TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHE3-01 
   
   
   
   
   
   
  Have Tome – Will Travel 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.0 
   
  by Steven Conforti 
   
   
  An easy job, they said.  Take some short jaunts through the Sheldomar Valley and pick up some rare arcane and 
  historical tomes and documents.  What could be easier?  A Sheldomar Valley meta-regional adventure for APLs 6-14 and 
  Stanza One in the Idyll of Tysiln. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA 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. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  SHE3-01 Have Tome – Will Travel 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  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, ant then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  By following these four steps, you will have 
  determined the APL. Throughout this 
  adventure, APLs categorize the level of 
  challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like 
  to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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): 
  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 free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  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. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Meta-Regional adventure, 
  set in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley (Meta-Region One) pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  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. 
  SHE3-01 Have Tome – Will Travel 
   
  Page 3 
  
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  Jaran Krimeeah, the Mage of the Valley, has disappeared. 
   Since his disappearance, two individuals have assumed 
  the identity of Jaran.   The first was lost during a Giant 
  attack against the Valley.  The second is slowly gaining 
  the support of the residents of the Valley. 
  Tysiln San, a female drow wizard, is still acting as First 
  Protector for the Mage of the Valley.  However, she is 
  deeply in love with Jaran, and she hopes to find out his 
  fate and return him to power.  So while she pretends 
  obedience to the imposter, she is working on means of 
  finding Jaran. 
  The first step in her plan involves two objectives.  First, 
  she needs to research two topics.  She needs to know how 
  the power of the Valley is accessed by its ruler so she can 
  cut the impostor off from his power.   And she needs to 
  know more about the Plane of Shadow, the topic that 
  Jaran 
  was 
  investigating 
  extensively 
  before 
  his 
  disappearance.  To that end, Tysiln needs someone to 
  recover some tomes and scrolls on those two topics.  Her 
  second objective is to find adventurers that she can use to 
  depose the impostor.  To kill two birds with one stone, 
  she has paid individuals throughout the Sheldomar 
  Valley to hire adventurers to recover six ancient works 
  strewn throughout the Sheldomar.  If the adventurers 
  recover the works, she’ll have her information and the 
  names of adventurers to call upon again later. 
  Adventure Summary  
  The PCs are hired by someone fulfilling an order from 
  Tysiln San.  The person who hires the PCs varies based on 
  the starting location for the adventure (determined by 
  the region the scenario is being played in).  The hirer 
  offers the PCs a payment upon delivery of each of the 
  tomes/scrolls he requests they recover. He asks the PCs 
  to bring back the originals or exact copies of the works.  
  PCs can always get an exact replica of any of the works 
  they gain access to by paying a scribe to copy them word 
  for word (50 gp total for each work). 
  The hirer accepted the job from Tysiln in return for a 
  magic item or a book of ancient lore that Tysiln possesses 
  that the hirer longs for (the item varies based on 
  employer, but is appropriate to that NPC).  
  Introduction 
  You have been summoned by {see below} to {see 
  below}.  This may be odd since some of you may not 
  have had the best history of positive relations with 
  this individual.  However, the note said that the job 
  would be extremely lucrative, easy, and to the 
  betterment of the entire Sheldomar Valley, so you 
  found it difficult to refuse.  You meet {see below} in a 
  crowded tavern. 
  {He/she} makes you an interesting offer.  {He/she} 
  wishes to acquire a number of rare tomes and scrolls. 
  {He/she} would like to hire you to acquire these 
  works for {him/her}.  {He/she} is willing to pay 50 gp
  to each of you for each work you return to {him/her}. 
   {He/she} asks if you accept this offer. 
   
   
  The person who hires the PCs for this mission will not 
  reveal the person they are working for or why they are 
  doing this.  If asked why he wants the books, he states it’s 
  for a secret project that will benefit the entire Sheldomar 
  Valley and he can say no more (he believes this to be 
  true).  He will eventually admit that he is acquitting them 
  for a third party if that line of questioning is pursued for a 
  long time.  He also simply states that his employer 
  intends to use the knowledge in these works for a secret 
  project that will benefit all of the Sheldomar Valley (he 
  wholeheartedly believes this to be a true statement).  If 
  PCs use magical means to learn the final destination of 
  these tomes (divination magic, for example) or make a 
  successful Gather Information check (DC 18 + the APL) 
  while investigating their employer (if they choose to do 
  so), they can learn that Tysiln San is the final destination 
  for these tomes/scrolls.  They may then make a 
  Knowledge (geography or history or arcana) check or 
  Bardic Knowledge check (DC 20) to remember that 
  Tysiln is a female drow wizard, second in command to 
  the Mage of the Valley. 
  If the PCs accept this job, they are given a list of locations 
  and works to find (see Player Handout #1) as well as 
  maps and directions to all of these locations.  Remind the 
  players that these destinations are many days apart so 
  they will have plenty of time to recover spells and heal 
  between destinations (assuming they aren’t attacked 
  SHE3-01 Have Tome – Will Travel 
   
  Page 4 
  
  enroute).  They can undertake the six encounters in any 
  order they wish. 
  PCs with influence points with the person who hires 
  them for the mission (see below) may spend an influence 
  point to make a Diplomacy check (DC 10 + the APL) to 
  gain the name of the person behind the mission (Tysiln 
  San).  Do not suggest this to the players; they must come 
  up with the idea themselves. 
  PCs might feel it is bad idea to give these books to their 
  employer, especially if they discover who is really behind 
  the mission.  In this case, judges should suggest to the 
  PCs that recovering the books to keep them out of the 
  hands of their employer is an acceptable goal for taking 
  on this mission as well.  Otherwise, someone else will be 
  hired to recover the books.  Also, remind them that their 
  employer seems to sincerely believe the books will be 
  used for a good purpose. 
  The employers and meeting locations are: 
  Bissel 
  The PCs are summoned to the city of Pellak in the March 
  of Bissel.  They are offered the job by Lady Deidra 
  Talmorin of Paercium who the PCs may have worked for 
  in the scenario Totem.  
  � Lady Deidra Talmorin: Female human (Suloise) 
  Mnk12, AL: LG. 
   
  Lady Deidra is a strong supporter of the Knights of 
  the Watch and a monk of Heironeous.  She won’t 
  participate in any shady deals but isn’t above making a 
  covert arrangement with someone to trade information 
  of equal value in a legal way. 
  Geoff 
  The PCs are summoned to the refugee settlement of 
  Enderyn in Geoff.  They are offered the job by Kinkaid 
  who the PCs may have worked for in the scenario A 
  Flower for a Giant’s Grave.  Kinkaid believes she is 
  working for wood elf, not a drow who consorts with 
  valley elves. 
  � 
  Kinkaid: 
  Female 
  Elf 
  Rog5/Rgr1/ 
  ThfAcrbt4/DpwdSnpr2, AL: CG. 
   
  Kinkaid is playful and rather mischievous.  She is 
  cocky and takes foolish risks.  She is the niece of Darlon 
  Lea (not something she shares with everyone). 
  Gran March 
  The PCs are summoned to the city of Shiboleth on the 
  main road between Bissel and Keoland.  They are offered 
  the job by Plajin the Elder who the PCs may have worked 
  for in the scenario Into the Rushmoors. 
  � Plajin the Elder: Male Human Exp5, AL: NG. 
   
  This sage has dedicated his life to a study of the 
  Sheldomar Valley and the Knights of the Watch.  
  Keoland 
  The PCs are summoned to the town of Kimberton in 
  Keoland.  They are offered the job by Wizenthorp the 
  Sage who the PCs may have encountered in the scenario 
  Predators and Prey. 
  � Wizenthorp the Sage: Male Human Div5/Exp3, AL: 
  CN. 
   
  Wizenthorp is an old herbalist who dabbles in 
  matters arcane.  He is known for his in-depth 
  information on obscure matters.  He pretends to be 
  absentminded and testy until he is sure he is dealing with 
  someone worth talking to. 
  The Principality of Ulek 
  The PCs are summoned to the port city of Gryrax, capital 
  of the Principality of Ulek.  They are offered the job by a 
  mysterious man named Spyder who the PCs may have 
  worked for in the scenarios Tomb Raiders, Spyder’s 
  Quest, or Old Tales. 
  � Spyder: Male Human Rog8/Sor6, AL: CN. 
   
  Spyder is a human male dressed in black silk clothes 
  with a cloak that resembles a large spider's web.  Tattooed 
  around his left eye is a spider's web.  On his left hand, he 
  wears a black ring that has been crafted to look like a 
  spider with two dark red ruby eyes.  Around his neck is 
  an amulet that looks like a spider sitting upon a web.  
  Additionally, he has several small tattoos of spiders and 
  webs on his body but these are currently covered by his 
  black clothes.  He seems obsessed with any bit of spider-
  related lore or magic. 
  The Yeomanry 
  The PCs are summoned to the town of Nighford in the 
  south end of the Little Hills.  They are offered the job by 
  Jalab Kreshin who the PCs may have worked against in 
  the scenario Throwing Stones. 
  � Jalab Kreshin: Male Human, AL: N, wearing a ring of 
  mind shielding. 
   
  Jalab seeks power, unafraid of taking any measures 
  he sees necessary to accomplish that goal.  Thought to be 
  involved with shady dealings, there is no evidence to 
  prove such, and he has proven himself to be a man of his 
  word. 
  SHE3-01 Have Tome – Will Travel 
   
  Page 5 
  
  Encounter One: 
  � Sailing Ship: Colossal vehicle; Profession (sailor) +4; 
  Spd wind x 20 ft. (nautical average); Ram 12d6; Face 80 ft. 
  by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 
  tons. 
  Keoland – A Wet Welcome 
  The PCs have been sent to the Keoish city of Gradsul on 
  the Azure Sea.  There they are expected to hire a vessel to 
  sail them to a specific set of coordinates their employer 
  provided.  Using magical means, possibly purchased from 
  an alchemist in Gradsul, they are to descend into the 
  depths of the sea.  Awaiting them beneath the waves is a 
  fantastic undersea demesne, currently the home of the 
  wizard Drawmij.  An agent of Drawmij may provide them 
  with the tome they seek.  Assuming they get past the 
  creatures of the deep. 
  It doesn’t take more than a few hours for the ship to 
  arrive at its destination.  The PCs are free to then use 
  whatever means they possess to journey underwater to 
  Drawmij’s demesne.  The water in this area is rough so 
  the PCs must make successful Swim checks (DC 15) to 
  move about in the direction they desire (unless they are a 
  creature that normally has a Swim speed).  The journey to 
  Drawmij’s home will take 4 hours underwater (including 
  the likely combat below) unless the PCs have means to 
  travel underwater faster than the normal one half their 
  speed (as a full-round action).  Each hour the PCs swim 
  they must make a Swim check (DC 20) or take 1d6 points 
  of subdual damage from fatigue.  See Appendix I for 
  details on adjudicating underwater encounters. 
  After a long journey, you’ve finally arrived at the port 
  city of Gradsul, the Keoish gateway to the Azure Sea. 
  The city is immense and bustling; it is impressive to 
  even those who have visited the Free City of 
  Greyhawk.  Your employer has sent you here to 
  acquire a rare tome entitled 
   
  Explorations at the Head 
  of the Javan. 
  Halfway to Drawmij’s home, the PCs are attacked by a 
  creature of the deep.  If the PCs flee back to the boat, the 
  creature will only pursue for 3 rounds: 
  The interesting part is how you are supposed to get 
  the tome.  You’ve been asked to hire a vessel to take 
  you to a set of coordinates off the coast of Keoland. 
  From there you are supposed to use magical means to 
  dive under the sea to the home of the powerful 
  wizard Drawmij.  And then you are tasked with 
  convincing the mage, or one of his agents, that they 
  should lend or sell you the book. 
  APL 6 (EL 8) 
   
