a quick kill. 
  Once the PCs are no longer flat-footed, the archers 
  change tactics. They will use their hide in plain sight 
  abilities and will attempt to snipe (hiding, shooting, and 
  hiding once more) in an attempt to keep attacking PCs 
  when they are flat-footed. They ready an attack against 
  any spellcasting PCs, seeking to thwart such attempts. 
  One nazarthune will do so each round, unless it’s clear 
  there’s no spellcasting going on. 
  Zakya rakshasa: The zakya’s primary goal is to run 
  interference against any PCs seeking to get up onto the 
  gallery. While they can’t do much against flying foes, 
  they will focus their attacks on any PCs attempting to put 
  the nazarthunes or the sorcerer out of action. A PC who 
  presents as an exceptional danger is likely to be subject to 
  multiple sunder attempts by the creatures which will rely 
  on natural attacks should they be disarmed in turn. 
   
  Tactics – APL 14: 
  Rakshasa sorcerer: The sorcerer will attempt to lay 
  down as much damage as he can in as short a time as 
  possible. He will lead off with a confusion spell in the 
  hopes of destroying the cohesion of the attackers. From 
  there, he will rely on cones of cold or, if many of the PCs 
  demonstrate evasion, ice storm. He will switch to magic 
  missiles if the melee is such that he cannot use the spell 
  without adversely affecting his own forces. PCs that show 
  resistance to magic missiles (protected by shield or wearing 
  a brooch of shielding) will receive acid arrows instead. Any 
  flying PC who attempts to access the gallery will be hit by 
  a reciprocal gyre spell. If personally attacked in melee, the 
  rakshasa will use dimension door to move to the other side 
  of the battlefield. He is also likely to try a glitterdust 
  against foes that look likely to have substandard Will 
  saves (fighter- and rogue-types). 
  Nazarthune archers: These archers are capable of a 
  devastating opening volley. They begin within 30 ft. of 
  the double doors. As soon as combat begins, they pour 
  arrows into any target they can. If the unfortunate is flat-
  footed, they suffer 6d6 additional sneak attack damage. If 
  the nazarthunes have a choice of flat-footed targets, they 
  will concentrate on whichever seems more lightly 
  armored, hoping for a quick kill. 
  Once the PCs are no longer flat-footed, the archers 
  change tactics. They will use their hide in plain sight 
  abilities and will attempt to snipe (hiding, shooting, and 
  hiding once more) in an attempt to keep attacking PCs 
  when they are flat-footed. They ready a Manyshot against 
  any spellcasting PCs (the Manyshot is a standard action, 
  so this is legal), seeking to thwart such attempts. One 
  nazarthune will do so each round, unless it’s clear there’s 
  no spellcasting going on. 
  Zakya rakshasa: The zakya’s primary goal is to run 
  interference against any PCs seeking to get up onto the 
  gallery. While they can’t do much against flying foes, 
  they will focus their attacks on any PCs attempting to put 
  the nazarthunes or the sorcerer out of action. A PC who 
  presents as an exceptional danger is likely to be subject to 
  multiple sunder attempts by the creatures which will rely 
  on natural attacks should they be disarmed in turn. 
   
  Tactics – APL 16: 
  Rakshasa sorcerer: The sorcerer will attempt to lay 
  down as much damage as he can in as short a time as 
  possible. He will lead off with a confusion spell in the 
  hopes of destroying the cohesion of the attackers. From 
  there, he will rely on cones of cold or, if many of the PCs 
  demonstrate evasion, ice storm. He will switch to arcs of 
  lightning and magic missiles if the melee is such that he 
  cannot use the spell without adversely affecting his own 
  forces. PCs that show resistance to magic missiles 
  (protected by shield or wearing a brooch of shielding) will 
  receive acid arrows instead. Any flying PC who attempts 
  to access the gallery will be hit by a reciprocal gyre. If 
  personally attacked in melee, the rakshasa will use 
  dimension door to move to the other side of the battlefield. 
  He is also likely to try a glitterdust against foes that look 
  likely to have substandard Will saves (fighter- and rogue-
  types). 
  Nazarthune archers: These archers are capable of a 
  devastating opening volley. They begin within 30 ft. of 
  the double doors. As soon as combat begins, they pour 
  arrows into any target they can. If the unfortunate is flat-
  footed, they suffer 6d6 additional sneak attack damage. If 
  the nazarthunes have a choice of flat-footed targets, they 
  will concentrate on whichever seems more lightly 
  armored, hoping for a quick kill. 
  
  KEO6-03 Baby’s Breath 
   
  Page 13 
  Once the PCs are no longer flat-footed, the archers 
  change tactics. They will use their hide in plain sight 
  abilities and will attempt to snipe (hiding, shooting, and 
  hiding once more) in an attempt to keep attacking PCs 
  when they are flat-footed. They ready a Manyshot against 
  any spellcasting PCs (the Manyshot is a standard action, 
  so this is legal), seeking to thwart such attempts. One 
  nazarthune will do so each round, unless it’s clear there’s 
  no spellcasting going on. 
  Zakya rakshasa: The zakya’s primary goal is to run 
  interference against any PCs seeking to get up onto the 
  gallery. While they can’t do much against flying foes, 
  they will focus their attacks on any PCs attempting to put 
  the nazarthunes or the sorcerer out of action. A PC who 
  presents as an exceptional danger is likely to be subject to 
  multiple sunder attempts by the creatures which will rely 
  on natural attacks should they be disarmed in turn. 
  Development: The rakshasa revert to their natural forms 
  upon their death. 
  Following the conclusion of the melee, the PCs are free 
  to explore the library. A PC that examines the stacks will 
  find something unusual. With a DC 20 Search check, 
  they will be able to note about sixty or seventy book titles 
  but, curiously, there seem to be many duplicated books in 
  the library. An especially astute PC (DC 30 Search) will 
  notice not just the above detail, but that that each stack’s 
  contents appear to be the same. Unbeknownst to the PCs, 
  this is because the mind flayers, intelligent as they are, 
  can only conceive of a finite amount of books in their 
  imaginations and therefore are limited in what they can 
  project into dreamtime. 
  The Journal 
  A search of the rakshasa (the sorcerer, but feel free to put 
  the journal on some other rakshasa if need be) will 
  recover a bound journal of significant age. The book is 
  battered and is tied with what appear to be wide cords. A 
  DC 20 Knowledge (dungeoneering) reveals that they are 
  actually mind flayer tentacles (a bit of foreshadowing for 
  the PCs). 
  The book features a locking clasp bearing a glowing sigil. 
  The lock itself is a DC (18 + APL) Open Locks check; 
  alternatively, the clasp can be smashed open: 
  APL 12-14: 5 hp; hardness 5. 
  APL 16: 90 hp; hardness 15 (these inflated numbers are 
  due to the greater sign of sealing on the lock.) 
  The clasp is warded by pre-cast spells (at APL 14 and 16, 
  they were cast personally by the rakshasa): 
  APL 12 
  � Glyph of warding (Blast): CR 4; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 5th-level 
  cleric, 2d8 sonic, DC 14 Reflex save for half damage); 
  multiple targets (all targets within 5’); Search DC 28; 
  Disable DC 28. 
  APL 14 
  � Sign of sealing: CR 4; spell; spell trigger; no reset; 
  spell effect (sign of sealing, equivalent 15th-level sorcerer, 
  10d4 damage, DC 19 Reflex save for half damage); 
  multiple targets (all targets within 30’ radius); Search DC 
  28; Disable DC 28. 
  APL 16 
  � Greater sign of sealing: CR 7; spell; spell trigger; no 
  reset; spell effect (sign of sealing, equivalent 15th-level 
  sorcerer, 17d6 damage, DC 23 Reflex save for half 
  damage); multiple targets (all targets within 40’ radius); 
  Search DC 31; Disable DC 31. 
  None of these discharges will destroy or even damage the 
  book (the mind flayers have willed it as such – this was a 
  test by them to see how well the PCs perceive hidden 
  threats). 
  If the PCs manage to open the book, give them Player 
  Handout #3. The information in the first paragraph is 
  what the PCs need to decisively locate the Crypt of 
  Sekhel (see Encounter 2). 
  Encounter 2: The Crypt of 
  Sekhel (Dreamtime) 
  Refer to DM Aid #3. Note that when drawing out this 
  area, the map in question shows a number of details that 
  aren’t present – the teleporters, the monsters, and 
  Narthistle. Draw only the location itself, the pentagram, 
  the statue, and the altar with Hannah atop it. 
  Approaching the Crypt: 
  The trip is about a hundred miles, most of which is over 
  roads in reasonable repair. It will take three days by horse 
  to reach the crypt. Of course, high-level PCs have means 
  available to them that allow them to reach the site more 
  quickly, and they may utilize them. 
  The two deep gullies of which the doomed Red Lion 
  wrote lie before you. They drive at each other, their 
  intersection forming an eastern-pointing arrow. You 
  watch with sick fascination as the cliff walls expand 
  and contract in a mockery of labored breathing. 
  Your eyes track downward to the floor of the rifts’ 
  intersection, a hundred feet below. There, you can 
  make out what appears to be a cave mouth. 
  When the PCs investigate: 
  The cave is not a natural one. It extends briefly to a 
  pair of great stone portals, each more than ten feet 
  in height. They hang slightly open, allowing you to 
  
  KEO6-03 Baby’s Breath 
   
  Page 14 
  see into the long eastward-traveling hallway that 
  disappears into darkness. 
  The doors are neither locked nor trapped. The PCs can 
  make their way into the complex without incident. 
  When they arrive in the central chamber, read the 
  following: 
  The square chamber is forty feet on each side, with a 
  simple ceiling twenty feet over your heads that is 
  reinforced by broad beams of timber. A large statue 
  of a diabolical-looking man stands opposite the 
  entry portals. He is regal-looking, and certainly a 
  devil - the Iron Duke himself. 
  A pentagram seared on the floor takes up most of 
  the room. In the pentagon formed by the 
  intersection of the lines is a stone slab, perhaps an 
  altar. On it is a fair-haired human girl no more than 
  ten years old. She is laying on her back, eyes closed 
  and in repose. 
  Any PC that makes a DC 15 Knowledge (nobility) roll, or 
  has played KEO4-05 A Last Dance at Midnight, will 
  recognize the Countess Hannah Linth. She is about nine 
  years old, and is dressed in a frilly white gown and gloves 
  with pearl embroidery. She does not bear the Nethernight 
  around her neck. The upcoming read-aloud text assumes 
  that the PCs recognize her; if they don’t, you will need to 
  make some ad hoc changes to it. 
  No magic will be able to rouse her. Indeed, the only thing 
  that will is the touch of one of the PCs. Any PC that 
  indicates that they are examining her (particularly with a 
  Heal check) is assumed to have touched her. This need 
  not be flesh-to-flesh contact; touching her dress through 
  a glove or gauntlet will do. Read the following to that 
  player when their PC does so: 
  As you examine the girl and assess her situation, her 
  eyes snap open. Wild-eyed, her pupils dilated with 
  terror, she grabs your hand and says with a frightful 
  whisper, “They’ve got us! Right now! Help me break 
  free! Together…” 
  Your companions watch your form fold up like a 
  piece 
  of 
  paper, 
  suddenly 
  two-dimensional, 
  collapsing ever smaller into a point in space 
  seemingly within the Countess’ palm before you 
  fade away with a single, anguished wail. 
  In the wake of that scene, Hannah’s face becomes 
  one of grim resolve, as if struggling with some inner 
  demon. “Join us…” she murmurs. As she does so the 
  walls of this place briefly flicker, reminding you of 
  the way heat makes the air shimmer and distort. 
  Things return to normal a moment later. 
  Hannah’s battle against the mind flayers’ control has 
  begun, and she has reached out to the PCs via her own 
  tortured mind to do it. She is unable to speak or 
  communicate with the PCs any further; any magical 
  attempts to read her mind (detect thoughts and the like) are 
  useless; it is as if the PC is trying to hear someone 
  speaking while she stands in a hurricane. 
  Development: In the fraction of a second this entire 
  encounter represents, the mind flayers have become 
  preoccupied with bringing Hannah under control, and so 
  the scene here in the crypt will remain static. The PCs are 
  free to explore the place, but will find nothing of interest. 
  Hannah remains unable to move or communicate. The 
  PCs will find that they cannot rouse her, or do anything 
  to either heal or harm her – spells fail to function on her, 
  weapons do no harm, and so on. Any PC that touches her 
  (as before, even while not making flesh-to-flesh contact) 
  will find themselves folded up and sucked into Hannah’s 
  palm as described earlier. PCs that indicate that they have 
  no intention of doing so (you should pull the player aside 
  and verbally confirm this with them out-of-character, if 
  need be) will be “left behind” in the adventure. 
  Troubleshooting: PCs cannot continue the adventure 
  without touching Hannah Linth and being drawn into 
  her mindstate. For any PC who refuses to touch Hannah 
  Linth but remains in the cavern to guard her, they will 
  find themselves next able to act in Encounter Five, as 
  they awaken and find that at somewhere along the line 
  the mind flayers rendered them unconscious and put 
  them on the slabs with the rest of the Heroes. Any PC 
  who refuses to touch Hannah and leaves the cavern will 
  be allowed to leave but will find themselves unable to 
  find the cave again. It’s simply not there, 
  Handling Dreamtime and PC 
  Efforts to Interact with Hannah 
  Hannah’s consciousness has drawn them into her own 
  mind, even as the mind flayers desperately attempt to 
  regain control of the situation. The illithids and Hannah 
  Linth are engaged in a violent test of wills, with the cold 
  logic of the mind flayers being sorely tested by the iron 
  will of an insane child. The PCs are caught in the middle. 
  In each scene, it will become apparent to the PCs that 
  they are in some sort of altered reality. They must find a 
  way to make Hannah aware of this fact as well, or they 
  may not escape dreamtime alive. 
  Encounter 3: Invitation to Tea 
  Note that this encounter can be particularly unsettling to 
  younger players. By this point you as the DM should 
  have a good grasp on what kind of table you are running 
  this event for. If a player at the table is likely to have a 
  problem with the depiction of blood and gore following, 
  paraphrase the read-aloud text and substitute the blood 
  references for stuffing, as if the animals were toys. If your 
  table is more mature and ready for some elements of 
  gothic horror, use the text as written. The most important 
  thing to remember is that the players are here to have 
  
  KEO6-03 Baby’s Breath 
   
  Page 15 
  fun, so take their age and maturity into account for this 
  encounter.  
  You find yourself in what appears to be a child’s 
  bedroom of immense size. The wood-framed bed 
  with pink comforter is big enough for a cloud giant, 
  and the windowsill must be forty feet off the 
  ground. 
  You are seated at a sizable round table. A tea service, 
  the only thing here not out of proportion, is in front 
  of each guest - a number of creatures who appear to 
  have been awkwardly jammed into their seats. You 
  have a moment of realization that they are your 
  companions and, like you, they have been 
  transformed into small animals. 
  Hannah is here, humming to herself. She seems to 
  have grown to the size of a hill giant. Perhaps it is 
  you that are out of proportion, and not the room. 
  She dotes about with something of a detached, 
  dreamy look on her face. She seems to be preparing 
  to join you at the tea party. In her left hand is a 
  knife, nine feet in length, whose edge is ominously 
  matted with blood and hair. 
  Setup: 
  The DM should randomly assign the PCs one of the 
  following animals as their new form – a kitten, hamster, 
  guinea pig, puppy, baby rabbit, or yellow chick. Any PC 
  that played KEO4-05 A Last Dance at Midnight will 
  recollect that Hannah has a penchant for torturing and 
  killing small animals, which she then uses as guests at 
  her “tea party.” Even if the PCs don’t know this, it doesn’t 
  take much to deduce that this is a bad situation… 
  At the start of this encounter, you should inconspicuously 
  begin keeping track of the time as soon as you finish 
  reading the initial introductory text. The PCs have seven 
  minutes of real time to interact with Hannah. Their goal 
  is to get the Countess to (re-)perceive that she is caught 
  in a dream world. In doing so, the PCs empower her to 
  escape dreamtime and take the PCs with her. 
  To represent this, you should grade the PCs on how well 
  the PCs explain to Hannah that there’s something wrong, 
  and that things aren’t as they seem. You should score this 
  grade from a 0 (the lowest) to a 4 (highest). As a guide, 
  here is how you should interpret this system: 
  • 
  Zero: The PCs made no effort, even accidentally or 
  incidentally, to make Hannah understand that there 
  is something very wrong with the situation. Any PCs 
  that have met Hannah make no effort to jog her 
  memory regarding their previous encounter. The 
  PCs basically do nothing but remain silent or engage 
  her in idle chit-chat which has no value to her efforts 
  to free herself and the PCs from the mind control. 
  • 
  One: The PCs make a few mentions of past events, 
  past meetings with Hannah, or of the strange goings-
  on so far. However, they were unconvincingly or 
  half-heartedly presented; mentioned infrequently; 
  were not especially memorable; or were mentioned 
  incidentally or by accident. 
  • 
  Two: The PCs make several mentions of past events, 
  past meetings with Hannah, or their suspicions that 
  something isn’t right with what’s going on. At this 
  level, the PCs still aren’t really making a focused 
  “pitch” to Hannah. 
  • 
  Three: The PCs are making a deliberate effort to 
  make Hannah understand what’s going on. Citations 
  of past events, past meetings, or the strange goings-
  on are frequent. At this level, the PCs are making a 
  focused “pitch” to Hannah, doing an adequate but 
  not spectacular job. Perhaps the PCs are split in how 
  they are doing it, or are interrupting each other, or 
  wandering off topic. 
  • 
  Four: The efforts on the part of the PCs are focused 
  and deliberate. Citations of past events, past 
  meetings, or the strange goings-on are frequent; role-
  playing and the arguments being put forth by the 
  PCs are effective. 
  At the conclusion of this encounter, a space has been 
  included for you to write the number grade within it. Do 
  so as soon as you finish the scene, so you won’t forget the 
  grade you gave the players. 
  Roleplaying: 
  The PCs will find that they are literally a captive 
  audience. They have been lashed to the chairs with cord, 
  and no amount of effort will allow them to free 
  themselves. Their physical forms are too weak to free 
  themselves and they will instinctively realize that they 
  cannot cast spells or use any magical abilities (the mind 
  flayers are busy battling with Hannah and have “locked 
  down” anything that the PCs might do to free themselves 
  from the scene). The PCs are able to speak and 
  understand any languages they normally speak. 
  Hannah’s general demeanor should be depicted as 
  detached, dreamy, and vaguely threatening. The DM has 
  been provided with some guidelines as to how to handle 
  PC efforts to interact with her. Note that Hannah will be 
  able to interact with the PCs in a distant, dream-like 
  fashion; the comments below are random things that you 
  can drop into the conversation to make her sound 
  detached from reality. 
  The general push the players should be making to 
  Hannah is that this place is obviously not real, and that 
  Hannah should be freeing them rather than preparing 
  them for tea. If you have an entire table of players who 
  have never played an adventure in the Earldom of Linth, 
  and who don’t know Hannah at all, gently steer them in 
  this direction. 
  Hannah will look distant and make comments like: 
  PCs mention past meetings with Hannah: 
  
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  • 
  “I don’t recall meeting you… we get so few visitors 
  here.” 
  • 
  “Father dislikes my talking to strangers. Why are we 
  speaking? Animals don’t talk… but they do scream.” 
  • 
  “I don’t think we’ve met. I haven’t met anyone to 
  whom I wasn’t related. You don’t look like a Linth.” 
  • 
  “I’ve been so very tired lately… father looks worried, 
  and he says I’ve been up late dancing, though I’ve no 
  recollection of it at all. Who did you say you were, 
  again?” 
  PCs talk about the Blight: 
  • 
  “I think my cousin Averyn said something about 
  people being hungry? Is that what you mean? I’ve 
  never been hungry.” 
  • 
  “I like to eat meat. I’ve only ever eaten animals, 
  though. I hear people in my family have tried… 
  other kinds, though.” (Giggles) 
  • 
  “Sometimes the ground bleeds, and the trees outside 
  my window weep. One choked the other to death 
  one night. It crashed down and hit the side of our 
  manse. Father was so angry that he chopped both the 
  trees into firewood just out of spite. I couldn’t sleep 
  that night… the logs kept screaming as they burned 
  in the hearth.” 
  • 
  “They say grass is supposed to be green and trees are 
  supposed to have leaves… but I don’t believe them.” 
  PCs talk about Hannah’s family: 
  • 
  “Have you ever met my father? He makes me laugh. 
  He comes to me and tries to scare me, and tells me 
  that he’s dead. But I laugh and tell him he’s teasing 
  me, because I can hear and see him just fine. He 
  wails so sadly when I tell him that.” 
  • 
  “Father and my aunt would disappear into the 
  bedchambers and make queer noises. I asked my 
  mother about it, but she just wept and went back to 
  talking to the ghosts in the manor.” 
  • 
  “I love my cousin Maressa. She’s married to an 
  important duke, you know. But she got cross with 
  me killing all the Keogh and making marionettes 
  from their corpses. I went back to wood ones, 
  though – the ones made from people get all stiff and 
  don’t move after a while.” 
  • 
  “Sometimes I go upstairs in the attic and play with 
  the corpses there. My father would be mad if he 
  found out, but the ghosts up there tell me that they 
  are grateful for the company.” 
  PCs talk about the Nethernight: 
  DM Note: Hannah doesn’t know the name of the 
  Nethernight, so she won’t be able to entertain questions 
  about it unless the PCs indicate that it’s the necklace 
  passed down through the Linth line. 
  • 
  “It’s shiny. It feels warm on my skin. Sometimes, if I 
  stare at the shiny obsidian for long enough, I can 
  make out faces in it. I think the faces are screaming 
  because they are jealous that I’m so pretty.” 
  • 
  “Father once told me that I needed to mind my 
  jewelry or I’d lose it, but he told me never to worry 
  about my necklace. I might not be able to find it, but 
  he said that it would always find me. I once left it 
  outside, and by the time I ran back to the manor it 
  was back around my neck.” 
  • 
  “Boys carry weapons. Girls wear jewelry. My 
  necklace is both.” 
  • 
  ‘Sometimes if I pretend I’m asleep, my necklace goes 
  out for a walk. It unclasps itself and slithers like a 
  shiny snake down the hall and out of my room. 
  Once, I followed it, and saw a man with red skin and 
  horns in the library. He was talking to it, but I 
  couldn’t understand the words. He never looked at 
  me but I think he knew I was there. I ran back to my 
  bedroom, locked the door, and climbed into bed. 
  When I laid my head down on the pillow, the 
  necklace was already there, and snapped into place 
  around my neck.” 
  Development: 
  After seven minutes of real time, read the following and 
  then fill in the PCs “grade” for this encounter. 
  “Enough talking. Time for tea,” she says happily. She 
  dotes on each of you, laying the tea service before 
  you all before becoming wild-eyed and slaughtering 
  the kitten with a quartet of savage knife-blows to its 
  head. Blood and gore spatters her petite white dress 
  and mottles her face. All the while, she never stops 
  humming a ditty, even as she then fills the silver 
  cups with the rapidly-cooling blood and places them 
  in front of you. But her hands begin to tremble and 
  she drops the last cup. The countess’ face becomes 
  lucid with fear even as the porcelain shatters. “Not 
  enough,” she gasps. There is a look of desperation in 
  her. “You’ve got to work harder…” 
  The rooms’ walls darken and great shadows peel 
  away from them, falling over all of you like a shroud. 
  It feels like a tight hood of silk has fallen over your 
  mouths. The last thing you hear is an alien voice 
  that says, “We must regain control.” 
  INTERACTION GRADE – Encounter 3: 
   
  Proceed to Encounter 4. 
  
