TEXT: <Title> 
  [Round #] 
  Page 1 
  KEO8-02 
   
   
   
   
  The Daunting Spire 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 0.8.0 
   
   
  by Dave Guerrieri 
   
  Reviewers: The Keoland Triad Circle Reviewer: Steven Conforti 
   
  Playtesters: Gary Allison, Dave Berkebile, John Brenner, Justen Garlic, Rob Sprunk, Robert Barclay, 
  Michael Hall, Eric Kiefer, Josh Lauschus, Nancy Springer, Kim Zellem, Paul Zellem, 
   
  Baron Malweig of Dilwych requests your assistance, asking you to venture forth to an ancient dangerous 
  site, breech its defenses, and find weapons for use in the coming battles.   A Keoland Regional 
  adventure for APLs 4-12.. 
   
  Resources: Libris Mortis [Andy Collins, Bruce R. Cordell], Monster Manual II [Ed Bonny, Jeff Grubb, 
  Rich Redman, Skip Williams, Steve Winter], Monster Manual V, Vecna Lives! [David “Zeb” Cook], Die! 
  Vecna Die!  [Bruce R. Cordell, Steve Miller]. 
  
  KEO8-02 The Daunting Spire 
   
  Page 1 
   
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified 
  Average Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  KEO8-02 The Daunting Spire 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given 
  in even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Empire of Keoland.  Characters native 
  to Keoland pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The Returned army advances through the Good 
  Hills, facing little resistance. Nothing seems to be 
  stopping their inexorable march towards ……. 
  where? They appear intent upon the Keoish 
  heartland. No military strategies tried so far have 
  seemed to do more than slow The Army of the 
  Returned more than slightly. 
   
  Meanwhile, at Castle Draconis Imperius, 
  Vilharian, still sheathed in Baron Malweig’s body, 
  is aware of the current military threat against 
  Keoland. He is very concerned about the survival 
  of the Suel noble houses and believes there may 
  be some help available for the coming battles in 
  the rooms under the Tower of Valadis. Vilharian is 
  unaware that among the relics to be found housed 
  under Valadis is a “brother” of his, Haladyn, 
  though it has gone slowly mad over the centuries 
  of silence and solitude. Also under Valadis is 
  another valuable item, Libre de Fabrikke Magicas, 
  a tome that details how to create powerful magic 
  items (as well as other secrets). 
  # 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 
  
  KEO8-02 The Daunting Spire 
   
  Page 3 
  The Tower of Valadis was originally constructed in 
  -329 CY by the Malhel, as a place of protection 
  and rulership. Many powerful items were stored in 
  the 
  rooms 
  beneath 
  Valadis. 
  The 
  Malhel 
  abandoned the tower shortly thereafter, and 
  appearances by House Malhel since then have 
  been few and far between.  
  One member of House Malhel, Asberdies, later 
  seized power in the area of the current Yeomanry 
  in -277 CY. Sometime after Asberdies came to 
  power, one of his apprentices, Nolhast the 
  Unforgiven gained entrance to the Tower of 
  Valadis, and escaped with many of the powerful 
  items there, rumored to include the Hand and Eye 
  of Vecna. 
  Since then, the elves of the Dreadwood have 
  been the unofficial watchers of the Tower of 
  Valadis, ensuring no one entered or exited. Being 
  long-lived, they remember the atrocities of House 
  Malhel, and wish to make sure the magics and 
  evils that may still inhabit Valadis do not emerge 
  again to threaten and endanger others. 
  In KEO4-02, Active Imagination, Baron Malweig of 
  Dilwych traded his soul and mental capacity with 
  Vilharian, an ancient Suel sword who considers 
  himself a steward of the Suel noble houses. 
  Vilharian is now in Malweig’s body, and Malweig’s 
  spirit is in the sword.  
  Vilharian realizes the coming storm threatens the 
  very foundations of Keoland, and therefore the 
  Suel noble houses themselves. He believes 
  Nolhast may not have escaped Valadis with all the 
  powerful items, and believes that items still there 
  can be recovered and used in the coming battles. 
  Unknown to even Vilharian, his “brother” sword, 
  Haladyn is under Valadis, but has slowly gone 
  mad over the years. It wishes merely to be 
  released and brought forth from under the tower, 
  where it can appease its chaotic hunger. This 
  sword can be “joined” with Vilharian, in a ritual that 
  can be found in the Libre de Fabrikke Magicas. 
  The swords themselves, created long before the 
  Twin Cataclysms, were originally created to 
  protect the noble Suel houses of the ancient Suel 
  Imperium. They may also be “combined” to create 
  a 
  more 
  powerful 
  weapon 
  than 
  either 
  is 
  individually. The Libre de Fabrikke Magicas also 
  has information on how to create magic items of 
  great power, and would be of interest to many 
  factions and people. 
  ADVENTURE SUMMARY 
  The heroes will attempt to recover valuable 
  weapons for the coming battles from the Tower of 
  Valadis, and may find a few more interesting 
  things as well. 
  Encounter 1: The heroes meet with Baron 
  Malweig, having been requested to attend a 
  meeting. who explains to them that they may have 
  discovered some information that may unlock the 
  Tower of Valadis (it is a phrase). There may be 
  items under the tower that can aid in the war 
  efforts.  
  Encounter 2: Heroes travel to the Tower of 
  Valadis, meeting on the way with a Dreadwalker 
  patrol. They ask what they are doing here, and 
  seem incredulous that the PCs are planning on 
  entering Valadis. After verifying theior intentions 
  and mission, the Dreadwalkers ask the PCs to 
  please report in when done, and to take care in 
  their mission. They also provide osme basic 
  information of the current state of affairs in the 
  Dread. 
  Encounter 3: The heroes arrive at the Tower of 
  Valadis, and enter. 
  Encounter 4-10: The heroes enter the basement, 
  navigate some magical protections, and meet the 
  remaining residents. They also gather some 
  insight into the Eye and Hand of Vecna, the sword 
  of Kas, and the Malhel themselves, as well as 
  gather the items for which they came..  
  PREPARATION FOR PLAY 
  Do we need anything here? 
  This section summarizes any information that the 
  DM should determine about the participating PCs 
  prior to the adventure beginning. For example, 
  this could include determining whether the PCs 
  possess a particular favor or item. It can also be 
  used for pre-rolled skill checks if you do not wish 
  to alert the players that something is happening 
  (for example, having elven characters pre-roll 
  Search checks if a secret door is located 
  somewhere in the adventure).  Include here all 
  relevant AR items from previous adventures.  
  Also include any activities the DM should take 
  before beginning the adventure.  The first 
  paragraph of preparation for play is not indented; 
  all subsequent paragraphs are. 
  
  KEO8-02 The Daunting Spire 
   
  Page 4 
  ENCOUNTER 1: A MEETING 
  WITH THE BARON 
  Baron Malweig the First’s body is currently 
  inhabited by the intelligent sword Vilharian, as per 
  the events in KEO4-02, Active Imagination. 
  Vilharian is an ancient adamantine Suel long 
  sword, who considers himself a steward of the 
  noble houses of Keoland, and therefore also of 
  Keoland itself. Vilharian and Malweig agreed to 
  switch places in KEO4-02, and Malweig’s soul and 
  intellect is now encased in the long sword. 
  You are standing at the front door to Castle 
  Draconus Imperious. The door immediately 
  opens, and two servants appears, one male 
  and one female.  
   
  “Welcome to Castle Draconis Imperius in 
  the Barony of Dilwych. Our Baron, his most 
  honorable Malweig the First, asks you to 
  partake of his hospitality while he awaits the 
  arrival of others. Please follow me.” 
   
  They lead you down several halls, and 
  open the door to a sumptuously furnished 
  large chamber with a variety of foods and 
  drinks. “Please wait here, and enjoy our food 
  and drink; I’m sure it will be just a short time 
  until all have arrived.” 
  Have other PCs enter the room one by one, and 
  allow character introductions to occur at this time 
  if needed. Feel free to draw out a large 
  comfortable room with a buffet table and other 
  furnishings if you desire. 
  Shortly after the last person has arrived, there 
  is a short knock on the door, and it opens to 
  reveal a distinguished tall Suel man, wearing 
  the clothes of a noble, and an adamantine 
  long sword hangs in a scabbard from his belt, 
  hand resting upon the pommel.  
   
  “I’m glad you have arrived so quickly,” 
  Baron Malweig says, though the voice doesn’t 
  seem to quite match the man. “We have work 
  to do if we are to save this Kingdom.” He 
  pours himself a goblet of wine, takes a drink, 
  and sits down. 
   
  “It’s apparent to me that the coming 
  storms do not bode well for our Empire. The 
  winds of war to the west will soon be moving 
  eastward. Count Manz and his troops are now 
  allied with the forces of The Returned, and the 
  combined forces now move through the Good 
  Hills, razing and destroying everything in their 
  path, their ultimate goal still unknown. Do any 
  of you have more information regarding the 
  efforts?” 
   
  Allow the heroes to provide any information 
  and details regarding the Returned and the war 
  that they wish. 
   
  “It is apparent to me that too little is being 
  done, and too late. Keoland has its troops 
  spread too thin, with contingents in Bissel and 
  in the Ulek states. Even with them being called 
  back, it will be some time until they can be 
  utilized.” 
   
  “I believe that we may find weapons for the 
  coming battles in a most unexpected place – 
  the Tower of Valadis! What do you know of 
  Valadis?” 
   
  Allow the players the opportunity to respond to 
  the question with information that their PC may 
  know. 
   
  “The Malhel erected the Tower of Valadis 
  long ago, and it was rumored that many 
  powerful 
  artifacts 
  were 
  recovered 
  and 
  entombed in the rooms below the tower. 
  Although it may have been sacked centuries 
  ago by the foul Nolhast the Unforgiven, there 
  still may be items of great power secreted 
  there.” 
   