  � Giant Octopus: hp 44; see Monster Manual. 
  APL 8 (EL 10) 
  � Giant Octopi (2): hp 44 each; see Monster Manual. 
  Your employer recommended you visit an alchemist 
  by the name of Gerbel Daglar Bubblewock if you 
  aren’t equipped to deal with a trip under the waves. 
  APL 10 (EL 12) 
  � Kraken: hp 290; see Monster Manual. 
  If the PCs decide to visit the alchemist, they have no 
  trouble finding his shop; they can get directions from 
  some of the locals with relative ease.  If they ask Gerbel 
  for assistance with managing a mission underwater, 
  Gerbel offers for sale potions of water breathing and 
  potions of swimming (as per the DMG prices) 
  APL 12 (EL 14) 
  � Fiendish Kraken: hp 290; see Appendix II. 
  APL 14 (EL 16) 
  � Fiendish Kraken of Legend: hp 390; see Appendix II. 
  � 
  Gerbel 
  Daglar 
  Bubblewock: 
  Male 
  Gnome 
  Wiz9/Exp3. 
  Tactics:  The creature will rush into melee range and 
  attack the nearest PC(s) with its arms/tentacles.  Judges 
  should carefully read the description on page 9 of the 
  DMG of the improved grab special attack prior to 
  running this encounter.  The creature must decide each 
  round whether to attack with all of its appendages, 
  thereby reducing its ability to establish grapples, or to 
  focus on grabbing and holding one creature. 
  The PCs will have difficulty getting a sea-going vessel to 
  take them to the coordinates they mention as no one 
  wants to gain the attention of Drawmij.  Allow them to 
  make attempts to convince various captains to take them 
  out to sea.  If they make a convincing argument, allow 
  them to make a Diplomacy, Intimidate, or Bluff check 
  (DC 12 + the APL) to successfully hire the vessel (the 
  check should match the method by which they are 
  attempting to convince the captain).  Eventually, they 
  will successfully hire a sailing vessel for 10 gp per PC. 
  The PCs can’t spot the creature by sight until it is within 
  200 feet (see Appendix I).  If they do enough damage to 
  seriously wound it, the creature will attempt to flee, 
  carrying off a victim if possible. 
  SHE3-01 Have Tome – Will Travel 
   
  Page 6 
  
  If the PCs make it past the sea creature, they may proceed 
  to Drawmij’s home.  It is made of crystal, shell, coral, and 
  sand primarily.   At first glance, there do not appear to be 
  any entrances to the structure.  PCs who make a 
  successful Search check (DC 30) can locate an extremely 
  well-camouflaged entrance with a shimmering field of 
  force over it.  PCs may pass through the force wall 
  without suffering any apparent ill-effect.  No other means 
  of entry is available to the building including magic.  
  Spells and spell-like abilities that would normally allow 
  the PCs to pass through (or destroy) the walls of the 
  structure in some fashion fail to operate within 30 feet of 
  this building. 
  If the PCs pass through the force wall, they find 
  themselves in a waiting room.  The room contains air, not 
  water, as well as a few chairs.  There are no doors to this 
  chamber and no magical or physical means will allow the 
  PCs to leave this chamber, other than back through the 
  force wall. 
  If the PCs wait for at least one hour in the room, they will 
  be visited by Nautilia, an agent of Drawmij.  She appears 
  to pass right through one of the walls of the room 
  (Drawmij grants his associates the means to travel in his 
  abode).  Nautilia lives in Drawmij’s residence and assists 
  the wizard on some of his projects.  She likes her privacy 
  and independence and gets along well with Drawmij 
  since he doesn’t impose on her time all that much.  She is 
  often responsible for greeting guests (what few Drawmij 
  ever receives). 
  � Nautilia: Female Sirine Sor10, see Appendix II. 
  Nautilia will ask the PCs to state their business.  She will 
  use her spells and skills to discern if the PCs are being 
  honest with her.  If the PCs are hostile to her, she will 
  leave (she avoids combat) and the house will expel the 
  PCs out through the force wall (PCs can not avoid this 
  effect).  They will not be able to return during this 
  adventure.  If they are non-hostile but lie, she will call 
  them on their lies.  At this point, the PCs need to make a 
  Diplomacy check (DC 35) or they will be treated just as if 
  they were hostile.  If the PCs are honest with her, one of 
  two things might happen: 
  1. 
  If the PCs know the identity of the person who 
  hired their employer, and they either share this 
  with Nautilia or she learns of it by magical 
  means, she will agree to provide the PCs with an 
  exact copy of the book they requested.  Drawmij 
  will be extremely interested in finding out the 
  plans of Tysiln San so he will provide the replica 
  of the book as a means of investigating her.  The 
  replica, in this case, radiates faint divination 
  magic and has been ensorcelled as a means of 
  locating and scrying on Tysiln San. 
  2. 
  If the PCs don’t know the identity of the person 
  who hired their employer, they will be asked by 
  Nautilia to find out her name.  Nautilia will 
  refuse to hand over the tome otherwise.  The 
  PCs can then go back to investigate Tysiln San 
  (and then receive the replica as per option one 
  above) or they can attempt to convince Nautilia 
  that she should share the book with them.  A 
  successful Diplomacy check (DC 30) will 
  convince Nautilia to share a replica of the tome 
  with the PCs (and this one won’t be 
  ensorcelled).  If the PCs learn the identity of 
  their true employer and no longer want to 
  deliver this tome to their employer, Nautilia 
  will ask them to do so as a favor to Drawmij (he 
  really wants Tysiln to have the ensorcelled tome 
  so he can investigate her). 
  Encounter Two: 
  Gran March – A Hard Welcome 
  The PCs are sent to the city of Hookhill in Gran March.  
  The PCs are asked to acquire an old scroll containing an 
  account of an expedition to the Barrier Peaks, including 
  the area now known as the Valley of the Mage, in 540 CY 
  (before the Mage took control of the Valley).  The 
  explorer, Watcher Urrelin Polirian, Elder Inquisitive 
  Raven, founded the Order of World Travelers in 
  Hookhill in 560 CY (which is now known as the School 
  of Hard Knocks by most locals), a social club for 
  explorers like himself.  Urrelin passed away in 572 CY, 
  but the club lives on.  There are two copies of the scroll, 
  one in the keeping of the School and the other in the 
  keeping of the Knights of the Watch. 
  Your mission takes you to the city o  Hookhill in 
  Gran March.  You seek a scroll scribed by Watcher 
  Urrelin Polirian o  the Knights of the Watch.  It is an
  account of his explorations in the Barrier Peaks.  Now 
  you need to decide where to look first. 
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  The PCs have a few options here.  If they make a 
  successful Knowledge (local – Gran March) or 
  Knowledge (geography) check (DC 20), they will know 
  that two copies of that scroll exist – the Knights have one 
  and the School has the other.  If a PC is a member of 
  either of those organizations, she would also know that 
  their organization has a copy.  A Gather Information 
  check (DC 14 + the APL) gives the PCs information on 
  the whereabouts of the two scrolls.  Or, if all else fails, 
  they can hire someone to research the answer for them 
  (500 gp total). 
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  If the PCs wish to acquire a copy of the scroll from the 
  Knights of the Watch, they must have a PC who is a 
  member of that organization in their group, or they must 
  have an Influence Point with the organization to spend. 
  If the PCs wish to acquire a copy of the scroll from the 
  School of Hard Knocks, they must have a PC who is a 
  member of that organization in their group (or a member 
  of the Royal Explorers Society of Keoland), or they must 
  have an Influence Point with the organization to spend. 
  If the PCs don’t meet any of the above requirements, they 
  have one other option to acquire a copy of the scroll.  
  They can hire someone who is a member of the School to 
  borrow the scroll and have him make copies for them.  
  This will cost the PCs (50 gp total). 
  Encounter Three: 
  Yeomanry – A Dark Welcome 
  The PCs are sent to the town of Dark Gate in the 
  Yeomanry.  From there, they are to follow a map provided 
  by their employer into the Passage of Slerotin.  The map 
  was acquired from a member of the Dustdiggers, 
  archeological investigators of the Academy of Lore in 
  Loftwick.  The member parted with it for a large payment 
  in gems.  The map is supposed to provide the PCs with 
  directions to a recently discovered set of side chambers 
  off of the main passage under the Crystalmists.  The 
  group that discovered this set of passages was slain except 
  for one survivor who came out of the Passage screaming 
  about creatures in the dark.  When locals in Dark Gate 
  were finally able to calm her down, she reported that the 
  entire party was slain by some creature(s) in the dark.  
  The Academy has postponed future trips into those 
  passages until adventurers could be hired to deal with the 
  creatures there. 
  The survivor never got a good look at her attackers, but 
  she had been looking over some ancient Suloise tomes at 
  the time of the attack.  One of them is the book the PCs 
  have been sent to recover. 
  After a long journey, you’ve finally arrived at the 
  town of Dark Gate, at the foot of the Crystalmists.  
  Dark Gate is the stopover point for anyone heading 
  into the Passage o  Slerotin, your final destination.  
  The Passage is an immense magically created tunnel 
  through the depths of the Crystalmists, connecting 
  the Yeomanry to the Sea of Dust. 
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  Fol owing a map provided to you by your employer, 
  you are to enter the Passage and head for a small set of 
  side chambers off of the main tunnel.  Your employer 
  states that some sort of malevolent creatures inhabits 
  the chambers that you will have to expel before you 
  can recover an Ancient Suloise tome, titled Treatise 
  on the Plane of Shadow, from the chambers. 
  The PCs encounter guards at the entrance to the Passage 
  of Slerotin.  At first, the guards will not allow the PCs to 
  pass through the entrance.  The PCs can get past them by 
  stealth (Move Silently and Hide checks, DC 10 + the 
  APL), bribery (20 gp per PC), or by convincing the guards 
  to allow them to pass (Bluff, Intimidate, or Diplomacy 
  checks (DC 12 + the APL), as appropriate). 
  Once in the Passage, the PCs will need a means to see in 
  the total darkness in the tunnels and to follow the map.  
  If the PCs fail to follow the map, they will get lost.  To 
  find their way back requires an Intuit Direction check 
  (DC 20) or, for a PC with the Track feat and a light source, 
  a Wilderness Lore check (DC 14 + the APL).  If the PCs 
  follow the map, they can easily reach the chambers in 
  question. 
  The chambers are connected to the main tunnel by a 20-
  foot diameter tunnel, 100 feet long.  This side tunnel 
  exits into a series of seven 60-foot diameter roughly 
  circular chambers with 50-foot ceilings.  The chambers 
  are arranged in a loop by 30-foot diameter tunnels of 40-
  feet in length; the tunnel from the main Passage connects 
  to one of the tunnels in the loop.  Within these dark 
  chambers are some ancient Suloise tomes (including the 
  one the PCs seek), some other miscellaneous treasure, 
  little shards of what once were furnishings for these 
  chambers, and one or more unfriendly creatures.  These 
  creatures will attack the PCs until one side or the other is 
  dead, but they are unlikely to follow the PCs far from 
  their home. 
  APL 6 (EL 7) 
  � Cloakers (2): hp 45 each; see Monster Manual. 
  APL 8 (EL 9) 
  � Cloakers (2): hp 45 each; see Monster Manual. 
  � Cloaker Lord: hp 85; see Appendix II. 
  APL 10 (EL 11) 
  � Cloakers (6): hp 45 each; see Monster Manual. 
  � Cloaker Lord: hp 85; see Appendix II. 
  APL 12 (EL 13) 
  � Beholder: hp 60; see Monster Manual. 
  APL 14 (EL 15) 
  � Beholders (2): hp 60 each; see Monster Manual. 
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  Encounter Four: 
  Tactics:  If the cloakers are aware of the PCs before the 
  PCs are aware of them, they will use their shadow shift 
  ability to create mirror images as a partial action and use 
  their moan special ability to Unnerve as a free action 
  during the surprise round.  Remember that a cloaker’s 
  moan is a free action and can be used in any of four ways 
  each round.  At APL 6 and 8, the cloakers will try to 
  incapacitate the PCs from above before dropping down to 
  engulf a victim.  At APL 10, half the cloakers use their 
  moan from above while the other half attempt to engulf 
  immediately.  At APL 8 and 10, the cloaker lord stays aloft 
  and uses its spells and abilities from afar for as long as 
  possible.  The cloaker lord will cast spells initially in the 
  following order (adapting to the PCs’ actions as 
  necessary): haste, improved invisibility, shield, Evard’s 
  black tentacles, transmute rock to mud (on the ceiling), 
  enervation, Melf’s acid arrow, shadow evocation.  It will 
  use dispel magic, slow, and blindness/deafness as 
  opportunities present themselves.  If the battle is going 
  poorly for the cloaker force, the cloaker lord will use its 
  plane shift ability to take it and any remaining cloakers 
  with it to the Plane of Shadow.  It will not return nor will 
  it use this ability to bring more cloakers into the battle. 
  Geoff – A Royal Welcome 
  The PCs are sent to the town of Hochoch in Geoff.  The 
  PCs are asked to acquire a scroll containing ancient lore 
  that was once in the possession of the King of the Valley 
  Elves.  The King entrusted this scroll with some other 
  scrolls and unknown items to the Grand Duke of Geoff 
  shortly after the turn of the century.  The PCs’ employer 
  has no information on what other things the Grand Duke 
  received, but he has learned through his sources that the 
  scroll in question was amongst those items.  The PCs 
  must locate the scroll and recover it. 
  You continue your arduous expedition; this time it 
  takes you to the town of Hochoch in war-torn Geoff. 
  Your employer seeks a scroll containing some ancient 
  lore of the King o  the Valley Elves.  The one you seek 
  details some information on the ancient history of 
  the land known as the Valley of the Mage.  It was 
  given to the Grand Duke of Geoff shortly after the 
  turn of the century.  It is believed to be in his keeping 
  or in the keeping of one of his court.  It’s up to you to 
  find it and bring it back. 
   