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  Encounter 4: History 
  Hannah’s dreaming consciousness has seized control of 
  the situation from the mind flayers, and she 
  subconsciously chooses another setting. This one is 
  chosen from her imagination, having read about the final 
  climactic battle of her ancestor, Earl Alane Linth against 
  the Keogh he wronged (see Early History and the Coming of 
  the Keogh on page 4). She has re-envisioned the battle and 
  set the PCs within it. 
  From the darkness, you hear the sounds of battle 
  and smell burning flesh. You briefly ponder how 
  this could be when you’re dead. You realize that the 
  shroud isn’t causing the darkness any longer. 
  Instinctively, you tear at your face, removing a 
  helmet that had been covering your head. 
  You stand amongst a force of furious warriors, 
  armed in leather jacks and wielding a random 
  assortment of weapons. They stand, hurling insults 
  at the soldiers across the battlefield from them. You 
  are in a row of soldiers. The battle lines on both 
  sides stretch beyond your ability to see, into the 
  depths of the low-lying fog that blankets the field. 
  Your opponents are fifty yards away, arrayed in an 
  intimidating battle line. Each soldier is dressed in 
  full plate armor, a sword in one hand and a shield in 
  the other. Amongst your number, one man steps out 
  in front of the line. “Show yourself, Duke Alane of 
  Linth!” 
  Across the plain, the soldier line parts and a man 
  dressed in black plate steps forth. He removes his 
  helm, revealing handsome chiseled Suloise features. 
  “I didn’t know dogs could speak, Keogh,” he calls 
  across the battlefield. The soldiers on his side 
  chuckle and laugh. 
  The man’s jaw sets. “You slaughtered our delegates, 
  sent to you under a flag of truce. We have come here 
  to make restitution. Can a dog speak? Perhaps not,” 
  replies the Keogh as he and several others withdraw 
  various objects from the folds of their clothes. “But 
  Joramy can.” 
  The smug look on the man’s face vanishes as balls of 
  flame erupt in the lines of the Linth army, and men 
  fall screaming to the ground. Others see their armor 
  glow white hot and they are cooked alive in their 
  metal skins. From the fingers of the Keogh speaker 
  bursts a pair of projectiles that look like small 
  meteors. They streak a trail of flame and rocket 
  towards Alane Linth, erupting even as a cylinder of 
  fire slams down from the sky upon him. 
  The forces that survive the assault scream and begin 
  charging at their foes that do the same. 
  The PCs retain their normal possessions. 
  Ask the PCs to make a Spot check and read the following 
  to whichever PC(s) rolls the highest (regardless of how 
  high the roll actually is): 
  As the two armies slam into each other with a crash, 
  you think you briefly see a small figure in a white 
  dress near the epicenter of the battle, but you lose 
  sight of it in the ensuing melee. 
  For the moment, the PCs can weave their way towards 
  where they spotted the figure (Hannah) without 
  engaging the troops. However, if they dawdle (say, tarry 
  in-game for a minute or more before moving) they will be 
  engaged by fifty Linth soldiers (see Creatures, below). This 
  will happen every few minutes; the supply of soldiers of 
  both sides in inexhaustible in dreamtime. 
  PCs taking a moment to observe the battle will notice 
  that the size of the forces here are tremendous; the battle 
  rages hundreds of yards in every direction, and the low-
  hanging fog blocks sight out to a distance. A PC that 
  makes a DC 20 Knowledge (history) or Knowledge (local 
  – Sheldomar Valley) check will know that this is 
  inconsistent with the details of the battle. In reality, 
  while it was a significant clash, the skirmish involved far 
  fewer troops than are present on this battlefield, and the 
  weather was fair.  
  When the PCs make their way forward: 
  Maneuvering your small band through the raging 
  carnage of the battle, you peer into the mists, 
  straining to see until you catch sight of Hannah 
  Linth. The Countess is skipping about, a handful of 
  daisies clenched in her delicate pale hand. She stops 
  every now and again and cheerfully places one of the 
  flowers into the hands of various corpses. 
  Catching sight of you, she waves and holds aloft the 
  flowers. She is oblivious to the twin columns of 
  Linth infantry at her back. They emerge from the 
  mists, a hundred men total, who are charging across 
  the field at her, sure to trample or impale her in 
  moments. 
  Creatures: 
  All APLs (EL ½) 
  � Countess Hannah Linth, female human Ari1: hp 
  26; see Appendix 1. 
  Note: In this encounter, the Nethernight does not protect 
  Lady Hannah beyond its normal function of a maximized 
  false life spell (+20 hp; included in above totals). 
  APL 12 (EL 12) 
  � Mob of Linth soldiers (2): hp 247 each; see 
  Appendix 1. 
  
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  APL 14 (EL 14) 
  � Mob of Linth soldiers (2): hp 247 each; see 
  Appendix 1. 
  APL 16 (EL 16) 
  � Mob of Linth soldiers (2): hp 247 each; see 
  Appendix 1. 
   
  Setup: 
  No map is provided since this battle takes place on an 
  open field and is easily set up. Hannah forms the center 
  point of the battlefield. The edges of the two mobs that 
  are closest to Hannah should be placed thirty feet away. 
  The PCs begin thirty feet away from Hannah, directly 
  opposite the field from where the soldiers are emerging. 
  Tactics: 
  Hannah will turn, scream when she sees the soldiers 
  bearing down on her, and throw her arms over her head 
  in fright (and will do nothing of note other than cry until 
  the fight is concluded). The soldiers will run (60’ total; 
  they are in full plate and are thus limited to triple 
  movement), bringing the edges of their bases adjacent to 
  Hannah’s. 
  In the following round, the soldiers will attempt to use 
  swarm tactics; you should move the base to encompass as 
  many PCs as possible within the swarm damage effect 
  (consider Hannah a PC in terms of this tactic). 
  Remember Hannah’s presence; she can probably survive 
  a round of swarm damage or trampling, but any more and 
  she might be in danger of death. Likewise, while area 
  effect spells are of great use against the mobs, they run 
  the risk of clipping Hannah. 
  DM Note: In this situation, reducing the mob to zero hit 
  points or fewer mean that the PCs have caused the 
  soldiers to rout and flee the field. 
  Grabbing Hannah: 
  It is likely PCs will attempt some heroics to save Hannah 
  (hopefully; that’s the point of this encounter). Seizing the 
  screaming girl is an attack (basically it’s an un-resisted 
  grapple attack; it’s still possible that the PCs might miss 
  the attack roll itself, however). PCs with the Spring 
  Attack feat can grab her “on the run” and make off with 
  her. 
  For encumbrance purposes, the struggling Hannah 
  weighs 75 lbs. (this may be significant for a low-Strength, 
  nimble PC who will find her movement reduced due to 
  the additional weight of the girl). 
  Development: 
  Hannah’s life has been one all but devoid of love and 
  affection; as such, PCs valiantly defending her and 
  keeping her from injury is jarring to her, and is just what 
  the PCs need to do to help increase her cognizance that 
  she is in dreamtime. This section’s “grade” is how good a 
  job the PCs do in protecting Hannah. Use the following 
  as guidelines to what “point grade” to award the PCs. 
  The maximum grade in this section is 5 points! 
  • 
  Zero: Hannah is slain on the field. 
  • 
  Two: The PCs keep Hannah from being slain, but 
  she is injured (lethal or non-lethal damage) or is 
  subject to an ill effect (such as paralyzation or 
  entanglement). The PCs rescued her, but maybe not 
  before she was injured by the mob, or perhaps they 
  had to get a bit rough with her or subject her to an 
  unpleasant spell or effect to do so. 
  • 
  Four: The PCs succeed in getting Hannah out of 
  danger, and the child suffers neither injury (lethal or 
  non-lethal) nor ill effects (such as paralyzation, 
  entanglement, etc.); a completely clean rescue. 
  • 
  +1 point: In the course of the battle, one or more of 
  the PCs lose 50% or more of their total starting hit 
  points to damage from the mobs. (Hannah is 
  impressed by their willingness to put themselves in 
  harm’s way on her behalf.) She need not be 
  conscious or alive to witness this happening, as she 
  will recollect it later in dreamtime. This result is not 
  cumulative with the “+3 point” result, below; take the 
  better of the two. 
  • 
  +3 points: In the course of the battle, one or more of 
  the PCs are slain. (Hannah is moved by their 
  willingness to put themselves in harm’s way on her 
  behalf.) She need not be conscious or alive to witness 
  this happening, as she will recollect it later in 
  dreamtime. This result is not cumulative with the 
  “+1 point” result, above; take the better of the two. 
  • 
  -3 points: One or more of the PCs refuse to put 
  themselves in danger on Hannah’s behalf (this is 
  judged by the DM – a PC like an archer or wizard 
  who normally doesn’t engage in melee would not be 
  penalized, but ones that refused to try and help in 
  some fashion would). A PC that expresses cowardice 
  (“I’m not going in there!”) or callousness (“Let her 
  die!”) would earn this penalty. This result is 
  cumulative with the others listed above. 
  When the battle is concluded, if Hannah is still alive, 
  read the following text. As always, take the nature of your 
  audience into account: 
  Tears streaming down her face, Hannah looks at 
  you, her tiny hands balled into fists. “I hate this 
  place!” she says. Her eyes widen in fear as a pair of 
  thin, mucus-covered tentacles force their way out of 
  her clenched hands, trembling before driving their 
  points into Hannah’s eyes moments before the ones 
  in your own palms do the same to you. 
  If she is dead: 
  
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  Hannah’s mangled corpse begins to stir. A pair of 
  hideous, mucus-covered tentacles burst from her 
  back, pushing her to her feet, even as more erupt 
  from her grossly distended mouth. You can barely 
  make out her gargled accusations that “you could 
  have saved me…” before the points of those 
  tentacles drive themselves deep into your eyes. 
  INTERACTION GRADE – Encounter 4: 
   
  Proceed to “Calculating the Dreamtime Grades.” 
  Calculating the Dreamtime 
  Grades 
  The PCs have now had two chances to rouse Hannah 
  from dreamtime – once through words, and once 
  through actions. At this point, the psychic battle between 
  the insane child and the mind flayer host has reached its 
  climax. Compute the average of the two grades from 
  Encounters 3 and 4, and round down. 
  If the score is zero, the PCs and Hannah are lost in 
  dreamtime. The mind flayers probe the minds of the PCs 
  for anything they know, and then all are slain as the 
  mind flayers consume their brains. Proceed to 
  Conclusion E. (This is a harsh ending, but it should be all 
  but impossible for PCs to fail this badly). 
  For any other score, this represents the total number of 
  rounds in which the mind flayers (not Ezra, but the mind 
  flayers who are attached to the PCs’ skulls) in Encounter 
  Five are incapacitated. The worse the score, the less time 
  the PCs have to deal with Narthistle and Ezra before the 
  other mind flayers rouse themselves.  
  Proceed to Encounter 5. 
  Encounter 5: Revelation 
  Refer to DM Aid #3. 
  Your head is pounding. You hear a violent gargling 
  noise in your mind. As your eyes open, you blearily 
  take in the scene. 
  You are once again standing in the Crypt of Sekhel. 
  Countess Hannah still lies on the slab of stone, but 
  much has otherwise changed. 
  A pair of devils can be seen guarding the doors. (At 
  APL 12-14 add:) A third devil stands near the statue 
  of Dispater. 
  Standing before the statue is an imposing figure 
  wearing full plate, greatsword held easily in one 
  hand. His tattered tabard is black and white, bearing 
  an owl upon it. His face is one of surprise and anger. 
  His gaze is directed at one of several mind flayers in 
  the room, It stands within a pentagram, and its 
  tentacles are recoiling from the head of Hannah 
  Linth. 
  Around you, your companions stir. The other mind 
  flayers’ tentacles are thrown over the top of all of 
  your heads. All are stumbling backwards, their 
  suckers making a sickening popping noise as they 
  detach from your skulls. Blood oozes from the holes 
  where their tips had been anchored; those awful 
  tentacles had been caressing your brains…  
  The human is in mid-sentence. His voice is angry 
  and accusatory. “… just an insane child!” 
  “Her will was too strong!” counters the mind flayer 
  beside Hannah, its tentacles trembling. Its voice 
  appears only in your heads, its tone frantic. “They’re 
  loose! Stop them! STOP THEM!” 
  Creatures: 
  All APLs (Untiered) 
  � Countess Hannah Linth: hp 26 (but invulnerable to 
  harm as she wears the Nethernight); see Appendix 1. The 
  Nethernight will shield Hannah from any damage in this 
  encounter. The PCs might not realize this right away and 
  so may make needless efforts to avoid catching her in 
  area effect spells. 
  � Mind Flayers (one per PC): hp 54 each; see Monster 
  Manual, page 186. 
  Important DM Note: 
  Due to the psychic trauma these mind flayers have just 
  undergone, they are initially incapacitated. (Their leader, 
  Ezra, is not so affected.) In the first round of combat, they 
  fall to the ground prone and take no actions until the 
  number of rounds has passed equal to the players overall 
  score in dreamtime. At that point, they may act, but can 
  only utilize their physical attacks or their plane shift 
  ability – not their mind blast or other psionic abilities. 
  This restriction lasts for the rest of the combat. 
  APL 12 (EL 15) 
  � Devil, erinyes (3): hp 88 each; see Monster Manual, 
  page 54. 
  � Ezra, male mind flayer Mnk8: hp 138; see Appendix 
  1. 
  � Most Penitent Banshee Lugh Narthistle, male 
  human Mnk2/ex-Pal1/Blackguard 10: hp 121; see 
  Appendix 1. 
  APL 14 (EL 17) 
  � Devil, barbed (3): hp 126 each; see Monster Manual, 
  page 51. 
  
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  Page 20 
  � Ezra, male mind flayer Mnk9: hp 153; see Appendix 
  1. 
  � Most Penitent Banshee Lugh Narthistle, male 
  human Mnk4/ex-Pal1/Blackguard 10: hp 138; see 
  Appendix 1. 
  APL 16 (EL 19) 
  � Devil, ice (2): hp 147 each; see Monster Manual, page 
  56. 
  � Ezra, male mind flayer Mnk11: hp 185; see 
  Appendix 1. 
  � Most Penitent Banshee Lugh Narthistle, male 
  human 
  Mnk4/ex-Pal1/Blackguard 
  10/Tattooed 
  Monk 2: hp 157; see Appendix 1. 
  Setup: 
  The map designates where everyone begins. For the 
  devils, the first two present are always blocking the 
  doorways (for Large-sized devils, the marked square is the 
  lower right edge of their base). The mind flayers that 
  were attached to the PC’s heads are prone on the floor 
  next to the PCs. 
  The ceilings are 20 feet high. 
  Teleporters: 
  The area is warded with a number of repeating teleport 
  points that keep PCs from leaving the crypt. These are 
  labeled A and B on the map. Any PC that exits the crypt 
  via the main doors while on the ground will find they are 
  magically sent back into the chamber’s northeast or 
  northwest corner (the matching A or B point on the 
  map). This effect can be dispelled normally (treat the 
  caster as a 17th-level wizard), though it will take two such 
  attempts to remove both teleporters. A PC spending the 
  time to concentrate via a detect magic, or using a greater 
  spell such as arcane sight or true seeing, will see that there is 
  a point between the teleporters, about eighteen inches in 
  width, where a PC could move between them without 
  setting them off. Alternately, PCs may make an 
  appropriate Jump check to pass over the teleporters 
  without triggering them. 
  Tactics – Ezra (all APLs): 
  The mind flayer monk’s primary objective is to prevent 
  anyone from seizing Hannah Linth, so he will remain 
  near her, using his mind blast ability repeatedly, unless he 
  cannot do so without affecting Narthistle. He knows his 
  kin cannot use their own mind blast ability and, in 
  desperation, he might well unload a mind blast into them 
  if it will catch a large number of PCs as well. If a mind 
  blast can’t be done, he will use his charm monster ability to 
  order a PC to “leave the crypt,” knowing that the presence 
  of the teleporters makes this difficult (and in so doing 
  will keep the PC out of combat for a while). 
  If a PC engages the mind flayer directly, it will use its 
  Improved Trip feat to bring the PC down, and then will 
  flail at him with tentacles in the hopes of successfully 
  grabbing her and consuming the PCs brain. If this tactic 
  doesn’t work, however, Ezra won’t hesitate to continue 
  hammering away with mind blasts or charm monster spells. 
  Should the creature be reduced to 10% or fewer of its hit 
  point, it will attempt to plane shift to the Nine Hells. 
  Tactics – Lugh Narthistle (all APLs): 
  Narthistle is a powerful blackguard who has also had 
  some monk training, as is common for members of the 
  quasi-monastic Knights of the Watch. If any PC provokes 
  an attack of opportunity from him, he is likely to initiate 
  a sunder attempt against that PCs weapon. His Close-
  Quarters Fighting feat makes it a challenge to grapple 
  him, and his prowess at unarmed combat can make doing 
  so a painful experience for PCs that rely overmuch on 
  this tactic. He will size up the opposition and take on the 
  most physically capable PC, leading off with a sunder 
  attempt against the PCs weapon and then engaging that 
  PC normally with damage. Should a PC sunder his own 
  sword, he will simply resort to unarmed strikes. 
  Remember that a number of his monk abilities don’t 
  work because of his full plate armor. It’s unlikely that 
  Narthistle will have the time to cast any spells, but if he 
  does so divine sacrifice will be the first one cast, followed 
  by curse weapon. 
  Tactics – Mind Flayers (All APLs): 
  The dreamtime score calculated in the previous section 
  represents the total number of rounds in which the mind 
  flayers (not Ezra, but the mind flayers who are attached to 
  the PCs’ skulls) in Encounter Five are incapacitated. Due to 
  the psychic trauma these mind flayers have just 
  undergone, they are initially incapacitated. They fall to the 
  ground prone and take no actions until the number of 
  rounds has passed equal to the players overall score in 
  dreamtime. At that point, they may act, but can only 
  utilize their physical attacks or their plane shift ability – 
  not their mind blast or other psionic abilities. This 
  restriction lasts for the rest of the combat. 
  The creatures will attempt to use their natural attacks to 
  the best of their ability, but if the PCs already have the 
  upper hand by the time the illithids recover from their 
  incapacitation, they flee via their plane shift ability. Any 
  mind flayers will seek to retreat in this manner if the 
  combat is clearly hopeless. 
  Tactics – Erinyes (APL 12): 
  The erinyes begin the combat by separating themselves 
  and flying upwards towards the 20-foot ceiling to keep 
  out of the reach of melee weapons. They will repeatedly 
  use unholy blight on the party unless the PCs show 
  unusual resistance to it (such as a party of all neutral-
  aligned PCs, or many PCs in the party having the Mettle 
  special ability). If that tactic doesn’t work, they use their 
  bows on the PCs and may ready Manyshot actions to 
  
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  interrupt spell-casters (if within 30’ of one) They use their 
  true seeing ability to keep tabs on invisible PCs. 
  Tactics – Barbed Devils (APL 14): 
  The barbed devils won’t immediately seek to get into 
  melee. They will lead off with an attempt to summon 
  another barbed devil (35% chance of success and is 
  treated as a 4th-level spell). Once the PCs have acted, and 
  are probably closer together to one another, they begin 
  using their area-effect abilities, unholy blight and order’s 
  wrath (choosing which to cast based on how effective 
  previous casting by their fellows upon the party might 
  have been). Any devil not engaged in melee by the next 
  round will use scorching ray. Beyond that, the devil will 
  attempt to grapple (via Improved Grab following a 
  successful claw attack) and impale foes as quickly as 
  possible on its body spikes. Remember that creatures 
  striking a barbed devil with hand-held weapons lacking 
  reach, or with natural weapons, suffer damage, and any 
  PC taking damage from barbed devils is subject to fear. 
  Tactics – Ice Devils (APL 16): 
  The ice devils have many options available to them, due 
  to their numerous spell-like abilities. 
  Initially, the ice devils will activate their fear auras. They 
  then try and separate PCs from each other via walls of ice. 
  This tactic is most effective if most of the PCs have not 
  yet acted before the ice devils. If they have, they are 
  likely to be more or less clumped together, and the ice 
  devils will try a cone of cold against as many enemies as 
  possible – they will avoid hitting Narthistle with this 
  effect, but won’t worry if Ezra is within it, since the latter 
  has evasion. 
  If neither tactic is effective in the opening round, the 
  devils will use their unholy aura ability instead. 
  In the second round, both devils will attempt to summon 
  another ice devil (each attempt has a 20% chance of 
  success and is treated as a 4th-level spell). Regardless of 
  their success, they will also begin moving towards the 
  melee to bring their superior reach and number of 
  attacks into play. 
  Any ice devil that gets beaten down in melee will attempt 
  to fly and control the field from the air via its spell-like 
  abilities. 
  Development: 
  The devils and Narthistle will fight to the death. 
  What the devils know:  Should any of the devils be 
  captured, they only know that they were sent here by 
  agents of Dispater, their master, and told to stand over 
  the child. They understand that the continuing well-
  being of the girl is crucial to the spreading Blight, and so 
  long as she bears the Nethernight and lives, the curse 
  cannot be undone. They have no idea how the Nethernight 
  can be destroyed, but they surmise that it would involve 
  great effort; it is an artifact of the arch-devil’s personal 
  creation, after all. 
  What Narthistle knows: Lugh is fiercely proud despite his 
  capture; he regards any attempts to goad him to anger as 
  juvenile and ignores them. He will not divulge any 
  information unless forced or tricked to do so. If so, he 
  reveals the above information. He also is aware that the 
  Blight, unchecked, will ruin the Sheldomar Valley – its 
  power is that strong. 
  Lastly, Narthistle has a deep secret – he is the lost brother 
  to the slain Earl, the rightful heir to the House of Linth. 
  Though his father claimed that his son was assassinated 
  by Keogh agents, he was in truth spirited away and 
  became a squire in the Knights of the Watch (see Lugh 
  Narthistle, Lost Son of Linth in the Adventure Background). 
  Regardless of whether or not the PCs get him to reveal 
  what he knows, Narthistle states that he is a noble of 
  Keoland and demands a trial by his peers as is his right. 
  Any Keoish PC, or one who makes a DC 18 Profession 
  (barrister) or either Knowledge (local – Sheldomar 
  Valley) or (nobility) will know this claim is valid. By 
  Keoish law, the PCs are obligated to bring him to justice. 
  PCs that beat the above check by 5 or more are also aware 
  of a clause that allows the Knights of the Watch to make 
  him stand trial; the PCs could opt to turn him into that 
  group as well. Any PC Knights of the Watch 
  automatically know this is an option. If the PCs turn 
  Narthistle over to either group, they gain the Just Rewards 
  (Knights of the Watch) or (Lion Throne) AR item, as 
  appropriate. 
  Hannah Linth: Hannah can be taken by the PCs, and she 
  will follow them without resistance. She speaks only 
  when directly spoken to, and she seems dull and listless. 
  The PCs will be unable to remove the Nethernight from 
  her neck (it will simply vanish and reappear around 
  Hannah’s neck a few moments later), or to be able to 
  affect it in any way. (Note: In Encounter Six, the PC will 
  have explained to them by Reynard a way by which they 
  may destroy the Nethernight.) 
  Encounter 6: Decisions 
  At this point, it is likely that the PCs will be debating the 
  fate 
  of 
  Countess 
  Hannah, 
  who 
  lies 
  in 
  deep 
  unconsciousness following her psychic duel with the 
  illithids. The PCs have several options at this juncture. 
  Kill Hannah: This is a very harsh way to end the Blight, 
  but it’s one that will indeed work. Slaying Hannah breaks 
  the curse of the Linth. The curse of the House of Linth is 
  finally broken; proceed to Conclusion A. 
  This is an extremely grey area. The PCs could make the 
  argument that slaying Hannah will save the lives of 
  countless thousands, and they would be correct. In this 
  situation, it is advisable to let the players make their 
  decisions as the feel their PCs would act, but you 
  