  “I believe we may have uncovered the key 
  to enter Valadis. I have no need to explain 
  where or how I found this information; it is 
  simply here now. Venture forth to the Tower of 
  Valadis, stand at the front door, and speak the 
  following phrase in Ancient Suliose: The Suel 
  are the masters of all, and the Malhel are the 
  masters of the Suel. The Malhel shall once 
  again assume their rightful place.” 
   
  “Do you have the capability to speak 
  Ancient Suel amongst your group, and do you 
  have the ability to travel magically, quickly? 
   
  If yes, please read or paraphrase the 
  following: 
   
  “It is now midday (noon), you have most of 
  the day in front of you. I suggest you set off at 
  once, and make all haste, as Keoish citizens 
  are dying every day fighting this horde of 
  enemies.” 
   
  If no, please read or paraphrase the following: 
  “If necessary, take these two scrolls of 
  tongues so that you may speak the words 
  
  KEO8-02 The Daunting Spire 
   
  Page 5 
  necessary to enter.   You may also use this 
  scroll of teleport to speed your journey, and a 
  second is for your return journey. It is now 
  midday (noon), you have most of the day in 
  front of you. I suggest you set off at once, and 
  make all haste, as Keoish citizens are dying 
  every day fighting this horde of enemies.” 
   
  The heroes may purchase any mundane 
  supplies they wish at this time. The Baron may 
  Use Magic Device on the scroll to teleport the 
  party if needed. 
  NOTE: The heroes have been told that haste is 
  needed. Do not emphasize this to them again 
  after this. They have been given their instructions, 
  so simply keep track of how many days it takes for 
  them to enter the tower, explore it, and return with 
  their booty, and mark it on the critical events 
  summary.  
  ENCOUNTER 2: TRAVEL TO 
  THE TOWER 
  The hero’s teleport near to the Tower of Valadis, 
  as the magic of the tower prevents nearby magic 
  travel. 
  A 
  Dimension 
  Lock 
  effect 
  prevents 
  teleportation from working, and extradimensional 
  spaces as well. You may wish to remind the 
  players 
  that 
  they 
  cannot 
  open 
  any 
  extradimensional objects, such as Heward’s 
  Handy Haversack or Bags of Holding while in such 
  spaces. 
  You arrive on top of a small hillock, clearly in the 
  Dreadwood, with a tall tower visible to the south. 
  Surely it must be the Tower of Valadis. The tower 
  appears to be an hour or so walk. At the bottom of 
  the mound to the west, a trail can be barely 
  discerned, leading both north and south.  
  If the party follows the trail, they will come upon a 
  small contingent of Dreadwalkers, lead by Valeran 
  Moonchild, who will ask what the PCs are doing 
  here, and provide news of the current state of the 
  affairs in the Dread.  
  If a Dreadwalker is in the party, or if the heroes 
  have Dreadwalker influence and favors (they 
  recognize at least half of the party), please read or 
  paraphrase the following: 
  You notice a group dressed in greens and 
  browns, very difficult to see, approach you 
  from either side of the trail, weapons drawn 
  and ready. The pause for a moment, obviously 
  recognizing at least some of your party, 
  unready their weapons and approach. 
  If you do not have a Dreadwalker in your party, or 
  enough recognition, please read or paraphrase the 
  following: 
  A patrol of humans and elves dressed in 
  greens and browns seem to rise up out of the 
  ground of the forest on either side of the path. 
  Their bows are drawn and pointed at you. 
  A Knowledge: Sheldomar Valley, History or 
  Nature DC 10 check will reveal they are 
  Dreadwalkers. They will initially be unfriendly 
  towards the party, but this is not a combat 
  encounter. 
  The Dreadwalker patrol is led by Valaran 
  Moonchild, who some PCs may recognize. They 
  will first ask the PCs to state their business here. If 
  Valadis is mentioned, the Dreadwalkers look at 
  each other for a moment, and state that “none 
  may enter there.” They will eventually acquiesce if 
  given enough information about the hero’s 
  mission, and will ask them to be careful, and to 
  please 
  report 
  their 
  findings 
  back 
  to 
  the 
  Dreadwalkers. 
  Valeran will also reveal to the PCs that the Dread 
  is getting very restless, and it appears that things 
  seem to be coming to a head, and it may be soon. 
  Dreadwalkers are gathering at Dourstone and 
  Aridul at this time, their leaders are in planning 
  meetings. 
  This will be filled in following the premiere of 
  KEO8-01 and will provide complete, up to the 
  minute information regarding the Dreadwood and 
  events theirof. 
  Get info from JR and Phin on this, maybe even a 
  writeup from them. 
  ENCOUNTER 3: ENTRANCE 
  TO THE TOWER 
   
  The heroes approach the Tower of Valadis 
  and get their first good look at it. They will be able 
  to enter the front door with the verbal key given by 
  Vilharian. The heroes were told by Vilharian that 
  any items would be beneath the tower, and so 
  should head downstairs. There is nothing of 
  interest or value above ground.  
  The heroes will enter the main ground floor in the 
  foyer, and follow stairs down to the basement, 
  which leads to a door.  
  
  KEO8-02 The Daunting Spire 
   
  Page 6 
   
  An alien-looking structure stands in front 
  of you. Stretching upwards of 300 feet tall, the 
  Tower of Valadis begins with a pyramidal-
  shaped base at the bottom, about 50 feet 
  square and 100 feet tall, maybe 30 feet square 
  at the top. The next level is comprised of bow-
  shaped areas, joined at both top and bottom, 
  with a larger central column running between 
  them, again about 100 feet tall and about 50 
  feet diameter at the widest. The top portion 
  begins with a large flat disk upon which a 
  number of tall, thin minaret-like structures of 
  various shapes reach toward the sky. A plain 
  iron-bound wooden double door stands on the 
  eastern face of the tower. 
  At this time, please distribute Player’s Handout 1 – 
  The Tower of Valadis. 
  The door is magically locked so that only the 
  phrase given by Vilharian being spoken in Ancient 
  Suel will unlock the door. Upon speaking the 
  phrase, please read or paraphrase the following: 
  The doors split, swinging open, revealing the 
  foyer of the tower, in all it’s glory. Continual 
  light spells still glow from sconces set upon 
  the walls, illuminating the entire interior, 
  reflecting off of the polished pink marble that  
  everything seems to be made. To the right of 
  the door, a curved stairway hugs the way, 
  leading up, while on the left an identical stair 
  leads down. 
  Both stairs end in doors. The stairs leading up end 
  in a door that cannot be opened. When the heroes 
  head down the stairs, please read or paraphrase 
  the following: 
  The stairs lead down into a long narrow 
  hallway, about ten feet wide and about 150 
  feet long. The hallway enters a forty foot 
  square room, with a large pink marble door, 
  ten feet wide and 15 feet tall on the opposite 
  wall. A  keyhole is visible about three feet 
  above floor level. An inscription is written 
  upon the door, in what appears to be an 
  ancient language. 
  The door is locked and trapped, and can be 
  bypassed by using rogue skills (which deactivates 
  the traps for 12 hours), destroying the door 
  (automatically setting off the traps and alerting the 
  monsters) or solving the riddle (which unlocks the 
  door and deactivates the traps for 12 hours).  
  The writing is in Ancient Suloise; if any of the 
  heroes are able to read the writing, please read or 
  paraphrase the following: 
  I am a vessel and a stone, 
  When I am hot my temper is known, 
  I have my own money as well as a bank, 
  If I take a bath the devil you can thank, 
  I have no mercy when I am cold, 
  If I am bad ill will shall unfold, 
  I can be thirsty and have shot many eyes, 
  In the dead of night as the curdling hound 
  cries.   
  Then hand the players Player’s Handout 2- The 
  Riddle. 
  The answer is “blood”.   
  Note: As a judge, you may want to put the players 
  into “PC talking” mode, that is, everything they 
  say is what their characters say. If the PCs 
  mention blood out loud, the door will silently 
  unlock and the traps will deactivate for 12 hours.  
  The door may also be opened using Disable 
  Device and Open Locks, and may also be broken 
  using force. Please see the information below 
  regarding the lock and traps.  
  APL 4 (EL 4) 
  Door, Stone: 2 in. thick; hardness 8; hp 30; 
  Break DC 28; any other key details. 
  Lightning Bolt Trap: CR 4; magic device; 
  proximity trigger; automatic reset; spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, 
  DC 14 Reflex save half damage); Search DC 
  28; Disable Device DC 28.  
  APL 6 (EL 6)  
  Door, Marble: 4 in. thick; hardness 8; hp 60 
  Break DC 28; any other key details. 
  Lightning Bolt Trap: CR 4; magic device; 
  proximity trigger; automatic reset; spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, 
  DC 14 Reflex save half damage); Search DC 
  28; Disable Device DC 28.  
  Summon Monster III Trap: CR 4; magic 
  device; proximity trigger; no reset; spell effect 
  (summon 
  monster 
  III, 
  5th-level 
  wizard), 
  Search DC 28; Disable Device DC 28. This 
  trap summons a Hellhound, Monster Manual, 
  page 152-153. 
  