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  If the PCs encounter a beholder (or two), they could be in 
  serious trouble.  A beholder will charge into a party of 
  PCs, if possible, so it can bring all of its eye rays to bear.  
  It will use charm person, charm monster, and fear eye 
  rays as early as possible.  It will target obvious warriors 
  with the sleep and fear eye rays.  It will target obvious 
  spellcasters with the flesh to stone eye ray.  The most 
  dangerous threats will be targeted with the disintegrate 
  or finger of death eye rays.  It will target the most 
  magically powerful opponents with the antimagic cone. 
  The PCs have a few options here.  If they have any 
  influence with the court of the Grand Duke, Owen the 
  Brenin, they can use it to discover that the scroll they 
  seek was entrusted to the High Wizard of Gyruff, Sorass, 
  many years ago.  Sorass has since died, during the fall of 
  Gorna, but he was succeeded by Abinar, who gained 
  possession of the scroll.  Abinar has been too busy with 
  all of the insanity of the war with the Giants to deal with 
  inventorying the non-magical possessions of Sorass.  So 
  he isn’t even aware that he possesses it.  It is kept in a 
  chest of miscellaneous documents in a library (part of the 
  Grand Duke’s private collection) in Hochoch in one of 
  the towers of Caer Dwr Gwyldy.  The library isn’t aware 
  of the value of this document so they don’t keep it 
  particularly secure.  PCs can also gain this information 
  with a Bardic Knowledge, Knowledge (arcana), or Gather 
  Information check (DC 25).  Or, if all else fails, they can 
  hire someone to research the answer for them (500 gp 
  total). 
  If the PCs defeat the creatures, they are free to recover 
  the treasure here.   They could also try to steal the tome 
  and other treasure and flee from the creatures.  The 
  creatures here are visitors from the Plane of Shadow.  
  Their complete mission may be revealed in a future 
  scenario.  For purposes of this adventure, their current 
  mission is to recover the tomes here (and any other items 
  in the nearby tunnels), scout the area, and return to the 
  Plane of Shadow. 
  Treasure: The treasure consists of a few ancient Suloise 
  tomes and some other items that have survived the ages. 
  If the PCs decide to go the route of the Gather 
  Information check above, a successful check leads them 
  to a Prydythi (Flan scop/bard) by the name of Rhys of the 
  Ash.  He is a cranky old man that can be found in the 
  Boar’s Knuckle Tavern. 
  APL 6: L: 10 gp; C: 10 gp; M: 0 gp. 
  APL 8: L: 20 gp; C: 20 gp; M: 0 gp. 
  APL 10: L: 30 gp; C: 30 gp; M: rope of climbing (250 gp). 
  APL 12: L: 40 gp; C: 40 gp; M: rope of climbing (250 gp). 
  The Boar’s Knuckle is a popular tavern in the 
  Commons of Hochoch and s bui  on the road that 
  comes in from Hills Gate.  The low slung two story 
  building is made of gray field stone and has a thatch 
  APL 14: L: 50 gp; C: 50 gp; M: rope of climbing (250 gp), 
  helm of comprehend languages and reading magic 
  (216 gp), periapt of wound closure (1,250 gp). 
  SHE3-01 Have Tome – Will Travel 
   
  Page 9 
  
  roof.  Inside, the tavern is fairly dark as the windows 
  are covered by curtains to keep the heat in.  The 
  heavy wooden beams hold up the second floor above 
  you.  Fireplaces at either end of the common room 
  warm the place.  The largest feature of the room is an 
  enormous bar that runs the length of the far wall.  It 
  is made of a well-polished dark wood. Behind it is a 
  wooden carving of a charging boar. 
   
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  PCs must speak with Rhys and then make a successful 
  Diplomacy or Bluff check (DC 18) to gain his 
  information.  If the PCs can convince Rhys that their 
  mission will assist the people of Geoff in some 
  meaningful way, the PCs gain a bonus of +1 to +4 on their 
  check.  If the PCs stay for drinks, they are served by a 
  famous local by the name of Medwen. 
  If the PCs are owed favors with the Brenin or another 
  high-ranking member of the court, they can use that 
  favor to request a copy of the scroll as it doesn’t seem to 
  contain any information that is of great importance to 
  Geoff.  The court of the Brenin includes:  Owen the 
  Brenin (Grand Duke), Calisse the Brenines (Grand 
  Duchess), High Seneschal Cuthalion Cuern, High 
  Chancellor Colwyn ap Ffagan, Abinar the High Mage, 
  and Briallen the Heatherdown (Old Faith druidic 
  advisor). 
  They can also attempt to sneak into the library after hours 
  and steal the scroll.  This requires successful Hide and 
  Move Silently checks (DC 12 + the APL each), or other 
  quiet means of entry, to sneak into the castle and the 
  library and a successful Open Lock check (DC 25) or 
  other quiet method to open the chest to recover the 
  scroll.  If the PCs fail the Hide or Move Silently check, 
  they are spotted or heard entering the castle and must 
  flee Geoff immediately (they can not gain the scroll 
  during this scenario): 
  Caer Dwr Gwyldy rises above you in wet gray stone 
  that blends with the cloudy summer sky.  It is a small 
  castle with a modest bailey before a large keep that 
  dominates the crest of the hill. 
  You quietly and carefully cross the muddy bailey to 
  the narrow steps up to the keep’s door.  The bailey is a 
  riot of commotion and activity as horses trot by you 
  and wagons lumber pass.  Once you sneak through 
  the keep’s massive doors, you are in short hallway 
  that opens into the great hall of the castle.  The two-
  story chamber is just as busy as the bailey.  Servants 
  scurry back and forth, and courtiers come and go on 
  their business. 
  Entering the small room that serves as the library of 
  Caer Dwr Gwyldy, you cannot help but notice the 
  room is cramped with tal  stacks of books and 
  parchments. 
  There is one further complication with sneak into the 
  library at night: brownies.  Abinar has a group of 
  brownies (fey creatures) that clean the library at night.  
  When the PCs enter the library, the brownies will notice 
  the PCs immediately.  The brownies will run and hide 
  amongst the stacks, knocking over objects to make loud 
  noises as they go.  As PCs pass by them, they will attempt 
  to blow out unprotected flames.  PCs need to make Spot 
  checks (DC 25) to notice find the brownies.  The PCs 
  need to make an offer to the brownies with five rounds of 
  the noise beginning or the guards will show up (PCs will 
  then have to flee Geoff as above).  The brownies will 
  comment as they make the noises about how they could 
  do with a spot of soft cheese or a new set of brownie-sized 
  clothing or some other oddball request.  If the PCs make 
  a genuine attempt to give them something they’d find 
  interesting (judge’s prerogative), the brownies take the 
  offer and let the PCs go about their business. 
  Finally, the PCs can try to meet with Abinar, at the 
  library during the day, and request permission to have a 
  copy of the scroll scribed: 
  Caer Dwr Gwyldy rises above you in wet gray stone 
  that blends with the cloudy summer sky.  It is a small 
  castle with a modest bailey before a large keep that 
  dominates the crest of the hill.  You cross the muddy 
  bailey to the narrow steps up to the keep’s door.  The 
  bailey is a riot o  commotion and activity as horses 
  trot by you and wagons lumber pass.  You are stopped
  by a force of armed guards. 
  To accomplish this they must first get past the guards at 
  the gate of the castle.  This will require the expenditure of 
  an appropriate favor or some serious fast-talking with the 
  guards (Bluff or Diplomacy check, DC 10 + the APL) to 
  explain why they should be permitted to see Abinar at 
  the library.  If successful, the guards will allow the PCs to 
  completely disarm and then they will escort the PCs 
  straight to the library: 
  Once you through the keep’s massive doors, you are 
  in short hallway that opens into the great hall of the 
  castle.  The two-story chamber is just as busy as the 
  bailey.  Servants scurry back and forth, and courtiers 
  come and go on their business. 
  Entering the small room that serves as the library of 
  Caer Dwr Gwyldy, you cannot help but notice the 
  room is cramped with tal  stacks of books and 
  parchments.  Scurrying about the piles are young 
  men in robes looking for something. 
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  A loud male voice rings out from the rear of the room 
  behind the stacks “What did you do with it?  I can’t 
  believe that you did not file the book the way I 
  showed you.”  Moving carefully toward the sound of 
  the voice, you begin to catch glimpses of a man with a 
  long brown beard and black robes with silver trim.  
  When you catch a full glimpse of the man, he 
  matches the description of the High Mage Abinar, 
  but he can’t even be 40 years old.  Strange.  You 
  always thought High Mages tended to be old gray 
  men.  He is speaking quietly now with a young boy 
  and pointing to a l st of some type.  Finishing, the boy 
  scampers past you and out the door. Finally realizing 
  that he has visitors, Abinar turns his attention to you. 
  “What can I do for you?” 
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  The PCs can attempt to convince Abinar to give them a 
  copy of the scroll (Diplomacy check, DC 14 + the APL).  
  Give them a circumstance bonus (up to +4) based on how 
  well they argue their case to him. 
  Encounter Five: 
  Bissel – An Undying Welcome 
  The PCs are sent to the town of Dimhaven, on the edge of 
  the Dim Forest, in the March of Bissel.  They are sent to 
  meet Varik Goosedimple, a collector of rare books. Varik 
  is supposed to meet the PCs in Dimhaven, as arranged by 
  their employer, and sell them a tome on creatures of 
  shadowstuff.  Unfortunately, an agent of Evard the 
  Necromancer, the bane of all Bissel, has learned of Varik’s 
  possession of the book.  The agent slays Varik and steals 
  the book before the PCs arrive.  The PCs must chase the 
  agent into the Dim Forest and defeat him and his 
  minions to recover the tome. 
  Your next stop is the town o  D mhaven in the March
  of Bissel.  Dimhaven is a town nestled atop the trees 
  of the Dim Forest.  It lies along the edge of the Forest 
  where the Realstream enters those dangerous woods. 
  You are here to meet Varik Goosedimple, a purveyor 
  of rare tomes and ancient lore.  Varik owns a copy of 
  the tome, Shades of Grey Matter, which you were 
  supposed to purchase for your employer. 
  You ascend the trees in wooden elevators that seem 
  remarkably unsafe for the weight they carry.  
  However, you make it to the treetops and head out 
  along the wood and rope bridges that link the trees 
  and buildings.  Eventually, you arrive at the Well-lit 
  Path, a tavern and inn atop an immense oak tree. 
  You enter expecting to find Varik, but instead you 
  walk into an investigation by the authorities.  You 
  soon learn that Varik was murdered last night, and 
  h s assailan  is believed to have fled into the Dim 
  Forest. 
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  If any of the PCs are members of the Company of the 
  Brightpath, or if the make a successful Diplomacy or 
  Gather Information check (DC 10 + the APL), they will 
  learn that all of Varik’s possessions were stolen by his 
  assailant.  No one saw the assassin enter or leave the inn 
  or Varik’s room.  His body was discovered this morning, 
  and he was missing a few vital organs. 
  If the PCs want the book, they will need to follow Varik’s 
  murderer into the Dim Forest, an extremely dangerous 
  wilderness.  PCs with the Track feat can make a 
  Wilderness Lore check (DC 10 + the APL) to find and 
  follow the assailant’s trail.  Otherwise, the PCs will need 
  to hire a guide from the Company of the Brightpath 
  (which would cost either one Influence Point with the 
  organization or 100 gp total).  If the PCs hire a guide, she 
  will stay out of any combat the PCs get themselves into. 
  After 10 hours of travel into the Dim Forest, the PCs 
  finally reach their destination, a 75-foot diameter clearing 
  containing a 50-foot diameter wooden hut.  If the PCs 
  wish to break through or climb the walls of the hut: 
  � Wooden Walls: 6 in. thick; hardness 5; hp 60; Break 
  DC 20; Climb DC 21. 
  The only entrance to the hut is a locked wooden door: 
  � Simple Wooden Door with Simple Lock: 1 in. thick; 
  hardness 5; hp 10; Break DC 15; simple lock (hardness 15; 
  hp 30; Open Locks DC 20). 
  Unfortunately, the door has been trapped: 
  APL 6 (EL 4) 
  � Bestow Curse Trap: CR 4; magic device; touch trigger 
  (alarm, 5
  th level wizard); automatic reset; spell effect 
  (bestow curse, 5
  th level cleric, Will save [DC 14] negates); 
  Search (DC 28); Disable Device (DC 28). 
  APL 8 (EL 6) 
  � Glyph of Warding (Blast): CR 6; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 16
  th level 
  cleric, Reflex save [DC 14] half damage, 8d8 sonic); 
  Search (DC 28); Disable Device (DC 28). 
  APL 10 (EL 8) 
  � Insanity Mist Vapor Trap: CR 8; mechanical; touch 
  trigger; repair reset; never-miss; onset delay (1 round); 
  poison (insanity mist, Fort save [DC 15] resists, 1d4 
  Wis/2d6 Wis); multiple targets (all within a 5-foot radius 
  of the door); Search (DC 25); Disable Device (DC 20). 
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  Page 11 
  