  KEO6-03 Baby’s Breath 
   
  Page 22 
  shouldn’t question their reasons or intentions. In short, 
  let the chips fall where they may. 
  The DM also needs to be aware that this can be a very 
  touchy subject both in- and out-of-character. If the debate 
  about Hannah’s fate gets unproductive or hostile, 
  encourage the players to belay making the decision at 
  this time and instead tell them to proceed as they would 
  have if such an option had been unavailable to them. 
  Return with Hannah to Reynard: This option has its own 
  challenges and carries its own price. Regardless of how 
  quickly the PCs manage to return to Reynard, she hovers 
  at death’s door. She is currently in Grayhill, being 
  attended to by Lashton, Archmage of Keoland and 
  Reynard’s lover. The curmudgeonly wizard is distraught 
  over her fate. 
  As quickly as you are able, you gather up Hannah 
  and travel to Grayhill, where Reynard has been 
  taken. Her honor guard quickly meets you and 
  escorts you to a quiet grove. There, the ghastly 
  withered form of Reynard Yargrove lies still, held in 
  the arms of an older man dressed in the robes of the 
  Keoish wizard’s academy. 
  PCs that have played past Keoland events may know and 
  recognize Lashton, as will any PC members of the 
  National Academy of Wizardry, or those making a DC 18 
  Knowledge (arcana) or (nobility) check, or a DC 15 
  Knowledge (local – Sheldomar Valley) check. It is 
  possible that some of the PCs may have earned Lashton’s 
  disfavor or hostility. In this particular circumstance, he 
  sets aside those feelings for the good of his love – unless 
  the PCs are truly belligerent, in which case he ignores 
  them. 
  Reynard has suffered like she has never done before in 
  her attempts to abate the Blight. She has gained one less 
  than her total character level in negative levels, and has 
  suffered ability damage sufficient to reduce all her 
  physical abilities to 1. 
  The man looks up at you, his spectacles smudged. 
  His voice is desperate. “Did you fail? You must have, 
  Reynard is still dying.” His chin droops to his chest. 
  “Tell me everything… while we still have time.” 
  Lashton waits for an explanation from the PCs as to what 
  they have discovered. He listens carefully but 
  impassively. When they have finished, read the 
  following. 
  “This child’s curse and the thrice-damned necklace 
  she wears are beyond the power of Reynard and I to 
  undo. The necklace must be destroyed, but I don’t 
  know how to remove it from her neck…” 
  A strangled gasp comes from Reynard, and Lashton 
  kneels to attend her. But it’s clear that Reynard is 
  only trying to speak. “We don’t. It is… a thing… of 
  evil… and death. Balance… must be restored.” 
  “How?” Lashton asks urgently. 
  “One good… pure of heart… need only touch the 
  necklace… and in their willing death… break it.” 
  She coughs. “The only other way… is to take the 
  girl… and the necklace… to the place of its creation. 
  Snap it from the girl’s neck… with the tools from 
  which it was forged… and throw it into the forges.” 
  “The hells,” Lashton murmurs. Reynard can say no 
  more, and she slips from his fingers, falling into a 
  deep coma. Silence reigns amongst you all. 
  The Nethernight can be destroyed in one of two ways – by 
  the selfless sacrifice of the life of a PC (and not a follower 
  or retainer!), or one final jaunt into Dis, second layer of 
  the Nine Hells, and the demesne of the Iron Duke 
  himself. 
  Note that Lashton and Reynard are both unable to simply 
  will themselves as a sacrifice to destroy the Nethernight. 
  This sacrifice must come from another avenue. Reynard 
  is too weak to sacrificer herself, and Lashton is not the 
  kind of man to sacrifice himself without a potential 
  avenue of success.  
  Self-Sacrifice: Any PC can voluntarily touch the 
  Nethernight. This must be a conscious choice by the PC 
  who understands the desired effect – casually touching 
  the necklace won’t do it. When they do, their selflessness 
  shatters the necklace and consumes them utterly. 
  Proceed to Conclusion B. PCs cannot offer their retainers 
  or followers in their place. This has to be a real sacrifice. 
  PC possessions left behind cannot be taken by the other 
  PCs. A PC who makes this sacrifice is permanently dead 
  and out of the campaign. However, the player who made 
  this sacrifice receives the special Legacy AR item. 
  Into the Hells: If the PCs are unwilling or unable to make 
  the personal sacrifice needed to break the curse of the 
  House of Linth, they can instead opt to take the battle to 
  the Iron Duke at the seat of his power. Proceed to 
  Encounter 7. Lashton cannot aid the PCs in this task 
  beyond providing a means to reach Dis and to escape (he 
  knows that the  unwelcome arrival of an arch-mage of his 
  stature would be immediately sensed and detected by 
  Dispater, and the arch-devil on his home plane would be 
  an impossible challenge, even with the combined forces 
  of the PCs). To facilitate this, Lashton will create a gate to 
  Dis for the PCs. If they take the necklace off Hannah and 
  step through the gate, they should have enough time to 
  find a way to destroy it before it makes its way back to the 
  Prime. Note that accepting this mission adds +1 TU to 
  the total TU cost of this adventure (+2 TU if the PC is out 
  of region). 
  An Unlikely Hero: Should the PCs be unwilling or 
  unable to sacrifice one of their own, or to enter the Hells, 
  Lashton will do so, even though he knows it will surely 
  mean his doom. He will not allow other PCs to 
  accompany him, demanding that they remain behind to 
  guard the portal and close it should he fail. Proceed to 
  Conclusion C. 
  
  KEO6-03 Baby’s Breath 
   
  Page 23 
  Encounter 7: Arrival at Dis 
  Accepting the Challenge 
  Having agreed to venture into Hell to destroy the 
  necklace and end the blight upon Linth once and for 
  all, Lashton regards you with a mixture of respect 
  and anxiety. “It will be difficult, heroes. You will be 
  going to the Iron City, called Dis, upon the second 
  layer of the hells. It is a place rife with danger, the 
  foundry of the hells from which the baatezu ever 
  arm and armor their forces in the endless Blood 
  War. The forges there run without end and the 
  agents of the Iron Duke are everywhere.” 
  The wizard gives a thin smile. “The Iron Duke’s 
  tower is impregnable, but fortunately, that is not 
  where you’re going. In my research about Dispater, I 
  recall that he keeps a series of royal forges for his 
  own use, separate from his tower. There is one, 
  larger than the rest, in which he would have forged 
  an artifact such as the necklace. I don’t know where 
  this forge is, but at least I can warn you of one place 
  where it is not. Avoid his tower,” Lashton warns, “as 
  the devils there kill anyone who wanders too close 
  to it. They are as paranoid as their master.” 
  “Lastly, know this. Dis is the home of the Iron Duke. 
  He has a connection to the very plane itself. Do not 
  underestimate how much he knows about your 
  plans, or about what you’re doing while you’re there. 
  Were I to accompany you, an arch-mage of my ken I 
  would surely be sensed by him, and I would not be 
  able to defeat him even with your help. But your 
  band stands a better chance of completing this task. 
  Be quick, but be cautious, and keep to yourselves. 
  The city hosts a large and eclectic throng of visitors, 
  so do your best to blend in.” 
  “For now, rest. When you are ready, I will create the 
  gate that will take you there. Do you have a means of 
  escaping the Hells on your own?” 
  If the PCs respond negatively: 
  Lashton hands each of you a thin rod made of silver. 
  “Hold that in your hand and say the word ‘home’ in 
  Common when you need to return.” 
  Lashton has given each of the PCs a rod enchanted with 
  an enhanced refuge spell devised by Lashton himself. 
  (Normally, refuge doesn’t work outside of the same plane, 
  but this version does.) It will unerringly whisk them 
  home when the time comes. 
  If any PCs have Knowledge (the planes), you can allow 
  them to make a check to glean additional information 
  about Dis, using the guidelines about that skill’s use as 
  listed in the Player’s Handbook. 
  The PCs are free to take one day, and no more, to rest and 
  rejuvenate themselves. Any more time, and Reynard will 
  surely die (and Lashton will enter the portal himself). 
  When the PCs are ready: 
  Having 
  made 
  what 
  preparations 
  you 
  deem 
  necessary, you meet with Lashton and a contingent 
  of Dreadwalkers on a grassy field in Grayhill. The 
  wizard begins murmuring and, using a piece of 
  azure crystal, draws out an elaborate pattern in the 
  air. It leaves lines of softly glowing light in its wake 
  that glow ever more brightly as the pattern nears its 
  completion. When it is finished the portal flashes 
  open, becoming a tear in reality though which you 
  see a dark city beneath a gloomy, snowy sky. 
  Lashton glances at the gate. “Not snow, but ash. 
  Now,” he says, his voice softening, “good luck… 
  and… thank you, from both of us.” As he says that, 
  the portal suddenly wavers, and begins to shrink. 
  Lashton snarls, “The Iron Duke has sensed the 
  magic! Go through, now!” 
  Any PCs that don’t immediately leap through the gate 
  will be stuck on the other side. As a ruler of a plane, 
  Dispater can close such a portal, and has opted to do so. 
  Adventuring in the Hells 
  Review the Dungeon Master’s Guide, pages 163 (dealing 
  with the Nine Hells of Baator). In general, the only thing 
  that PCs will find directly affecting them is the mildly 
  law- and evil-alignment of the plane (as explained on 
  page 149 of the DMG). All PCs who are good or chaotic in 
  alignment suffer a -2 penalty to all Charisma-based 
  checks; if they are both chaotic and good, this penalty is -
  4. The second layer of the hells to which the PCs are 
  headed, known as Dis, possesses no other unusual traits 
  beyond the above. 
  Carrying the Nethernight 
  Lashton suggests that the Nethernight not be touched by 
  naked flesh, as he is unsure of its exact powers. Doing so 
  has no problematic effects, however. 
  Dis, the Second Layer of Hell 
  The Iron City of Dis is the sprawling centerpiece of 
  this plane of hell. At the center of this city is the 
  Iron Tower, an impregnable fortress made to protect 
  the always-paranoid arch-devil, Dispater, who is this 
  plane’s absolute ruler. The sprawling expanse of the 
  city seems to ooze outwards from the central point 
  of the Tower like a cancer. The air is heavy with ash 
  and soot from Dis’ never-quiet forges, as diabolic 
  smiths work the spoils of this plane’s titanic iron 
  mines. The baatezu smiths – typically the more 
  powerful sorts of devils - are always desperate for 
  fuel, sometimes resorting to burning alive slaves 
  and even lesser devils to keep the fires roaring. 
  Everything in the plane is covered in a fine layer of 
  sickly gray-white ash. 
  The most common sorts of devils seen in Dis are erinyes, 
  Dispater’s favored servants, and the insectoid korachons 
  (described in Book of Vile Darkness, though not appearing 
  
  KEO6-03 Baby’s Breath 
   
  Page 24 
  in this adventure), who are Dispater’s torturers. Many 
  other beings come to the city – rakshasa sages, yugoloth 
  mercenaries, mind flayer slavers, vampire blood 
  merchants, neogi flesh peddlers, and of course evil 
  humanoids of all types. They are equally likely on either 
  evil business or depraved pleasure, but all know to avoid 
  the Iron Tower. Those who wander too close to it are 
  usually slaughtered out of hand by the baatezu guards, 
  who are every bit as paranoid as their master. They will 
  ignore the PCs – even those who are obviously good-
  aligned “outsiders” – as the residents of this city are 
  wholly self-interested, even the baatezu. 
  Countess Hannah 
  As in previous encounters, Countess Hannah is safe from 
  all forms of harm so long as she wears the Nethernight. 
  The beings of the plane ignore her, assuming that she is 
  either some shapechanged being or (more likely) that the 
  girl is to be sold for slavery, used for sacrifice, or 
  something similar by the (presumably) evil PCs who have 
  brought her here. 
  The buildings of the city are all exclusively made of 
  metal or stone, as wooden structures would surely 
  ignite from the ever-present hot ash. The streets are 
  paved in shiny black cobblestones which radiate an 
  uncomfortable amount of heat; you soon find your 
  boot heels permanently singed after some time in 
  the city. 
  The ever-present ash lends the city a vague 
  similarity to one beneath a blanket of light snow. 
  Lemures labor incessantly to keep the streets clear 
  and dispose of the steady fall of ash. The 
  “precipitation” forces all beings (excluding the 
  undead, but including even the devils) to swath 
  their mouths and noses with drab scarves, in order 
  to filter it out, lending a certain level of anonymity 
  to all the residents. Still, the sounds of strangled 
  coughing can be heard on every street. You would 
  think that all of the living residents here, baatezu or 
  otherwise, eventually succumb to some respiratory 
  disease. 
  Exploring the City 
  When the PCs arrive, they will most likely be unaware of 
  the location of the foundry. There are a number of ways 
  in which the PCs can glean the location of the foundry: 
  • 
  The PCs can use divination magic to locate it. Such a 
  spell will work, but this sort of magic guarantees 
  notice by the paranoid residents of the plane. PCs 
  have a base 100% chance of being confronted by an 
  enforcer patrol (see below) within 1d6 minutes of 
  the completion of the spell. If the PCs think to cast 
  these spells before they arrive, they will find that 
  Dispater can sense such magical queries about his 
  home demesne, and so the patrols remain a danger. 
  The PCs will not be confronted by more than one patrol, 
  total, in this encounter. 
  • 
  The PCs can ask around, using the Gather 
  Information skill in a DC 18 skill check. Five or 
  more ranks in Knowledge (planes) affords a +2 
  synergy bonus to this check; remember that lawful 
  or good-aligned PCs suffer penalties to Charisma-
  based checks such as this one (see above). This 
  process will take one hour. If the PCs fail, they do 
  not glean the information. They may try again if they 
  wish. However, the Iron City is riddled with 
  Dispater’s spies, and the PCs have a 50% chance of 
  speaking with one of them in the course of their 
  investigations. If this occurs, they will be confronted 
  by an enforcer patrol (see below) after one hour (and 
  the conclusion of their investigations). The PCs will 
  not be confronted by more than one patrol, total, in this 
  encounter. 
  • 
  The PCs can roam the city. This takes the longest 
  amount of time, as this place is immense. The base 
  amount of time that this takes is six hours. For every 
  PC that makes a successful DC 20 Search check, the 
  amount of time is reduced by one hour, to a 
  minimum of one hour. Five or more ranks in 
  Knowledge (planes) affords a +2 synergy bonus to 
  this check; remember that chaotic or good-aligned 
  PCs suffer penalties to Charisma-based checks such 
  as this one (see above). For every hour that this 
  searching takes, the PCs have a consecutive (not 
  cumulative) 10% chance of prompting investigation 
  by an enforcer patrol (see below). The PCs will not be 
  confronted by more than one patrol, total, in this 
  encounter. 
  • 
  As DM, you should modify the above percentage 
  checks as you see fit based on the strategies of the 
  party. An especially stealthy team of PCs who takes 
  extra time to remain hidden and sticks to the back 
  alleys of the city should have a reduced chance of 
  detection. A cautious party, searching on their own 
  and who have taken steps to conceal their 
  appearance and/or alignments should have virtually 
  no chance of detection by patrols. 
  Enforcer Patrols by APL 
  The PCs will be confronted in one of the dingy back ways 
  that makes up much of the geography of the city. An 
  essentially random crossroad of streets means that the 
  combat will not draw undue attention from anyone 
  assuming the PCs don’t linger and announce their 
  triumph over evil on the street corner. The Patrol will 
  arrive and attack, not attempting to communicate with 
  the PCs – they are as paranoid as their master, and they 
  kill first and ask questions later. 
  For a map of the combat, simply make any set of 
  intersecting streets, with numerous alleys and cross 
  paths. All main roads are at least 10’ wide, though the PCs 
  can find some 5’ wide streets to flee down should they 
  wish. 
  Creatures: 
  
  KEO6-03 Baby’s Breath 
   
  Page 25 
  APL 12 (EL 12) 
  � Devil, Erinyes (2): hp 99 each; see Monster Manual, 
  page 54. 
  � Swarm, Hellwasps (2): hp 117 each; see Monster 
  Manual, page 238. 
  The erinyes carry great iron globes, each of which 
  contain one swarm. In the opening round of combat, 
  they hurl the globes to the ground, which come undone 
  on impact and release the hellwasps. Each swarm is of 
  sufficient size to have an Intelligence of 6 (see the Hive 
  Mind extraordinary ability in the creature’s write-up) 
  until reduced to less than 12 hit points, and so can follow 
  the orders of the erinyes enforcers. 
  APL 14 (EL 14) 
  � Troll, War (2): hp 153 each; see Appendix Two. 
  Note that these trolls are not of the Giant type, but are 
  Monstrous Humanoids. 
  APL 16 (EL 16) 
  � Devil, Horned: hp 195; see Monster Manual, page 55. 
   
  Encounter 8: The Royal Foundry 
  of Dis 
  The destination of the PCs, and the place of the 
  Nethernight’s forging, is the great Royal Foundry. These 
  forges work only for the purposes of supplying the Iron 
  Tower and Dispater’s personal needs. It is well-defended, 
  though perhaps not quite as well as it should be, since the 
  focus of this plane’s security is on the Iron Tower and not 
  on ancillary buildings such as these.  
  The foundry is a large, excavated pit surrounded by 
  six immense brick smokestacks which spew the ash 
  of the forges below into the sky. A winding, wide 
  stone staircase spirals down the circumference of 
  the pit, connected to dozens of iron foundry doors 
  as it descends. Work crews of lemures, slaves, and 
  lesser devils stream in and out of the staircase. You 
  notice that they seem to be reporting to a tiny figure, 
  some sort of imp, who hovers in mid-air and directs 
  the work crew traffic. A small cigar hangs out of the 
  corner of his mouth. 
  “Look alive, hellspawn! Production is down two 
  percent this cycle, and by the royal ruby red ass of 
  Asmodeus himself I’ll see it increased!” A hobgoblin 
  slave howls as the imp stabs it in the rump with his 
  tail, sending him scurrying. “You lot!” The imp 
  seems to have noticed you. “Get over here!” He 
  beckons impatiently for you to come to him, even as 
  he continues chomping on his cigar. 
  The forge of the Iron Duke himself is at the very bottom 
  of the pit. This is the PCs ultimate destination. However, 
  the sheer number of devils around this place makes an 
  attempt to storm into it or enter without permission 
  (barring blind teleportation or magical scrying, which 
  carries their own risks; see above regarding the use of 
  divination spells in Dis) suicide. However, a bit of fast-
  talking by the PCs with Joffee, the imp Pit Master, might 
  get them inside without arousing alarm. 
  Interacting with Pit Master Joffee 
  This little imp is more than he appears to be. A hundred 
  years ago, Joffee was known as Jof’ehru, among the 
  mightiest of all pit fiends. He was sent by Dispater to deal 
  with a paladin who was troubling his cultists, and in the 
  ensuing battle the pit fiend was slain by the knight. The 
  pit fiend’s soul was sent back to hell, where it became 
  reinvested into the body of an imp. Joffee must once 
  again work his way upwards through the ranks of the 
  various sorts of devils, a process that promises to take 
  several hundred more years. 
  In deference to his previous station and loyal service, 
  Dispater gave the imp this plum assignment. Other devils 
  know what Joffee once was, what he will someday again 
  become, and whose ear he has, so they obey him without 
  question despite his reduced stature. 
  The DM should keep the above in mind when role-
  playing Joffee. 
  The imp is currently curious as to the presence of the 
  PCs. The royal forges do occasionally perform 
  consignment work for outside parties (read as: non-
  devils), so the presence of a group of adventurers from 
  the prime material plane is not necessarily unusual. If the 
  PCs play their cards correctly, they can get past him. 
  In general, there are three ways to deal with Joffee – 
  Diplomacy, Bluff, or Intimidation. Don’t forget the 
  possible Charisma-based skill check penalty for chaotic- 
  and/or good-aligned PCs. 
  Intimidation: Trying this approach is a really bad idea. 
  Joffee will react to initial threats by warning the PCs once 
  not to try and throw their weight around, and will be 
  utterly unfazed by any attempts to cow him, regardless of 
  the player’s roll. (Anyone that regularly reports to an 
  arch-devil is unfazed by intimidation of lesser beings.) 
  Should they persist – or should they actually lay hands on 
  him – he will begin shouting for help, and a pair of 
  enforcer patrols (see Encounter 7) will arrive within 1d3 
  rounds to protect this sensitive area of Dis. The rest of the 
  lesser devils will scatter, moving into Dis and shouting 
  for reinforcements. The PCs will be hit with additional 
  enforcer patrols, one per five minutes thereafter, until 
  the PCs are slain. Should they suggest that they will fight 
  their way into the foundry, tell the PCs flatly out-of-game 
  that the legions of devils there will begin summoning 
  others of their ilk and attack, and that the PCs will 
  eventually be overwhelmed. If they persist, the PCs die 
  