  KEO8-02 The Daunting Spire 
   
  Page 7 
  APL 8 (EL 8) 
  Door, Iron: 3 in. thick; hardness 10; hp 90 
  Break DC 28 any other key details. 
  Lightning Bolt Trap: CR 6; magic device; 
  proximity trigger (alarm); automatic reset; 
  spell effect (lightning bolt, 10th-level wizard, 
  10d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 
  28. 
  Summon Monster V Trap: CR 6; magic 
  device; proximity trigger; no reset; spell effect 
  (summon 
  monster 
  V, 
  9th-level 
  wizard), 
  Search DC 30; Disable Device DC 30. This 
  trap summons 1d3 Howlers, Monster Manual, 
  page 154-155. 
  APL 10 (EL 10) 
  Door, Iron: 4 in. thick; hardness 10; hp 120; 
  Break DC 28; any other key details. 
  Chain Lightning Trap: CR 7; magic device; 
  proximity trigger; automatic reset; spell effect 
  (chain lightning, 11th-level wizard, 11d6 
  electricity to target nearest center of trigger 
  area plus 5d6 electricity to each of up to 
  eleven secondary targets, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device 
  DC 31. 
  Summon Monster VIII Trap: CR 9; magic 
  device; proximity trigger; automatic reset; 
  spell effect (summon monster VIII, 15th-level 
  wizard), Search DC 33; Disable Device DC 
  33. This trap summons 1d3 Red Slaad, 
  Monster Manual, page 228-229. 
  APL 12 (EL 12) 
  Door, Iron: 6 in. thick; hardness 10; hp 180; 
  Break DC 28; any other key details. 
  Chain Lightning Trap: CR 10; magic device; 
  proximity trigger; automatic reset; spell effect 
  (chain lightning, 17th-level wizard, 17d6 
  electricity to target nearest center of trigger 
  area plus 8d6 electricity to each of up to 
  eleven secondary targets, DC 20 Reflex save 
  half damage); Search DC 31; Disable Device 
  DC 31. 
  Summon Monster IX Trap: CR 10; magic 
  device; proximity trigger; automatic reset; 
  spell effect (summon monster IX, 15th-level 
  wizard), Search DC 34; Disable Device DC 
  34. This trap summons 1d3 Blue Slaad, 
  Monster Manual, page 229-230. 
  Please read or paraphrase the following if the PCs 
  solve the riddle or use rogue skills to bypass the 
  door: 
  The large door swings open silently, revealing 
  a large foyer, 40 feet square made of red 
  marble. Two hallways continue off ahead, and 
  another hallway continues off to both the left 
  and right. 
  Proceed to Encounter 4: Lobby. 
  If the door is broken using force, please read or 
  paraphrase the following:  
  As the large door breaks off it’s hinges and 
  crashed to the floor, it reveals a large foyer, 40 
  feet square made of red marble. Two hallways 
  continue off ahead, and another hallway 
  continues off to both the left and right. Forms 
  can be seen advancing through the dust 
  you’ve created. 
  ENCOUNTER 4: THE LOBBY 
  The heroes enter the basement proper and the 
  museum lobby. The basement is made of a rich, 
  deep red marble with dark maroon veining, which 
  reflects little light. Hallways are 20 feet tall, and 
  rooms are 30 feet in height. 
  If the heroes have solved the riddle or used rogue 
  skills to bypass the door, no monsters will be here. 
  Please read or paraphrase the following: 
  Advancing into the 40 foot square foyer, the 
  ten 
  foot 
  wide 
  hallways 
  ahead 
  continue 
  straight, while the hallways to the left and 
  right are more like entrances into rooms. 
  Everything you see is made from the same 
  dark red marble. You can see where paintings 
  must have once hung on the walls, now only 
  shown as slightly lighter shades of marble.  A 
  few empty pedestals stand about the room. 
  If the PCs used brute force to destroy the door, 
  the monsters in the basement will move to defend 
  the place, and will be encountered in the lobby. 
  Please read or paraphrase the following: 
  Through the dust, a form (or forms) appear, 
  skeletal and gaunt. A few empty pedestals 
  stand about the room. 
  Allow the PCs one round of actions before rolling 
  for initiative, and allow two rounds in between 
  encounters. The undead creatures from Encounter 
  5 will be first, followed by the demons from 
  
  KEO8-02 The Daunting Spire 
   
  Page 8 
  Encounter 8. The constructs from Encounter 7 will 
  not leave the room they are in. 
  Once the heroes have dispatched the foes, please 
  read or paraphrase the following: 
  Now in the foyer, the ten foot wide hallways 
  ahead continue straight, while the hallways to 
  the left and right are more like entrances into 
  rooms. Everything you see is made from the 
  same dark red marble. You can see where 
  paintings must have once hung on the walls, 
  now only shown as slightly lighter shades of 
  marble.  A few empty pedestals stand about 
  the room. 
  In the dungeon are a number of golems and 
  constructs, simply performing mundane tasks 
  such as cleaning, dusting, etc. These creatures 
  will be no threat to the heroes, but are simply still 
  doing what they were instructed to do some years 
  ago. A few are now non-functional. Feel free to 
  adlib some of this flavor to the players. 
  ENCOUNTER 5: EXHIBITION 
  HALL 1 
  This 60 foot square chamber has empty alcoves 
  and empty pedestals all around the room, and 
  another exit in addition to the archway you stand 
  in. The walls are actually a series of frescoes.  
  If there are creatures still here, please add the 
  following descriptive text: 
  Through the dust, a form (or forms) appear, 
  skeletal and gaunt. 
  APL 4 (EL 5)  
  Boneclaw (1): hp 120; see Appendix 1. 
  APL 6 (EL 7) 
  Boneclaw (2): hp 120 each; see Appendix 2.  
  APL 8 (EL 9) 
  Blaspheme (1): hp 185 each; see Appendix 3. 
  APL 10 (EL 11) 
  Blaspheme (2): hp 185 each; see Appendix 4.  
  APL 12 (EL 13) 
  Dreadwraith (2): hp 144 each; see Appendix 
  5.  
  When the heroes have the opportunity to look 
  closer at the room, please read or paraphrase the 
  following: 
  The seven frescoes are very vivid, painted in 
  striking colors and remarkable realism. 
  The first fresco shows a large city, obviously a 
  great civilization in a verdant plains teeming 
  with life. Tall, blond, pale skinned individuals 
  can be seen in the streets.  
  Adjust the read aloud text as necessary to reflect 
  the party’s actions up to this point. A Knowledge 
  check (Sheldomar Valley, Core, Arcana, Nobility 
  and Royalty or History) of DC 10 check 
  determines the people are Suel. 
  The second fresco shows a group of mages, in 
  a variety of colors of robes, joining together in 
  a magical ritual. Mages in maroon robes seem 
  to be leading the ritual. 
  The third shows a gray smoke or haze, 
  pouring across a plain advancing upon a city, 
  destroying everything in its path.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 10 
  check determines the second and third fresco 
  depicts the Invoked Devastation. 
  The fourth shows a large group of Suel, 
  including some of the mages seen previously, 
  as well as others, walking across the desert. 
  The lead group is dressed in maroon robes. 
  Some of them are looking back, towards 
  where the tops of several minarets can be seen 
  pushing through the sand. 
  The fifth shows the same group of Suel, 
  traveling underground, passing through a 
  large earthen tunnel. Concern and fear can be 
  seen on their faces, and one group of Suel, all 
  dressed in the silver robes, are trailing behind.  
  The sixth shows the same group exiting a 
  tunnel and entering into a verdant, green 
  plain. Tall, snow-capped mountains appear 
  behind them. Maroon-robed Suel once again 
  stand at the forefront of the column.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  will determine that the fourth, fifth and sixth 
  frescoes depict the Suel migration after the Twin 
  Catacysms, through Slerotin’s Passage, and the 
  eventual exit into what is present-day Yeomanry. 
  Have the heroes make a DC14+APL Spot check. 
  If made, they will notice that the group in the 
  previous fresco lagging behind in the silver robes 
  are no longer shown in pictures. A Knowledge 
  check (Sheldomar Valley, Core, Arcana, Nobility 
  
  KEO8-02 The Daunting Spire 
   
  Page 9 
  and Royalty or History) of DC 20 will reveal that 
  this represents the Lerara, the group of Suel lost 
  in Slerotin’s Passage.  
  The last fresco shows the group settling in a 
  fertile valley, with wide rivers on either side, 
  and a marsh to the north and south. A large 
  forest spreads out in the south as well. They 
  are mingling with darker-skinned shorter 
  people, as well as some demi-humans. Again, 
  the mages in maroon robes appear to be in 
  charge. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  check will determine that this shows the Suel 
  settling in what is present day Keoland. 
  ENCOUNTER 6: EXHIBITION 
  HALL 2 
  A number of empty pedestals and alcoves are 
  located in this chamber, made from blood red 
  marble.  
  This large rectangular room is 50 feet by 100 
  feet and is filled with pedestals, all empty. 
  Alcoves line the walls, also empty. A larger 
  alcove is in the west wall, figuring prominently 
  in the room’s arrangement, with an empty 
  pedestal. Brass plaques on the pedestals and 
  under the alcoves are the only clues as to this 
  room’s 
  previous 
  contents. 
  An 
  engraved 
  copper plate fills the entire east wall. Paintings 
  hang about the rest of the room. 
  If the heroes check out the larger alcove, please 
  read or paraphrase the following: 
  Upon inspecting the large alcove, the only 
  item of interest is a bronze plaque on the 
  pedestal. It simply says,”The Hand of Vecna”. 
  This room once held the Hand of Vecna as its 
  main prize, along with many other items taken 
  from the Silent Tower when the Malhel raided it. 
  The plaques describe the various items that were 
  once held here.  
  Feel free to add lib some item names here and 
  throughout the rest of the adventure. 
  [[ dig up some old classic items from 1st and 2nd 
  edition, legendary names and such, for flavor ]] 
  If the heroes examine the engraved copper plate 
  on the east wall, it describes Vecna’s birth and his 
  rise to power. Please read or paraphrase the 
  following:  
  The copper plate is comprised of a number of 
  separate engraved scenes, but is obviously all 
  about the same figure. One plate shows the 
  birth of a boy, which causes the death of his 
  mother. Faces are vaguely discernable in the 
  clouds, looking morose. Another shows a Flan 
  young boy of maybe 6 or 7 tormenting and 
  torturing animals around town. The next 
  shows the young boy, now about 12 years of 
  age, displaying some magical aptitude, energy 
  dancing about his fingertips and a visible aura 
  about his body. The fourth shows a mage 
  taking him as an apprentice. The next shows 
  him a few years later, killing his master. Others 
  images display various acts of great arcane 
  skill and fiendish cruelty. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  check will determine that the copper plate depicts 
  the early years of Vecna.  
  If the PCs investigate the paintings, please read or 
  paraphrase the following: 
  In the first painting, a good-looking young 
  mage with robes decorated with snakes casts 
  a spell at an aged man in elaborate plate mail, 
  causing him to thrash in pain, as a group of 
  warriors and casters look on in amazement. 
  The soldier’s head is starting to split open, 
  revealing his brain.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  check  will determine this is Vecna grasping power 
  in his homeland on behalf of the long-suffering 
  and oppression of the Flan. 
  In the next painting, the wizard shown 
  previously, now with sitting on a throne of 
  snakes and with a crown on his head, smiles 
  thoughtfully as a hooded man prepares to 
  deliver a killing blow with an axe to a noble 
  woman wearing elegant clothes and jewelry of 
  an unknown fashion. Dead bodies fill the 
  ground around the figures.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  check will determine that this depicts Vecna 
  watching the killing of a noble woman he had 
  chosen to be his wife. She refused to marry him, 
  so he killed her family, one after another, leaving 
  her for last. He never looked for another wife 
  afterwards. 
  