  APL 12 (EL 10) 
  APL 12 (EL 15) 
  � Burnt Othur Fumes Trap: CR 10; mechanical; touch 
  trigger; repair reset; never-miss; onset delay (1 round); 
  poison (burnt othur fumes, Fort save [DC 18] resists, 1 
  Con [permanent]/3d6 Con); multiple targets (all within a 
  5-foot radius of the door); Search (DC 25); Disable Device 
  (DC 20). 
  � Fryst, Male Human (Oeridian-Suloise) Wiz12: hp 
  67; see Appendix II. 
  � Spellstitched Bodaks (3): hp 58 each; see Appendix 
  II. 
  � Spellstitched Devourer: hp 78; see Appendix II. 
  APL 14 (EL 12) 
  APL 14 (EL 17) 
  � Burnt Othur Fumes Trap: CR 10; mechanical; touch 
  trigger; repair reset; never-miss; onset delay (1 round); 
  poison (burnt othur fumes, Fort save [DC 18] resists, 1 
  Con [permanent]/3d6 Con); multiple targets (all within a 
  5-foot radius of the door); Search (DC 25); Disable Device 
  (DC 20). 
  � Fryst, Male Human (Oeridian-Suloise) Wiz12: hp 
  67; see Appendix II. 
  � Spellstitched Bodaks (3): hp 58 each; see Appendix 
  II. 
  � Spellstitched Devourers (2): hp 78 each; see 
  Appendix II. 
  � Door Handle Smeared with Contact Poison: CR 10; 
  mechanical; touch trigger; manual reset; poison (black 
  lotus extract, Fort save [DC 20] resists, 3d6 Con/3d6 
  Con); Search (DC 26); Disable Device (DC 26). 
  � Spellstitched Vilewights (3): hp 78 each; see 
  Appendix II. 
  Tactics:  If the PCs are careful, they should be able to 
  gain surprise on Fryst and his companions.  Judges 
  should keep in mind the rules for avoiding a gaze attack 
  in the MM (pages 8-9) with respect to the bodak(s).  If the 
  PCs set the hut afire, they will drive out Fryst and his 
  undead (and Fryst will bring the book with him).  The 
  spellstitched undead will use their spells and special 
  abilities from as far a distance as they can manage before 
  engaging in melee. At APL 6 to 10, Fryst casts spells in 
  the following order (he will change this order in 
  response to actions by the PCs that force him to do so): 
  haste, shield, cat’s grace, slow, fireball (if PCs grouped 
  together), enervation, enervation, spectral hand (to use 
  with touch spells), bestow curse, vampiric touch, 
  blindness/deafness, blindness/deafness.  At APL 12 or 14, 
  Fryst casts spells in the following order (he will change 
  this order in response to actions by the PCs that force 
  him to do so): haste, mind fog, shield, enervation, cat’s 
  grace, enervation, circle of death (if the PCs were affected 
  by the enervation spells or if there are a lot of animals 
  involved in the combat), flesh to stone, disintegrate.  He 
  will switch in the following spells when he will hit the 
  most PCs optimally:  chain lightning, cone of cold, ice 
  storm, fireball, confusion.  Fryst will cast teleport or 
  magic jar if his forces are losing the battle. 
  Within the hut are Fryst, a necromancer who serves 
  Evard, and some undead under his command.  Fryst is 
  awake when the PCs arrive and will react immediately if 
  he or his undead sense any activity outside the hut.  If the 
  PCs flee at any point in the combat, Fryst and the undead 
  will chase them for a while and then let them go.  If the 
  PCs don’t return within 24 hours of fleeing, Fryst, the 
  undead, and the tome are all gone. 
  APL 6 (EL 9) 
  � Fryst, Male Human (Oeridian-Suloise) Wiz7: hp 58; 
  see Appendix II. 
  � Spellstitched Ghasts (3): hp 26 each; see Appendix II. 
  APL 8 (EL 11) 
  � Fryst, Male Human (Oeridian-Suloise) Wiz7: hp 58; 
  see Appendix II. 
  � Spellstitched Ghasts (3): hp 26 each; see Appendix II. 
  � Spellstitched Bodak: hp 58; see Appendix II. 
  APL 10 (EL 13) 
  � Fryst, Male Human (Oeridian-Suloise) Wiz7: hp 58; 
  see Appendix II. 
  If the PCs defeat the creatures, they are free to recover 
  the tome Fryst stole.   They could also try to steal the 
  tome and other treasure in the hut and flee from the 
  creatures. 
  � Spellstitched Ghasts (3): hp 26 each; see Appendix II. 
  � Spellstitched Bodaks (3): hp 58 each; see Appendix 
  II. 
  Treasure: The treasure consists of the tome the PCs 
  sought and some other treasure Fryst collected or 
  wielded. 
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  Page 12 
  
  APL 6 (EL 2) 
  APL 6: L: 370 gp; C: 20 gp; M: bracers of armor +2 (333 
  gp). 
  � Rocks from Ceiling: CR 2; mechanical; touch trigger; 
  repair reset; Atk +12 melee (2d6, rocks); multiple targets 
  (all targets in two adjacent 5-ft. squares); Search (DC 20); 
  Disable Device (DC 20). 
  APL 8: L: 370 gp; C: 40 gp; M: bracers of armor +2 (333 
  gp), cloak of resistance +2 (333 gp). 
  APL 10: L: 370 gp; C: 60 gp; M: bracers of armor +2 (333 
  gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp). 
  APL 8 (EL 4) 
  APL 12: L: 910 gp; C: 80 gp; M: bracers of armor +2 (333 
  gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp), pearl of power (3
  rd level spell) 
  (750 gp). 
  � Collapsing Archway: CR 4; mechanical; touch 
  trigger; no reset; Atk +15 melee (6d6, stone blocks); 
  Search (DC 20); Disable Device (DC 24). 
  APL 14: L: 910 gp; C: 100 gp; M: bracers of armor +2 (333 
  gp), cloak of resistance +2 (333 gp), headband of 
  intellect +4 (1,333 gp), pearl of power (3
  rd level spell) 
  (750 gp). 
  APL 10 (EL 6) 
  � Built to Collapse Wall: CR 6; mechanical; proximity 
  trigger; no reset; Atk +20 melee (8d6, stone blocks); 
  multiple targets (all targets in 10 ft square area); Search 
  (DC 14); Disable Device (DC 16). 
  Encounter Six: 
  Principality of Ulek – An 
  Ancient Welcome 
  APL 12 (EL 8) 
  � Built to Collapse Wall: CR 8; mechanical; proximity 
  trigger; no reset; Atk +20 melee (8d6, stone blocks); 
  multiple targets (all targets in 10 ft square area); Search 
  (DC 24); Disable Device (DC 26). 
  The PCs are sent to an isolated location in the Lortmil 
  Hills, somewhere between Eastpass, Havenhill, and 
  Thunderstrike, in the Principality of Ulek.  They are 
  given a map to help them find an ancient tomb of a 
  dwarven noble named Ulredd Luthgeim.  Ulredd was an 
  expert on the planes of existence.  Buried with him are 
  some scrolls detailing his research into the Plane of 
  Shadow.  These are what the PCs seek. 
  APL 14 (EL 10) 
  � Built to Collapse Wall: CR 10; mechanical; proximity 
  trigger; no reset; Atk +20 melee (8d6, stone blocks); 
  multiple targets (all targets in 10 ft square area); Search 
  (DC 26); Disable Device (DC 30). 
  You’ve arrived in the Lortmil Hills, right smack-dab 
  in the middle of the Principality of Ulek.  Home to 
  dwarves long before men roamed these lands, it’s the 
  proper location to search for the tomb of Ulredd 
  Luthgeim, a dwarven noble and planar expert, long 
  deceased. 
  Once past the door, the PCs will find themselves in a 
  slowly sloping stone passage (10 foot wide and tall) that is 
  obviously of Dwarven origin to any dwarf or PC with 
  Knowledge (architecture and engineering).  The passage 
  descends 100 feet and ends in a 75-foot square chamber 
  (10 feet tall).  The chamber appears empty except for 
  some writing on the walls of the chamber and a strange 
  looking pedestal about 20 feet into the chamber.  The 
  floor of the chamber is an alternating pattern of white 
  marble and black obsidian tiles in a checkerboard pattern 
  that continues up the passage to the door (each tile is 5 
  foot square). 
  You have been following a map your employer 
  provided for the last day and it has guided you to a 
  location where the tomb is supposed to be located.  
  But you don’t see anyth ng but hills as far as the eye 
  can see. 
  i
  The tomb is here, but its entrance is well hidden.  PCs 
  may make a Search check (DC 30) to locate the secret 
  entrance to the tomb; dwarves get a +2 racial bonus on 
  this check.  Once the entrance is found, the PCs need to 
  find a way to get past the stone door blocking the 
  entrance.  There is a puzzle lock on the door (Dwarves get 
  a +2 racial bonus to solving the puzzle lock). 
  The pedestal (Player Handout #3) contains a grid of 
  holes (10 across and 10 down for a total of 100 holes) and 
  7 crystals, each a different color (red, blue, green, yellow, 
  white, purple, and black), sitting atop the pedestal.  The 
  pedestal is the control mechanism for raising the resting 
  place of Ulredd from underneath the floor of the 
  chamber.  PCs who make a Knowledge (architecture and 
  engineering) check, Knowledge (arcana) check, or Craft 
  (stonemasonry) check (DC 20) realize that the floor lifts 
  � Stone Door with a Puzzle Lock: 4 in. thick; hardness 
  8; hp 60; Break DC 28; puzzle lock (hardness 15; hp 30; 
  Open Locks DC 20 + the APL). 
  The door is trapped as well: 
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  Page 13 
  
  Blue 
  up via some sort of magical mechanism controlled by the 
  pedestal. 
  The blue crystal goes in slot 33.  The riddle involves 
  completing a dwarven fable of why many dwarves dislike 
  riding horses.  PCs must make an Animal Empathy check 
  (DC 20), Bardic Knowledge check (DC 25), Handle 
  Animal check (DC 30), Ride check (DC 30), Wilderness 
  Lore check (DC 30), or Knowledge (nature) check (DC 
  35) to get the correct answer.  For every 5 points the PC 
  fails the check by, they are off by one slot (minimum of 
  one slot off).  The first time the blue crystal goes in the 
  wrong slot, all PCs standing on black tiles are hit by a bolt 
  of ice (1d6 cold damage per 2 APL, Reflex save (DC 16) 
  for half damage).  Each time afterwards the color of tile 
  affected is rolled randomly. 
  The writing on the walls is in an ancient dialect of 
  Dwarven.  Anyone who can read Dwarven can read the 
  writing on the walls as can anyone making a Decipher 
  Script check (DC 30).  There are eight individual sets of 
  information on the wall, each one written in one of the 
  colors of the crystals, except for one written in a silver 
  ink.  The sets of writing are questions/riddles that 
  provide the locations in the pedestal to place the crystals 
  to activate the pedestal (the crystals light when places in 
  the correct holes).  The upper left hole in the pedestal is 
  hole one and the rest of the holes are numbered to the 
  right and then down and then to the left and the up and 
  then right, etc. (in a spiral). 
  Green 
  The writing in the silver ink reads (Player Handout #2): 
  The green crystal goes in slot 51.  The riddle involves 
  Dwarven religion.  PCs must make a Bardic Knowledge 
  check (DC 25) or a Knowledge (religion) check (DC 25) 
  to get the correct answer.  For every 5 points the PC fails 
  the check by, they are off by one slot (minimum of one 
  slot off).  The first time the green crystal goes in the 
  wrong slot, all PCs standing on white tiles are hit by a 
  bolt of slime (1d6 acid damage per 2 APL, Reflex save (DC 
  16) for half damage).  Each time afterwards the color of 
  tile affected is rolled randomly. 
  If you seek my knowledge then you know my true 
  treasure.  You may borrow it as long as you return it. 
  Start high and left and then spiral across to find the 
  pattern.  Answer my seven riddles and know the 
  p aces the crystals should fall.  Wrong answers will 
  cost you, but those who seek my lore should have no 
  problems with finding the truth.  Red, blue, green, 
  yellow, white, purple, black.  The cleverest see the 
  answer is right in front of them. 
   