  KEO6-03 Baby’s Breath 
   
  Page 26 
  under an endless wave of devils and enforcer patrols, and 
  are treated as unrecoverable losses. 
  If the PCs have blundered badly as noted above, they 
  must either flee back to the portal (for their sake, assume 
  they elude any further patrols and manage to get away if 
  they do so) or attempt a blind teleportation or similar 
  spell. 
  Diplomacy: Using Diplomacy on Joffee is not a viable 
  approach, since the PCs aren’t negotiating for anything. 
  He will accuse such PCs of being “mealy-mouthed 
  simian-spawn” and tell them to get to the point as to why 
  they’re here. 
  If they persist in this approach, consult pages 71-72 in the 
  Player’s Handbook. Joffee starts out as Unfriendly, but 
  because he is guarding a sensitive area and the PCs are 
  suspicious strangers, you should treat him as effectively 
  Hostile. The PCs should make their Diplomacy checks, 
  and you should consult the table at the bottom of page 72 
  to see if they manage to sway him: 
  • 
  Hostile (Diplomacy check was DC 19 or less): The 
  PCs failed to make a dent in his attitude, and now 
  Joffee is gravely suspicious of the PCs. No further 
  Diplomacy checks are allowed. Joffee demands the 
  PCs leave, accusing them of having no legitimate 
  business here. The PCs can only depart, try to Bluff 
  him, or Intimidate him (which will call him to 
  automatically scream for the enforcer patrols – he 
  already gave the PCs a warning). See above, for what 
  happens if the PCs attempt to move into the area by 
  force. 
  • 
  Unfriendly (Diplomacy check was DC 20 to 24): 
  Joffee is unmoved by these suspicious characters, 
  although he’s not willing to call for the enforcers just 
  yet – perhaps these Primes are simply that confused. 
  Allow the PCs to opt to try another approach, or to 
  persist in Diplomacy. If they do, they may try a 
  second roll, but suffer a -4 penalty to this second roll. 
  • 
  Indifferent (Diplomacy check was DC 25 to 34): 
  Joffee believes that the PCs are here to pick up 
  something from the forges, but he’s not inclined to 
  be helpful. He will allow the PCs entry. 
  “I don’t know what consignment order you 
  have, but go down there and find it. The lowest 
  forge is off-limits. Find it, get back up here, and 
  pay me for it, so you can be on your way.” 
  • 
  Friendly (Diplomacy check was DC 35 to 49): For 
  whatever reason, Joffee finds these Primes who say 
  so much and state so little entertaining. He gives a 
  toothy grin and says, 
  “What a line of vrock dung you people spew! I 
  don’t know what consignment order you have, 
  but go down there and find it. The lowest forge 
  is Dispater’s own, so it’s off-limits. Find what 
  you ordered, get back up here, and pay me for it, 
  so you can be on your way. Oh, and if you like, I 
  have some scrap green steel available.” He 
  points to some odd greenish scrap metal piled 
  near the pit. “I’ll take a thousand gold coins for 
  it, or equivalent in trade, if you want it.” 
  If the PCs agree and pay Joffee, they gain the 
  Greenish Scrap Metal from Dis AR item. This material 
  is Baatorian Green Steel (from the Arms and 
  Equipment Guide) and the PCs can each acquire 
  enough to be crafted one weapon of their choice. 
  This must be a weapon to which they already have 
  access. 
  • 
  Helpful (Diplomacy check was 50+): There’s such a 
  thing as doing a job too well. Treat this result as 
  Friendly, above, with the added complication that 
  Joffee insists on escorting the PCs into the forge area 
  himself. Refusal by the PCs to go with Joffee will 
  result in Joffee’s becoming gravely suspicious of the 
  PCs. If they allow Joffee to escort them into the 
  forges, he will quickly figure out that the PCs have 
  never been here before, and will confront them 
  accordingly. At this point, the PCs have only the 
  options of escape, assault (and death), or one last 
  attempt to Bluff Joffee. 
  Bluff: Ultimately, this is the best and easiest approach. 
  Joffee opposes Bluff attempts with his Sense Motive skill 
  (which he doesn’t have, so he uses a Wisdom check of +1 
  instead). If the PCs succeed, the imp says, 
  “I don’t know who your masters are, but they might 
  want to get servants that can afford to buy a clue. I 
  don’t know what consignment order you have, but 
  go down there and find it. The lowest forge is 
  Dispater’s own, so it’s off-limits. Find what you 
  ordered, get back up here, and pay me for it, so you 
  can be on your way. Oh, and if you like, I have some 
  scrap green steel available.” He points to some odd 
  emerald-colored scrap metal piled near the pit. “I’ll 
  take a thousand gold coins for it, or equivalent in 
  trade, if any of you want it.” 
  If the PCs agree and pay Joffee, they gain the Greenish 
  Scrap Metal from Dis AR item. This material is Baatorian 
  Green Steel (from the Arms and Equipment Guide) and the 
  PCs can each acquire enough to be crafted one weapon of 
  their choice. This must be a weapon to which they 
  already have access. 
  Disguise: PCs may have disguised themselves in more 
  appropriate forms. While it’s doubtful that the PCs could 
  pass themselves off as devils to one of those creatures, 
  there are other evil creatures by which the PCs could 
  disguise themselves. An elf could pass for a drow; a 
  human could pass as a vampire, and so forth. If the PCs 
  are disguised, make an opposed Spot check for Joffee 
  (+7). If the PCs beat the check, and have chosen 
  reasonable alternate appearances as noted above, they will 
  be “look correct” to the Pit Master, who will usher them 
  into the pit: 
  
  KEO6-03 Baby’s Breath 
   
  Page 27 
  “I don’t know who your masters are, but they might 
  want to get servants that can afford to buy a clue. I 
  don’t know what consignment order you have, but 
  go down there and find it. The lowest forge is 
  Dispater’s own, so it’s off-limits. Find what you 
  ordered, get back up here, and pay me for it, so you 
  can be on your way. Oh, and if you like, I have some 
  scrap green steel available.” He points to some odd 
  emerald-colored scrap metal piled near the pit. “I’ll 
  take a thousand gold coins for it, or equivalent in 
  trade, if any of you want it.” 
  If the PCs agree and pay Joffee, they gain the Greenish 
  Scrap Metal from Dis AR item. This material is Baatorian 
  Green Steel (from the Arms and Equipment Guide) and the 
  PCs can each acquire enough to be crafted one weapon of 
  their choice. This must be a weapon to which they 
  already have access. 
  Descending into the Forges 
  You begin the slow spiraling descent down into the 
  forges. The devils and slave beings ignore you, 
  focused on the frantic toil demanded by their 
  overseers, who in turn are too busy whipping and 
  ordering the laborers to pay much attention to you. 
  As you proceed deeper, you see fewer and fewer 
  workers, and by the time you’ve reached the 
  bottommost forge – a half-hour later – you haven’t 
  seen a living thing other than yourselves for the last 
  half of your trip. 
  The great doors of the lowermost forge are 
  constructed of heavy, emerald-colored metal. You do 
  see a keyhole, however. 
  The door is easily smashed through by PCs with 
  adamantine weapons; it is Baatorian green steel and is not 
  especially resistant to sundering. This approach will 
  automatically set off the trap protecting the door. The 
  door lock can be successfully picked (Open Locks DC 
  40), but the PC cannot take 20 unless the door trap is 
  dealt with (or discharged). 
  The doors are counter-weighted to close behind the PCs, 
  but they do not lock. 
  The alarm spell on the door serves two purposes. Aside 
  from being the trigger for the trap, it also alerts the 
  nimblewrights in the next room (see below). Should 
  either the alarm spell be tripped or the trap discharged, 
  the 
  nimblewrights 
  within 
  will 
  begin 
  preparing 
  themselves for battle (see the Tactics section, below). 
  Trap: 
  All APLs (EL 7) 
  � Chain lightning Trap: CR 7; magical device; 
  proximity trigger (alarm spell); no reset; spell effect (chain 
  lightning, 11th-level wizard, 11d6 electricity to target 
  nearest center of trigger area plus 5d6 to each of up to 11 
  secondary targets, DC 19 Reflex save for half damage); 
  Search DC 31; Disable DC 31. 
   
  The Royal Forge of Dis 
  Refer to DM Aid #4. 
  The immense forge of the Iron Duke lies before you. 
  The temperature is well over a hundred degrees. It is 
  rectangular and of great size. A wide fountain of 
  molten metal descends through an aperture, high in 
  the ceiling on the opposite wall. The liquid metal 
  tumbles into a large cauldron which in turn flows 
  into a reservoir, which is at floor level. This 
  cauldron is thirty feet in height, and rests on a 
  massive stone platform. You can only assume that 
  either magic or stone channels somehow recycle 
  this molten metal in an endless stream. The forge 
  fires illuminate the room in a garish crimson light. 
  Racks and racks of stone tools line the walls. 
  Standing near the form is a pair of lithe forms. By 
  the shape of their armor, there is one male and one 
  female. Each is eight feet tall, by a quick reckoning, 
  and both bear a rapier in each hand. Their armor and 
  full-face helms are of an unusual clam-shell design. 
  The male’s voice booms out. It carries over the 
  tumbling molten metal’s noise. “Look, dear sister. 
  Intruders.” 
  She responds, “About bloody time. We’ve been 
  without a challenge for two long.” 
  He laughs. “What makes you think,” he chuckles as 
  he sweeps his rapier in the air with a flourish, “that 
  they’ll be a challenge?” 
  The doors to this room are counter-weighted and close 
  unless actively held or propped open. 
  These beings, despite their banter, are actually humanoid-
  like, sentient constructs known as nimblewrights. 
  Creatures: 
  APL 12 (EL 15) 
  � Advanced (30 HD) nimblewrights (2): hp 270 each; 
  see Appendix 1. 
  APL 14 (EL 17) 
  � Advanced (38 HD) nimblewrights (2): hp 336 each; 
  see Appendix 1. 
  APL 16 (EL 19) 
  � Advanced (46 HD) nimblewrights (2): hp 402 each; 
  see Appendix 1. 
  DM Note: As the Monster Manual notes, the HD range of 
  monster advancement is not the absolute maximum; 
  
  KEO6-03 Baby’s Breath 
   
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  exceptions do occur, but are rare (pg 7). As these 
  constructs were forged by Dispater himself, they are the 
  exception that proves the rule, exceeding the usual 
  maximum HD at APL 14-16 (though their size does not 
  increase). 
  Setup: 
  These constructs are blisteringly fast, and are the favored 
  guardians of Dispater, who crafted them in these very 
  forges to protect them. If the PCs hope to destroy the 
  Nethernight once and for all, these beings must be 
  defeated. They begin at the points marked 1 and 2 on the 
  map. 
  The nimblewrights begin at an advantage if the PCs 
  discharged the trap or triggered the alarm to get into the 
  chamber. If they did, the nimblewrights begin casting 
  pre-cast spells in response to its discharge. They begin 
  using the following spell-like abilities, in order: cat’s grace, 
  entropic shield. They will then gain a surprise round on 
  PCs moving into the forge, and will use that round to 
  haste themselves. 
  Tactics (All APLs): 
  The nimblewrights begin at an advantage if the PCs 
  discharged the trap or triggered the alarm to get into the 
  chamber. If they did, the nimblewrights begin casting 
  pre-cast spells in response to its discharge. They begin 
  using the following spell-like abilities, in order: cat’s grace, 
  entropic shield. They will then gain a surprise round on 
  PCs moving into the forge, and will use that round to 
  haste themselves. 
  If the PCs managed to get the drop on the 
  nimblewrights, they will spend the first round using haste 
  before engaging in melee. They will focus on lightly-
  armored targets that they can quickly bring down with 
  Power Attack-driven impaling, tripping blows on low-AC 
  targets. 
  The 
  nimblewrights 
  are 
  aware 
  of 
  their 
  vulnerabilities, and will target either those PCs that 
  demonstrate the ability to exploit them, or against 
  glaringly dangerous targets. 
  It’s important to remember that these creatures use 
  natural attacks, not rapiers. They have feats that they 
  would not be able to use on weapons (such as Improved 
  Natural Attack). Because these are natural attacks, they 
  can neither be disarmed, nor can the rapier-hands be 
  sundered. 
  Also, the nimblewrights have a tripping thrust special 
  attack that is treated as a trip if successful. It therefore 
  works in tandem with their Improved Trip feat. 
  Tactics (APL 12): 
  At this APL, the nimblewrights are content to harry the 
  PCs by making Spring Attacks from a comfortable 
  distance. They will focus on obvious melee types unless 
  there is a spellcaster that demonstrates an ability to use 
  the fire or cold effects that are part of their vulnerabilities 
  (see Appendix 1). These constructs will not hesitate to 
  rely on their high Tumble skill to attack foes in the rear 
  ranks if need be. 
  Tactics (APL 14 & 16): 
  The nimblewrights have exceptional Spring Attack 
  abilities at this APL. They are able to make three such 
  attacks per round (via their Bounding Assault and Rapid 
  Blitz feats). 
  Tactics (APL 16): 
  At this APL the nimblewrights gain bonuses to damage if 
  neither they nor their foe threaten each other at the start 
  of the round (which is typically the case when using the 
  Spring Attack feat; see the Combat Tactician feat). 
  If forced into close combat by an attacker with iterative 
  attacks, they will use their Robilar’s Gambit feat in the 
  hopes of striking an opponent prone with the attacks of 
  opportunity which the feat provides. 
  Additional Combat Notes: 
  Try to give the PCs the impression that they are fighting 
  living creatures. If the PCs use a spell to which the 
  nimblewrights are immune, pretend to roll the saving 
  throw, for instance. If the PCs score a critical threat, roll 
  percentile dice and tell them that the critical doesn’t 
  seem to have any effect – the players might think that the 
  creatures are wearing fortification armor. 
  The nimblewrights have a special weakness. Should they 
  be somehow flung fully into the molten forges of their 
  creation, they are instantly destroyed. The molten metal 
  is just as lethal to any PC not protected from heat and 
  drowning – even a PC immune to fire can still drown in 
  it. Immersion in the molten steel does 75 points of fire 
  damage per round, and a PC can drown in it as if it was 
  water. The metal is 20 feet in depth in the reservoir. 
  Development – Destroying the Nethernight: 
  To break the necklace from Countess Hannah’s neck 
  would normally be impossible – even adamantine 
  weapons fail to break the links. However, any of the tools 
  present in the forge room are capable of doing so (treat 
  them as clubs, doing 1d6 damage, against which the 
  Nethernight has no Hardness; (APL x 2) hp of damage or 
  more will snap a link and make it possible for the 
  necklace to be removed from Hannah). 
  Once broken, the Nethernight regenerates all of its 
  damage, making itself whole the following round. Thus, 
  the necklace cannot be destroyed with the tools – only 
  temporarily damaged. 
  Simply hurling the Nethernight into the molten liquid 
  won’t work. The necklace will leap from the metal, snake-
  like, refusing to go under without a fight – swimming 
  back to the edge of the forges at a rate of 5’ per round. The 
  PCs will need to use some means to hold the necklace 
  down in the steel – the large prongs on the equipment 
  tables will do nicely (no attack roll required; the stated 
  intentions of the PCs is enough). 
  
  KEO6-03 Baby’s Breath 
   
  Page 29 
  Should the Nethernight be destroyed, the nimblewrights 
  (if still functional) will cease attacking. Regardless of 
  whether or not they are still active, the following will 
  occur: 
  Like a writhing serpent, you watch as the necklace 
  fights to escape the molten metal. The artifact sprays 
  the steel everywhere, in an effort to somehow injure 
  its destroyers. But you begin to see the links fall 
  apart, and with an unholy wail, the jewelry sunders, 
  and the pieces vanish into the depths of the molten 
  reservoir. 
  At long last, the curse on Linth is over. 
  The double doors into this room suddenly crumble, 
  falling into a rapidly-collapsing pile of rusted ruin. 
  Standing beyond is a being with whose visage you 
  are now familiar. He is seven feet in height, with 
  dark hair and small horns. He is dressed in regal 
  finery, carrying a heavy mace in one hand and an 
  ornate rod in the other. A pair of pit fiends stands 
  behind him, their great maws dripping with hissing 
  venom and trembling with anticipation of the kill. 
  Unnervingly, Dispater is smiling. 
  “I think,” he says pleasantly, “that you were just 
  leaving. There are few who can say they have undone 
  my plots, and none dare boast of it.” He punctuates 
  his words by finishing with a slow, languid clap that 
  echoes eerily in the vast emptiness of the forge. 
  This is indeed Dispater, the Iron Duke himself. As 
  described in the Book of Vile Darkness, Dispater is pleasant 
  and never shows his anger. While the Iron Duke is 
  indeed furious at these mortals for braving all to undo his 
  machinations, he also respects power and strength. He is 
  willing to allow them to leave, but they will be forever 
  marked – and watched. They earn the Watched by Dispater 
  AR item. 
  The arch-devil turns away, passing the pit fiends 
  who stare at him, slack-jawed, as he leaves without a 
  fight. They look at you and the eyes of each narrows 
  into slits. Fists balled in frustration, the great devils 
  depart, following in the shadow of their master. 
  A PC that decides to be rude, get mouthy, or make snide 
  comments about Dispater or his pit fiends (even after he’s 
  left, so long as they’re still in Dis) will find they have 
  earned the Ire of Dispater. If the PCs want to get out of 
  here without earning his Ire, they need only keep their 
  mouths shut, recognize when they’re outgunned, and 
  return home quietly. 
  If they should actually attack him or the pit fiends, he 
  wades into battle and slaughters the offending PC, 
  captures that PCs soul, and transforms it into a lemure for 
  all eternity. In short, this PC’s arrogance has earned her 
  an unrecoverable death. This being is invulnerable to 
  anything the PCs bring to bear – don’t bother running 
  such combats and assume instead that the PC(s) lose. 
  There’s always a bigger fish… 
  PCs that successfully destroy the Nethernight and escape 
  gain the Nethernight Destroyed AR item. 
  Proceed to Conclusion D. 
  Conclusion A: Hannah is Slain 
  to Break the Curse of the House 
  of Linth 
  You do the deed as quickly and painlessly as you are 
  able. With the death of Countess Hannah, the 
  necklace she wears writhes in agony like a serpent, 
  before each segment of the Nethernight separates 
  and falls to the ground. Although not made of any 
  metal, the pieces molder and collapse into small 
  piles of greenish-tinged rust. 
  The force behind the Blight has been broken, and a 
  child has paid the price. 
  *** 
  A week later, you and your companions stand with 
  Reynard and Lashton on a low hill. The sun is 
  beaming, and the land has already begun to right 
  itself. Green grass has been spotted for the first time 
  in years within Linth. But the mood here is somber, 
  for you stand in silence observing a small grave. 
  Reynard speaks. She has recovered well, if slowly, 
  and her hand rests comfortably within that of the 
  older wizard’s. “All of us have done what we needed 
  to do. The kingdom is safe. The cancer has been 
  excised from the Green Man of the Valley. And…” 
  she pauses, looking down at the grave. There, several 
  white buds have appeared. 
  The great druidess smiles gently and kneels in the 
  dirt. She points to them with a slender finger. 
  “Baby’s breath,” she says softly. “It is a symbol of 
  renewal and hope.” She gently plucks a bud, handing 
  one to each of you. “Keep this safely with you. A gift 
  from Lady Hannah, and a gesture of forgiveness.” 
  She says nothing more and guides her lover away, 
  leaving your group alone with your thoughts. 
  Each of the PCs receives the Baby’s Breath AR item. 
  Do not read the Epilogue. 
  The End 
  Conclusion B: A PC Sacrifices 
  Herself to Destroy the 
  Nethernight 
  With the brave touch of your companion, the 
  necklace falls away from the neck of Countess 
  Hannah. It writhes in agony like a serpent, before 
  each segment of the Nethernight separates and falls 
  
  KEO6-03 Baby’s Breath 
   
  Page 30 
  to the ground. Although not made of any metal, the 
  pieces molder and collapse into small piles of 
  greenish-tinged rust. 
  The force behind the Blight has been broken, and 
  one of your own has paid the price. 
  *** 
  A week later, you and your companions stand with 
  Reynard and Lashton on a low hill. The sun is 
  beaming, and the land has already begun to right 
  itself. Green grass has been spotted for the first time 
  in years within Linth. But the mood here is somber, 
  for you stand in silence observing your companion’s 
  grave. 
  Reynard speaks. She has recovered well, if slowly, 
  and her hand rests comfortably within that of the 
  older wizard’s. “All of us have done what we needed 
  to do. The kingdom is safe. The cancer has been 
  excised from the Green Man of the Valley. And…” 
  she pauses, looking down at the grave. There, several 
  white buds have appeared. 
  The great druidess smiles gently and kneels in the 
  dirt. She points to them with a slender finger. 
  “Baby’s breath,” she says softly. “It is a symbol of 
  renewal and hope.” She gently plucks a bud, handing 
  one to each of you. “Keep this safely with you. It is a 
  gift from your companion, and a gesture of love.” 
  She says nothing more and guides her lover away, 
  leaving your group alone with your thoughts. 
  Each of the PCs receives the Baby’s Breath AR item, except 
  the PC who sacrificed herself. That player receives 
  instead the Legacy AR item. 
  Proceed to Epilogue. 
  Conclusion C: Lashton Ventures 
  into Dis to Destroy the 
  Nethernight 
  Being unwilling or unable to enter the hells on 
  behalf of Reynard, Lashton nods to you. 
  “I ask too much of you,” Lashton says quietly. “Too 
  long has the kingdom relied on the strong backs of a 
  few gallant souls. I will go myself.” 
  The following morning, you meet with Lashton and 
  a contingent of Dreadwalkers on a grassy field in 
  Grayhill. Lashton begins murmuring and, using a 
  piece of azure crystal, draws out an elaborate pattern 
  in the air. It leaves lines of softly glowing light in 
  the air, which glows ever more brightly as the 
  pattern nears its completion. When it is finished, 
  the portal flashes open, a tear in reality though 
  which you see a dark city beneath a gloomy, snowy 
  sky. 
  Lashton glances at the gate. “Not snow, but ash. I 
  will return when it is over, if I’m able.” 
  Saying nothing more, you watch as the wizard steps 
  inside. The gate wavers and closes a moment later, 
  deliberately collapsed from the other side. But by 
  Lashton, or the Iron Duke? 
  You and your Dreadwalker companions hunker 
  down, keeping a vigil over Reynard. After an hour 
  has passed, you see her eyes snap open, and she 
  gasps. Almost immediately, color returns to her face. 
  She sits bolt upright, smiling. “The curse is 
  broken… the Blight is ended. But where…” She sees 
  all of your grave faces and she realizes the one that is 
  missing, and her features contort with panic. 
  You never see Lashton again. 
  Reynard recovers – physically at least – over the next 
  several days, but her heart is clearly broken. Even 
  the news of the abeyance of the Blight and the 
  sightings of the first few sprigs of green grass in 
  Linth in years does not cheer her. 
  You have succeeded. But the cost has been high. 
  Proceed to Epilogue. 
  Conclusion D: The PCs Venture 
  into Dis and Destroy the 
  Nethernight 
  The force behind the Blight has been broken. A week 
  later, you and your companions stand with Reynard 
  and Lashton on a low hill in the County of Linth. 
  The sun is beaming, and the land has already begun 
  to right itself. Green grass has been spotted for the 
  first time in years here. 
  Reynard speaks. She has recovered well, if slowly, 
  and her hand rests comfortably within that of the 
  older wizard’s. “The kingdom is safe. The cancer has 
  been excised from the Green Man of the Valley. 
  And…” she pauses, looking down at the ground. 
  There, several white buds have appeared in the 
  newly minted grass. 
  The great druidess smiles gently and kneels in the 
  dirt. She points to them with a slender finger. 
  “Baby’s breath,” she says softly. “It is a symbol of 
  renewal and hope.” She gently plucks a bud, handing 
  one to each of you. “Keep this safely with you. It is a 
  gift from the land, and a gesture of love.” 
  She says nothing more and guides her lover away, 
  leaving your group alone with your thoughts. 
  Each of the PCs receives the Baby’s Breath AR item. 
  Proceed to Epilogue. 
  