  KEO8-02 The Daunting Spire 
   
  Page 10 
  Another painting shows the wizard decorated 
  in snake robes as middle aged, and standing 
  on a jagged cliff. Below on the plain, armies 
  battle while the earth itself demolishes a city, 
  rising up to smash the ramparts as meteors 
  flash from above into the heart of the city. It is 
  obvious the destruction is being caused by 
  magic. The storm clouds above the city 
  resemble wispy snakes.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  check will determine this is Vecna is destroying a 
  city. A DC 30 check will identify it as Gromida, 
  whose citizens declined to join his expanding 
  empire, and who then tried to have Vecna 
  assassinated. 
  The snaked-robed wizard is now well past his 
  prime, and is in battle with a half-elf in similar 
  robes. Both are aflame with magical energies. 
  Other mages are engaged in arcane battles 
  around them, with half of them wearing the 
  snake-adorned robes as the older mage. 
  Vaporous serpents writhe through the scene.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  check will determine this refers to Vecna and an 
  apprentice and main lieutenant, a half-elf, who 
  rose up to resist him. Vecna pronounced that he 
  and all his allies, even those who simply had 
  friendly dealings with him, were to be killed on 
  sight. Vecna and his faithful followers confronted 
  eventually the traitors and emerged with victory. 
  ENCOUNTER 7: EXHIBITION 
  HALL 3 
  This large 50 foot by 120 foot room is filled 
  with empty plinths and alcoves. A larger 
  alcove is prominently placed along the north 
  wall, with an empty platform inside. The south 
  wall is filled with a large gold engraved plate. 
  A variety of paintings of different sizes fill the 
  walls of the room.  A creature (or creatures) 
  move(s) toward you with dangerous intent. 
  APL 4 (EL 6) 
  Golem, Force (2): hp 52 each; see Appendix 
  1. 
  APL 6 (EL 8) 
  Golem, Flesh (1): hp 90; see Monster 
  Manual, page 135. 
  Golem, Stained Glass (1): hp 90; see 
  Appendix 2. 
  APL 8 (EL 10) 
  Bronze Serpent (1): hp X each; see Appendix 
  3. 
  APL 10 (EL 12) 
  Bronze Serpent (2): hp X each; see Appendix 
  4. 
  APL 12 (EL 14) 
  Golem, Shadesteel (3): hp X each; see 
  Appendix 5. 
  This room once held the Sword of Kas, along with 
  many other items taken from the Silent Tower 
  when the Malhel raided it. The plaques describe 
  the various items that were once held here 
  [[ dig up some old classic items from 1st and 2nd 
  edition, legendary names and such, for flavor ]] 
  Once the heroes dispatch the foes, they may 
  continue to explore the room. When they wish to 
  investigate 
  the 
  paintings, 
  please 
  read 
  or 
  paraphrase the following: 
  The walls are filled with a variety of paintings. 
  In one painting, a large Suel man in ornate 
  maroon 
  platemail 
  (ancient 
  and 
  of 
  unidentifiable 
  make) 
  single-handedly 
  overcomes a makeshift army of men and 
  women, guided by an armored priest with a 
  sunburst on her chest. His armor is decorated 
  with serpent symbols that appeared on the 
  robes of the mage in other pictures. Storm 
  clouds gather overhead, with faint images of 
  the undead mage-king and serpents.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  check identifies this showing Kas the Bloody-
  handed as Vecna’s lieutenant.) 
  Another shows the same man dressed in 
  burgundy finery in a room with others, looking 
  at maps, obviously planning some military 
  strategy. A few show him and a gaunt elderly 
  man engaged in various wicked activities.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  check shows Kas as Vecna’s most trusted and 
  highest ranking officer. 
  A gaunt figure with glowing eyes stands 
  before the Spider Throne in flowing robes 
  
  KEO8-02 The Daunting Spire 
   
  Page 11 
  covered with arcane symbols. He presents a 
  short sword with a serrated blade to a Suel 
  man down on your kneeling man in elaborate 
  maroon platemail and a great horned helm of 
  an unfamiliar design. The kneeling figure’s 
  hands are covered in blood, most likely from 
  another armored warrior who lays nearby with 
  his skull split open. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  check  shows this depicts Vecna rewarding Kas 
  with the magic sword now known as the Sword of 
  Kas. 
  The last and largest painting shows a 
  monumental battle between two beings, one 
  the warrior depicted, and the other his 
  emaciated wizardly mentor. It portrays a long-
  lasting battle, showing several different stages 
  of the battle between the two. The last scene 
  reveals the maroon warrior and the skeletal 
  mentor delivering a mortal blow to each other. 
  The warrior’s blade severs the mage’s hand, 
  with the blow continuing into the side of his 
  ace, as the mage calls down tremendous 
  arcane energies to strike down his former 
  protégé. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  check reveals this scene depicts the betrayal of 
  Vecna by Kas. 
  When the players decide to examine the gold 
  plate, please read or paraphrase the following: 
  The golden etching is a series of pictures that  
  depicts the creation of a sword. One of them 
  portrays iron being mined from a dead, frozen 
  star. The next shows mining being done on 
  what can only be the Abyss. Yet another 
  shows elves working with mithral and dwarves 
  working with adamantine, side by side. The 
  next describes what can only be thinaun being 
  excavated in some strange landscape. The 
  next portrays these metals being combined 
  into an alloy and forged by Suel in maroon 
  robes into the shape of a sword, but not a 
  normal sword. 
  This sword is six feet long with a two foot hilt, 
  with a rippled blade with a vein of gold 
  running down the center. The hilt is wrapped 
  in red leather flecked with gold. The guards 
  are of unicorn horn and the basket is a leering, 
  bearded face from pommel to guard. 
  The last series of etchings shows the 
  dweomers being cast into the sword. They 
  depict a number of different casters, both 
  arcane and divine, all Suel wearing maroon 
  robes, casting spells into the sword.   
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  check reveals this shows the Malhel forging the 
  Sword of Kas, and aiding in its enchanting. 
  When the heroes wish to examine the alcove, 
  please read or paraphrase the following: 
  Upon inspecting the large northern alcove, 
  you see an empty four foot by eight foot 
  platform, raised 4 feet above the floor. A gold 
  plaque upon the face simply reads “The Sword 
  of Kas” 
  If you are feeling devious, you may certainly feel 
  free to remind the players that the platform is 
  about crypt-sized. The platform has a secret door 
  to it, one that can be found by the normal elf 
  means, or by succeeding on a Search check DC 
  26+APL while searching the platform. It can be 
  opened with a Open Locks or Disable Device 
  check DC 25+APL, or by destroying an area of the 
  platform (see chart below). There is no trap on the 
  area, though you can certainly allow the heroes to 
  roll a Search and tell them they find no traps 
  (mwahaha!!). 
   
  APL 
  Material 
  Hardness 
  Hit Points 
  4 
  Stone 
  8 
  90 
  6 
  Iron 
  10 
  120 
  8 
  Mithral 
  15 
  180 
  10 
  Adamantine 
  20 
  240 
  12 
  Adamantine 
  20 
  300 
   
  Upon the opening of the vault, please read or 
  paraphrase the following: 
  As the side swings noiselessly open (or as the 
  dust clears), you can see a number of items in 
  the interior, surely some must be ancient and 
  magical.  
  APL 4: Skill Shard, Greater, Vest of Defense, Torc 
  of Displacement, Rock Boots, Gloves of Fortunate 
  Striking 
  APL 6: Rod of Bodily Restoration, Enduring 
  Amulet, Rod of Surprises, The Fist 
  
