TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
   
  SHE6-05 
   
   
   
   
   
  Into the Unknown 
   
  A 1-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 1.1 
   
  By Paul Duggan 
  Reviewer: Michael D. Moore 
   
  Circle Reviewer: Steven Conforti 
   
  Playtesters: Robert Addison, Grant Bolling, Julius Cruz, Steven Eng, Leslie Foster, Cat Haverback, Jonathan Knapp, 
  Robert A. Smith, Jay Stypinski, Phineas Walsh, Russell Warshay 
  The Sior Kerrita is an Old Faith festival held every seven years in the County of Ulek. It commemorates the day a 
  hundred years ago when centaurs from the Silverwood came to the rescue of the good people of the County when they 
  were attacked by hobgoblins from the Lortmils. The long years of peace since those dark days make the festival a happy 
  and profitable occasion. But some say there is a darker side…  An investigative Sheldomar Valley metaregional 
  adventure for APLs 8-16, and Part 1 of the Unknown Series. Centaur PCs are accommodated in this adventure. 
  
  SHE6-05 Into the Unknown 
   
  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, 2007.  
   
  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. 
  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. 
  
  SHE6-05 Into the Unknown 
   
  Page 2 
   
   
  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 Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley 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 Distant Past: 
  Before the Great Migrations, before Sulm and Itar, before 
  the Wind Dukes of Aaqa and the War of Law and Chaos, 
  there were ages nameless and unknowable. In those dark 
  times, humanity was on the verge of sentience, and the 
  gods were mere ephemera. The only records of life from 
  these times are dead impressions in hardened stone. 
   
  Mad tales claim there were dark forces in those 
  times before time, forces with great plans and greater 
  patience to see them to fruition. Humanity was an 
  interesting experiment to them, accounted one of their 
  creations like so many of the others, and they culled and 
  twisted their chattels to suit their inscrutable purpose. 
   
  In one place beneath a newly raised mountain range, 
  the dark forces set an artifact of their mad inventiveness: 
  a strange rock whose radiations provided the impetus to 
  all manner of curious forms and functions within the 
  seed-lines of sentient life. While the full intention of the 
  experiment remains a mystery, it exceeded the dark 
  powers’ own expectations, for their slaves deepened 
  devotion to their masters became a form of faith in 
  beings beyond even the masters’ power. Divine faith was 
  born, and the slow slipping of the dark masters’ bonds 
  began. 
   
  So mad dreamers sometimes dream. 
   
  Eons passed, and humanity went forth dividing and 
  recombining in extraordinary ways. The dark powers 
  reemerged to discern the progress of the offspring of 
  their seed-lines. They saw what divine faith had done, 
  and a small faction of the powers considered how this 
  might be turned to their own advantage. In the deep 
  places of the Lortmils, a secret cult to the dark powers 
  was founded and flourished in that place and other 
  centers in the newly emerging Sheldomar Valley. The 
  powers turned their attention elsewhere, leaving the 
  faith to fate without intervention. But over centuries it 
  changed, as divine faith often does, to address changing 
  circumstances. The cult of the dark powers became 
  synchronized with other faiths and lost the focus it had 
  in its primitive form. The centers of the cult were 
  abandoned and became forgotten secrets. Did the dark 
  powers miscalculate? 
  A Secret Even to Vecna 
  Forgotten secrets did not remain so forever. A 
  millennium ago, the arch-lich Vecna established the 
  Spider Throne through secrets of magic and evil 
  whispered to him from an entity called the Serpent. 
  While Kas was second in command over matters military, 
  Vecna tasked other of his able minions with recovering 
  even more secret power and appointed over a few of his 
  most capable his second most trusted advisor, the ghoul 
  called Kell. Kell maintained Vecna’s library of arcana and 
  # 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 
  
  SHE6-05 Into the Unknown 
   
  Page 3 
  was a specialist in the lore of beholders and their kin. 
  Kell’s research had uncovered a unique weapon against 
  the beholders, a rune of power called the Cerulean Sign 
  that opposed all aberrations of natural life. Such a weapon 
  against Vecna’s ophthalmic rivals pleased him, and so 
  Vecna afforded Kell a great deal of independence, which 
  Kell returned to Vecna as abiding loyalty, even worship. 
   