  l
  Below are the locations for each of the crystals, the 
  knowledge needed to solve the riddles, and the penalties 
  for placing crystals in the wrong space.  Actual riddles are 
  not provided; the information below provided the theme 
  of the riddle and the skills or abilities needed to solve 
  these puzzles (the PC, not the player, needs to solve 
  them).  If PCs count the number of letters in the seven 
  sentences that comprise the message in silver ink, it gives 
  the slot locations for the crystals in the order listed in the 
  message: 
  Yellow 
  The yellow crystal goes in slot 57.  The riddle involves 
  ancient magical lore.  PCs must make a Bardic 
  Knowledge check (DC 30), a Knowledge (arcana) check 
  (DC 30), or a Spellcraft check (DC 30) to get the correct 
  answer.  For every 5 points the PC fails the check by, they 
  are off by one slot (minimum of one slot off).  The first 
  time the yellow crystal goes in the wrong slot, all PCs 
  standing on black tiles are hit by a bolt of lightning (1d6 
  electrical damage per 2 APL, Reflex save (DC 16) for half 
  damage).  Each time afterwards the color of tile affected is 
  rolled randomly. 
  Red 
  The red crystal goes in slot 45.  The riddle involves 
  completing an ancient dwarven alchemical formula.  PCs 
  must make an Alchemy check (DC 20), Bardic 
  Knowledge check (DC 30), or Knowledge (arcana) check 
  (DC 40) to get the correct answer.  For every 5 points the 
  PC fails the check by, they are off by one slot (minimum 
  of one slot off).  The first time the red crystal goes in the 
  wrong slot, all PCs standing on white tiles are hit by a 
  bolt of flame (1d6 fire damage per 2 APL, Reflex save (DC 
  16) for half damage).  Each time afterwards the color of 
  tile affected is rolled randomly. 
  White 
  The white crystal goes in slot 83.  The riddle involves 
  ancient dwarven history.  PCs must make a Bardic 
  Knowledge check (DC 25), Knowledge (local – PoU) 
  check (DC 25), or a Knowledge (history) check (DC 30) 
  to get the correct answer.  For every 5 points the PC fails 
  the check by, they are off by one slot (minimum of one 
  slot off).  The first time the white crystal goes in the 
  wrong slot, all PCs standing on tiles in the outer two 
  most rows and columns of tiles are hit by a bolt of sound 
  (1d6 sonic damage per 2 APL, Reflex save (DC 16) for half 
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  Page 14 
  
  Conclusion 
  damage).  Each time afterwards a random color of tile is 
  affected. 
  If the PCs bring back any of the works requested, their 
  employer will happily pay them the reward promised.  A 
  few weeks after the PCs depart, he will be visited by 
  Tysiln San who will pay the employer the magic item 
  promised to him and then depart, by magic, for the 
  Valley of the Mage.  If the PCs decide to keep some of the 
  books from their employer, they won’t receive payment 
  from him for those books. 
  Purple 
  The purple crystal goes in slot 34.  The riddle involves 
  ancient dwarven crafts.  PCs must make a Bardic 
  Knowledge check (DC 25), a Craft (any craft dealing with 
  stonework or metalwork) check (DC 20), or a Knowledge 
  (architecture and engineering) check (DC 20) to get the 
  correct answer.  For every 5 points the PC fails the check 
  by, they are off by one slot (minimum of one slot off).  
  The first time the purple crystal goes in the wrong slot, 
  all PCs standing on tiles in the inner three most rows and 
  columns of tiles must make a Fort save (DC 19) or turn to 
  stone as per the spell flesh to stone.  Each time afterwards 
  a random color of tile is affected. 
  Treasure: The PCs receive the reward (50 gp each) from 
  their employer for each work recovered. 
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp. 
   
  The End 
  Experience Point Summary 
  Black 
  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. 
  The black crystal goes in slot 44.  The riddle involves 
  knowledge of the Planes.  PCs must make a Bardic 
  Knowledge check (DC 30) or a Knowledge (the Planes) 
  check (DC 20) to get the correct answer.  For every 5 
  points the PC fails the check by, they are off by one slot 
  (minimum of one slot off).  Every time the black crystal 
  goes in the wrong slot, all PCs standing in the chamber 
  must make a Fort save (DC 15) or be permanently 
  blinded as per the spell blindness/deafness. 
  Introduction 
  Discover the final destination of the tomes/scrolls 
   
   
  APL 6 – 50 xp; 
   
  APL 8 – 65 xp; 
   
  APL 10 – 80 xp; 
   
  APL 12 – 95 xp; 
  If the crystals are all in their correct slots, the center 35 
  foot square of the room rises up to the ceiling to reveal 
  the final resting place of Ulredd.  His skeleton is all that 
  remains of his body.  On the dais he lies upon are a 
  number of scrolls containing his planar research as well 
  as jewel encrusted arms, armor, wands, and rods that all 
  radiate strong magic (enchantment school).  However, if 
  anything other than the scrolls is taken from the tomb, 
  everything but the scrolls disintegrates immediately and 
  anyone who possessed one of the stolen objects is struck 
  by the Curse of Ulredd Luthgeim if they fail a Will save 
  (DC 12 + the APL).  If the PCs don’t make sure that the 
  scrolls are returned to the tomb after the scenario, all of 
  them are also subject to the curse (see Treasure Summary 
  for details). 
   
  APL 14 – 110 xp. 
  Encounter One 
  Defeat the sea creature(s)  
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp; 
   
  APL 14 – 480 xp. 
  Encounter Three 
  Defeat the creatures underground 
   
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp; 
  The PCs may attempt to bash their way through to the 
  final resting place of Ulredd.  They can do this, but, for 
  each round of attacks against the floor, they cause all 
  seven of the magical traps keyed to the colored crystals to 
  fire on all squares in the room, even if the crystals are 
  already in the correct slot. 
   
  APL 14 – 450 xp. 
  Encounter Five 
  Defeat the necromancer and his undead 
   
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
  � Stone Floor: 1 ft. thick; hardness 8; hp 180; Break DC 
  45. 
   
  APL 12 – 450 xp; 
   
  APL 14 – 510 xp. 
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  Page 15 
  
  Encounter Six 
  Only remove the scrolls from the tomb (some PCs may 
  get the xp here and some might not, depending on their 
  actions)  
   
  APL 6 – 50 xp; 
   
  APL 8 – 65 xp; 
   
  APL 10 – 80 xp; 
   
  APL 12 – 95 xp; 
   
  APL 14 – 110 xp. 
  Discretionary Role-playing Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 6 – 80 xp; 
   
  APL 8 – 95 xp; 
   
  APL 10 – 110 xp; 
   
  APL 12 – 125 xp; 
   
  APL 14 – 140 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 xp; 
   
  APL 14 – 1,800 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: 
   
  APL 6: L: 10 gp; C: 10 gp; M: 0 gp. 
   
  APL 8: L: 20 gp; C: 20 gp; M: 0 gp. 
   
  APL 10: L: 30 gp; C: 30 gp; M: 250 gp. 
   
  APL 12: L: 40 gp; C: 40 gp; M: 250 gp. 
   
  APL 14: L: 50 gp; C: 50 gp; M: 1,716 gp. 
  Encounter Five: 
   
  APL 6: L: 370 gp; C: 20 gp; M: 333 gp. 
   
  APL 8: L: 370 gp; C: 40 gp; M: 666 gp. 
   
  APL 10: L: 370 gp; C: 60 gp; M: 999 gp. 
   
  APL 12: L: 920 gp; C: 80 gp; M: 1,749 gp. 
   
  APL 14: L: 920 gp; C: 100 gp; M: 2,749 gp. 
  Conclusion:   
   
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 380 gp; C: 330 gp; M: 333 gp  - Total: 1,043 
  gp (800 gp). 
  APL 8: L: 390 gp; C: 360 gp; M: 666 gp  - Total: 1,416 
  gp (1,250 gp). 
  APL 10: L: 400 gp; C: 390 gp; M: 1,249 gp  - Total: 
  2,039 gp (2,039 gp). 
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  � A Scroll of the King of the Valley Elves 
  APL 12: L: 960 gp; C: 420 gp; M: 1,999 gp  - Total: 
  3,379 gp (3,000 gp). 
   
  This is a copy of one in a set of scrolls given to the 
  Grand Duke of Geoff by the King of the Valley Elves as 
  he left for parts unknown.  It describes some of the 
  history of the valley elves in the last two centuries.  Much 
  of the information is incomprehensible and might, in 
  fact, be a complicated code yet to be unraveled. 
  APL 14: L: 970 gp; C: 450 gp; M: 4,465 gp  - Total: 
  5,885 gp (5,885 gp). 
  Special 
  � Curse of Ulredd Luthgeim 
   
  Market Price: 50 gp; Weight: 3 lbs. 
   
  The PC has incurred the wrath of Ulredd Luthegeim 
  for failing to show his final resting place the proper 
  respect it so richly deserved.  The PC has received a curse 
  that results in a –4 circumstance penalty to all attack 
  rolls, saving throws, ability checks, and skill checks 
  whenever the PC is dealing with dwarves, dwarven 
  handiwork, or is within 30 feet of a graveyard, tomb, or 
  other final resting place.  This curse can be removed by 
  the normal means (remove curse, break enchantment, 
  limited wish, miracle, wish), except that a remove curse 
  will only be effective if the caster is 13
  th level or higher. 
  � Shades of Grey Matter 
  � Fryst’s Spellbook I 
   
  1
  st—[burning hands, chill touch, endure elements, 
  expeditious retreat, magic missile, obscuring mist, ray of 
  enfeeblement, 
  shield, 
  shocking 
  grasp];
  2
   
   
  nd—
  [blindness/deafness, cat’s grace, ghoul touch, spectral 
  hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—
  [bestow curse, enervation]. 
   
  This is a copy of an ancient tome, origin unknown, 
  describing the creatures known as Shades and their 
  natural habitat on the Plane of Shadow.  It was acquired 
  from a rare books dealer, Varik Goosedimple, now 
  deceased.
   
  Market Price: 50 gp; Weight: 3 lbs. 
  � Ulredd Luthgeim’s Planar Research – Plane of Shadow 
   
  This is a copy of a set of scrolls, penned by the 
  dwarven Planar sage Ulredd Luthgeim, describing his 
  work on understanding the Plane of Shadow.  It is copied 
  from the set of scrolls buried in Ulredd’s tomb. 
   