  KEO8-02 The Daunting Spire 
   
  Page 12 
  APL 8: Transposer Cloak, Ring of Adamantine 
  Touch, Circlet of Mages 
  APL 10: Horn of Plenty, Mantle of Second 
  Chances, 
  Hat 
  of 
  Anonymity, 
  Armband 
  of 
  Maximized Healing 
  APL 12: Ring of Greater Counterspells, Boots of 
  Tracklessness, Boots of the Mountain King, 
  Greater, Bone Ring, Rod of Defiance 
  Three other items are found at all APLs.  
  Three unique items are also found, standing 
  out from the rest by their distinctiveness The 
  first is a scroll tube, that when opened reveals 
  little. It is a scroll filled with graphics, symbols 
  and glyphs, none understandable.  
  A Decipher Script DC 15 check or Intelligence DC 
  20 check will reveal that this is a set of 
  instructions, or maybe directions for something, 
  but nothing else. 
  The second item is a large leather bound 
  tome, with the title in Ancient Suel. If read, the 
  title is “Libre de Fabrikke Magicas”.  
  The entire book is written in ancient Suel, and if 
  able to be understood, it reveals many lost 
  magical secrets from before the Twin Cataclysms. 
  It also appears to have some “recipes” to create 
  very powerful magical items, including some that 
  shows how to combine multiple magic items into 
  one more powerful item. 
  The third item is a long sword, the blade 
  veined with both mithral and adamantine, a 
  silvered handle wrapped in some form of hard 
  reddish leather. The pommel itself is a large 
  diamond, and the guard is in the form of a 
  grinning skull. 
  This is Haladyn, Vilharian’s “brother”, another 
  weapon created by the ancient Suel empire that 
  was destroyed during the Twin Cataclysms. Due 
  to the centeries of solitude and isolation, Haladyn 
  is now quite mad, and simply wants to be taken 
  away from this group. 
  APL ALL 
  Haladyn, intelligent long sword; AL CN; INT 17; 
  WIS 10; CHA 21; speech (common, ancient Suel, 
  ancient Baklunish, Ur-Flan); telepathy; darkvision 
  120 ft,; blindsense, hearing; detect magic at will, 
  hold person 3/day, cure moderate wounds 3/day, 
  10 ranks in bluff; invisibility purge 1/day, haste 
  2/day; special purpose is to protect and defend 
  Suel noble houses. 
  Haladyn should be role-played as very even-
  tempered at the start, as he will keep his chaotic 
  nature in check so that he may leave the tower. If 
  he does not get his way, he will act very much like 
  a spoiled child, and will do or say anything at that 
  point to get out of Valadis. Haladyn will also never 
  mention the that he is Vilharian’s brother, and if 
  the name “Vilharian” is even mentioned, Haladyn 
  will 
  change 
  the 
  subject 
  quickly, 
  as 
  if 
  uncomfortable to talk about him. 
  Feel free to roleplay and have fun with Haladyn, 
  for as soon as he leaves the area around Valadis, 
  Vilharian becomes aware of him and will track the 
  heroes down as necessary to retrieve his brother. 
  ENCOUNTER 8: EXHIBITION 
  HALL 4 
  This large 50 foot by 100 foot rectangular  
  room is populated with empty pedestals. In the 
  walls stand empty alcoves. Brass plaques on 
  the pedestals and under the alcoves are the 
  only clues as to this room’s previous contents. 
  Several more paintings hang on the walls in 
  this room. 
  If there are creatures still here, please add the 
  following descriptive text: 
  Through the dust, a form (or forms) appear, 
  obviously not of this plane. 
  APL 4 (EL 7) 
  Babau (1): hp 69; see Monster Manual, page 
  40.  
  Quasit (2): hp 18 each; see Monster Manual, 
  page 46. 
  APL 6 (EL 9) 
  Succubi (2): hp 41 each;see Monster Manual, 
  page 47. 
  APL 8 (EL 11) 
  Retriever (1): hp 145 each; see Monster 
  Manual, page 46. 
  APL 10 (EL 13) 
  Retriever (2): hp 145 each; see Monster 
  Manual, page 46. 
  APL 12 (EL 15) 
  Demon, Nalfeshnee (1) hp 168; see Monster 
  Manual, page 45. 
  
  KEO8-02 The Daunting Spire 
   
  Page 13 
  Demon, Bebelith (2): hp 144 each; see 
  Monster Manual, page 42. 
  When the heroes move to examine the painting, 
  please read or paraphrase the following: 
  In the first painting, an old, slightly bent 
  wizard stand on a wind-blown cliff, wearing a 
  gemmed crown and black robes decorated 
  with serpent images. A stronghold in the 
  shape of a large human skull stands in the 
  distance, beyond a plain littered with the dead 
  bodies of a massive battle. Overhead, the sky 
  rages with lightning-filled clouds. An immense 
  serpent made from the clouds and lightning, 
  winds down toward the wizard, entwining 
  about him and whispering into his ear. The 
  aged 
  man’s 
  features 
  seem 
  radiant with 
  comprehension. In the clouds, the grave 
  countenances of men and women can be seen.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  will reveal that this shows the Serpent telling 
  Vecna how he might triumph over death itself and 
  guide himself and his kingdom to greater 
  splendor. Several of the cloud faces are easily 
  recognizable as Pelor, Pholtus, Beory and 
  Ehlonna. 
  The next painting shows the wizard from the 
  other paintings, but now his figure is skeletal 
  and gaunt, his hands emaciated claws. His 
  robes appear as before, snake-covered, but 
  another crown rests upon his head. The circlet 
  one appears to be formed of snakes enfolding 
  around his skull. The throne is also changed, 
  now made of human bones, with the back a 
  large spider web that unfolds across the wall 
  behind him. Caught in the web are many tiny 
  figures, both human and demi-human, faces 
  and bodies twisted in horrible suffering. 
  Around the throne are dying, eviscerated 
  victims, each wearing a burning necklace with 
  a variety of holy symbols.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  will divulge that this shows Vecna following his 
  transformation to a lich, and quickly built a great 
  empire of evil. The disemboweled victims were 
  priests of variety of gods, their symbols easily 
  recognized as symbols from long ago representing 
  divine aspects of nature, truth, justice and 
  goodness; most are Flan. 
  The undead wizard king directs a inhuman 
  assassin, who seems to have been put 
  together from the bodies of many other 
  creatures, to decapitate a powerful human 
  warrior in ornate bronze armor. The soldier 
  has a rebellious, hateful look on his face.  
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  exposes that this shows Vecna as he removes the 
  last mortal enemy who challenged his growing 
  kingdom, Burgred of Mara. Shortly after, he had 
  all of Mara’s citizens killed. 
   
  ENCOUNTER 9: 
  EXHIBITION HALL 5 
  This room shows the Malhel after the settling, 
  during the creation of the Keoland charter, their 
  loss of power, their “procuring” items from the 
  Silent Tower, and the building of the Tower of 
  Valadis. 
  This 60 foot square chamber has empty 
  alcoves and empty pedestals all around the 
  room, and another exit in addition to the 
  archway you stand in. The walls are actually a 
  series of frescoes.  
  When the heroes have the opportunity to look 
  closer at the room, please read or paraphrase the 
  following: 
  The first fresco depicts the robed Suel mages 
  from the other room, settling the valley, and 
  leading other races to the benefit of all 
  involved. Crops are being planted, grown and 
  harvested, having an abundance for all. Ores 
  are being brought out of mines, and then 
  turned into useful metal items. Houses are 
  being built. All of these activities are overseen 
  by the robed Suel, and the those in maroon 
  robes seem to be directing all others. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20 
  will reveal that this shows a time shortly after the 
  Suel migration, when the Suel worked with all the 
  races of the Sheldomar Valley to benefit 
  everyone. The maroon-robed figures represent 
  House Malhel, leading all of the endeavours. 
  The second fresco shows a great meeting 
  amongst a number of different human races. 
  They are all signing some form of document. A 
  great many Suel in a variety of robes appear, 
  and other human races are represented as 
  well. 
  
  KEO8-02 The Daunting Spire 
   
  Page 14 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  will determine that this portrays the Great Council 
  of Niole Dra in -342 CY. 
  Have the heroes make a Spot DC 12+APL check. 
  If made, please read or paraphrase the following: 
  Closer examination reveals that two of the 
  Suel groups, in robes of light blue and dark 
  blue, appear to be working as a group, while 
  the maroon-robed Suel appear at the edge of 
  the picture, barely noticeable. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 20  
  will determine that the Suel in light blue robes are 
  Neheli, and the group in dark blue robes are 
  Rhola. The maroon-robed Suel are Malhel. A 
  Sense Motive DC 14+APL check can then 
  determine that the Neheli and Rhola are working 
  together to squeeze out the Malhel. 
  The next fresco depicts a number of maroon-
  robed Suel assaulting and entering a tall white 
  tower, and then leaving with a great number of 
  items. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 10 
  will identify the tower as the Silent Tower, home of 
  the Silent Ones. A Knowledge check (Sheldomar 
  Valley, Core, Arcana, Nobility and Royalty or 
  History) of DC 25 check will reveal that this 
  represents the Malhel attack upon the Lonely 
  Tower.  
  If the heroes make a Spot DC 16+APL check, 
  please read or paraphrase the following: 
  Upon close inspection, you notice that two of 
  the items being taken from the tower are an 
  eye and a hand. 
  The last fresco shows the construction of a 
  strange-looking tower in a heavily wooded 
  area by the Suel in maroon robes. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 15 
  or Intelligence DC 10 check reveals this shows the 
  construction of the Tower of Valadis. 
  The last fresco shows a bloody battle between 
  the maroon-robed Suel and elves around the 
  tower. Many of both races lie dead and 
  bleeding upon the ground. 
  A Knowledge check (Sheldomar Valley, Core, 
  Arcana, Nobility and Royalty or History) of DC 25 
  check reveals this shows battles between the 
  Malhel 
  and 
  the 
  elves 
  that 
  inhabited 
  the 
  Dreadwood. 
  ENCOUNTER 10: FAR 
  REALMS COURT 
  This area has an active gate to the Far Realms in 
  it, which should be closed by the players. A 
  guardian of the gate, a trumpet archon by the 
  name of Drazlina,   
  This room is dominated by a large vertical 
  marble ring, 15 feet in diameter, filled with a 
  shimmering olive surface. A green, winged elf 
  of supernatural beauty steps out from behind 
  the gate. She carries a large silver trumpet, 
  and appears with a melancholy look on it 
  visage. 
  This room has an active gate to the Far Realms, 
  and a trumpet archon named Drazlina, who has 
  been acting as it’s guardian for centuries. She 
  refers to herself as “the Drazlina”, an adaption due 
  to her centuries of isolation. 
  APL ALL (EL 14) 
  The Drazlina, Trumpet Archon, (1): hp 126; 
  see Monster Manual, page 18. 
  Drazlina made a personal decision to choose to 
  defend the gate shortly after the Malhel were 
  destroyed, to help protect this Oerth from the 
  depravations of the Far Realms in general and 
  Kaorti in particular. She has been here for nearly 
  900 years, and long ago has become tired of her 
  obligation, but she will not forego its duty. 
  Unfortunately, Drazlina cannot attack the gate 
  herself, due to a geas placed upon her by 
  Asberdies Malhel, a Malhel who survived the main 
  destruction of his house and eventually traveled to 
  what is now the Yeomanry and formed an empire 
  there. 
  If the heroes interact peacefully with Drazlina, it 
  will become quickly obvious that she is bored, and 
  would love nothing more than to be free of her 
  obligations. 
  This 
  can 
  be 
  accomplished 
  by 
  destroying the gate. The gate can be demolished 
  by destroying a 5 foot section of the gate, which 
  will cause it to become non-functional. Each 5 foot 
  section of the gate has 80 hit points and hardness 
  of 8. 
  She will be free upon the gate being made non-
  functional. If freed, Drazlina will show her 
  gratitude by offering the heroes a few trinkets of 
  