  KEO6-03 Baby’s Breath 
   
  Page 31 
  Conclusion E: The PCs fail to 
  awaken Countess Hannah from 
  Dreamtime 
  The tentacles drill past your eyes, deeper, into your 
  soul. You feel yourself become weightless, and then 
  for a final second, everything snaps into focus once 
  more. You wish it hadn’t. 
  Around you, your companions writhe in agony. You 
  are within the temple to Dispater, but you recall 
  now that you had been here before – several days 
  ago, after receiving your orders from Reynard. Mind 
  flayers had ambushed you and your companions, 
  stunning you into submission. And now their 
  tentacles are thrown over the top of all of your 
  heads. They have been manipulating your thoughts, 
  your memories, walking you through a dream world 
  of their own design and control. 
  You hear awful cracking noises, like the breaking of 
  a lobster’s shell to get at the meat inside. Those 
  awful tentacles had been caressing your brains… it 
  had all been a dream world from which you could 
  not muster an escape. The last thing you feel is an 
  odd feeling of suction against the back of your skull 
  and two tentacles dropping before your eyes, 
  mercifully obscuring the scene. 
  The mind flayers withdraw the PCs brain and consume 
  them, slaying them all. Countess Hannah remains in 
  Narthistle’s clutches. Reynard dies not long afterwards, 
  and the final force holding the Blight back is lost. It 
  expands across the kingdom of Keoland, plunging it into 
  a famine the likes of which it has never seen. 
  DM and players should contact the Keoland Triad to 
  resolve what happens to the PCs in this instance and as to 
  whether or not the characters are recoverable. 
  The End 
  Epilogue: Commitment 
  “Welcome to your new home.” 
  Countess Hannah clutched her battered doll to her 
  chest and looked around, her face a mixture of fear 
  and trepidation. Around her swirled the chaos of the 
  Dilwych asylum. One woman stood shrieking on the 
  top of a chair, while a man snapped with his mouth 
  at phantom flies. 
  Tears began to fall from the child’s face. She took a 
  step back, but a strong and firm hand held her fast. 
  “You musn’t be afraid,” said the strong voice. “We’re 
  doing wonders here with those who are sick and in 
  need of help.” 
  She looked up at Baron Malweig. He was smiling, 
  and speaking in that voice that did not seem to quite 
  match his body. “I’m sorry, my love,” he said, 
  kneeling down to wipe away the tears, “but as I’ve 
  found, not all stories have happy endings.” 
  Hannah 
  nodded. 
  That 
  much, 
  at 
  least, 
  she 
  understood. 
  The doors out of the asylum closed behind the pair 
  with an authoritative clang. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeating the rakshasa 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Encounter Four 
  Defeating the mob 
   
  APL X: 360 xp. 
   
  APL Y: 420 xp. 
   
  APL Z: 480 xp. 
  Encounter Five 
  Defeating the Narthistle and the mind flayers 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Discretionary roleplaying award 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
  Total possible experience 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  
  KEO6-03 Baby’s Breath 
   
  Page 32 
  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 Five: 
  APL 12: L: 1 gp, C: 333 gp, M: +2 buckler (347 gp); +2 
  full plate (471 gp); adamantine +1 greatsword (446 gp); 
  amulet of health +2 (333 gp); bracers of armor +4 (1333 
  gp); gauntlets of ogre power (333 gp); gloves of dexterity +4 
  (1333 gp); 2 x ioun stone, dusty rose prism (417 gp each); 
  ioun stone, iridescent spindle (1500 gp); ioun stone, pink 
  rhomboid (667 gp); periapt of wisdom +2 (333 gp); ring of 
  protection +1 (167 gp); ring of protection +2 (667 gp); vest 
  of resistance +1 (83 gp); vest of resistance +2 (333 gp). 
  APL 14: L: 1 gp, C: 333 gp, M: +2 buckler (347 gp); +3 
  full plate (887 gp); adamantine +1 wounding greatsword 
  (1779 gp); amulet of health +2 (333 gp); belt of giant 
  strength +4 (1333 gp); bracers of armor +4 (1333 gp); 
  gloves of dexterity +4 (1333 gp); 2 x ioun stone, dusty rose 
  prism (417 gp each); ioun stone, iridescent spindle (1500 
  gp); ioun stone, pink rhomboid (667 gp); periapt of 
  wisdom +4 (1333 gp); ring of protection +1 (167 gp); ring 
  of protection +2 (667 gp); vest of resistance +2 (333 gp); 
  vest of resistance +4 (1333 gp). 
  APL 16: L: 1 gp, C: 500 gp, M: +3 buckler (762 gp); +3 
  full plate (887 gp); adamantine +1 wounding greatsword 
  (1779 gp); amulet of health +2 (333 gp); belt of giant 
  strength +6 (3000 gp); bracers of armor +4 (1333 gp); 
  gloves of dexterity +4 (1333 gp); periapt of wisdom +4 
  (1333 gp); ring of protection +2 (667 gp); ring of 
  protection +3 (1500 gp); 2 x ioun stone, dusty rose prism 
  (417 gp each); ioun stone, iridescent spindle (1500 gp); 
  ioun stone, pink rhomboid (667 gp); robe of stars (4833 
  gp); vest of resistance +3 (750 gp). 
  Encounter Five: 
  APL 12: L: 0 gp, C: 0 gp, M: none. 
  APL 14: L: 0 gp, C: 0 gp, M: 2 x vest of resistance +1 (83 
  gp each). 
  APL 16: L: 0 gp, C: 0 gp, M: 2 x vest of resistance +1 (83 
  gp each); 2 x brooch of shielding (125 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 12: L: 1 gp, C: 333 gp, M: 9126 gp – Total: 9460 
  gp (3300 gp). 
  APL 14: L: 1 gp, C: 333 gp, M: 14345 gp – Total: 
  14679 gp (6600 gp). 
  APL 16: L: 1 gp, C: 500 gp, M: 21927 gp – Total: 
  22428 gp (9900 gp). 
  Items for the Adventure Record 
  Special 
  � Baby’s Breath: The Great Druid of the Sheldomar 
  bade you to carry this small bit of baby’s breath with you. 
  Should this PC be reduced to -10 hp or less, this AR effect 
  is automatically expended; mark it as USED when this 
  occurs. When expended, this PC does not die as normal 
  at -10 or fewer hp in this one instance. Instead, they are 
  set back to -9 hp, and this PC is considered automatically 
  stabilized. This does not protect you from subsequent 
  damage this PC might suffer, nor does it protect from 
  being slain by sources that do not kill by hp damage. 
  � Greenish Scrap Metal from Dis: You have availed 
  yourself of an offer from Pit Master Joffee to purchase 
  
  KEO6-03 Baby’s Breath 
   
  Page 33 
  some odd scraps of a strange greenish metal. You may 
  expend this AR effect to gain access (Frequency: 
  Adventure) to purchase any one weapon to which you 
  already have access. The weapon chosen must be 
  composed in whole or in part of this green metal. The 
  material from which the item is crafted is Baatorian green 
  steel (from the Arms & Equipment Guide). You need not 
  pay the cost of the special material, since you already 
  possess it; you need only pay the cost of the masterwork 
  weapon itself. Mark this AR effect as USED when it is 
  expended. 
  � Watched by Dispater: The Iron Duke has you 
  earmarked for special attention.  The ramifications of 
  this, if any, are unknown at this time. 
  � Legacy: To save the life of Hannah Linth and the 
  Kingdom of Keoland, this PC has valiantly sacrificed 
  themselves.  This PC is permanently dead with no hope 
  of recovery, but your greatness will live on in the form of 
  one of your kin (see the special AR). 
  � Nethernight Destroyed: You have journeyed to 
  destroy the Nethernight. This costs 1 additional TU (2 for 
  out-of-region PCs). For doing so, you gain the following 
  additional gp and xp, and the xp and gp caps for this 
  adventure are increased by the same amount: APL 12: 
  +787 xp, +1,650 gp; APL 14: +900 xp, +3,300 gp; APL 16: 
  +1,012 xp, +4,950 gp. 
  � Just Rewards: You have honored the request of your 
  prisoner to be tried in a court of his peers. You have 
  turned him over to either the Knights of the Watch or 
  the Lion throne (circle the appropriate one).  If you 
  turned him over to the Knights of the Watch, this PC 
  gains free Rich upkeep in any nation of the Sheldomar 
  Valley.  Also, if this PC is a member of that order, you are 
  considered to have “defeated a foe of impressive power” 
  for the purposes of your Promotion Point totals.  If you 
  turned him over to the Lion Throne, the Kingdom of 
  Keoland rewards you with free Luxury lifestyle for any 
  adventures which take place wholly or in part in 
  Keoland.  In either case, this PC also gains access 
  (Frequency: Regional) to purchase any one +1 weapon, 
  armor, or shield special ability upgrade from the DMG. 
  � Ire of Dispater: You should have kept your mouth 
  shut – speaking ill of an arch-devil is always a bad idea!  
  Since your return from this adventure, this PC has found 
  that swords he wields seem to quickly lose their edge, 
  and metal armor seems to weaken in contact with his 
  body.  This PC suffers a -1 profane penalty to attack and 
  damage rolls made with metal weapons and a -1 profane 
  penalty to AC while wearing metal armor.  For purposes 
  of this effect, metal weapons and armor are defined as an 
  item made partially or entirely of metal.  This effect 
  cannot be removed by any means at this time. 
  � Legacy: To save the life of Hannah Linth and the 
  Kingdom of Keoland, this PC’s kin valiantly sacrificed 
  themselves.  Their greatness lives on in the form of this 
  PC, and nature will remember their sacrifice on its behalf 
  by providing this PC with powerful allies. 
   
  Mark this Adventure Record as #0, the first AR of 
  this new PC’s stack.  This PC must be of the same race as 
  the PC who made the sacrifice (with the exception that 
  an elf can have half-elven kin, a half-elf can have elven or 
  human kin, and a human can have human, half-elven, or 
  half-orc kin. 
   
  If the first level taken by this PC is either druid or 
  ranger, this PC gains the Natural Bond feat (Complete 
  Adventurer) as a free bonus feat. 
  Item Access 
  APL 12: 
  • 
  +1 Adamantine Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Flaming Composite Shortbow, +5 Str Bonus 
  (Adventure; DMG) 
  • 
  Bracers of Armor +4 and Gloves of Dexterity +4 
  (Adventure; DMG) 
  • 
  Ioun Stones: Dusty Rose Prism, Pink Rhomboid, Iridescent 
  Spindle (Adventure; Dungeon Master’s Guide) 
  • 
  Mithral Chain Shirt, +2 Full Plate, and +2 Buckler 
  (Adventure; DMG) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Vests of Resistance +1 and +2 (Adventure; Complete 
  Arcane) 
   
  APL 14 (all of APL 12 plus the following): 
  • 
  +1 Adamantine Wounding Greatsword (Adventure; 
  DMG) 
  • 
  +2 Bastard Sword (Adventure; Dungeon Master’s Guide) 
  • 
  +3 Composite Shortbow, +4 Str Bonus (Adventure; DMG) 
  • 
  +3 Full Plate and +3 Mithral Chain Shirt (Adventure; 
  DMG) 
  • 
  Belt of Giant Strength +4 and Periapt of Wisdom +4 
  (Adventure; DMG) 
  • 
  Large Items: Breastplate, Masterwork Greatsword, 
  Masterwork Composite Longbow (+10 Str Bonus) 
  (Adventure; DMG) 
  • 
  Pearl of Power, 2nd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Vest of Resistance +4 (Adventure; Complete Arcane) 
   
  
  KEO6-03 Baby’s Breath 
   
  Page 34 
  APL 16 (all of APLs 12, 14 plus the following): 
  • 
  Belt of Giant Strength +6 and Cloak of Charisma +4 
  (Adventure; DMG) 
  • 
  Bracers of Archery, Greater (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Brooch of Shielding and Ring of Protection +3 (Adventure; 
  DMG) 
  • 
  Robe of Stars and +3 Scale Mail (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Vest of Resistance +3 (Adventure; Complete Arcane) 
   
   
   
  
  KEO6-03 Baby’s Breath 
   
  Page 35 
  Appendix 1: Monsters and NPCs (All APLs) 
  Encounters 3, 4, and 5 
   
   
   
  Countess Hannah Linth, female human Ari1: CR 
  ½; small humanoid (human); HD 1d8; hp 26 (base 6; 
  +20 from maximized false life); Init +1; Spd 20 ft. (4 
  squares); AC 15 (+1 size, +3 deflection, +1 Dex); touch 
  15, flat-footed 14; BAB/Grp +0/-6; Full Atk unarmed 
  strike -2 melee (1d2-2); AL CN; Fort +0, Ref +1, Will +5; 
  Str 6, Dex 12, Con 10, Int 14, Wis 16, Cha 14. 
   
  Skills & Feats: Bluff +4, Diplomacy +6, Gather 
  Information +4, Knowledge (nobility) +6, Listen +5, 
  Perform (dance) +6, Sense Motive +9, Spot +5, Tumble 
  +3; Iron Will, Negotiator. 
   
  Languages: Common, Keoish, Suloise. 
   
  Possessions: White dress, shoes, and elbow-length 
  gloves, ring of mind shielding, ring of protection +3, 
  Nethernight (unique artifact: provides a maximized false 
  life effect [+20 temporary hit points] once per day of 
  unlimited duration; if the effect is dispelled or the 
  temporary hit points are lost, it renews the effect 1d4 
  rounds later. In Hannah’s case, it renders her 
  completely invulnerable to all forms of harm. It 
  renders the wearer immune to all divination spells. It 
  acts as a necklace of strangulation should anyone other 
  than Hannah attempt to wear it after its links have 
  been broken and it is removed from her neck. Its other 
  powers are unknown). 
   
  
  KEO6-03 Baby’s Breath 
   
  Page 36 
  Appendix 1 – Monsters & NPCs (APL 12) 
  Encounter 1  
   
   
   
   
  Rakshasa Sor2: CR 12; Medium Outsider (Native); 
  HD 2d4+7d8+36; hp 75; Init +4; Spd 40 ft. (8 squares); 
  AC 30 (+6 armor [greater mage armor], +1 deflection, +4 
  Dex, +9 natural), touch 15, flat-footed 26; BAB/Grp 
  +8/+8; Atk bite +8 melee (1d6; 20/x2); Full Atk bite +8 
  melee (1d6; 20/x2) and 2 claws +3 melee (1d4; 20/x2); 
  SA Detect thoughts (DC 18), spells; SQ Change shape, 
  damage reduction 15/good and piercing; darkvision 60 
  ft., spell resistance 29; AL LE; SV Fort +11, Ref +11, 
  Will +12; Str 10, Dex 18, Con 19, Int 12, Wis 14, Cha 24 
  (26). 
   
  Skills & Feats: Concentration +16, Diplomacy +19, 
  Intimidate +17, Knowledge (arcana) +8, Knowledge 
  (the planes) +5, Listen +12, Sense Motive +12, 
  Spellcraft +18, Spot +12, Tumble +5. Skill Focus 
  (Spellcraft), Spell Focus (Conjuration, Evocation). 
   
  Spells Known (6/8/8/6/5 per day; DC 17 + spell 
  level; +1 for Conjuration or Evocation spells; total 
  effective caster level as 13th-level sorcerer due to 
  Practiced Spellcaster feat): 0 – arcane mark, detect magic, 
  light, mage hand, message, read magic, resistance, touch of 
  fatigue; 1st – alarm, comprehend languages, magic missile, 
  protection from good, shield; 2nd – bear’s endurance, 
  glitterdust, invisibility, Melf’s acid arrow; 3rd – greater mage 
  armor, haste. magic circle against good; 4th – dimension 
  door, ice storm. 
   
  Possessions: ring of protection +1, vest of resistance +2, 
  potion of displacement, potion of cure serious wounds, cloak of 
  charisma +2, robes, spell component pouches. 
  Encounter 4  
   
   
   
   
  Mob of Linth soldiers, male and female human 
  Ftr5: Gargantuan humanoid (human); CR 8; HD 
  30d8+90; hp 247; Init +0; Spd 10 ft. (2 squares); AC 17 
  (+8 armor, +1 Dex, +2 shield, -4 size), touch 7, flat-
  footed 16; BAB/Grp +22/+37; Full Atk –; Space/Reach 
  20 ft./0 ft.; SA swarm (5d6), trample; SQ Mob anatomy; 
  AL LN; SV Fort +19, Ref +11, Will +9; Str 16, Dex 13, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb -3, Handle Animal +5, 
  Knowledge (history) +4, Profession (soldier) +1, Ride 
  +8. Cleave, Improved Bull RushB, Improved OverrunB, 
  Improved Toughness, Lightning Reflexes, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Languages: Common, Keoish. 
   
  Possessions: 
  Full 
  plate, 
  heavy 
  steel 
  shield, 
  longsword, dagger. 
   
  Mob Anatomy (Ex): A mob has no front or back or 
  discernable anatomy, so it is not subject to critical hits 
  or sneak attacks. A mob cannot be flanked, tripped, 
  grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on mobs. Each specific 
  creature that is slain, disabled, or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative energy levels on the 
  mob. A mob that gains negative levels equal to its hit 
  dice breaks up as if reduced to 0 hit points. Negative 
  levels gained in this matter are not the result of 
  negative energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never result in a 
  permanent level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and evocation spells. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature takes damage equal to 
  2d6 + 1 ½ times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
  Encounter 5  
   
   
   
   
  Ezra, mind flayer Mnk 8: medium aberration; CR 12; 
  HD 16d8+72; hp 150; Init +7; Spd 50 ft. (10 squares); 
  AC 34 (+4 armor, +2 deflection, +7 Dex, +1 insight, +3 
  natural, +7 misc.), touch 27, flat-footed 27; BAB/Grp 
  +12/+19; Atk tentacle +16 melee (1d6+3; 19-20/x2) or 
  unarmed strike +16 melee (1d10+3; 20/x2); Full Atk 4 
  tentacles +16 melee (1d6+3; 19-20/x2) or unarmed 
  strike (flurry of blows) +15/+15/+10/+5 (1d10+3; 
  20/x2) and tentacle +14 melee (1d6+3; 19-20/x2); SA 
  extract, flurry of blows, improved grab, ki strike 
  (magic), mind blast (60-ft. cone, Will DC 18 or stunned 
  for 3d4 rounds), psionics; SQ evasion, fast movement, 
  monk AC bonus (+6), psionics, SR 33, still mind (+2 
  saves vs. Enchantment spells or effects), slow fall 40 ft., 
  purity of body, telepathy 100 ft. wholeness of body (16 
  hp per day); AL LE; SV Fort +13, Ref +16, Will +19; Str 
  16, Dex 20 (24), Con 16 (18), Int 18, Wis 20 (22), Cha 
  14. 
   
  Skills & Feats: Balance +14, Bluff +13, Climb +9, 
  Concentration +23, Diplomacy +15, Escape Artist +12, 
  Knowledge (arcana) +11, Knowledge (religion) +12, 
  Knowledge (the planes) +12, Listen +25, Sense Motive 
  +9, Spot +16, Tumble +26. Ability Focus (mind blast), 
  Combat ReflexesB, Improved Critical (tentacles), 
  Improved GrappleB, Improved Toughness, Improved 
  TripB, Improved Unarmed StrikeB, Multiattack, 
  
  KEO6-03 Baby’s Breath 
   
  Page 37 
  Weapon Focus (tentacles), Weapon Focus (unarmed 
  strike). 
   
  Possessions: Bracers of armor +4, gloves of dexterity +4, 
  vest of resistance +1, robes, ioun stones (dusty rose prism, 
  pink rhomboid, iridescent spindle), periapt of wisdom +2, ring 
  of protection +2. 
  Most Penitent Banshee Lugh Narthistle, male 
  human Mnk 2 / ex-Pal 1 / Blackguard 10: CR 13; 
  medium humanoid (human); HD 11d10 + 2d8 + 36; hp 
  121; Init +2; Spd 20 ft. (4 squares); AC 26 (+10 armor, +1 
  Dex, +1 deflection, +1 insight, +3 shield), touch 13, flat-
  footed 25; BAB/Grp +12/+20; Atk adamantine +1 
  greatsword +15 melee (2d6+5; 17-20/x2) or unarmed 
  strike +15 melee (1d6+3; 20/x2); Full Atk adamantine +1 
  greatsword +15/+10/+5 melee (2d6+5; 18-20/x2) or 
  unarmed strike +13/+13/+8/+3 melee (1d6+3; 20/x2); 
  SA flurry of blows, rebuke undead (1d20+1; 2d6+9 
  turning damage), smite good 4/day (+2 to hit, +10 
  damage), sneak attack +3d6; SQ aura of despair (all 
  enemies within 10 ft. suffer -2 to all saves), aura of evil 
  (strong), dark blessing (+2 to all saves), poison use; AL 
  LE; SV Fort +18, Ref +11, Will +11; Str 14 (16), Dex 12, 
  Con 14 (16), Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +19, Diplomacy +4, 
  Escape Artist +2, Handle Animal +7, Hide +2, 
  Intimidate +6, Knowledge (nobility) +3, Knowledge 
  (religion) +2, Knowledge (the planes) +2, Listen +6, 
  Ride +10, Spot +6. Cleave, Close-Quarters Fighting, 
  Combat 
  ReflexesB, 
  Improved 
  Buckler 
  Defense, 
  Improved Critical (greatsword), Improved GrappleB, 
  Improved Sunder, Improved Unarmed StrikeB, Power 
  Attack. 
   