  Kell was sent to plumb the depths of the Lortmils in 
  search of a rumored secret of divine power suppressed by 
  the orthodoxies of the time. He uncovered the first 
  center of the cult of the dark powers and pieced together 
  the truth of their power and purpose. It disturbed him 
  greatly. If what he learned there was true, all his devotion 
  to Vecna, all the inspiration he drew from Vecna’s 
  striving for divinity was a lie. Divinity was a mere shadow 
  on the wall, a distraction by the dark powers to 
  accomplish their inscrutable goals. 
   
  Like his faith, Kell’s apostasy from Vecna was 
  passionate and violent. In the laboratories of the dark 
  powers 
  Kell 
  fell 
  upon 
  his 
  teammates 
  seeking 
  annihilation. He found it, but he also found rebirth. For 
  some reason, Kell’s burning offense at the pretensions of 
  divinity transformed him to a new stage of undeath, one 
  with special insight into the mysteries of faith and the 
  denial of the same. He became a Quell, with the power to 
  deny divinity amongst the faithful, and one day, he 
  hoped, to expose the web of lies that led creatures to seek 
  guidance and power from above or below. His underlings 
  reformed as shadows of their former selves, and Kell, 
  now referring to himself by the Infernal name Nihilon 
  Theomortis, directed them to set a watch over the artifact 
  that was the inception of the dark powers’ plan, the 
  artifact that began humanity’s aberrant genesis. So they 
  have remained, silent and watchful, until this day. 
  The Hateful Wars 
  The Lortmils passed to more mundane evils. Violent 
  humanoids brought their brutish ways to deeper and 
  deeper tunnels as they sought refuge from their foes. The 
  connected passages, called “the Low Road,” provided for 
  the orcs, goblins, trolls, ogres, and others an artery of 
  unity, trade, and communication. One tribe of 
  hobgoblins made the cult center a convenient home and 
  prospered there for a time until it was cut short by the 
  genocidal fury of the Hateful Wars in CY 510. The forces 
  of Celene and the Ulek states cleared the Lortmils of 
  every last dangerous humanoid tribe. All were either 
  dead or fled to the Pomarj to await their revenge under 
  the rule of Turrosh Mak. The Lortmils were safe, and the 
  Low Road was clear. 
   
  In the first years after the Hateful Wars, the Low 
  Road was used as a welcome shortcut through the 
  Lortmils. The paths of the Low Road were known only to 
  a few, and many were never explored very deeply aside 
  from the main thoroughfares through the mountains. 
  But the destruction of the humanoid presence within the 
  Lortmils caused a power vacuum, and eventually 
  aberrations that had been driven into some of the deeper 
  places regained a foothold. Foolhardy adventurers also 
  contacted a colony of destrachan, who expanded their 
  territory and made the Low Road extremely hazardous. 
   
  Celene and the Duke of Ulek agreed that the vast 
  majority of the Low Road must be closed off. Celenese 
  wizards used stone shape to seal off many of the more 
  expectedly dangerous paths and then reinforced those 
  seals with molten mithral and abjurations to prevent 
  their removal. Aside from a few very prosperous mines 
  near the surface, the Lortmils’ dark places were now off 
  limits. 
  Recent Events 
  A Silent One, Mesiria, under the direction of Turgin 
  Ilhane (see Living Greyhawk Journal issue 4, page 20) was 
  tasked with exploring a particular site in the Lortmils. 
  Mesiria previously focused on the mysteries of the Hool 
  Marsh and established friendly relations with several 
  bullywug tribes. She also made contact with strange 
  beings who are agents of the dark powers. Through their 
  domination and post-hypnotic suggestion and her 
  inexplicable curiosity and fascination with their secrets, 
  she has devoted herself to their cause. This would 
  ordinarily be detected by the Silent Ones, but Turgin 
  currently has little contact with the Silent Tower, and 
  Mesiria is managed with a very light hand.  
   
  Preferring to work indirectly, she has arranged for a 
  human priest of Wastri named Gulwogg Tomerspong to 
  take a group of bullywugs (including a bullywug savant) 
  on an expedition to the site in the Lortmils, but first she 
  must gain access to the site.  
   