  KEO8-02 The Daunting Spire 
   
  Page 15 
  her gratitude. The PCs then have access to Favor 
  of the Drazlina. 
  CONCLUSION 
  The heroes leave the tower, and head back to 
  castle 
  Draconis 
  Imperius. 
  They 
  may, 
  as 
  requested. stop and report to the Dreadwalkers if 
  so desired. It is assumed that the players will 
  return the items to Baron Malweig, but they may 
  certainly choose to take them elsewhere if 
  desired.  
  If reporting to the Dreadwalkers, please read or 
  paraphrase the following: 
  Upon reporting to the Dreadwalkers, they are 
  very appreciative of the information you have 
  provided, and thank you for your efforts. They 
  promise to take this information directly to 
  their superiors for discussion. 
  If the heroes return the items to Baron Malweig, 
  please read or paraphrase the following: 
  Baron Malweig is excited to see you upon your 
  return, and even more excited to discuss the 
  journey and dangers you faced. He first asks 
  to see the sword you found. When removed 
  from wherever it was stored, Haladyn lets out a 
  long piercing scream, and begins babbling 
  incoherently. Baron Malweig simply shakes 
  his head, and explains to you that the soul in 
  the sword is a long lost relative of his, one 
  who has obviously gone insane from the 
  forced isolation. He will take Haladyn from you 
  carefully, and says he will look into what can 
  be done for the soul in the sword, to see if it 
  can be freed. 
  When he is presented with the Libre de Fabrikke 
  Magicas, he is surprised, and somewhat awed as 
  well.  
  “You have far exceeded my expectations 
  regarding your journey to the depths of 
  Valadis. This tome has ancient Suel secrets 
  locked in its pages, secrets not seen in almost 
  a thousand years. This will certainly be useful 
  in the coming battles. With the sword and 
  tome safely returned, you may keep whatever 
  other trinkets you found in the basement of 
  Valadis. 
  CONCLUSION: TITLE 
   
  Text for this Conclusion Path. 
  EPILOGUE 
  This is an optional section; used if the Triad or 
  author(s) wish to have a read-aloud section after 
  the adventure is completed that informs the 
  players of what is coming in future adventures in 
  this series or in the next adventure to be released, 
  etc. 
  CAMPAIGN 
  CONSEQUENCES 
  This is an optional section; used if the Triad or 
  author(s) wish to use results from this adventure 
  to determine future adventures.  This section 
  details what information the DM should collect and 
  when and where to submit it to.  If the Triad 
  includes a Critical Event Summary appendix, this 
  section refers to that page. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. Yes, there are more experience points 
  available in this adventure than you can award. 
  Encounter 3 
  Bypass or set off the traps. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 5 
  Defeat the undead. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
  
  KEO8-02 The Daunting Spire 
   
  Page 16 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 7 
  Defeat the constructs. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 8 
  Defeat the demons. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary Roleplaying Award 
   
   
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, 
  Gems, Jewelry, and other valuables; M = Magic 
  Items. 
  Encounter 7 & Total Possible Treasure 
  (Maximum Reward Allowed) 
  APL 4: L: 0 gp, C: 0 gp, M: 8,300 gp – Total: 
  8,300 gp (450 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: 26,905 gp – Total: 
  26,905 gp (650 gp). 
  
  KEO8-02 The Daunting Spire 
   
  Page 17 
  APL 8: L: 0 gp, C: 0 gp, M: 43,905 gp – Total: 
  43,905 gp (900 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: 87,605 gp – 
  Total: 87,605 gp (1,300 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: 163,417 gp – 
  Total: 163,417 gp (2,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of Baron Malweig: For retrieving the items 
  from the Tower of Valadis, Baron Malweig, using 
  his resources, is able to provide access to the 
  following after any Keoland regional adventure:  
  � 
  Truedeath Crystal (least, lesser and 
  greater) 
  � 
  Demolition Crystals (least, lesser and 
  greater) 
  � 
  Crystal of Return (least and lesser) 
   
  Favor of the Drazlina: For freeing Drazlina, she 
  is grateful. She will provide Frequency: Regional 
  access to one of the following: celestial armor 
  (DMG), shield of mercy (MiC), angelhelm (MiC), 
  belt of priestly might (MiC), and torc of heroic 
  sacrifice (MiC) Void this favor when used.  
  Favor of Lashton: As his thanks for recovering 
  the items from the Tower of Valadis, Lashton is 
  willing to arrange to provide you training in the 
  following: 
  � 
  assay resistance, cloud wings, dawn, divine 
  protection, frost breath, master’s touch, 
  moonbolt, ray of dizziness, rhino’s rush, 
  ruin delver’s fortune, surefoot stride (all 
  from SpC). 
  � 
  Prestige Classes: master of masks (CSc), 
  Suel arcanamach (CAr) 
   
  Mysterious 
  Scroll: 
  This 
  mysterious 
  scroll 
  appears to be directions of some sort, or maybe a 
  map, though for what is completely unfathomable 
  at this time. It is comprised of symbols, glyphs and 
  graphics unrecognizable to you.  Perhaps in may 
  be of use at some other time. 
  APL 4: 
  Skill Shard, Greater (Frequency: Adventure; 
  MiC; 300 gp) 
  Vest of Defense (Frequency: Adventure; MiC; 
  2,000 gp) 
  Torc of Displacement (Frequency: Adventure; 
  MiC; 2,000 gp) 
  Rock Boots (Frequency: Adventure; MiC; 
  2,000 gp) 
  Gloves of Fortunate Striking (Frequency: 
  Adventure; MiC; 2,000 gp) 
  APL 6: 
  Rod 
  of 
  Bodily 
  Restoration 
  (Frequency: 
  Adventure; MiC; 3,100 gp) 
  Enduring Amulet (Frequency: Adventure; MiC; 
  1,500 gp) 
  Rod of Surprises (Frequency: Adventure; MiC; 
  6,000) 
  The Fist (Frequency: Adventure; MiC; 7,005) 
  APL 8: 
  Transposer Cloak (Frequency: Adventure; 
  MiC; 6,000) 
  Ring of Adamantine Touch (Frequency: 
  Adventure; MiC; 6,000 gp) 
  Circlet of Mages (Frequency: Adventure; MiC; 
  5,000 gp) 
  APL 10: 
  Horn of Plenty (Frequency: Adventure; MiC; 
  12,000 gp) 
  Mantle of Second Chances (Frequency: 
  Adventure; MiC; 12,000 gp) 
  Hat of Anonymity (Frequency: Adventure; 
  MiC; 12,500 gp) 
  Armband of Maximized Healing (Frequency: 
  Adventure; MiC; 7,200 gp) 
  APL 12: 
  Ring 
  of 
  Greater 
  Counterspells 
  (Frequency:Adventure; MiC; 16,000 gp) 
  Boots 
  of 
  Tracklessness 
  (Frequency: 
  Adventure; MiC, 11,000 gp) 
  Boots 
  of 
  the 
  Mountain 
  King, 
  Greater 
  (Frequency: Adventure; MiC; 21,500) 
  Bone Ring (Frequency: Adventure; MiC; 
  20,000 gp) 
  Rod of Defiance (Frequency; Adventure; MiC; 
  7,312) 
  
  KEO8-02 The Daunting Spire 
   
  Page 18 
   
   
   
   
  
  KEO8-02 The Daunting Spire 
   
  Page 19 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 5 
   
   
   
  B O N E C L AW  (1) 
  CR  5 
  CE Large Undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot +15 
  Languages Common, Abyssal  
  AC 16, touch 13, flat-footed 12 
   (-1 size, +/4 Dex, +3 natural) 
  hp 120 (10d12+40 HD); DR 5/bludgeoning 
  Immune cold, undead traits, unholy toughness 
  Fort +3, Ref +7, Will +9 
  Speed 40 ft. (8 squares)  
  Melee 2 piercing claws +9 each (2d6+5) or with Power 
  Attack (for 2), +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk 
  Options 
  Combat 
  Reflexes, 
  Power 
  Attack, 
  Reaching Claws 
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19  
  SQ +2 turn resistance 
  Feats Improved Initiative, Improved Natural Attack 
  (claw)  
  Skills Hide +13, Intimidate +17, Move Silently +17, 
  Search +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending them 
  as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier times its 
  Hit Dice 
  Description This large skeletal humanoid’s claw-like 
  fingers are at least two feet long. Worse, the slender 
  knife-sharp claws contract and extend in length from 
  moment to moment, sometimes instantly reaching a 
  length of 10 or more feet, before slowly contracting. 
  Sources Monster Manual III, page 17 
   
  ENCOUNTER 7 
   
   
   