  Blackguard Spells Prepared (3/3/2/1 per day; DC 12 + 
  spell level): 1st – corrupt weapon, divine sacrifice x2; 2nd – 
  darkness, death knell, eagles’ splendor, shatter; 3rd – cure 
  serious wounds, protection from elements; 4th – cure critical 
  wounds. 
   
  Possessions: +2 full plate, +2 buckler, adamantine +1 
  greatsword, amulet of health +2, gauntlets of ogre power, 
  dusty rose prism ioun stone, ring of protection +1, vest of 
  resistance +2, two brass unholy symbols, 2000 gp 
  diamond. 
  Encounter 8  
   
   
   
   
  Advanced (30 HD) nimblewright: large construct; 
  CR 13; HD 30d10+60; hp 270; Init +9; Spd 40 ft. (8 
  squares); AC 27 (+9 Dex, +9 natural, -1 size), touch 18, 
  flat-footed 18; BAB/Grp +22/+37; Atk rapier-hand +29 
  melee (2d8+11; 15-20/x2); Full Atk 2 rapier hands +29 
  melee (2d8+11; 15-20/x2); SA Spell-like abilities, 
  tripping thrust (Reflex DC 36); SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; SV Fort +6, Ref 
  +13, Will +8; Str 32, Dex 29, Con --, Int 13, Wis 19, Cha 
  18. 
   
  Skills & Feats: Balance +14, Jump +26, Listen +15, 
  Sense Motive +17, Spot +15, Tumble +24; Cleave, 
  Combat ExpertiseB, Combat ReflexesB, Dodge, Elusive 
  Target, Great Fortitude, Improved Disarm, Improved 
  Toughness, Improved Trip, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (rapier-hand). 
   
  Possessions: None. 
        Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 15-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; save 
  DC 14 + spell level. The save DCs are Charisma based. 
          Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (for this 
  nimblewright, DC 36) or be knocked prone as if 
  tripped. The save DC is Strength based. 
          Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for one round. 
   
   
  
  KEO6-03 Baby’s Breath 
   
  Page 38 
  Appendix 1 – Monsters & NPCs (APL 14) 
  Encounter 1  
   
   
   
   
  Nazarthune Rakshasa Ftr2: CR 13; Medium 
  Outsider (native); HD 2d10+11d8+65; hp 130; Init +12; 
  Spd 40 ft. (8 squares); AC 28 (+7 armor, +6 Dex, +5 
  natural), touch 16, flat-footed 28; BAB/Grp +13/+17; 
  Atk +1 short sword +21 melee (1d6+5; 19-20/x2) or claw 
  +23 melee (1d4+4; 20/x2) or +3 composite shortbow (+4 
  Str bonus) +24 ranged (1d6+7; 19-20/x3); Full Atk +1 
  short sword +20/+15/+10 melee (1d6+5; 19-20/x2) or 2 
  claws +21 melee (1d4+4; 20/x2) or +3 composite shortbow 
  (Rapid Shot) (+4 Str bonus) +22/+22/+17/+12 ranged 
  (1d6+7; 19-20/x3); SA Detect thoughts (DC 16), sneak 
  attack +6d6; SQ Change shape, damage reduction 
  15/good and piercing, darkvision 60 ft., evasion, hide 
  in plain sight, improved evasion, improved uncanny 
  dodge, outsider traits, shadow jump, spell resistance 23; 
  uncanny dodge; AL LE; SV Fort +13, Ref +19, Will +8; 
  Str 18, Dex 26, Con 21, Int 16, Wis 10; Cha 12. 
   
  Skills & Feats: Balance +23, Bluff +19*, Climb +18; 
  Diplomacy +3, Disguise +19* (+21 acting), Escape Artist 
  +21, Hide +21, Intimidate +3, Jump +21, Listen +14, 
  Move Silently +21, Search +16, Spot +14, Survival +0 
  (+2 following tracks), Tumble +23, Use Rope +7 (+9 
  bindings). Improved Critical (composite shortbow), 
  Improved Initiative, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Finesse. 
   
  Possessions: +3 composite shortbow (+4 Str bonus), +3 
  mithral chain shirt, two +1 short swords, cloak of resistance 
  +1, potion of cure serious wounds, quiver and 40 arrows. 
   
  Rakshasa Sor4: CR 14; Medium Outsider (Native); 
  HD 4d4+7d8+44; hp 87; Init +4; Spd 40 ft. (8 squares); 
  AC 31 (+6 armor [greater mage armor], +2 deflection, +4 
  Dex, +9 natural), touch 16, flat-footed 27; BAB/Grp 
  +9/+9; Atk bite +9 melee (1d6; 20/x2); Full Atk bite +9 
  melee (1d6; 20/x2) and 2 claws +4 melee (1d4; 20/x2); 
  SA Detect thoughts (DC 18), spells; SQ Change shape, 
  damage reduction 15/good and piercing; darkvision 60 
  ft., spell resistance 31; AL LE; SV Fort +12, Ref +12, 
  Will +13; Str 10, Dex 18, Con 19, Int 12, Wis 14, Cha 22 
  (24). 
   
  Skills & Feats: Concentration +19, Diplomacy +19, 
  Intimidate +17, Knowledge (arcana) +8, Knowledge 
  (the planes) +5, Listen +12, Sense Motive +12, 
  Spellcraft +21, Spot +12, Tumble +5. Practiced 
  Spellcaster, Skill Focus (Spellcraft), Spell Focus 
  (Conjuration and Evocation). 
   
  Spells Known (6/8/8/6/7/5 per day; DC 17 + spell 
  level; +1 for Conjuration or Evocation spells; total 
  effective caster level as 15th-level sorcerer due to 
  Practiced Spellcaster feat): 0 – arcane mark, detect magic, 
  detect poison, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – alarm, comprehend 
  languages, magic missile, protection from good, shield, silent 
  image; 2nd – bear’s endurance, glitterdust, invisibility, Melf’s 
  acid arrow, see invisibility; 3rd – greater mage armor, haste, 
  magic circle against good, sign of sealing; 4th – confusion, 
  dimension door, ice storm; 5th – cone of cold, reciprocal gyre. 
   
  Possessions: ring of protection +2, potion of blur, vest of 
  resistance +2, potion of displacement, potion of cure serious 
  wounds, cloak of charisma +2, pearl of power (2nd level), 
  robes, spell component pouches. 
  Zakya Rakshasa Ftr 1/Exotic Weapon Master 1: 
  CR 10; Medium Outsider (native); HD 2d10+7d8+63; 
  hp 104; Init +3; Spd 40 ft. (8 squares); AC 29 (+5 armor, 
  +2 Dex, +9 natural, +3 shield), touch 12, flat-footed 27; 
  BAB/Grp +9/+16; Atk +2 bastard sword +19 melee 
  (1d10+11; 17-20/x2) or claw +16 melee (1d4+7; 20/x2); 
  Full Atk +2 bastard sword +19/+14/+9 melee (1d10+11; 
  17-20/x2) and bite +11 melee (1d6+4; 20/x2) or claw 
  +16 melee (1d4+7; 20/x2) and bite +11 melee (1d6+4; 
  20/x2); SA Detect thoughts (DC 11), spell-like abilities; 
  SQ Change shape, damage reduction 15/good and 
  piercing, darkvision 60 ft., exotic weapon stunt 
  (uncanny blow), outsider traits, spell resistance 24; AL 
  LE; SV Fort +17, Ref +9, Will +7; Str 25, Dex 17, Con 24, 
  Int 12, Wis 13, Cha 8. 
   
  Skills & Feats: Bluff +13, Climb +10, Concentration 
  +16, Craft (weaponsmith) +6, Diplomacy +3, Disguise 
  +13*, Intimidate +12, Jump +14, Listen +10, Sense 
  Motive +11, Spot +10. Blind-Fight, CleaveB, Combat 
  ReflexesB, Dodge, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Power 
  AttackB, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword)B. 
   
  Possessions: +2 bastard sword, +1 heavy steel shield, +1 
  scale mail, cloak of resistance +1, potion of cure serious 
  wounds. 
  Encounter 4  
   
   
   
   
  Mob of Linth soldiers, male and female human 
  Ftr8: Gargantuan humanoid (human); CR 10; HD 
  30d8+90; hp 247; Init +0; Spd 10 ft. (2 squares); AC 17 
  (+8 armor, +1 Dex, +2 shield, -4 size), touch 7, flat-
  footed 16; BAB/Grp +22/+37; Full Atk –; Space/Reach 
  20 ft./0 ft.; SA swarm (5d6), trample; SQ Mob anatomy; 
  AL LN; SV Fort +19, Ref +12, Will +11; Str 16, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb -3, Handle Animal +5, 
  Knowledge (history) +4, Profession (soldier) +4, Ride 
  +9. Cleave, Combat Reflexes, Dodge, Improved Bull 
  RushB, Improved OverrunB, Improved Toughness, Iron 
  Will, Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
  
  KEO6-03 Baby’s Breath 
   
  Page 39 
   
  Languages: Common, Keoish. 
   
  Possessions: 
  Full 
  plate, 
  heavy 
  steel 
  shield, 
  longsword, dagger. 
   
  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernable anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, 
  tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on mobs. Each specific 
  creature that is slain, disabled, or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative energy levels on the 
  mob. A mob that gains negative levels equal to its hit 
  dice breaks up as if reduced to 0 hit points. Negative 
  levels gained in this matter are not the result of 
  negative energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never result in a 
  permanent level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and evocation spells. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature takes damage equal to 
  2d6 + 1 ½ times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
  Encounter 5  
   
   
   
   
  Ezra, mind flayer Mnk 9: medium aberration; CR 13; 
  HD 17d8+85; hp 166; Init +7; Spd 60 ft. (12 squares); 
  AC 34 (+4 armor, +2 deflection, +7 Dex, +1 insight, +3 
  natural, +7 misc.), touch 27, flat-footed 27; BAB/Grp 
  +12/+19; Atk tentacle +16 melee (1d6+3; 19-20/x2) or 
  unarmed strike +16 melee (1d10+3; 20/x2); Full Atk 4 
  tentacles +16 melee (1d6+3; 19-20/x2) or unarmed 
  strike (flurry of blows) +16/+16/+11/+6 (1d10+3; 
  20/x2) and tentacle +14 melee (1d6+3; 19-20/x2); SA 
  extract, flurry of blows, improved grab, ki strike 
  (magic), mind blast (60-ft. cone, Will DC 18 or stunned 
  for 3d4 rounds), psionics; SQ evasion, fast movement, 
  improved evasion, monk AC bonus (+6), psionics, SR 
  34, still mind (+2 saves vs. Enchantment spells or 
  effects), slow fall 40 ft., purity of body, telepathy 100 ft. 
  wholeness of body (18 hp per day); AL LE; SV Fort +16, 
  Ref +19, Will +23; Str 16, Dex 20 (24), Con 16 (18), Int 
  18, Wis 20 (24), Cha 14. 
   
  Skills & Feats: Balance +14, Bluff +13, Climb +9, 
  Concentration +22, Diplomacy +15, Escape Artist +13, 
  Knowledge (arcana) +11, Knowledge (religion) +12, 
  Knowledge (the planes) +12, Listen +25, Sense Motive 
  +9, Spot +16, Tumble +25. Ability Focus (mind blast), 
  Combat ReflexesB, Improved Critical (tentacles), 
  Improved GrappleB, Improved Toughness, Improved 
  TripB, Improved Unarmed StrikeB, Multiattack, 
  Weapon Focus (tentacles), Weapon Focus (unarmed 
  strike). 
   
  Possessions: Bracers of armor +4, gloves of dexterity +4, 
  vest of resistance +4. ioun stones (dusty rose prism, pink 
  rhomboid, iridescent spindle), periapt of wisdom +4, ring of 
  protection +2. 
  Most Penitent Banshee Lugh Narthistle, male 
  human Mnk 4 / ex-Pal 1 / Blackguard 10: CR 15; 
  medium humanoid (human); HD 11d10 + 4d8 + 42; hp 
  138; Init +2; Spd 20 ft. (4 squares); AC 27 (+11 armor, +1 
  Dex, +1 deflection, +1 insight, +3 shield), touch 13, flat-
  footed 25; BAB/Grp +14/+23; Atk adamantine +1 
  wounding greatsword +19 melee (2d6+8; 17-20/x2) or 
  unarmed strike +19 melee (1d8+5; 20/x2); Full Atk 
  adamantine +1 wounding greatsword +19/+14/+9 melee 
  (2d6+8; 17-20/x2) or unarmed strike +17/+17/+12/+7 
  melee (1d8+5; 20/x2); SA flurry of blows, rebuke 
  undead (1d20+1; 2d6+9 turning damage), smite good 
  4/day (+2 to hit, +10 damage), sneak attack +3d6; SQ 
  aura of despair (all enemies within 10 ft. suffer -2 to all 
  saves), aura of evil (strong), dark blessing (+2 to all 
  saves), ki strike (magic), poison use, slow fall 20 ft., still 
  mind (+2 saves vs. Enchantment spells/effects; AL LE; 
  SV Fort +18, Ref +10, Will +11 (+13 vs. Enchantment 
  spells and effects); Str 16 (20), Dex 12, Con 14 (16), Int 
  10, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +19, Diplomacy +4, 
  Escape Artist +3, Handle Animal +7, Hide +1, 
  Knowledge (nobility) +2, Knowledge (religion) +8, 
  Knowledge (the planes) +2, Listen +3, Ride +8, Spot +3. 
  Cleave, Close-Quarters Fighting, Combat ReflexesB, 
  Endurance, Improved Buckler Defense, Improved 
  Critical (greatsword), Improved GrappleB, Improved 
  Sunder, Improved Unarmed StrikeB, Power Attack. 
   
  Blackguard Spells Prepared (3/3/2/1 per day; DC 12 + 
  spell level): 1st – corrupt weapon, divine sacrifice x2; 2nd – 
  darkness, death knell, eagles’ splendor, shatter; 3rd – cure 
  serious wounds, protection from elements; 4th – cure critical 
  wounds. 
   
  Possessions: +3 full plate, +2 buckler, adamantine +1 
  wounding greatsword, amulet of health +2, belt of giant 
  strength +4, dusty rose prism ioun stone, ring of protection +1, 
  vest of resistance +2, two brass unholy symbols, 2000 gp 
  diamond. 
  Encounter 8  
   
   
   
   
  Advanced (38 HD) nimblewright: large construct; 
  CR 15; HD 38d10+68; hp 336; Init +10; Spd 40 ft. (8 
  squares); AC 28 (+10 Dex, +9 natural, -1 size), touch 19, 
  flat-footed 18; BAB/Grp +28/+43; Atk rapier-hand +35 
  melee (2d8+11; 15-20/x2); Full Atk 2 rapier hands +35 
  melee (2d8+11; 15-20/x2); SA Spell-like abilities, 
  tripping thrust (Reflex DC 40); SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; SV Fort +10, Ref 
  
  KEO6-03 Baby’s Breath 
   
  Page 40 
  +18, Will +13; Str 32, Dex 30, Con --, Int 13, Wis 20, 
  Cha 18. 
   
  Skills & Feats: Balance +19, Jump +30, Listen +20, 
  Sense Motive +22, Spot +20, Tumble +29; Bounding 
  Assault, Cleave, Combat ExpertiseB, Combat ReflexesB, 
  Dodge, Elusive Target, Great Fortitude, Improved 
  Disarm, 
  Improved 
  Toughness, 
  Improved 
  Trip, 
  Mobility, Power Attack, Rapid Blitz, Spring Attack, 
  Weapon Focus (rapier-hand). 
   
  Possessions: Vest of resistance +1. 
        Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 15-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; save 
  DC 14 + spell level. The save DCs are Charisma based. 
          Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (for this 
  nimblewright, DC 40) or be knocked prone as if 
  tripped. The save DC is Strength based. 
          Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for one round. 
   
   
   
  
  KEO6-03 Baby’s Breath 
   
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  Appendix 1 – Monsters & NPCs (APL 16) 
  Encounter 1  
   
   
   
   
  Nazarthune Rakshasa Ftr4: CR 15; Medium 
  Outsider (native); HD 4d10+11d8+75; hp 152; Init +12; 
  Spd 40 ft. (8 squares); AC 28 (+7 armor, +6 Dex, +5 
  natural), touch 16, flat-footed 28; BAB/Grp +15/+19; 
  Atk +1 short sword +24 melee (1d6+5; 19-20/x2) or claw 
  +23 melee (1d4+4; 20/x2) or +3 composite shortbow (+4 
  Str bonus) +29 ranged (1d6+10; 19-20/x3); Full Atk +1 
  short sword +24/+19/+14 melee (1d6+5; 19-20/x2) or 2 
  claws +23 melee (1d4+4; 20/x2) or +3 composite shortbow 
  (Rapid Shot) (+4 Str bonus) +29/+29/+24/+19 ranged 
  (1d6+10; 19-20/x3); SA Detect thoughts (DC 16), sneak 
  attack +6d6; SQ Change shape, damage reduction 
  15/good and piercing, darkvision 60 ft., evasion, hide 
  in plain sight, improved evasion, improved uncanny 
  dodge, outsider traits, shadow jump, spell resistance 25; 
  uncanny dodge; AL LE; SV Fort +14, Ref +20, Will +9; 
  Str 18, Dex 26, Con 21, Int 16, Wis 10; Cha 12. 
   
  Skills & Feats: Balance +23, Bluff +19*, Climb +18; 
  Diplomacy +3, Disguise +19* (+21 acting), Escape Artist 
  +21, Hide +21, Intimidate +3, Jump +22, Listen +15, 
  Move Silently +21, Search +16, Spot +15, Survival +0 
  (+2 following tracks), Tumble +23, Use Rope +7 (+9 
  bindings). Improved Critical (composite shortbow), 
  Improved Initiative, Improved Rapid Shot, Manyshot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Finesse, 
  Weapon 
  Focus 
  (composite 
  shortbow), 
  Weapon Specialization (composite shortbow). 
   
  Possessions: +3 composite shortbow (+4 Str bonus), 
  bracers of archery (greater), cloak of resistance +1, potion of 
  cure serious wounds, +3 mithral chain shirt, two +1 short 
  swords, quiver and 40 arrows. 
  Rakshasa Sor6: CR 16; Medium Outsider (Native); 
  HD 6d4+7d8+65; hp 109; Init +4; Spd 40 ft. (8 squares); 
  AC 31 (+6 armor [greater mage armor], +2 deflection, +4 
  Dex, +9 natural), touch 16, flat-footed 27; BAB/Grp 
  +10/+10; Atk bite +10 melee (1d6; 20/x2); Full Atk bite 
  +10 melee (1d6; 20/x2) and 2 claws +5 melee (1d4; 
  20/x2); SA Detect thoughts (DC 19), spells; SQ Change 
  shape, damage reduction 15/good and piercing; 
  darkvision 60 ft., spell resistance 33; AL LE; SV Fort 
  +14, Ref +13, Will +14; Str 10, Dex 18, Con 20, Int 12, 
  Wis 14, Cha 22 (26). 
   
  Skills & Feats: Concentration +20, Diplomacy +20, 
  Intimidate +18, Knowledge (arcana) +8, Knowledge 
  (the planes) +5, Listen +12, Sense Motive +12, 
  Spellcraft +21, Spot +12, Tumble +5. Practiced 
  Spellcaster, Skill Focus (Spellcraft), Spell Focus 
  (Conjuration, Evocation, and Necromancy). 
   
  Spells Known (6/8/8/6/7/7/5 per day; DC 18 + spell 
  level; +1 for Conjuration, Evocation, or Necromancy 
  spells; total effective caster level as 17th-level sorcerer 
  due to Practiced Spellcaster feat): 0 – arcane mark, detect 
  magic, detect poison, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – alarm, comprehend 
  languages, magic missile, protection from good, shield; 2nd – 
  bear’s endurance, glitterdust, invisibility, Melf’s acid arrow, 
  see invisibility; 3rd – greater mage armor, haste, magic circle 
  against good, slow; 4th – confusion, dimension door, 
  enervation, ice storm; 5th – arc of lightning, cone of cold, 
  reciprocal gyre; 6th – disintegrate, greater sign of sealing. 
   
  Possessions: cloak of charisma +4, potion of cure serious 
  wounds, ring of protection +2, vest of resistance +2, potion of 
  displacement, pearl of power (2nd level), brooch of shielding, 
  robes, spell component pouches. 
  Zakya Rakshasa Ftr 3/Exotic Weapon Master 1: 
  CR 12; Medium Outsider (native); HD 4d10+7d8+77; 
  hp 130; Init +3; Spd 40 ft. (8 squares); AC 31 (+7 armor, 
  +2 Dex, +9 natural, +3 shield), touch 12, flat-footed 29; 
  BAB/Grp +11/+17; Atk +2 bastard sword +21 melee 
  (1d10+11; 17-20/x2) or claw +18 melee (1d4+7; 20/x2); 
  Full Atk +2 bastard sword +21/+16/+11 melee (1d10+11; 
  17-20/x2) and bite +13 melee (1d6+4; 20/x2) or claw 
  +18 melee (1d4+7; 20/x2) and bite +13 melee (1d6+4; 
  20/x2); SA Detect thoughts (DC 11), spell-like abilities; 
  SQ Change shape, damage reduction 15/good and 
  piercing, darkvision 60 ft., exotic weapon stunt 
  (uncanny blow), outsider traits, spell resistance 26; AL 
  LE; SV Fort +18, Ref +10, Will +8; Str 25, Dex 17, Con 
  24, Int 12, Wis 13, Cha 8. 
   
  Skills & Feats: Bluff +13, Climb +12, Concentration 
  +16, Craft (weaponsmith) +6, Diplomacy +3, Disguise 
  +13*, Intimidate +12, Jump +16, Listen +10, Sense 
  Motive +11, Spot +10. Blind-Fight, CleaveB, Combat 
  ReflexesB, Dodge, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Mobility, 
  Power AttackB, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword)B. 
   