  Kirandal, a half-elven trading house from Waybury, 
  has been quietly exploring some of the old tunnels 
  finding search of better routes toward the north. The 
  Silent Ones have gotten wind of this activity and seek to 
  learn more about the progress of the work to better be on 
  guard against unwholesome discoveries. 
   
  Mesiria has directed Gulwogg and his bullywug 
  friends to raid the half-elven caravans offering him the 
  following rationale: they are half-elven, which is an 
  abominable mixing of human stock. She has also 
  provided the bullywug savant with a special Staff of 
  Delusion [new item] which is capable of casting the veil 
  spell and other illusions to cover their activities by 
  disguising them as hobgoblin raiders. Tomerspong’s raids 
  will provide enough information for the bullywugs to 
  discover the place Mesiria seeks. 
  Adventure Summary 
  The PCs have heard of the Sior Kerrita, a festival 
  celebrating the assistance the normally reclusive centaurs 
  provided to the folk of the County of Ulek during a dark 
  time, and have chosen to attend. 
  
  SHE6-05 Into the Unknown 
   
  Page 4 
   
  The festival can be role-played in depth if time 
  permits, or it can be summarized. A timeline of the 
  festival events follows: 
   
  Day 1: Moonday. Arrival of participants, set-up for 
  rites at sacred sites. Centaurs arrive, but avoid 
  fraternizing with humans and others, though PC elves 
  and other centaurs may interact with them. Construction 
  of a large four-armed wicker man atop Shalmbrey Hill. 
   
  Day 2: Godsday. Various contests, games, and food 
  and drink are held. The night involves three separate 
  religious ceremonies: one for women, honoring Berei, 
  Beory, and Ehlonna, One for men honoring Obad-Hai, 
  and one for centaurs, honoring Skerrit. 
   
  Day 3: Waterday. The reenactment of the attack. A 
  contingent of the men of the town dresses as hobgoblins 
  and engages in a mock attack, capturing the women. The 
  centaurs subsequently arrive and rescue the women, 
  taking them to their camp. 
   
  Day 4: Earthday. A more somber day. Additional 
  religious ceremonies are performed. The wicker man is 
  burned.  
   
  Day 5: Freeday. The centaurs return the women to 
  reunite with the men. A grand finale celebration. 
   
  Encounter 1: The festival proceeds as outlined 
  above, but the PCs are interrupted on the third day by a 
  young adventurer who hired on as a caravan guard by the 
  Kirandal trading house. His caravan was slaughtered by 
  what appear to be a group of hobgoblins, and he seeks the 
  adventurers’ help tracking them down and dealing with 
  his employer. 
   
  Encounter 2: The PCs travel to Waybury in the 
  Duchy of Ulek to learn more about the caravan and what 
  it was doing. The head of House Kirandal asks the PCs to 
  investigate a rash of caravan trouble of late. 
   
  Encounter 3: Three separate caravans are missing 
  and need to be investigated. Each has been lost in a 
  separate location, and travel is required. Each provides 
  clues to House Kirandal’s use of the prohibited Low Road 
  through the Lortmils as a way of saving travel time. 
   
  Encounter 4: PCs can confront House Kirandal 
  with the information about the Low Road connection. 
  The House asks the PCs to investigate the goings-on in 
  the Low Road and take out whatever evil has been 
  attacking Low Road caravans. 
   
  Encounter 5: The PCs wander the various tunnels 
  of the Low Road, running into trivial encounters. Its 
  status as an abandoned place with dark secrets becomes 
  apparent.  
   
  Encounter 6: When camping, the PCs are attacked 
  by one of four possible “wandering” monsters. The 
  monsters use hit and run tactics and return in the third 
  watch to try to attack again. 
   
  Encounter 7: The PCs encounter the site the 
  bullywugs were heading for. It was most recently 
  occupied by hobgoblins that were slaughtered during the 
  Hateful Wars. 
   
  Encounter 8: There are two “pads” of bullywugs and 
  a human cleric of Wastri who works with them. One pad 
  has pumped water from the well in the place to fill a large 
  chamber and make it more hospitable to bullywugs. The 
  PCs are attacked here, and if they are not extremely 
  stealthy, they alert the second pad as reinforcements. 
  This place was used a long while ago by primitive Flan 
  who worshiped dark powers that manifested their power 
  here. Information about those dark powers is shown, 
  represented by a four-armed humanoid figure that seems 
  a power of destruction and a three-eyed figure that seems 
  more benign. 
   