  G O L E M ,  F O R C E  (2) 
  CR  6 
  N Large Construct 
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Listen +2, Spot +3 
  Languages Common, Terran 
  AC 18, touch 16, flat-footed 15 
   (-1 size, +/3 Dex, +4 deflection, +2 natural) 
  hp 52 (4 HD); DR 5/adamantine 
  Immune construct immunities, magic 
  Resist sonic 10 
  Fort +1, Ref +6, Will +1 
  Weakness force vulnerability 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +6 each (1d8+4) 
  Ranged pulse +5 ranged touch (knock back) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +11 
  Atk Options Point Blank Shot 
  Special Actions force burst, force reactive 
  Abilities Str 19, Dex 16, Con --, Int 12, Wis 10, Cha 14  
  SA force burst, force reactive, pulse 
  SQ construct traits 
  Feats Improved Initiative, Point Blank Shot 
  Skills Balance +8, Jump +11, Listen +2, Spot +3, 
  Tumble +9 
  Immunity to Magic (Ex) A force golem is immune to 
  spells and spell-like abilities that allow spell 
  resistance. This immunity does not extend to force 
  effects. 
  Force Vulnerability (Ex) Force effects deal half again 
  as much (+50%) damage to a force golem. 
  Force Reactive (Su) Whenever an opponent attacks 
  and misses a force golem with a melee attack, the 
  force golem can turn the kinetic energy of the attack 
  back on the attacker as an immediate action. The 
  attacker is pushed 5 feet into an empty square of the 
  force golem’s choice. This movement does not 
  provoke attacks or opportunity. 
  Pulse (Sp) A force golem can target any corporeal 
  opponent within 60 feet with a ranged touch attack. 
  If the force golem hits, it and its target make 
  opposed Strength checks. If the force golem wins 
  the opposed check, the opponent is pushed 10 feet 
  in a direction of the golem’s choice and falls prone in 
  the square it ends up in. This movement does not 
  provoke attacks of opportunity. 
  Description Humanoid in shape but covered in 
  reflective blue-green metal plates, this creature looks 
  as though it has been mangled or rent by powerful 
  hands. Its body sags as though its armor has melted, 
  or perhaps was reshaped by great force. 
  Sources Monster Manual V, page 68 
  
  KEO8-02 The Daunting Spire 
   
  Page 20 
   
  
  KEO8-02 The Daunting Spire 
   
  Page 21 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 5 
   
   
   
  B O N E C L AW  (2) 
  CR  7 
  CE Large Undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot +15 
  Languages Common, Abyssal  
  AC 16, touch 13, flat-footed 12 
   (-1 size, +/4 Dex, +3 natural) 
  hp 120 each (10d12+40 HD); DR 5/bludgeoning 
  Immune cold, undead traits, unholy toughness 
  Fort +3, Ref +7, Will +9 
  Speed 40 ft. (8 squares)  
  Melee 2 piercing claws +9 each (2d6+5) or with Power 
  Attack (for 2), +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk 
  Options 
  Combat 
  Reflexes, 
  Power 
  Attack, 
  Reaching Claws 
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19  
  SQ +2 turn resistance 
  Feats Improved Initiative, Improved Natural Attack 
  (claw)  
  Skills Hide +13, Intimidate +17, Move Silently +17, 
  Search +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending them 
  as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier times its 
  Hit Dice 
  Description This large skeletal humanoid’s claw-like 
  fingers are at least two feet long. Worse, the slender 
  knife-sharp claws contract and extend in length from 
  moment to moment, sometimes instantly reaching a 
  length of 10 or more feet, before slowly contracting. 
  Sources Monster Manual III, page 17 
   
  ENCOUNTER 7 
   
   
   
  G O L E M ,  S T AI N E D  G L AS S  (1) 
  CR  5 
  N medium construct 
  Init +0; Senses Listen +0, Spot +0 
  Languages None  
  AC 15, touch 10, flat-footed 15  (+5 natural) 
  hp 
  90 
  (12d10+20 
  HD); 
  fast 
  healing 
  5; 
  DR 
  10/adamantine 
  Immune construct traits 
  Fort +4, Ref +4, Will +5 
  Speed 30 ft. (6 squares, cannot run) 
  Melee 2 rakes +10 each (1d8+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Blind-Fight, Cleave, Great Cleave, Keen, 
  Power Attack 
  Special Actions magic immunity 
  Abilities Str 13, Dex 10, Con --, Int 4, Wis 13, Cha 7  
  Feats Skill Focus (hide)  
  Skills Hide +18* 
  Keen (Su) A stained glass golem’s rake attack 
  threatens a critical hit on a natural attack roll of 19-
  20. 
  Magic Immunity (Ex) A stained glass golem is 
  immune to all spells, spell-like abilities and 
  supernatural effects, except as follows. A shatter 
  spell affects it normally. A mending spell heals 2d6 
  points of damage the golem has taken. Sonic 
  attacks affect it normally. 
  Skills *A stained glass golem receives a +20 
  competence bonus on Hide checks when standing 
  motionless in a window frame. 
  Description This man-sized creature appears as a 
  two-dimensional humanoid composed of many different 
  colors of glass. 
  Sources Monster Manual II, page 116 
   
   
  . 
   
   
  
  KEO8-02 The Daunting Spire 
   
  Page 22 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 5 
   
   
   
  B L AS P H E M E  (1) 
  CR  9 
  NE Medium Undead 
  Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 natural) 
  hp 185 (18d12+30 HD); DR 5/slash 
  Immune cold, undead traits 
  Fort +6, Ref +7, Will +13 
  Speed 40 ft. (8 squares) 
  Melee bite +18 (1d8+13 plus blasphemous contact) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Atk Options Erratic Charge 
  Special Actions Blasphemous Contact, Inescapeable 
  Craving 
  Abilities Str 28, Dex 12, Con --, Int 5, Wis 15, Cha 10  
  Feats Improved Natural Attack (bite), Improved 
  Toughness, Toughness, Track.  
  Skills Survival +7 
  Blasphemous Contact (Su): Each time a blaspheme 
  bites a nonevil creature, the creature is dazed for 1 
  round and takes 1d6 points of Strength damage. 
  There is no saving throw against this effect. 
  Erratic Charge (Ex): When a blaspheme charges, it 
  can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still 
  apply. For instance, it cannot pass through a square 
  that blocks or slows movement, or one that contains 
  a creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
  Inescapable 
  Craving: 
  A 
  blaspheme 
  has 
  an 
  inescapable craving (see the Undead Metabolism 
  section in Chapter 1) for Strength, which it satisfies 
  by using its blasphemous contact ability. 
  Description Appearing similar to a corpse that has 
  been dug up and surgically modified, the creature 
  stands nearly 7 feet tall, but is extraordinarily thin. Its 
  arms are extra long, hanging nearly to mid-calf. Its 
  head is wide and wedge-shaped, with a split mouth that 
  opens wider than that of a normal humanoid. Its teeth 
  glitter like shards of black, steaming ice. 
  Sources Libris Mortis, page 85 
   
  ENCOUNTER 7 
   
   
   
  B R O N Z E  S E R P E N T  (1) 
  CR  10 
  N Huge Construct 
  Init +9; Senses darkvision 60 ft.  
  Languages Common  
  AC 26, touch 17, flat-footed 17 
   (-2 size, +9 Dex, +9 natural) 
  hp 150 (16d10+40 HD); regeneration/fast healing; DR 
  10/+1 
  Immune construct traits 
  SR 21 
  Fort +5, Ref +14, Will +6 
  Speed 50 ft. (10 squares), burrow 30 ft.; climb 20 ft. 
  Melee bite +17 (1d6+10 plus electricity (1d8+16))  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +17; Grp +27 
  Atk Options Constrict 2d8+10, improved grab, 
  shocking bite 
  Special Actions electric healing 
  Abilities Str 25, Dex 28, Con --, Int --, Wis 13, Cha 3  
  Skills Climb +15  
  Constrict (Ex) With a successful grapple check, a 
  bronze serpent can crush a grabbed opponent, 
  dealing 2d8+10 points of bludgeoning damage. 
  Improved Grab (Ex) If a bronze serpent hits an 
  opponent that is at least one size category smaller 
  than itself with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action 
  without provoking an attack of opportunity (grapple 
  bonus +27). If it gets a hold, it can also constrict in 
  the same round. Thereafter, the creature has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple checks, but the bronze serpent is not 
  considered 
  grappled). 
  In 
  either 
  case, 
  each 
  successful grapple check it makes during successive 
  rounds automatically deals bite and constrict 
  damage. 
  Shocking Bite (Su) A bronze serpent’s bite deals 
  1d8+16 points of electricity damage in addition to 
  the normal bite damage. The creature receives a +3 
  bonus on attack rolls against any opponent that is 
  made out of metal, wearing metal armor, or carrying 
  a significant amount of metal. 
  Electrical Healing (Ex) Because of the bronze 
  serpent’s electrical affinity, any electricity attack 
  directed at it cures 1 point of damage for each 3 
  points of damage it would otherwise deal. The 
  creature gets no saving throw against electricity 
  effects. 
  Description This 20 foot long snake is built of 
  articulated bronze rings. Its eyes glow blue-white, and 
  
  KEO8-02 The Daunting Spire 
   
  Page 23 
  its powerful jaws are equipped with impressive fangs 
  that drip fat electrical sparks instead of venom. 
  Sources Monster Manual II, page 40 
  
  KEO8-02 The Daunting Spire 
   
  Page 24 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 5 
   
   
   