  Market Price: 50 gp; Weight: 3 lbs. 
  Items for the Adventure Record 
  Item Access 
   
  Market Price: 370 gp; Weight: 3 lbs. 
  APL 6: 
  � Fryst’s Spellbook II 
   
  1
  st—[feather fall, spider climb, Tenser’s floating 
  disk]; 4
  th—[confusion, ice storm]; 5
  th—[cone of cold, 
  magic jar, mind fog, teleport]; 6
  th—[chain lightning, 
  circle of death, disintegrate, flesh to stone]. 
  � Potion of Water Breathing (Adventure, 5
  th level 
  caster, DMG) 
  � Bracers of Armor +2 (Adventure, DMG) 
   
  Market Price: 550 gp; Weight: 3 lbs. 
  � Fryst’s Spellbook I (Adventure, see above) 
  � Explorations at the Head of the Javan 
  � Explorations at the Head of the Javan 
  (Adventure, see above) 
   
  This is a copy of a rare tome describing explorations 
  in the area that came to be known as the Valley of the 
  Mage.  It was created from the original copy that resides 
  in the personal library of the wizard Drawmij. 
  � Account of an Expedition to the Barrier Peaks 
  (Adventure, see above) 
   
  Market Price: 50 gp; Weight: 3 lbs. 
  � Treatise on the Plane of Shadow (Adventure, see 
  above) 
  � Account of an Expedition to the Barrier Peaks 
   
  This is a copy of a set of scrolls, penned by Watcher 
  Urrelin Polirian, describing explorations in the Barrier 
  Peaks, especially in the area that came to be known as the 
  Valley of the Mage.  It was created from one of the 
  original copies residing in Hookhill. 
  � A Scroll of the King of the Valley Elves 
  (Adventure, see above) 
  � Shades of Grey Matter (Adventure, see above) 
  � Ulredd Luthgeim’s Planar Research – Plane of 
  Shadow (Adventure, see above) 
   
  Market Price: 50 gp; Weight: 3 lbs. 
  � Treatise on the Plane of Shadow 
  APL 8 (APL 6 Items plus): 
   
  This is a copy of an ancient Suloise tome describing 
  theories on the Plane of Shadow.  It was created from a 
  copy found in the Passage of Slerotin. 
  � Cloak of Resistance +2 (Adventure, DMG) 
  APL 10 (APL 6 & 8 Items plus): 
   
  Market Price: 50 gp; Weight: 3 lbs. 
  � Headband of Intellect +2 (Adventure, DMG) 
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  � Rope of Climbing (Adventure, DMG) 
  APL 12 (APL 6 & 8 & 10 Items plus): 
  � Pearl of Power (3
  rd level spell) (Adventure, 
  DMG) 
  � Fryst’s Spellbook II (Adventure, see above) 
  APL 14 (APL 6 & 8 & 10 & 12 Items plus): 
  � Headband of Intellect +4 (Adventure, DMG) 
  � Helm of Comprehend Languages and Reading 
  Magic (Adventure, DMG) 
  � Periapt of Wound Closure (Adventure, DMG) 
   
   
   
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  Appendix I: Additional Rules Information 
  Combat Adjustments for Water: 
  Condition 
   
  Slash or Bludgeon 
  Claw or Tail 
   
  Move 
   
  Off  
   
   
   
   
  Atk/Dmg 
   
  Atk/Dmg 
   
   
   
  Balance? 
  Freedom of Mvmnt 
  Normal  
   
  Normal  
   
  Normal  
  No 
  Swim Speed 
   
  -2/Half  
   
  Normal  
   
  Normal  
  No 
  Successful Swim check 
  -2/Half  
   
  -2/Half  
   
  ¼ or ½   
  No 
  Firm Footing 
   
  -2/Half  
   
  -2/Half  
   
  ½  
   
  No 
  None of the Above 
  -2/Half  
   
  -2/Half  
   
  ¼ or ½   
  Yes 
   
  � The speeds listed for a successful Swim check are the standard ones from the PH (half speed as full-round 
  action or one-quarter speed as a move action. 
  � Creatures without freedom of movement effects or swim speeds make grapple checks underwater at a –2 
  penalty, but they inflict damage normally when grappling. 
  � Off balance creatures loses Dex bonuses to AC, and opponents gain a +2 attack bonus against them. 
  � Thrown weapons are ineffective underwater.  Ranged weapons suffer a -2 attack penalty for every 5 feet of 
  water they pass through. 
  � Nonmagical fire does not burn underwater.  Spells or spell-like effects with the fire descriptor are ineffective 
  underwater unless the caster makes a Spellcraft check (DC 15 + the spell level).  If successful, the spell 
  produces a bubble of steam instead of fire, but is otherwise effective.  Supernatural fire effects are ineffective 
  underwater unless their descriptions state otherwise. 
  � At this location in the ocean, visibility is limited.  A PC can see no further than 200 feet away, assuming it has 
  darkvision, low light vision, or sufficient light to illuminate that far away.  Some magical effects or spells might 
  permit a PC to see further or to use a non-visual method to locate creatures.   Creatures underwater have 
  concealment based on their distance away: 
  Distance 
  Concealment 
  Miss Chance 
  >200 feet 
  Total 
  50% 
  200 feet 
  Nine-Tenths 
  40% 
  150 feet 
  Three-Quarters 
  30% 
  100 feet 
  One-Half 
  20% 
  50 feet 
  One-Quarter 
  10% 
   
   
   
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  Appendix II: NPCS 
  Encounter One: 
  All APLs 
  Nautilia: Female Sirine Sor10; CR 15; Medium Fey (Aquatic); HD 4d6+10d4+14; hp 55; Init +4 (Dex); Spd 30 ft., Swim 
  60 ft.; AC 23 (touch 20, flat-footed 19) [+4 Dex, +6 deflection, +3 amulet]; Atk +7 melee (1d6/19-20, short sword) and +2 
  melee touch (1d4 Int, touch); SA charming song, Int damage, spell-like abilities, spells; SQ deflection, low-light vision, 
  soothing touch; AL CN; SV Fort +5, Ref +11, Will +14; Str 10, Dex 18, Con 12, Int 13, Wis 16, Cha 18 (22). 
   
  Skills and Feats: Animal Empathy +11 (+13), Concentration +18, Heal +10, Hide +11, Knowledge (arcana) +11, 
  Perform (dancing, singing, poetry) +15 (+17), Spellcraft +11, Swim +15, Wilderness Lore +10; Dodge, Expertise, Greater 
  Spell Focus (enchantment), Spell Focus (enchantment), Spell Penetration. 
   
  Greater Spell Focus (from Tome & Blood): Choose a school of magic to which you have already applied the Spell 
  Focus feat.  Your magic spells of that school are now even more potent than before.  Add +4 to the DC of saving throws 
  against spells from the school of magic you select to focus on.  This supersedes (does not stack with) the bonus from 
  Spell Focus. 
   
  Charming Song (Sp): At will, a sirine can sing a special song that functions like a charm person spell (2
  nd level 
  caster; save DC 15 (17)), except that it lasts for 11 hours and affects every creature that hears it. 
   
  Intelligence Damage (Su): Any creature hit by a sirine’s touch attack takes 1d4 points of Int damage (or 2d4 on a 
  critical hit). 
   
  Spell-like Abilities (Sp): 1/day – fog cloud, improved invisibility, polymorph self; as 11
  th level caster; save DC 14 
  (16) + spell level. 
   
  Deflection (Su): A sirine is surrounded by an aura that grants it a deflection bonus to its AC equal to its Cha bonus. 
   
  Soothing Touch (Su): A sirine, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused 
  by any sirine. 
   
  Possessions: scroll of hold monster, scroll of mind fog, helm of telepathy, cloak of charisma +4, amulet of natural 
  armor +3, spell components pouch. 
   
  Spells Known (6/6/6/6/5/3; base DC = 14 (16) + spell level, 18 (20) + spell level for enchantment spells): 0—[arcane 
  mark, daze, detect magic, disrupt undead, flare, light, ray of frost, read magic, resistance]; 1
  st—[chill touch, comprehend 
  languages, mage armor, magic missile, shield]; 2
  nd—[glitterdust, Melf’s acid arrow, mirror image, Tasha’s hideous 
  laughter]; 3
  rd—[dispel magic, hold person, suggestion]; 4
  th—[charm monster, confusion]; 5
  th—[dominate person]. 
  APL 12 
  Fiendish Kraken: CR 14; Gargantuan Magical Beast (Aquatic); HD 20d10+180; hp 290; Init +4 (Improved Init.); Spd 
  Swim 20 ft.; AC 20 (touch 6, flat-footed 20) [-4 size, +14 natural]; Atk +28 melee (2d8+12/19-20, 2 tentacle rakes) and +23 
  melee (1d6+6, 6 arms) and +23 melee (4d6+6, bite); Face/Reach 20 ft. by 40 ft./10 ft. (100 ft. with tentacle); SA improved 
  grab, constrict 2d8+12 or 1d6+6, smite good; SQ jet, ink cloud, spell-like abilities, darkvision 60’, cold resistance 20, fire 
  resistance 20, damage reduction 10/+3; SR 25; AL NE; SV Fort +21, Ref +12, Will +13; Str 34, Dex 10, Con 29, Int 21, Wis 
  20, Cha 10. 
   
  Skills and Feats: Concentration +19, Knowledge (geography) +10, Knowledge (nature) +10, Listen +15, Search +15, 
  Spot +15; Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will. 
   
  Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or 
  tentacle attack.  If it gets a hold, it can constrict. 
   
  Constrict (Ex): A kraken can deal automatic arm or tentacle damage with a successful grapple check against Huge 
  or smaller creatures. 
   
  Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet. 
   
  Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per 
  minute as a free action.  The cloud provides total concealment, which the kraken normally uses to escape a losing fight.  
  Creatures within the cloud suffer the effects of total darkness. 
   
  Spell-like Abilities (Sp): 1/day – control weather, control winds, dominate animal, and resist elements.  These 
  abilities are as the spells cast by a 9
  th level druid (save DC 15 + spell level). 
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  Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
  APL 14 
  Fiendish Kraken of Legend: CR 16; Gargantuan Outsider (Aquatic); HD 20d10+280; hp 390; Init +4 (Improved Init.); 
  Spd Swim 20 ft.; AC 28 (touch 9, flat-footed 25) [-4 size, +3 Dex, +19 natural]; Atk +33 melee (2d8+17/19-20, 2 tentacle 
  rakes) and +31 melee (2d6+8, 6 arms) and +31 melee (4d6+8, bite); Face/Reach 20 ft. by 40 ft./10 ft. (100 ft. with 
  tentacle); SA improved grab, constrict 2d8+12 or 2d6+6, smite good, breath weapon; SQ jet, ink cloud, spell-like abilities, 
  darkvision 60’, cold resistance 20, fire resistance 20, damage reduction 10/+3, see in darkness, fast healing; SR 25; AL 
  NE; SV Fort +29, Ref +18, Will +17; Str 44, Dex 16, Con 39, Int 23, Wis 22, Cha 14. 
   
  Skills and Feats: Concentration +24, Knowledge (geography) +11, Knowledge (nature) +11, Listen +16, Search +16, 
  Spot +16; Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, 
  Multiattack. 
   
  Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or 
  tentacle attack.  If it gets a hold, it can constrict. 
   
  Constrict (Ex): A kraken can deal automatic arm or tentacle damage with a successful grapple check against Huge 
  or smaller creatures. 
   
  Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet. 
   
  Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per 
  minute as a free action.  The cloud provides total concealment, which the kraken normally uses to escape a losing fight.  
  Creatures within the cloud suffer the effects of total darkness. 
   
  Spell-like Abilities (Sp): 1/day – control weather, control winds, dominate animal, and resist elements.  These 
  abilities are as the spells cast by a 9
  th level druid (save DC 16 + spell level). 
   
  Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Breath Weapon (Su): Every 1d4 rounds, the fiendish kraken of legend can use a breath weapon of cold (15 foot 
  cone, 3d6 cold damage).  A target can make a Reflex save (DC 34) for half damage. 
   
  See in Darkness (Su): The fiendish kraken of legend can see perfectly in darkness of any kind, even that created 
  by deeper darkness spells. 
   
  Fast Healing (Ex): A fiendish kraken of legend regains lost hit points at a rate of 5 per round.  Fast healing does 
  not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fiendish kraken of legend to 
  regrow or reattach lost body parts. 
  Encounter Three: 
  APL 8 or 10 
  Cloaker Lord: CR 7; Huge Aberration; HD 9d8+45; hp 85; Init +5 (Dex, Improved Init.); Spd 10ft., Fly 50 ft. (average); 
  AC 17 (touch 9, flat-footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee (2d6+8, tail snap) and +7 melee (2d4+4, bite); 
  Face/Reach 15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, spellcasting, dominate cloakers; SQ shadow shift, 
  plane shift; SR 18; AL CN; SV Fort +8, Ref +6, Will +9; Str 26, Dex 13, Con 20, Int 18, Wis 17, Cha 15. 
   
  Skills and Feats: Hide +3, Knowledge (arcana) +13, Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, Combat 
  Reflexes, Expertise, Improved Initiative, Lightning Reflexes. 
   
  Moan (Ex): As a free action, a cloaker lord can emit a dangerous subsonic moan at will, as long as it does not use its 
  bite attack in the same round.  By varying the frequency and intensity of the moan, a cloaker lord can create one of four 
  different effects: 
   
  Unnerve:  All within 90 feet of the cloaker lord suffer a –2 morale penalty on attack and damage rolls.  Those 
  forced to hear this sound for 6 consecutive rounds must make a Will save (DC 16) or enter a trance and become 
  unable to attack or defend themselves until the moaning stops.  Opponents who successfully save must repeat the 
  save next round if the moaning continues. 
   
  Fear:  All within 40 feet of the cloaker lord must make a Will save (DC 16) or flee in terror for two rounds. 
   