  Possessions: +2 bastard sword, +1 heavy steel shield, +3 
  scale mail, cloak of resistance +1, potion of cure serious 
  wounds. 
  Encounter 4  
   
   
   
   
  Mob of Linth soldiers, male and female human 
  Ftr10: Gargantuan humanoid (human); CR 12; HD 
  30d8+90; hp 247; Init +0; Spd 10 ft. (2 squares); AC 17 
  (+8 armor, +1 Dex, +2 shield, -4 size), touch 7, flat-
  footed 16; BAB/Grp +22/+37; Full Atk –; Space/Reach 
  20 ft./0 ft.; SA swarm (5d6), trample; SQ Mob anatomy; 
  AL LN; SV Fort +19, Ref +12, Will +11; Str 16, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb -3, Handle Animal +5, 
  Knowledge (history) +4, Profession (soldier) +7, Ride 
  +9, Speak Language +1. Cleave, Combat Reflexes, Dive 
  for Cover, Dodge, Improved Bull RushB, Improved 
  OverrunB, Improved Toughness, Iron Will, Lightning 
  
  KEO6-03 Baby’s Breath 
   
  Page 42 
  Reflexes, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: 
  Full 
  plate, 
  heavy 
  steel 
  shield, 
  longsword, dagger. 
   
  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernable anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, 
  tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells or effects that target specific numbers of 
  creatures can have an effect on mobs. Each specific 
  creature that is slain, disabled, or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative energy levels on the 
  mob. A mob that gains negative levels equal to its hit 
  dice breaks up as if reduced to 0 hit points. Negative 
  levels gained in this matter are not the result of 
  negative energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never result in a 
  permanent level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and evocation spells. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature. A trampled creature takes damage equal to 
  2d6 + 1 ½ times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 25 + the mob’s 
  Strength modifier) to take half damage. 
  Encounter 5  
   
   
   
   
  Ezra, mind flayer Mnk 11: medium aberration; CR 
  15; HD 19d8+95; hp 185; Init +7; Spd 50 ft. (10 squares); 
  AC 37 (+4 armor, +3 deflection, +7 Dex, +1 insight, +3 
  natural, +9 misc.), touch 30, flat-footed 26; BAB/Grp 
  +14/+21; Atk tentacle +18 melee (1d6+3; 19-20/x2) or 
  unarmed strike +18 melee (1d10+3; 19-20/x2) or +5 
  shuriken +26 missile (1d2+8; 20/x2); Full Atk 4 tentacles 
  +18 melee (1d6+3; 19-20/x2) or unarmed strike (flurry 
  of blows) +18/+18/+13/+8 (1d10+3; 19-20/x2) and 
  tentacle +16 melee (1d6+3; 19-20/x2) or +5 shuriken +26 
  missile (1d2+8; 20/x2); SA extract, flurry of blows, 
  greater flurry, improved grab, ki strike (lawful, magic), 
  mind blast (60-ft. cone, Will DC 18 or stunned for 3d4 
  rounds), psionics; SQ diamond body, evasion, fast 
  movement, monk AC bonus (+6), psionics, SR 36, still 
  mind (+2 saves vs. Enchantment spells or effects), slow 
  fall 50 ft., purity of body, telepathy 100 ft. wholeness of 
  body (20 hp per day); AL LE; SV Fort +18, Ref +21, Will 
  +25; Str 16, Dex 20 (24), Con 16 (18), Int 18, Wis 20 
  (22), Cha 14. 
   
  Skills & Feats: Balance +14 Bluff +13, Climb +8, 
  Concentration +23, Diplomacy +17, Escape Artist +20, 
  Knowledge (arcana) +11, Knowledge (religion) +12, 
  Knowledge (the planes) +12, Listen +27, Sense Motive 
  +12, Spot +27, Tumble +26. Ability Focus (mind blast), 
  Combat ReflexesB, Improved Critical (tentacles), 
  Improved 
  Critical 
  (unarmed 
  strike), 
  Improved 
  GrappleB, Improved Toughness, Improved TripB, 
  Improved Unarmed StrikeB, Multiattack, Weapon 
  Focus (tentacles), Weapon Focus (unarmed strike). 
   
  Possessions: Bracers of armor +4, gloves of dexterity +4, 
  periapt of wisdom +4, ring of protection +3, vest of resistance 
  +4, ioun stones (dusty rose prism, pink rhomboid, iridescent 
  spindle), robe of stars (six +5 shuriken remaining). 
  Most Penitent Banshee Lugh Narthistle, male 
  human Mnk 4 / ex-Pal 1 / Blackguard 10 / 
  Tattooed Monk 2: CR 17; medium humanoid 
  (human); HD 11d10 + 6d8 + 51; hp 157; Init +2; Spd 20 
  ft. (4 squares); AC 29 (+11 armor, +1 Dex, +2 deflection, 
  +1 insight, +4 shield), touch 14, flat-footed 28; 
  BAB/Grp +15/+25; Atk adamantine +1 wounding 
  greatsword +21 melee (2d6+9; 17-20/x2) or unarmed 
  strike +21 melee (1d8+6; 20/x2); Full Atk adamantine +1 
  wounding greatsword +21/+16/+11 melee (2d6+9; 17-
  20/x2) or unarmed strike +19/+19/+14/+9 melee 
  (1d8+6; 20/x2); SA flurry of blows, rebuke undead 
  (1d20+1; 2d6+9 turning damage), smite good 4/day (+2 
  to hit, +10 damage), sneak attack +3d6; SQ aura of 
  despair (all enemies within 10 ft. suffer -2 to all saves), 
  aura of evil (strong), dark blessing (+2 to all saves), ki 
  strike (magic), poison use, slow fall 20 ft., still mind (+2 
  saves vs. Enchantment spells/effects), tattoo (unicorn); 
  AL LE; SV Fort +22, Ref +14, Will +15 (+17 vs. 
  Enchantment spells and effects); Str 16 (22), Dex 12, 
  Con 14 (16), Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +23, Diplomacy +4, 
  Escape Artist +5, Handle Animal +7, Hide +1, 
  Knowledge (nobility) +2, Knowledge (religion) +8, 
  Knowledge (the planes) +2, Listen +11, Ride +8, Spot 
  +3. Cleave, Close-Quarters Fighting, Combat ReflexesB, 
  Endurance, Improved Buckler Defense, Improved 
  Critical (greatsword), Improved GrappleB, Improved 
  Sunder, Improved Unarmed StrikeB, Power Attack. 
   
  Blackguard Spells Prepared (3/3/2/1 per day; DC 12 + 
  spell level): 1st – corrupt weapon, divine sacrifice x2; 2nd – 
  darkness, death knell, eagles’ splendor, shatter; 3rd – cure 
  serious wounds, protection from elements; 4th – cure critical 
  wounds. 
   
  Possessions: +3 full plate, +3 buckler, adamantine +1 
  wounding greatsword, amulet of health +2, belt of giant 
  strength +6, dusty rose prism ioun stone, ring of protection +2, 
  vest of resistance +3, two brass unholy symbols, 4000 gp 
  diamond, 2000 gp emerald. 
  Encounter 8  
   
   
   
   
  Advanced (46 HD) nimblewright: large construct; 
  CR 17; HD 46d10+76; hp 402; Init +11; Spd 40 ft. (8 
  squares); AC 29 (+11 Dex, +9 natural, -1 size), touch 20, 
  flat-footed 18; BAB/Grp +34/+49; Atk rapier-hand +41 
  
  KEO6-03 Baby’s Breath 
   
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  melee (2d8+11; 15-20/x2); Full Atk 2 rapier hands +41 
  melee (2d8+11; 15-20/x2); SA Spell-like abilities, 
  tripping thrust (Reflex DC 44); SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; SV Fort +13, Ref 
  +22, Will +16; Str 32, Dex 32, Con --, Int 13, Wis 20, 
  Cha 18. 
   
  Skills & Feats: Balance +26, Jump +36, Listen +26, 
  Sense Motive +28, Spot +26, Tumble +36; Bounding 
  Assault, Cleave, Combat ExpertiseB, Combat ReflexesB, 
  Combat Tactician, Dodge, Elusive Target, Great 
  Fortitude, Improved Disarm, Improved Toughness, 
  Improved Trip, Mobility, Power Attack, Rapid Blitz, 
  Robilar’s Gambit, Spring Attack, Weapon Focus 
  (rapier-hand). 
   
  Possessions: Brooch of shielding (101 hp), vest of 
  resistance +1. 
        Augmented Critical: A nimblewright threatens a 
  critical hit on a natural attack roll of 15-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; save 
  DC 14 + spell level. The save DCs are Charisma based. 
          Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (for this 
  nimblewright, DC 44) or be knocked prone as if 
  tripped. The save DC is Strength based. 
          Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for one round. 
  
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  Appendix 2: New Rules 
  New Feats 
  Bounding Assault [General] (PHB2 p75) 
  You can move and attack with superior speed and power. 
  Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12 
  Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke 
  attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make 
  a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split 
  your attacks between them. 
   
  Combat Tactician [General] (PHB2 p77) 
  You excel at approaching an opponent from an unexpected direction to deliver deadly attacks. As you approach your 
  foe, you duck and weave to confuse his defenses. Alternatively, you draw a weapon and make a quick attack that 
  surprises your foe. 
  Prerequisites: Dex 13, Dodge, base attack bonus +12 
  Benefit: You can designate one specific foe as the target of this feat as a free action. If neither you nor the target 
  threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn. 
   
  Dive for Cover [General] (CV p108) 
  You can dive behind cover or drop to the ground quickly enough to avoid many area effects. 
  Prerequisite: Base Reflex save bonus +4. 
  Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the 
  second result, whether it succeeds or fails. You become prone immediately after attempting the second roll. 
   
  Elusive Target [Tactical] (CW p110) 
  Trying to land a blow against you can be a maddening experience. 
  Prerequisites: Dodge, Mobility, BAB +6. 
  Benefit: The Elusive Target feat enables the use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If 
  that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers 
  to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you 
  and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is 
  considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a 
  chance to trip you if the attempt fails. 
   
  Improved Buckler Defense [General] (CW p100) 
  You can attack with an off-hand weapon while retaining a buckler’s shield bonus to your Armor Class. 
  Prerequisite: Shield proficiency. 
  
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  Benefit: When you attack with a weapon in your off hand, you may still apply your buckler’s shield bonus to your 
  armor class. 
  Normal: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler’s 
  shield bonus to AC until his or her next turn. 
  Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats. 
   
  Improved Rapid Shot [General] (CW p101) 
  You are an expert at firing weapons with exceptional speed. 
  Prerequisites: Manyshot, Point Blank Shot, Rapid Shot. 
  Benefits: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. 
  Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. 
   
  Improved Toughness [General] (CW p101) 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2. 
  Benefits: You gain a number oh tit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining 
  a level) you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  Practiced Spellcaster [General] (CA p82) 
  Choose a spellcasting class that you possess. Your spells cast from that class are more powerful. 
  Prerequisites: Spellcraft 4 ranks 
  Benefits: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level 
  to higher than your Hit Dice. However, even if you can’t gain from the full bonus immediately, if you later gain Hit 
  Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. 
  For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level 
  from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level he would gain the remainder of the bonus and 
  his sorcerer caster level would become 9th (since he now has 9 Hit Dice). 
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class 
  gains the feat’s effect. 
  This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you 
  penetrate spell resistance and increase the duration and other effects of your spells. 
  Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting 
  class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-
  level caster and wizard spells as a 9th-level caster. 
   
  Rapid Blitz [General] (PHB2 p82) 
  You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill. 
  Prerequisites: Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18. 
  Benefit: You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from 
  your Bounding Assault feat, you can make a third attack with a -10 penalty. 
   
  Robilar’s Gambit [Fighter, General] (PHB2 p 82) 
  
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  By offering Robilar’s Gambit, you absorb damage to place yourself in an advantageous position. This dangerous sacrifice 
  is not for the unfit or unwise, for one failed retaliatory strike can undo the advantage gained. Lord Robilar, a rash and 
  impetuous fighter, gained fame using this technique against his enemies. 
  Prerequisites: Combat Reflexes, base attack bonus +12 
  Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take 
  advantage of your opponent’s exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 
  bonus to attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time 
  they swing. Resolve your attack of opportunity after your foe’s attack. 
  Normal: Opponents do not provoke attacks of opportunity by attacking. Further, when an opponent provokes an 
  attack of opportunity, you resolve your attack before he completes the action that provoked the attack of opportunity. 
   
  New Magic Items 
  Vest of Resistance (CA p150) 
  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 level must be three times that of vest’s bonus; Price: 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5). 
   
  New Monsters 
  MOB (Template) (Abridged; DMG2 p59) 
   
  An angry mob represents the most dangerous form of crowd. 
   
  A mob is treated as a single entity similar to a swarm, except that it is made up of larger creatures. A mob can be 
  composed of Small, Medium, or Large creatures, but all the individuals must be of the same type. 
   
  “Mob” is an acquired template that can be added to any Small, Medium, or Large creature. A mob uses all the base 
  creature’s statistics and special abilities except as noted here. 
   
  Size and Type: A mob is a Gargantuan creature composed of either 48 Small or Medium or 12 Large creatures. The 
  mob’s type remains unchanged from the base creature. 
   
  Hit Dice: A mob has a single pool of Hit Dice and hit points. All mobs have 30 Hit Dice; this number represents 
  the mob’s mentality and physical mass rather than its race or class, since the individual members of a mob don’t use 
  their own abilities or experience to aid the whole. The type of Hit Dice rolled is set by the mob’s racial Hit Dice, not any 
  class level the mob might have. Thus, a mob of commoners would roll d8s for hit points, not d4s. 
   
  Reducing a mob to 0 hit points or lower causes it to break up, though damage taken until that point does not 
  degrade its ability to attack or resist attack. Mobs are never staggered or reduced to a dying state by damage. 
   
  Initiative: A mob’s initiative modifier is always 0. 
   
  Speed: A mob’s speed is 10 feet slower than that of the base creature. 
   
  Armor Class: As the base creature, modified by -4 for the mob’s Gargantuan size. 
   
  Base Attack: Since all mobs have 30 Hit Dice, their base attack bonuses are set depending on their type: 
  • 
  Fey or undead: +15 BAB 
  • 
  Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin: +22 BAB 
  • 
  Dragon, magical beast, monstrous humanoid, or outsider: +30 BAB 
   
  Grapple: As base attack bonus, modified by +12 for its size, and as appropriate for its Strength modifier. 
   
  Attack/Full Attack: Mobs don’t make standard attacks. Rather, they are treated similar to swarms in combat. A 
  mob deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the end of its move, with no 
  attack roll needed. Mob attacks ignore concealment and cover. A mob’s attacks are nonmagical, unless the base 
  creature’s attacks are considered magical. Damage reduction applies to mob attacks. 
  
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  Space/Reach: A mob occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an 
  opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples 
  over and moves around its victim. A mob can move through squares occupied by enemies, and vice versa, without 
  impediment, although a mob provokes an attack of opportunity if it does so. A mob can move through openings large 
  enough for its component creatures. 
   
  Attack Options: The individual creatures that make up the mob are unable to use any attack options that require 
  actions, such as breath weapons, spell-like abilities, and the like. If the base creature has attack options that reflect the 
  damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those 
  attacks function normally on any creature damaged by the mob. Attack options that function constantly, such as gaze 
  weapons, continue to function normally. The save DCs of any of these attacks should be recalculated based on the mob’s 
  30 Hit Dice. 
   
  In addition, mobs gain one or both of the following attack options. 
   
  Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets 
  (ignoring the usual -20 on grappling checks to do so). A mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of 
  its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 + 1 ½ times the mob’s 
  Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + 
  the mob’s Strength modifier) to take half damage. 
   
  Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the following 
  special quality. 
   
  Mob Anatomy (Ex): A mob has no clear front or back and no discernable anatomy, so it is not subject to critical 
  hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an effect on mobs. Each specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that target specific creatures bestows two negative energy levels on the mob. 
  A mob that gains negative levels equal to its hit dice breaks up as if reduced to 0 hit points. Negative levels gained in this 
  matter are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but 
  never result in a permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect 
  an area, such as splash weapons and evocation spells. 
   
  Saves: A mob’s saving throws are calculated as for a 30 HD creature of its type. A mob’s base good save is +17, and 
  its base bad save is +9.  
   
  Abilities: A mob’s abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma 
  scores drop to 10. If the base creatures Intelligence, Wisdom, and Charisma scores are already lower than 10, they do 
  not change. 
   
  Skills: Same as the base creature; do not recalculate based on the mob’s 30 Hit Dice. The mob’s new Intelligence, 
  Wisdom, and Charisma scores might grant some skills different modifiers. 
   
  Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats. 
   
  Organization: Solitary, pair, or gang (3-12 mobs). 
   
  Challenge Rating: 8, or +2 if the base creature’s CR is 7 or higher. 
   
  Advancement: -- 
   
  Level Adjustment: -- 
   
  NIMBLEWRIGHT (Abridged, MM2 p162; incorporates issued errata) 
  Medium Construct 
  Hit Dice: 10d10+20 (75hp) 
  Initiative: +7 
  Speed: 40 ft. (8 squares) 
  AC: 24 (+7 Dex, +7 natural), touch 17, flat-footed 17 
  Attack: Rapier-hand +11 melee (1d6+4/15-20) 
  
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  Full Attack: 2 rapier-hands +11 melee (1d6+4/15-20) 
  Face/Reach: 5 ft. / 5 ft. 
  Special Attacks: Spell-like abilities, tripping thrust 
  Special Qualities: Augmented critical, construct traits, spell resistance 27, vulnerabilities 
  Saves: Fort +3, Ref +10, Will +6 
  Abilities: Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 19 
  Skills: Balance +9, Jump +19, Tumble +22 
  Feats: Combat ExpertiseB, Combat ReflexesB, Dodge, Improved Disarm, Mobility, Spring Attack 
  Climate/Terrain: Any 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always chaotic 
  Advancement: 11-15 HD (Medium); 16-30 (Large) 
  Level Adjustment: +6 
   
  Nimblewrights are rapier-wielding constructs that disguise themselves as being humanoids. They often serve as 
  hired bodyguards, but many are employed to infiltrate organizations and secret societies or to spy on individuals. 
  Unlike most constructs, a nimblewright is created with intelligence and a distinct personality that allows for intuitive 
  thinking and responsiveness. Like a golem, a nimblewright is a powerful creation that combines awesome magic with 
  elemental forces. Its animating force is a spirit from the Elemental Plane of Water. The process of creating a 
  nimblewright binds the unwilling spirit to the artificial body and subjects it to the will of the creator. 
   
  An undisguised nimblewright appears as a non-descript, steel-colored, mechanical human. When disguised, it 
  wears clothes and uses spells to hide its true nature. In this way, it can appear as almost any Medium-size humanoid it 
  wishes to become. 
   
  A nimblewright speaks Common, Dwarven, and Elven. 
  COMBAT 
   
  A nimblewright is an extremely dexterous combatant. In battle, it brings to bear all of its special fighting skills to 
  deprive opponents of their weapons before running them through. If a nimblewright has ample warning of a fight, it 
  enhances its combat skills with cat’s grace and haste before joining melee. 
   
  The monster fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. 
  When not in use, the weapons fold into its forearms. A nimblewright can fully deploy both of these rapiers as a free 
  action.  
         Augmented Critical: A nimblewright threatens a critical hit on a natural attack roll of 15-20. On a successful 
  critical hit, its foe is subject to a tripping thrust attack (see above). 
   
  Spell-like Abilities: At will - alter self, cat's grace, entropic shield, feather fall, haste. Caster level 10th; save DC 14 + spell 
  level. The save DCs are Charisma based. 
          Tripping Thrust (Ex): A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own 
  size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a Reflex save 
  (DC 19) or be knocked prone as if tripped. The save DC is Strength based. 
          Vulnerabilities: A cold effect slows a nimblewright for 3 rounds, and a fire effect stuns it for one round. 
   
  RAKSHASA, NAZTHARUNE (MM3 p136; incorporates issued errata) 
  Medium Outsider (Native) 
  Hit Dice: 11d8+44 (93 hp) 
  Initiative: +9 
  Speed: 40 ft. (8 squares) 
  Armor Class: 24 (+4 armor, +5 Dex, +5 natural), touch 15, flat-footed 19 
  Base Attack/Grapple: +11/+13 
  Attack: Short sword +17 melee (1d6+2/19-20); or claw +16 melee (1d4+2); or composite shortbow (+2 Strength bonus) 
  +16 ranged (1d6+2/x3) 
  Full Attack: Short sword +15/+10/+5 melee (1d6+2/19-20) and short sword +15 melee (1d6+1/19-20); or 2 claws +16 
  melee (1d4+2); or composite shortbow (+2 Strength bonus) +16/+11/+6 ranged (1d6+2/x3) 
  
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  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Detect thoughts, sneak attack +6d6 
  Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., evasion, hide in plain 
  sight, improved evasion, improved uncanny dodge, outsider traits, shadow jump, spell resistance 21, uncanny dodge 
  Saves: Fort +11, Ref +12, Will +7 
  Abilities: Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15 
  Skills: Balance +21, Bluff +20*, Diplomacy +4, Disguise +20* (+22* when acting), Escape Artist +19, Hide +19, 
  Intimidate +4, Jump +8, Listen +14, Move Silently +19, Search +16, Spot +14, Survival +0 (+2 following tracks), Tumble 
  +21, Use Rope +5 (+7 bindings) 
  Feats: Improved Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword) 
  Environment: Warm marshes 
  Organization: Solitary or pair 
  Treasure: Standard plus mithral shirt 
  Alignment: Always lawful evil 
  Advancement: By character class 
  Level Adjustment: +5 
   
  This being is garbed in dark clothing. Its body seems mostly human except for a luxurious coat of black fur and its black, tiger-like 
  head. 
   
  While some theorize that rakshasas are the very embodiment of evil, those rare few who have survived an 
  encounter with the deadly naztharune know it to be fact. Like other rakshasa, the palms of a naztharune rakshasa’s 
  hands are where the backs of the hands would be on a human. While this physical feature doesn’t detract from the 
  creature’s manual dexterity, it does make a rakshasa look very disturbing to those unfamiliar with the creature. 
   
  Naztharune rakshasas, like most rakshasas, tend to be solitary creatures but will work with other rakshasas when 
  necessary and even team up with other naztharunes on a continuing basis. They sometimes work as infiltrators and 
  spies for more powerful rakshasas, and sometimes hire themselves out to other creatures as mercenaries or assassins. 
  Naztharune rakshasas have a hearty contempt for all creatures except other rakshasas, but they can suppress this feeling 
  when it profits them to do so. Unlike most of their rakshasa brethren, naztharune rakshasas feel less of a need to be “the 
  boss” in every operation. They are much more mercenary in their desires and needs. 
   
  A naztharune rakshasa is about the same height and weight as an elf (5 feet tall, 100 pounds). Naztharune rakshasas 
  speak Common, Infernal, and Undercommon. 
  COMBAT 
   
  Unlike their spellcasting cousins, a naztharune rakshasa enjoys sneaking up on a target and killing it in close 
  combat. Whenever possible, it uses allies to distract opponents and maneuver into flanking situations. 
   
  Detect Thoughts (Su): A naztharune can continuously use detect thoughts, as the spell from an 18th-level caster (save 
  DC 17). It can suppress or resume this ability as a free action. The save DC is Charisma-based. 
   