  B L AS P H E M E  (2) 
  CR  11 
  NE Medium Undead 
  Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 natural) 
  hp 185 (18d12+30 HD); DR 5/slash 
  Immune cold, undead traits 
  Fort +6, Ref +7, Will +13 
  Speed 40 ft. (8 squares) 
  Melee bite +18 (1d8+13 plus blasphemous contact) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Atk Options Erratic Charge 
  Special Actions Blasphemous Contact, Inescapeable 
  Craving 
  Abilities Str 28, Dex 12, Con --, Int 5, Wis 15, Cha 10  
  Feats Improved Natural Attack (bite), Improved 
  Toughness, Toughness, Track.  
  Skills Survival +7 
  Blasphemous Contact (Su): Each time a blaspheme 
  bites a nonevil creature, the creature is dazed for 1 
  round and takes 1d6 points of Strength damage. 
  There is no saving throw against this effect. 
  Erratic Charge (Ex): When a blaspheme charges, it 
  can make one turn of up to 90 degrees during its 
  movement. All other restrictions on charges still 
  apply. For instance, it cannot pass through a square 
  that blocks or slows movement, or one that contains 
  a creature. A blaspheme must have line of sight to a 
  targeted opponent at the start of its turn. 
  Inescapable 
  Craving: 
  A 
  blaspheme 
  has 
  an 
  inescapable craving (see the Undead Metabolism 
  section in Chapter 1) for Strength, which it satisfies 
  by using its blasphemous contact ability. 
  Description Appearing similar to a corpse that has 
  been dug up and surgically modified, the creature 
  stands nearly 7 feet tall, but is extraordinarily thin. Its 
  arms are extra long, hanging nearly to mid-calf. Its 
  head is wide and wedge-shaped, with a split mouth that 
  opens wider than that of a normal humanoid. Its teeth 
  glitter like shards of black, steaming ice. 
  Sources Libris Mortis, page 85 
   
  ENCOUNTER 7 
   
   
   
  B R O N Z E  S E R P E N T  (2) 
  CR  12 
  N Huge Construct 
  Init +9; Senses darkvision 60 ft.  
  Languages Common  
  AC 26, touch 17, flat-footed 17 
   (-2 size, +9 Dex, +9 natural) 
  hp 150 (16d10+40 HD); regeneration/fast healing; DR 
  10/+1 
  Immune construct traits 
  SR 21 
  Fort +5, Ref +14, Will +6 
  Speed 50 ft. (10 squares), burrow 30 ft.; climb 20 ft. 
  Melee bite +17 (1d6+10 plus electricity (1d8+16))  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +17; Grp +27 
  Atk Options Constrict 2d8+10, improved grab, 
  shocking bite 
  Special Actions electric healing 
  Abilities Str 25, Dex 28, Con --, Int --, Wis 13, Cha 3  
  Skills Climb +15  
  Constrict (Ex) With a successful grapple check, a 
  bronze serpent can crush a grabbed opponent, 
  dealing 2d8+10 points of bludgeoning damage. 
  Improved Grab (Ex) If a bronze serpent hits an 
  opponent that is at least one size category smaller 
  than itself with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action 
  without provoking an attack of opportunity (grapple 
  bonus +27). If it gets a hold, it can also constrict in 
  the same round. Thereafter, the creature has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple checks, but the bronze serpent is not 
  considered 
  grappled). 
  In 
  either 
  case, 
  each 
  successful grapple check it makes during successive 
  rounds automatically deals bite and constrict 
  damage. 
  Shocking Bite (Su) A bronze serpent’s bite deals 
  1d8+16 points of electricity damage in addition to 
  the normal bite damage. The creature receives a +3 
  bonus on attack rolls against any opponent that is 
  made out of metal, wearing metal armor, or carrying 
  a significant amount of metal. 
  Electrical Healing (Ex) Because of the bronze 
  serpent’s electrical affinity, any electricity attack 
  directed at it cures 1 point of damage for each 3 
  points of damage it would otherwise deal. The 
  creature gets no saving throw against electricity 
  effects. 
  Description This 20 foot long snake is built of 
  articulated bronze rings. Its eyes glow blue-white, and 
  
  KEO8-02 The Daunting Spire 
   
  Page 25 
  its powerful jaws are equipped with impressive fangs 
  that drip fat electrical sparks instead of venom. 
  Sources Monster Manual II, page 40 
  
  KEO8-02 The Daunting Spire 
   
  Page 26 
   APPENDIX 5 – APL 12 
   
  ENCOUNTER 5 
   
   
   
  G O L E M ,  S H AD E S T E E L  (3) 
  CR  14 
  N Medium Construct 
  Init +3; Senses darkvision 60 ft; low-light vision;  
  Languages Common  
  AC 33, touch 13, flat-footed 30, (+3 Dex, +20 natural) 
  hp 150 (18d10+20 HD); regeneration/fast healing; DR 
  10/adamantine and magic 
  Immune construct traits, immunity to magic 
  Fort +6, Ref +9, Will +6 
  Speed 30 ft. (6 squares), fly 30 ft (perfect) 
  Melee 2 slams +20 each (2d6+7)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13 Grp +20 
  Atk Options negative pulse wave 
  Abilities Str 24, Dex 16, Con --, Int --, Wis 11, Cha 7  
  Skills Hide +15, Move Silently +19 
  Negative Pulse Wave (Su) The shadesteel golem can 
  radiate a burst of inky black negative energy as a 
  free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures within 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage (DC 19 Fortitude save halves, Con-based). 
  Undead creatures within the area are healed of 12d6 
  points of damage instead, and any turning effect 
  they are under is broken. A death ward spell or 
  similar effect protects a creature from a shadesteel 
  golem’s negative pulse wave. 
  Immunity to Magic (Ex): A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance, and certain 
  spells and effects function differently against the 
  creature, as noted below. 
   
  A magical effect that has the light descriptor (such 
  as continual flame) causes the golem to speed up as 
  if affected by the spell haste for 2d4 rounds. The 
  golem is also hasted whenever it is subject to a 
  positive energy effect, such as the turning attempt of 
  a cleric. 
   
  If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness or shadow 
  descriptor, the golem is healed of 1 point of damage 
  per level of the spell. 
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Description This dark, shadowy creature stands 7 feet 
  tall. It moves quietly, almost seeming to float towards 
  you. 
  Sources Monster Manual III, page 73 
   
  
  KEO8-02 The Daunting Spire 
   
  Page 27 
  DM AID: MAP #1 – THE MUSEUM LAYOUT 
   
   
   
   
  
  KEO8-02 The Daunting Spire 
   
  Page 28 
      PLAYER HANDOUT #1 – THE TOWER OF VALADIS 
   
   
  
  KEO8-02 The Daunting Spire 
   
  Page 29 
  PLAYER HANDOUT #2 – THE RIDDLE 
   
   
  I am a vessel and a stone, 
  When I am hot my temper is known, 
  I have my own money as well as a bank, 
  If I take a bath the devil you can thank, 
  I have no mercy when I am cold, 
  If I am bad ill will shall unfold, 
  I can be thirsty and have shot many eyes, 
  In the dead of night as the curdling hound cries.   
  
  KEO8-02 The Daunting Spire 
   
  Page 30 
  PLAYER HANDOUT #3 – THE STORY OF FLEETH 
   
  It was the day after the Feast of Himar that certain loyal citizens of Fleeth, councilors, guildmasters and 
  other leaders and pleaded with the soldiers to speak with their leader, the Whispered One, Lord Vecna 
  himself. The sergeant first said no, then reconsidered and sent a runner to the Master’s pavilion. 
  The runner returned a few minutes later, and whispered to the sergeant, who smiled, chuckled a little to 
  himself, and instructed the townsfolk to move to the spidered pavilion, where their pleas would be heard 
  the Master.  
  Upon arrival at the pavilion,the congregation bowed before Whispered One, praising his power and his 
  omnipotence. Minister Corthian, priest of the Church of the Sun, spoke, saying the people of Fleeth 
  where ready to place the city itself and all their possessions at his disposal, under the condition that their 
  lived were spared. Lord Vecna replied that he could not agree to such terms, nor any others, and that he 
  would see the heads of all Fleeth stacked before him. 
  Hearing the horrendous declaration on their lot, the same citizens implored the Whispered One for 
  mercy, offering themselves if he would spare the noble residents of the city. Lord Vecna, in his glory, 
  ordered them to place one of their number, his family and slaves into Vecna’s hands. 
   
  Lots were taken, and an upright burgher, Goodman Artua, called his family from the city. “Join me, 
  for the Great Lord has granted us safety to leave this land,” he told his wife, seeking to ease her mind. 
  Reassured by his words, she, their children and slaves passed through the Market Gate of Fleeth to join 
  their husband, father and master. Very pleased, the Whispered One gave them all over to Kas the 
  Hateful, his lieutenant. 
  For a day, the leaders of Fleeth watched Goodman Artau, his family and his household die horrible 
  deaths at the hands of Kas. When done at last, the leaders pleaded to leave, certain that Fleeth had 
  been saved. But LordVecna turned to his barons and spoke. “My lords, the people of this city are ready to 
  surrender it at my discretion, on condition that their lives are spared. However, I will not make peace with 
  them on these terms, nor any others, except with your consent.” 
  “Our sagacious master’” replied the barons, “we advise, and even beg you, to accept the terms they 
  offer.” But the Whispered One would not listen. That very day the magonels and war-wizards were set up 
  outside the walls. The assault went on for about five hours and then the wizened lord broke the walls of 
  Fleeth with a wave of his hand. 
  By dawn, the heads of citizens were stacked before the leaders. Their own wives and children stared at 
  them. This was the humor of Vecna, and as his final cruelty, he allowed these leaders to depart in peace 
  and guarantee their safety for the rest of their lives. 
   
   
   
  
  KEO8-02 The Daunting Spire 
   
  Page 31 
  CRITICAL EVENT SUMMARY: KEO8-02 THE DAUNTING 
  SPIRE 
  For use only at Cos Con, and before April 7, 2008. 
   
  1. Did the heroes bypass the front door trap or destroy it?   
   
  Bypass 
   
  Destroy 
   
   
  2. Did the heroes find the treasure vault in Encounter 7? 
   
   
  3. What was the final destination of the mysterious map? 
   
   
  4. What was the final destination of the Libre de Fabrikke Magicas? 
   
   
   
   
   
   
   
    
   
  5. What was the final destination for Haladyn? 
   
   
  6. Did the heroes free Drazlina from her duty? 
  Yes 
   
  No  
   
  7. Did the heroes report back to the Dreadwalkers?  
   
   
   
   
  Yes 
   
  No  
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/598/Normal Scenarios/KEO8-02 - The Daunting Spire (APL 4-12)/KEO8-02 - The Daunting Spire.pdf