  Nausea:  Everyone in a 40 foot cone must make a Fort save (DC 16) or become overcome with nausea and 
  weakness.  Affected characters fall to the ground and are unable to take any actions, including defending 
  themselves, for 1d4+1 rounds. 
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  Stupor:  A single individual no more than 50 feet from the cloaker lord must make a Fort save (DC 16) or be 
  affected as by a hold monster spell for 6 rounds.  A cloaker lord can affect only one victim at a time with this ability, 
  so if it decides to affect one character while another is still under the effect of the stupor, the previous effect is 
  cancelled. 
   
  Engulf (Ex): A cloaker lord can try to wrap a foe of Large size or smaller in its body.  The cloaker lord makes a 
  grapple attack that does not provoke an attack of opportunity.  If the cloaker lord achieves a hold, it is free to use its 
  whiplike tail to strike at another target while it gnaws on an engulfed victim.  The cloaker lord can bite an engulfed foe 
  with a +4 attack bonus.  Attacks made on an engulfing cloaker lord deal half their damage to the monster and half to the 
  trapped victim. 
   
  Dominate Cloakers (Ex): Cloaker lords have a natural power of domination over ordinary cloakers, allowing them 
  to rule as the unquestioned leaders in cloaker communities. 
   
  Shadow Shift (Su): Cloaker lords have the ability to manipulate shadows.  This power is effective only in shadowy 
  areas and has several possible effects: 
   
  Obscure Vision:  The cloaker gains one-quarter concealment for 1d4 rounds. 
   
  Dancing Images:  This duplicates the effect of a mirror image spell cast by a 9
  th level sorcerer. 
   
  Silent Image:  This duplicates the effect of a silent image spell cast by a 9
  th level sorcerer. 
   
  Plane Shift (Sp): Cloaker lords can travel to and from the Plane of Shadow at will.  Once per day, they can bring up 
  to seven cloakers along with them on such a journey, as the spell plane shift.  
   
  Spellcasting: Cloaker lords have the spellcasting ability of 9
  th level wizards.  They are considered specialists in 
  spells of the shadow subschool.  Cloaker lords cast all their spells with verbal components only: 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell level): 0—[dancing lights, disrupt undead, ghost sound, read 
  magic]; 1
  st—[chill touch, magic missile (2), ray of enfeeblement*, shield, sleep]; 2
  nd—[blindness/deafness, blur*, 
  darkness, Melf’s acid arrow, scare, spectral hand]; 3
  rd—[dispel magic, gaseous form*, haste, nondetection, slow]; 4
  th—
  [enervation*, Evard’s black tentacles (2), improved invisibility]; 5
  th—[shadow evocation*, transmute rock to mud]. 
  *Shadow subschool bonus spell 
  Encounter Five: 
  APL 6 
  Fryst: Male Human (Oeridian-Suloise) Wiz7 (Necromancer); CR 7; Medium Humanoid (Human); HD 7d4+21; hp 58; 
  Init +2 (Dex); Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 bracers]; Atk +2 melee or +5 ranged; SA spells; SQ 
  familiar (toad); AL NE; SV Fort +5, Ref +4, Will +4; Str 8, Dex 14, Con 16, Int 19, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge (arcana) +14, Knowledge (the Planes) +14, Knowledge (Undead) 
  +14, Scry +14, Sense Motive +4, Spellcraft +14; Combat Casting, Empower Spell, Scribe Scroll, Spell Focus (evocation, 
  necromancy, transmutation). 
   
  Possessions: bracers of armor +2, spell components pouch. 
   
  Spells 
  Prepared 
  (4+1/5+1/4+1/3+1/2+1; 
  base 
  DC 
  = 
  14 
  + 
  spell 
  level, 
  16 
  + 
  spell 
  level 
  for 
  evocation/necromancy/transmutation spells): 0—[detect magic, disrupt undead*, disrupt undead, ghost sound, read 
  magic]; 1
  st—[burning hands, chill touch*, magic missile, ray of enfeeblement, shield, shocking grasp]; 2
  nd—
  [blindness/deafness (2), cat’s grace, ghoul touch, spectral hand*]; 3
  rd—[fireball, haste, slow, vampiric touch*]; 4
  th—
  [bestow curse, enervation, enervation*]. *school bonus spell 
   
  Spellbook: 0—[all PH cantrips]; 1
  st—[burning hands, chill touch, endure elements, expeditious retreat, magic 
  missile, obscuring mist, ray of enfeeblement, shield, shocking grasp]; 2
  nd—[blindness/deafness, cat’s grace, ghoul touch, 
  spectral hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—[bestow curse, enervation]. 
  APL 8  
  Fryst: Male Human (Oeridian-Suloise) Wiz7 (Necromancer); CR 7; Medium Humanoid (Human); HD 7d4+21; hp 58; 
  Init +2 (Dex); Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 bracers]; Atk +2 melee or +5 ranged; SA spells; SQ 
  familiar (toad); AL NE; SV Fort +7, Ref +6, Will +6; Str 8, Dex 14, Con 16, Int 19, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge (arcana) +14, Knowledge (the Planes) +14, Knowledge (Undead) 
  +14, Scry +14, Sense Motive +4, Spellcraft +14; Combat Casting, Empower Spell, Scribe Scroll, Spell Focus (evocation, 
  necromancy, transmutation). 
   
  Possessions: bracers of armor +2, cloak of resistance +2, spell components pouch. 
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  Spells 
  Prepared 
  (4+1/5+1/4+1/3+1/2+1; 
  base 
  DC 
  = 
  14 
  + 
  spell 
  level, 
  16 
  + 
  spell 
  level 
  for 
  evocation/necromancy/transmutation spells): 0—[detect magic, disrupt undead*, disrupt undead, ghost sound, read 
  magic]; 1
  st—[burning hands, chill touch*, magic missile, ray of enfeeblement, shield, shocking grasp]; 2
  nd—
  [blindness/deafness (2), cat’s grace, ghoul touch, spectral hand*]; 3
  rd—[fireball, haste, slow, vampiric touch*]; 4
  th—
  [bestow curse, enervation, enervation*]. *school bonus spell 
   
  Spellbook: 0—[all PH cantrips]; 1
  st—[burning hands, chill touch, endure elements, expeditious retreat, magic 
  missile, obscuring mist, ray of enfeeblement, shield, shocking grasp]; 2
  nd—[blindness/deafness, cat’s grace, ghoul touch, 
  spectral hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—[bestow curse, enervation]. 
  APL 10 
  Fryst: Male Human (Oeridian-Suloise) Wiz7 (Necromancer); CR 7; Medium Humanoid (Human); HD 7d4+21; hp 58; 
  Init +2 (Dex); Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 bracers]; Atk +2 melee or +5 ranged; SA spells; SQ 
  familiar (toad); AL NE; SV Fort +7, Ref +6, Will +6; Str 8, Dex 14, Con 16, Int 19 (21), Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge (arcana) +15, Knowledge (the Planes) +15, Knowledge (Undead) 
  +15, Scry +15, Sense Motive +4, Spellcraft +15; Combat Casting, Empower Spell, Scribe Scroll, Spell Focus (evocation, 
  necromancy, transmutation). 
   
  Possessions: bracers of armor +2, cloak of resistance +2, headband of intellect +2, spell components pouch. 
   
  Spells 
  Prepared 
  (4+1/6+1/4+1/3+1/2+1; 
  base 
  DC 
  = 
  15 
  + 
  spell 
  level, 
  17 
  + 
  spell 
  level 
  for 
  evocation/necromancy/transmutation spells): 0—[detect magic, disrupt undead*, disrupt undead, ghost sound, read 
  magic]; 1
  st—[burning hands, chill touch*, magic missile (2), ray of enfeeblement, shield, shocking grasp]; 2
  nd—
  [blindness/deafness (2), cat’s grace, ghoul touch, spectral hand*]; 3
  rd—[fireball, haste, slow, vampiric touch*]; 4
  th—
  [bestow curse, enervation, enervation*]. *school bonus spell 
   
  Spellbook: 0—[all PH cantrips]; 1
  st—[burning hands, chill touch, endure elements, expeditious retreat, magic 
  missile, obscuring mist, ray of enfeeblement, shield, shocking grasp]; 2
  nd—[blindness/deafness, cat’s grace, ghoul touch, 
  spectral hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—[bestow curse, enervation]. 
  APL 12 
  Fryst: Male Human (Oeridian-Suloise) Wiz12 (Necromancer); CR 12; Medium Humanoid (Human); HD 12d4+36; hp 
  67; Init +2 (Dex); Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 bracers]; Atk +5 melee or +8 ranged; SA spells; 
  SQ familiar (toad); AL NE; SV Fort +9, Ref +8, Will +9; Str 8, Dex 15, Con 16, Int 20 (22), Wis 8, Cha 8. 
   
  Skills and Feats: Alchemy +20, Concentration +20, Knowledge (arcana) +20, Knowledge (the Planes) +17, 
  Knowledge (Undead) +20, Scry +20, Sense Motive +6, Spellcraft +20; Brew Potion, Combat Casting, Empower Spell, 
  Scribe Scroll, Skill Focus (concentration), Spell Focus (evocation, necromancy, transmutation), Spell Penetration. 
   
  Possessions: bracers of armor +2, cloak of resistance +2, headband of intellect +2, pearl of power (3
  rd level spell), 
  spell components pouch. 
   
  Spells Prepared (4+1/6+1/6+1/5+1/4+1/4+1/3+1; base DC = 16 + spell level, 18 + spell level for 
  evocation/necromancy/transmutation spells): 0—[detect magic, disrupt undead*, disrupt undead, ghost sound, read 
  magic]; 1
  st—[burning hands, chill touch*, magic missile (2), ray of enfeeblement, shield, shocking grasp]; 2
  nd—
  [blindness/deafness (3), cat’s grace, ghoul touch, spectral hand, spectral hand*]; 3
  rd—[fireball (2), haste, slow (2), 
  vampiric touch*]; 4
  th—[bestow curse, confusion, enervation, enervation*, ice storm]; 5
  th—[cone of cold (2), magic jar*, 
  mind fog, teleport]; 6
  th—[chain lightning, circle of death*, disintegrate, flesh to stone]. *school bonus spell 
   
  Spellbook: 0—[all PH cantrips]; 1
  st—[burning hands, chill touch, endure elements, expeditious retreat, feather fall, 
  magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, Tenser’s floating disk]; 2
  nd—
  [blindness/deafness, cat’s grace, ghoul touch, spectral hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—[bestow 
  curse, confusion, enervation, ice storm]; 5
  th—[cone of cold, magic jar, mind fog, teleport]; 6
  th—[chain lightning, circle of 
  death, disintegrate, flesh to stone]. 
  APL 14 
  Fryst: Male Human (Oeridian-Suloise) Wiz12 (Necromancer); CR 12; Medium Humanoid (Human); HD 12d4+36; hp 
  67; Init +2 (Dex); Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 bracers]; Atk +5 melee or +8 ranged; SA spells; 
  SQ familiar (toad); AL NE; SV Fort +9, Ref +8, Will +9; Str 8, Dex 15, Con 16, Int 20 (24), Wis 8, Cha 8. 
  SHE3-01 Have Tome – Will Travel 
   
  Page 23 
  
   
  Skills and Feats: Alchemy +21, Concentration +20, Knowledge (arcana) +21, Knowledge (the Planes) +18, 
  Knowledge (Undead) +21, Scry +21, Sense Motive +6, Spellcraft +21; Brew Potion, Combat Casting, Empower Spell, 
  Scribe Scroll, Skill Focus (concentration), Spell Focus (evocation, necromancy, transmutation), Spell Penetration. 
   
  Possessions: bracers of armor +2, cloak of resistance +2, headband of intellect +4, pearl of power (3
  rd level spell), 
  spell components pouch. 
   