  Change Shape (Su): A naztharune can assume any humanoid form, or revert to its own form, as a standard action. 
  In humanoid form, a naztharune loses its claw and bite attacks (although it often equips itself with weapons and armor 
  instead). A naztharune remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, 
  but the naztharune reverts to its natural form when killed. A true seeing spell reveals its natural form. 
   
  Evasion (Ex): If a naztharune rakshasa is exposed to any effect that normally allows it to attempt a Reflex saving 
  throw for half damage, it takes no damage with a successful saving throw. 
   
  Hide in Plain Sight (Su): A naztharune rakshasa can use the Hide skill even while being observed. As long as it is 
  within 10 feet of some sort of shadows, a naztharune rakshasa can hide itself from view in the open without anything to 
  actually hide behind. It cannot, however, hide in its own shadow. 
   
  Improved Evasion (Ex): This ability works like evasion, except that while a rakshasa still takes no damage on a 
  successful Reflex save, it now takes only half damage on a failed save. 
   
  Improved Uncanny Dodge (Ex): A naztharune rakshasa cannot be flanked except by a rogue of at least 15th level. 
   
  Shadow Jump (Su): A naztharune rakshasa has the ability to travel between shadows as if by means of a dimension 
  door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A 
  naztharune rakshasa can jump up to 20 feet each day in this way; this can be a single jump of 20 feet or two jumps of 10 
  feet each. 
  
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  Sneak Attack (Ex): If a naztharune rakshasa can catch an opponent when he is unable to defend himself 
  effectively from her attack, she can strike a vital spot for extra damage. 
   
  The naztharune rakshasa’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or not), or when the naztharune rakshasa flanks its target. This extra 
  damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the naztharune rakshasa 
  score a critical hit with a sneak attack, this extra damage is not multiplied. 
   
  Uncanny Dodge (Ex): A naztharune rakshasa can react to danger before her senses would normally allow her to 
  do so. It retains its Dexterity bonus to AC (if any) even if caught flat-footed.  
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains 
  an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on 
  Bluff and Disguise checks increases by a further +4.  
   
  RAKSHASA, ZAKYA (Eberron Campaign Setting p297, abridged) 
  Medium Outsider (Native) 
  Hit Dice: 7d8+35 (66 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares), base speed 50 ft. 
  Armor Class: 27 (+2 Dex, +9 natural, +4 scale mail, +2 heavy steel shield), touch 12, flat-footed 25 
  Base Attack / Grapple: +7/+12 
  Attack: +1 bastard sword +14 melee (1d10+8/19-20) or claw +12 melee (1d4+5) 
  Full Attack: +1 bastard sword +14/+9 melee (1d10+8/19-20) and bite +7 melee (1d6+2); or claw +12 melee (1d4+5) and 
  bite +7 melee (1d6+2) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attack: Detect thoughts, spell-like abilities 
  Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., outsider traits, spell 
  resistance 22 
  Saves: Fort +10, Ref +7, Will +6 
  Abilities: Str 20, Dex 14, Con 20, Int 13, Wis 13, Cha 11 
  Skills: Bluff +14, Climb +9, Concentration +15, Diplomacy +4, Disguise +14, Intimidate +12, Jump +13, Listen +11, 
  Sense Motive +11, Spot +11 
  Feats: Blind-Fight, CleaveB, Combat ReflexesB, Exotic Weapon Proficiency (bastard sword), Power AttackB, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard sword)B. 
  Environment: Warm marshes 
  Organization: Solitary, band (2-5 plus 1 rakshasa), company (20-50 plus 2-8 rakshasas) 
  Challenge Rating: 8 
  Treasure: Standard 
  Alignment: Always lawful evil 
  Advancement: By character class 
  Level Adjustment: +7 
   
  This being resembles a humanoid tiger clad in scale mail, carrying a large sword and a heavy shield. Its form seems human 
  except for a tiger head and a luxurious coat of fur visible through gaps in its mail. 
   
  A zakya can twist its backwards hands, enabling it to weld weapons normally. Like other rakshasas, a zakya is about 
  the same height and weight as a human. 
   
  Zakyas speak Common, Infernal, and Undercommon. 
  COMBAT 
   
  Unlike other rakshasas, Zakyas enjoy combat and plunge into melee with relish. They are accomplished fighters 
  and masters of their chosen weapons. They supplement their martial skills with limited spell-like abilities useful for 
  weakening their enemies. 
   
  Detect Thoughts (Su): A zakya can continuously use detect thoughts, as the spell from an 18th-level caster (save DC 
  12). It can suppress or resume this ability as a free action. The save DC is Charisma-based. 
   
  Spell-Like Abilities: 3/day – chill touch (DC 11), true strike, vampiric touch (DC 13). Caster level 7th; save DC 10 + 
  spell level. The save DCs are Charisma-based. 
  
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  Change Shape (Su): A zakya can assume any humanoid form, or revert to its own form, as a standard action. In 
  humanoid form, a zakya loses its claw and bite attacks (although it often equips itself with weapons and armor instead). 
  A zakya remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the zakya 
  reverts to its natural form when killed. A true seeing spell reveals its natural form.  
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains 
  an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on 
  Bluff and Disguise checks increases by a further +4.  
   
  Feats: A zakya receives bonus feats and meets feat requirements as though it were a 7th-level fighter. 
   
  TROLL, WAR (MM3 p181; incorporates issued errata) 
  Large Monstrous Humanoid 
  Hit Dice:  12d8+84 (138 hp) 
  Initiative:  +7 
  Speed:  30 ft. in breastplate (6 squares); base speed 40 ft. 
  Armor Class: 31 (-1 size, +14 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 28 
  Base Attack/Grapple:  +12/+22 
  Attack: Masterwork greatsword +23 melee (2d8+15/19-20) or masterwork composite longbow (+10 Str bonus) +15 
  ranged (2d6+10/x3) 
  Full Attack:  Masterwork greatsword +23/+18/+13 melee (2d8+15/19-20) and bite +19 melee (1d6+5); or 2 claws +21 
  melee (1d8+10) and bite +19 melee (1d6+5); or masterwork composite longbow (+10 Str bonus) +15/+10/+5 ranged 
  (2d6+10/x3) 
  Space/Reach:  10ft./10 ft. 
  Special Attacks:  Dazing blow 
  Special Qualities:  Damage reduction 5/adamantine, dark-vision 90 ft., low-light vision, regeneration 9, scent, spell 
  resistance 20 
  Saves:  Fort +13, Ref +11, Will +12 
  Abilities:  Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10 
  Skills:  Listen +11, Spot +12 
  Feats:  Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus (greatsword) 
  Environment:  Any 
  Organization:  Solitary, pair, or gang (3-9) 
  Challenge Rating:  12 
  Treasure:   Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus]) 
  Alignment:  Usually lawful evil 
  Advancement:  By character class 
  Level Adjustment:  +6 
   
  This hulking creature stands upright.  Although it has the feral features of a troll, its rubbery green skin has a dark, metallic tinge 
  and it wears substantial armor.   The creature holds a greatsword with ease and is clearly a skilled warrior.   
   
  These intelligent and dangerous creatures were bred specifically for war.  Never without their weapons and armor, 
  war trolls know nothing of peace, only the chaos of constant battle.  They typically travel from battle to battle in 
  mercenary bands.  Like forest trolls, they are capable of sophisticated tactics that most other trolls cannot match.   
   
  Although they are now a separate variety of troll, war trolls were once ordinary trolls of unusual strength and 
  intelligence.  Gathered together by a powerful cabal of arcane spellcasters, these trolls were magically engineered and 
  augmented.  They were then bred to produce soldiers of incredible power. 
   
  War trolls have a great love of magic weapons and armor, and they actively seek such equipment if it is properly 
  sized for their frames.   A typical war troll is 9 feet tall and weighs about 700 pounds.  War trolls speak Giant. 
  COMBAT 
   
  Unlike their troll kindred, war trolls are precise and methodical in combat.  They trust their regenerative abilities 
  to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any 
  skirmish. 
   
  Dazing Blow (Ex):  The force of a war troll’s blow can be overwhelming.   If a war troll hits with a weapon or claw 
  attack, the opponent must make DC 25 Fortitude save or be dazed for 1 round.  The save DC is Constitutions-based. 
  
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  Regeneration (Ex):  Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll.  If a war troll 
  loses a limb or a body part, the lost portion regrows in 2d4 minutes.   The creature can reattach the severed member 
  instantly by holding it to the stump. 
  New Prestige Classes 
  Exotic Weapon Master (CW p30-31) 
  Characters of any race or background can become exotic weapon masters; the only real requirement is commitment and 
  perseverance. Nevertheless, most exotic weapon masters are human, because members of that race have the most 
  exposure to new cultures and thus the most opportunity to take up exotic weapons. 
  NPC exotic weapon masters often open training arenas or schools for those interested in learning to fight with 
  unusual weapons or tactics. They often take levels in other prestige classes and can be found as champions or 
  leaders among bands of warriors. 
  Hit Die: d10. 
  Requirements 
  To qualify to become an exotic weapon master, a character must fulfill all the following criteria. 
  Base Attack Bonus: +6. 
  Skills: Craft (weaponsmithing) 3 ranks. 
  Feats: Exotic Weapon Proficiency (any exotic weapon), Weapon Focus (any exotic weapon). 
  Special: Races that have familiarity with an exotic weapon (such as the dwarf’s familiarity with the dwarven waraxe 
  and the dwarven urgosh) are considered to have the Exotic Weapon Proficiency feat for the purpose of meeting the 
  requirements of this class. 
  Class Skills 
  The exotic weapon master’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), and 
  Profession (Wis). 
  Skill Points at Each Level: 2 + Int Modifier. 
  Class Features 
  All of the following are class features of the exotic weapon master prestige class. 
  Weapon and Armor Proficiency: Exotic weapon masters gain no proficiency with any weapon or armor. 
  Exotic Weapon Stunt (Ex): At each level, an exotic weapon master learns a special trick that he can use with any 
  exotic weapon for which he has the Weapon Focus feat. He must select the trick learned when he gains the level, 
  and once selected, the choice cannot later be changed. He can’t select the same stunt more than once. 
  Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus the power 
  of his attack so that he deals extra damage equal to this Strength bonus x2 instead of his Strength bonus x1-1/2. If 
  he has the Power Attack feat, he treats the weapon as two-handed for purposes of determining his bonus damage on 
  rolls. 
  Table 2-9: The Exotic Weapon Master 
  Level 
  Base Attack 
  Bonus 
  Fort Save Ref Save Will Save Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Exotic weapon stunt 
   
  Tattooed Monk (Abridged) (CW p82-85) 
  Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their 
  skin. These tattooed monks shave their heads, speak in cryptic riddles and maxims, and – in many cases – travel the 
  countryside furthering their quest for enlightenment by facing and conquering temptation. 
  
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  The great majority of tattooed monks begin their careers as monks. A small number of fighters, druids, and even a 
  few clerics adopt the tattooed monk prestige class. In general tattooed monks are drawn from almost exclusively 
  from rural or wild regions, though more “civilized” individuals who gain the favor of the order are sometimes 
  allowed to join. 
  Hit Die: d8. 
  Requirements 
  To qualify to become a tattooed monk a character must fulfill all of the following criteria. 
  Alignment: Any Lawful. 
  Base Attack Bonus: +3. 
  Skills: Knowledge (religion) 8 ranks. 
  Feats: Endurance, Improved Grapple, Improved Unarmed Strike. 
  Class Skills 
  The tattooed monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently 
  (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). 
  Skills Points at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the tattooed monk prestige class. 
  Weapon and Armor Proficiency: Tattooed Monks gain no proficiency with any weapon or armor. 
  Monk Abilities: A tattooed monk’s class level stacks with his monk levels for determining his unarmed damage, 
  AC bonus, and unarmed speed bonus. 
  Tattoo (Su or Sp): Tattooed monks gain their powers from the magic tattoos that eventually cover their bodies. A 
  1st-level tattooed monk has one tattoo and gains another tattoo at every odd-numbered level. A tattooed monk can 
  choose his tattoos from among those described below. Note that three of the tattoos (centipede, crescent moon, and 
  phoenix) have minimum class level requirements. 
  All tattoos are magical, and the abilities they bestow are supernatural (except for the crescent moon). A tattooed 
  monk in an anti-magic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a 
  tattoo is a move action that does not provoke an attack of opportunity. 
  Unicorn: A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the 
  tattooed monk to reroll one d20 roll that he has just made. The character must take the result of the reroll, even if 
  it’s worse than the original roll. The character must declare the reroll before the result of the original roll has been 
  determined. 
  Multiclass Note: A monk who becomes a tattooed monk may continue to advance as a monk. 
   
  Table 2-34: The Tattooed Monk 
  Level 
  Base Attack 
  Bonus 
  Fort Save Ref Save Will Save Special 
  1st 
  +0 
  +2 
  +2 
  +2 
  Monk abilities, tattoo 
  2nd 
  +1 
  +3 
  +3 
  +3 
  – 
   
  New Spells 
  Arc of Lightning (SC p15) 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, windstorm 5 
  
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  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./21evels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in 
  the line between them. 
  Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the 
  line from any corner in one creature's space to any corner in the other's space. The bolt affects all squares in this line. 
  Arcane Material Component: Two small iron rods. 
   
  Divine Sacrifice (SC p70) 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 
  points of damage each time you make such an attack, whether or not the attack is successful. 
   
  Mage Armor, Greater (SC p136) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of 
  force provides a +6 armor bonus to Armor Class. 
   
  Reciprocal Gyre (SC p170) 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100-ft. + 10-ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then fortitude negates; see text 
  Spell Resistance: No 
  The target takes 1d12 points of damage per spell level of each functioning spell or spell-like ability currently affecting it 
  (maximum 25d12). In addition, any creature that fails its save must then succeed on a Fortitude save or be dazed for 1d6 
  rounds. 
  
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  Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so 
  spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or 
  continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be. 
  Material Component: A tiny closed loop of copper wire. 
   
  Sign of Sealing (SC p190) 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One door, chest, or other opening up to 30 sq. ft./level in size 
  Duration: Permanent 
  Saving Throw: Reflex half; see text 
  Spell Resistance: No 
  You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or 
  object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or 
  dispel magic. If the door or object is forced open by any means (magical or physical), then the sign of sealing deals 1d4 
  points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half). 
  A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a 
  successful caster level check (DC 11 + the caster’s level of the sign’s creator). A sign of sealing is a magic trap that can be 
  disarmed with a successful DC 28 Disable Device check. You can pass your own sign safely, and it remains set behind 
  you. 
  Material Component: A crushed emerald worth 100 gp. 
   
  Sign of Sealing, Greater (SC p 190) 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 10 minutes 
  This spell functions like a sign of sealing, except that it can also be used to seal an open space (such as a corridor or an 
  archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects 
  protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and gaining 5 hit points per caster 
  level. Any object protected by the sign is treated as a magic item for the purposes of making saving throws and gains a 
  +4 resistance bonus on all saves. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level 
  (maximum 20d6) in a 40-foot radius (Reflex half). 
  A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s 
  creator). It can be disarmed with a successful DC 31 Disable Device check 
  Material Component: A crushed emerald worth at least 500 gp. 
   
   
  
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  DM Aid #1 
  Map of the County of Linth 
   
  
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  DM Aid #2 
   
  
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  DM Aid #3 
   
  
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  DM Aid #4 
   
   
  
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  Player Handout #1 
  Excerpts from the journal of Countess Sera Linth. 
   
  …The Keogh spread across my family’s lands like a plague. I have watched since the days of my 
  youth as they whittle and whittle at our fortunes. We lose status at court, reduced to a minor house, and 
  these filthy beggars are to blame. By Dalt, I will find the key to reversing our fortunes. I will make them pay, 
  and they will kiss my feet for it.  
   
  … I have left the clergy of Wee Jas. I am finding the binding of the Gods to be too restrictive. I still 
  pay homage to the dread lady, but my holy symbol no longer adorns my chest.  
   
  (Several Pages Later)  
   
  My training in the Art progresses well. Magister Henren says he has never seen a student 
  progress through the mundane work as quickly as I have. He has no idea what drives me.  
   
  (Several Pages Later)  
   
  …Cleaning Henren’s library, I found the diary of one of the Red Lion mages, a court wizard of 
  some type I’ve never heard of. It started off lucidly but devolved into rambling rather quickly. “Gold beyond 
  counting” exists in a sealed crypt near Niole Dra, but it is filled with devils and their worshippers…  
   
  …believe I’ve located the crypt. Already preparations are underway to mount a small expedition. 
    
  (Several Pages Later)  
   
  …found the crypt, as described. The Red Lion mage had sealed the entrance, but I was able to 
  use his notes to dispel the warding. Inside were the animated remains of some type of cultist. They had 
  unholy symbols of some sort. These minions were destroyed easily enough by my summoned elementals. 
  More worrisome was the she-devil they had managed to trap inside with them. Fortunately I won out, and 
  my servants have returned the treasures in the crypt to my estates. There are many tomes I have recovered 
  that bear studying, and the most unusual necklace. It radiates the most powerful magic I have ever felt, and I 
  cannot fathom its purpose.  
   
  (Several Pages Later)  
   
  Success! My laborious translation of the tomes from the crypt has bone fruit. I have discovered a 
  powerful spell which I believe I can use to cause a plague upon the Keogh parasites. The land will grow 
  
  KEO6-03 Baby’s Breath 
   
  Page 61 
  fallow and their flesh will rot on their bones. I will let them die by the thousands, and then I will save them 
  only to become their master.  
   
  Vengeance is a dish best served cold.  
   
  (Several Pages Later) 
   
  The spell is cast. The drain was more than I could bear. This buzzing in my head will not cease. 
  Have I gone too far? No. No, I must doubt now. Is that a voice?  
   
  (Several Pages Later)  
   
  Our strength has returned, but slowly. The Keogh bodies pile up and the Epidemic spreads. 
  The King searches for an answer, but only we have it. Tomorrow we will meet with a council and we will 
  offer the cure.  
   
  (Several Pages Later)  
   
  We are victorious! The Keogh have sworn fealty to us. In the setting sun of our own hall we 
  received the parasites and we took their oaths as they offered us their most important possessions as 
  tribute. Farmers gave tools, scholars gave pen and ink, and the holy men gave their icons. Symbolic and 
  petty, yes, but they need to know that they only thing they need is us.  
  The plague recedes and they bless us. We are at peace.  
   
  (Several Pages Later)  
   
  We are unable to think. Sleep eludes us. Our thoughts are jumbled. Baron Prisper of Dilwich has 
  sent his regards, and invited us to stay there for a spell. Perhaps the burden of leading has gotten to us. 
  We have accepted his offer. 
   
  (Several Pages Later)  
   
  It is lovely here, and we wish we had come earlier. Something vexes us, however. We have sent 
  several letters to Linth, requesting our spellbook, staff and holy necklace of Wee Jas. Nothing has 
  arrived. Do they not understand how important these things are to us? We will flay the skin from their 
  bones and make a fine stew after we return. 
  
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  Player Handout #2 
  (A letter from the Great Druidess written in feminine cursive with a quavering hand.) 
   
  Time is short, and I cannot be certain that I will be alive when you arrive. I must be brief. By 
  divination, you have been foretold as the heroes who can bring about an end to the Blight of 
  Linth. Would that I could do so, but I have my own part to play. The Blight has burst its 
  borders, and has since spread ten miles a day; without my efforts to hold it back, it would 
  already have reached Cryllor and Gradsul. But in so doing, I have invested much of myself, and 
  I am being brought to ruin along with the land whose energies I wield. 
   
  At long last I had finally tracked the source of the power behind this Blight to a location 
  somewhere within the ancestral manor of House Linth, outside of Dredstadt. Before I could 
  arrive to seize who or what was behind it, the manor was burned to the ground by the rioting 
  and starving peasants. In the confusion, the child Countess, Hannah Linth, was spirited away 
  by Lugh Narthistle, a disgraced and corrupted Knight of the Watch. The energy disappeared 
  when she did, and I believe that the source of this Blight’s power is either in possession of the 
  girl, or it is the girl herself. 
   
  I sensed the dark power again, this time in the northwestern corner of the lands of Linth – 
  but not enough to pinpoint where it lay. Perhaps the evil behind the Blight sensed I was 
  closing in, and the next day it broke the boundaries of Linth and began pouring out across the 
  valley. My only clue as to where this place might lie is in the journals of the long-dead Countess 
  Sera Linth. You should have been given it along with this note. She mentions a crypt, one in 
  the same area from which I sense the dark power. I do not believe this is a coincidence. 
   
  She spoke of finding the notes in the possession of a “Red Lion.” A friend tells me that 
  these were the names given to the predecessors of the wizards who would form Keoland’s 
  National Academy of Wizardry. At the time the journal was written, the only place in Linth 
  where these Red Lions had a presence was in the edifice which later became the Dredstadt 
  chapterhouse of the Academy. Begin your search there. Would that I could aid you, but my 
  place is here, arresting this wicked rape of our lands. May the Shalm guide your path.                
                                                                                             
  - RN 
  
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  Player Handout #3 
   
  A very old journal with writing that gets harder to read as the entries go forward in time. 
   
  “… seem to have uncovered the location of a lost place of interest known as the Crypt of 
  Sekhel. I believe that Sekhel is not the name of the entombed, but a corruption of the words 
  “second hell,” referring to that plane ruled by the Iron Duke, the arch-devil Dispater. The 
  crypt lies in the north-westernmost edge of the Linth lands, at the convergence of a pair of 
  natural canyons which, when viewed from above, form an arrowhead-like outline pointed at the 
  Lonely Tower of the Silent Ones…” 
   
  “… penetrated the tomb today. The site was unguarded but buried by tons of soil and rock - 
  no impediment to a wizard of my skill. The site contained gold beyond counting, jewels, and 
  artifacts of all kinds. I recovered a necklace of particular interest and beauty. A headache 
  has prevented me from examining the item, but it looks to be of significance to those who 
  worshipped there, having been put in a place of honor. It is strange why the item is significant, 
  since it does not radiate magic. But it radiates such awful evil, I declined to take it with me. 
  My fingertips still tingle where I touched it, even though I was wearing gloves.” 
   
  “… I may have disturbed something I should not have. My headaches grow worse, and my 
  lovely rose garden has fallen into ruin. All the plants are dead, twisted into strange shapes. 
  What could be causing it?” 
   
  “… shadows on the walls. One of them makes a lovely dance partner. I never liked to dance 
  before, and now I can’t seem to stop myself. Maybe the stress of this cloistered academic 
  existence… I can hear music!” 
   
  “… This morning my mirror bled. I didn’t want to be rude so I cut myself and did the same…” 
   
  
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