  Spells Prepared (4+1/6+1/6+1/5+1/4+1/4+1/3+1; base DC = 17 + spell level, 19 + spell level for 
  evocation/necromancy/transmutation spells): 0—[detect magic, disrupt undead*, disrupt undead, ghost sound, read 
  magic]; 1
  st—[burning hands, chill touch*, magic missile (2), ray of enfeeblement, shield, shocking grasp]; 2
  nd—
  [blindness/deafness (3), cat’s grace, ghoul touch, spectral hand, spectral hand*]; 3
  rd—[fireball (2), haste, slow (3), 
  vampiric touch*]; 4
  th—[bestow curse, confusion, enervation, enervation*, ice storm]; 5
  th—[cone of cold (2), magic jar*, 
  mind fog, teleport]; 6
  th—[chain lightning, circle of death*, disintegrate, flesh to stone]. *school bonus spell 
   
  Spellbook: 0—[all PH cantrips]; 1
  st—[burning hands, chill touch, endure elements, expeditious retreat, feather fall, 
  magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, spider climb, Tenser’s floating disk]; 2
  nd—
  [blindness/deafness, cat’s grace, ghoul touch, spectral hand]; 3
  rd—[fireball, haste, slow, vampiric touch]; 4
  th—[bestow 
  curse, confusion, enervation, ice storm]; 5
  th—[cone of cold, magic jar, mind fog, teleport]; 6
  th—[chain lightning, circle of 
  death, disintegrate, flesh to stone]. 
  APL 6 or 8 or 10 
  Spellstitched Ghast: CR 4; Medium Undead; HD 4d12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 16 (touch 12, flat-footed 14) 
  [+2 Dex, +4 natural]; Atk +4 melee (1d8+1 and paralysis, bite) and +1 melee (1d4 and paralysis, 2 claws); SA stench, 
  paralysis, create spawn, spell-like abilities; SQ undead, turn resistance +4, damage reduction 5/+1; SR 18; AL CE; SV Fort 
  +3, Ref +5, Will +8; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, 
  Search +6, Spot +8; Multiattack, Weapon Finesse (bite). 
   
  Stench (Ex): The stink of death and corruption surrounding these creatures is sickening.  Those within 10 feet 
  must succeed at a Fort save (DC 15) or be wracked with nausea, suffering a –2 circumstance penalty to all attacks, saves, 
  and skill checks for 1d6+4 minutes. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed at a Fort save (DC 15) or be paralyzed for 
  1d6+4 minutes.  Even elves are vulnerable to this paralysis. 
   
  Create Spawn (Su): Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts 
  in 1d4 days.. 
   
  Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to 
  critical hits, subdual damage, ability damage, energy drain, or death from massive damage.  The creature has darkvision 
  60’. 
   
  Spell-like Abilities: 2/day – chill touch, fog cloud, magic missile, Melf’s acid arrow; 1/day – fireball, lightning bolt; 
  as 4
  th level sorcerer; save DC 13 + spell level. 
  APL 8 or 10 or 12 or 14 
  Spellstitched Bodak: CR 9; Medium Undead; HD 9d12; hp 58; Init +6 (Dex, Improved Init.); Spd 20 ft.; AC 15 (touch 
  12, flat-footed 13) [+2 Dex, +3 natural]; Atk +6 melee (1d8+1, slam); SA death gaze, spell-like abilities; SQ undead, 
  damage reduction 15/silver and 5/+2, fire and acid resistance 20, electricity immunity, sunlight vulnerability, 
  flashbacks, turn resistance +2; SR 16; AL CE; SV Fort +5, Ref +7, Will +9; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12. 
   
  Skills and Feats: Listen +11, Move Silently +14, Spot +13; Dodge, Improved Initiative, Weapon Focus (slam). 
   
  Death Gaze (Su): Death, range 30 feet, Fort negates (DC 15).  Humanoids who die from this attack are transformed 
  into bodaks in one day. 
   
  Sunlight Vulnerability (Ex): Each round of exposure to the direct rays of the sun deals 1 point of damage to the 
  creature. 
   
  Flashbacks (Ex): At the start of an encounter, there is a 5% chance that a bodak notices something about an 
  opponent (randomly determined) that causes it to recall its life.  If this happens, the bodak takes no action for 1 round 
  and suffers a –2 morale penalty to all attacks directed at that opponent. 
   
  Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to 
  critical hits, subdual damage, ability damage, energy drain, or death from massive damage.  The creature has darkvision 
  60’. 
  SHE3-01 Have Tome – Will Travel 
   
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  Spell-like Abilities: 2/day – chill touch, fog cloud, magic missile, Melf’s acid arrow; as 9
  th level sorcerer; save DC 11 
  + spell level. 
  APL 12 or 14 
  Spellstitched Devourer: CR 12; Large Undead; HD 12d12; hp 78; Init +4 (Improved Init.); Spd 30 ft.; AC 18 (touch 9, 
  flat-footed 18) [-1 size, +9 natural]; Atk +11 melee (1d6+5, 2 claws); Face/Reach 5 ft. by 5 ft./10 ft.; SA energy drain, trap 
  essence, spell-like abilities; SQ undead, spell deflection, damage reduction 10/+3, turn resistance +2; SR 21; AL NE; SV 
  Fort +6, Ref +6, Will +13; Str 21, Dex 10, Con -, Int 16, Wis 16, Cha 17. 
   
  Skills and Feats: Climb +10, Concentration +18, Jump +17, Listen +17, Move Silently +12, Spot +17; Alertness, 
  Blind-Fight, Combat Casting, Expertise, Improved Initiative, Weapon Focus (claw). 
   
  Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability receive one negative 
  level.  The Fort save to remove the negative level has a DC 19. 
   
  Trap Essence (Su): The devourer is named for its ability to consume an enemy’s life essence.  To do so, it must 
  forgo its normal melee attacks and make a trap essence attack.  This requires a normal attack roll but deals no damage.  
  The affected creature must succeed at a Fort save (DC 19) or die instantly.  The slain creature’s essence is trapped within 
  the devourer’s ribs, and the diminutive figures takes on that victim’s features.  The trapped essence cannot be raised or 
  resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer.  A devourer can only hold 
  one essence at a time.  The trapped essence provides the devourer with enough power to use five spell-like abilities per 
  HD or level of the trapped creature.  As this energy is expended, the twisted soul fades away until it evaporates 
  completely.  The trapped essence receives one negative level for every five spell-like uses.  When the number of 
  negative levels equals the creature’s total HD or level, the essence is destroyed.  If an essence is freed, the restored 
  creature must succeed at a Fort save (DC 17) for each negative level or lose that permanently. 
   
  Spell-like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 
  levels (enough fuel for 30 to 75 uses).  Once per round, the devourer can use one of the following as the spell cast by an 
  18
  th level sorcerer (save DC 13 + spell level): confusion, control undead, ghoul touch, lesser planar ally, ray of 
  enfeeblement, spectral hand, suggestion, and true seeing. 
   
  Spell Deflection (Su): The trapped essence provides a measure of magical protection.  If any of the following spells 
  are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos 
  hammer, confusion, detect thoughts, dispel evil, dominate person, emotion, fear, geas/quest, holy word, hypnosis, 
  imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.  In many cases, this 
  effectively neutralizes the spell, Some of them, might eliminate the trapped essence, robbing the devourer of its magical 
  powers until it can consume another.  
   
  Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to 
  critical hits, subdual damage, ability damage, energy drain, or death from massive damage.  The creature has darkvision 
  60’. 
   
  Spell-like Abilities: 2/day – chill touch, fog cloud, magic missile, Melf’s acid arrow; 1/day – contagion, fireball, ice 
  storm, lightning bolt; as 12
  th level sorcerer; save DC 13 + spell level. 
  APL 14 
  Spellstitched Vilewight: CR 9; Medium Undead; HD 12d12; hp 78; Init +6 (Dex, Improved Init.); Spd 30 ft.; AC 18 
  (touch 12, flat-footed 16) [+2 Dex, +6 natural]; Atk +10 melee (1d6+4, 2 claws) and +5 melee (1d8+2, bite) and +5 melee 
  (1d6+2 and disease, tendril bites); Face/Reach 5 ft. by 5 ft./5 ft. (10 ft. with tendril bites); SA dark channel, disease, 
  energy drain, improved grab, spell-like abilities; SQ undead, create spawn, damage reduction 10/+3, turn resistance +2; 
  SR 17; AL NE; SV Fort +6, Ref +8, Will +11; Str 18, Dex 15, Con -, Int 17, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +12, Hide +15, Knowledge (arcana) +16, Listen +16, Move Silently +25, Spot +14; Alertness, 
  Combat Reflexes, Dodge, Expertise, Improved Initiative, Mobility. 
   
  Dark Channel (Sp): Once every other round, a vilewight can channel the negative energy infusing it into a line of 
  cold, black energy 5 feet wide and 30 feet long.  Everyone in the area takes 8d8 pts of damage (Reflex save DC 18 half). 
   
  Disease (Ex): Any creature hit by the vilewight’s intestinal tendrils must succeed at a Fort save (DC 16) or contact 
  life blindness (Incubation: 1 day, Damage: The infected victim loses all ability to perceive living creatures, even plants.  
  All such beings are treated as invisible, silent, and odorless.  The loneliness and alienation eventually drive the victim to 
  become completely anti-social, suffering effects similar to the emotion (despair) and emotion (hate) spells.). 
  SHE3-01 Have Tome – Will Travel 
   
  Page 25 
  
   
  Energy Drain (Su): Any living creature hit by any of a vilewight’s natural attacks gains two negative levels.  For 
  each negative level bestowed, the vilewight heals 5 points of damage.  If the amount of healing is more than the damage 
  it has taken, it gains any excess as temporary hit points.  If the negative level hasn’t been removed (with a spell such as 
  restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fort save (DC 18) to remove it.  
  Failure means the opponent’s level (or Hit Die) is reduced by one. 
   
  Improved Grab (Ex): If a vilewight hits a Medium or smaller opponent with a claw attack, it deals normal damage 
  and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +10).  If it hits 
  with a claw it automatically hits with its tendril bites in the next round.  The vilewight has the option to conduct the 
  grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the vilewight is not 
  considered grappled).  In either case, each successful grapple check it makes during successive rounds automatically 
  deals claw and tendril bites damage. 
   
  Create Spawn (Su): Any humanoid slain by a vilewight becomes a wight in 1d4 rounds.  Such wights are under the 
  command of the vilewight that created them and remain enslaved until its destruction.  They do not possess any of the 
  abilities they had in life. 
   
  Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to 
  critical hits, subdual damage, ability damage, energy drain, or death from massive damage.  The creature has darkvision 
  60’. 
   
  Spell-like Abilities: 2/day – chill touch, fog cloud, magic missile, Melf’s acid arrow; as 12
  th level sorcerer; save DC 
  12 + spell level. 
   
  SHE3-01 Have Tome – Will Travel 
   
  Page 26 
  
  Player Handout #1 
   
   
  Explorations at the Head of the Javan 
   
  Gradsul, Keoland – Drawmij 
   
  Account of an Expedition to the Barrier Peaks 
   
  Hookhill, Gran March – Watcher Urrelin Polirian 
   
  Treatise on the Plane of Shadow 
   
  Dark Gate, Yeomanry – Dustdigger map 
   
  A Scroll of the King of the Valley Elves 
   
  Hochoch, Geoff – Grand Duke 
   
  Shades of Grey Matter 
   
  Dimhaven, Bissel – Varik Goosedimple 
   
  Ulredd Luthgeim’s Planar Research – Plane of Shadow 
   
  Lortmil Hills, Principality of Ulek – map to tomb 
  SHE3-01 Have Tome – Will Travel 
   
  Page 27 
  
  Player Handout #2 
   
   
  If you seek my knowledge then you know my true treasure. 
  You may borrow it as long as you return it. 
  Start high and left and then spiral across to find the pattern. 
  Answer my seven riddles and know the places the crystals 
  should fall. 
  Wrong answers will cost you, but those who seek my lore 
  should have no problems with finding the truth. 
  Red, blue, green, yellow, white, purple, black. 
  The cleverest see the answer is right in front of them. 
  SHE3-01 Have Tome – Will Travel 
   
  Page 28 
  
  Player Handout #3 
   
   
   
  SHE3-01 Have Tome – Will Travel 
   
  Page 29 
  
  SHE3-01 Have Tome – Will Travel 
   
  Page 30 
  Have Tome – Will Travel 
  Critical Events Summary 
  For Tables Running in March, April, or May of 2003 
   
  1. Did the PCs uncover Tysiln San’s involvement in 
  this mission? 
   
  2. Which books did the PCs deliver to their employer?  
  Did they keep any of them from him and what did 
  they do with those books? 
   
  3. Did Nautilia learn of Tysiln San’s involvement? 
   
  4. Did the PCs slay all of the creatures in the 
  encounter in the Passage of Slerotin? 
   
  5. Did the PCs take anything other than the scrolls 
  from Ulredd’s tomb? 
   
  6. Did the PCs make copies of any of the tomes/scrolls 
  for their own collection, and, if so, which ones? 
   
  If you run this event in March, April, or May of 2003, please e-mail the results from this sheet to Steven Conforti, Circle 
  representative for the Sheldomar Valley, scon40@aol.com, by June 15, 2003. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/593/Normal Scenarios/SHE3-01 - Have Tome Will Travel (APL 6-14)/SHE3-01 - Have Tome Will Travel.pdf