  Encounter 9: A large, cavernous pit is being 
  explored by the second pad of bullywugs. The pit 
  descends even deeper into the earth. The dark powers 
  used it to come up to the holy site, but they have been cut 
  off by shifts in the geology of the Lortmils over the eons. 
   
  Encounter 10: A side chamber contains remnants 
  of a Vecnan ghoul expedition sent a thousand years ago 
  to investigate the site. The ghouls’ bodies are inanimate 
  shells, though their belongings and situation provide 
  clues to the final encounter. 
   
  Encounter 11:  An ancient laboratory of the dark 
  powers can be explored here, and clues to portions of 
  their plots are exposed.  
   
  Encounter 12: In a deep, remote part of the cavern 
  is a very primitive site with cave paintings from proto-
  human occupants. It is guarded by the undead spirits that 
  apostatized from the worship of Vecna and deny all 
  divine power in favor of the dark powers. They are led by 
  a Quell Archivist. The PCs may learn some important 
  background information from the Quell, but also must 
  defeat the undead in combat. 
   
  Encounter 13: The Silent One, Mesiria, has been 
  monitoring the progress of the party with divinations 
  and following them at a great distance. She arrives on the 
  scene and threatens the PCs for their supposed violations 
  of the ban on the tunnels. She also offers them the 
  opportunity to explore, with her, a similar site she knows 
  of that may provide more information. 
  Preparation for Play 
  Ask to see the AR of any PCs who played SHE4-04 
  Fundamentals of Dweomercraft. Any player who played the 
  Keoland track and has access to the Grigaur Taxidermy 
  Specimen (whether purchased or not) can attempt to 
  determine that a grigaur is accompanying the bullywugs 
  that have been attacking caravans. Don’t ask the player if 
  he or she has the grigaur taxidermy specimen, as that 
  would alert him or her to the presence of the grigaur.  
  
  SHE6-05 Into the Unknown 
   
  Page 5 
   
  Look over the randomized encounters in Encounter 
  Six and consider what will make for the most interesting 
  and appropriate challenge based on the makeup of the 
  players and DM. A party heavy in clerical power might 
  not find the hobgoblin ghosts challenging, while a party 
  that lacks beefy fighters might find the umber hulks too 
  difficult. Parties that encamp only in narrow tunnels 
  should not face the larger creatures. 
  Introduction 
  It is assumed that PCs are residents of the Sheldomar 
  Valley or are currently traveling there. They have heard 
  of the Sior Kerrita (centaur language for “Gathering for 
  Skerrit”), an ancient rite of blessing for the centaurs of 
  the Silverwood and the people of the County of Ulek.  
   
  Player’s Handout #2 provides information about the 
  County of Ulek and the Sior Kerrita from the perspective 
  of average inhabitants of the PCs’ regions and offers 
  roleplay hooks that might be adopted by the PCs as 
  reasons for attending the festival. Ask PCs why they have 
  decided to attend and suggest that a unique and 
  entertaining social occasion might be fun if no other 
  reason seems suitable. 
   
  The 
  Sior 
  Kerrita 
  is 
  a 
  reenactment 
  and 
  commemoration of an attack by hobgoblins during older, 
  now largely forgotten, Old Faith festival. Tales are told of 
  a hobgoblin army from the Lortmils that attacked and 
  slew a great many of the men of the County and captured 
  many women, who were participating in the Old Faith 
  rites. Centaurs from the Silverwood, ordinarily reclusive 
  and not inclined to aid humans, received word of the 
  attack and were motivated (legend says by divine 
  intervention) to come to the aid of the County. The 
  centaur forces defeated the hobgoblins and rescued the 
  women from their captors, returning them to their 
  homes after a week’s stay within the Silverwood. 
   
  The Count of Ulek established a commemorative 
  festival almost five centuries ago to better cement 
  relations between the peoples of his country and the 
  centaurs. It has also become a great opportunity for 
  revelry and excitement, with games, contests, and large 
  quantities of food and drink.  
   
  The Sior Kerrita is held about thirty miles east of 
  Kewlbanks and lasts for five days. There are a great many 
  pavilions set up near the hamlet of Lamed. The centaurs 
  traditionally begin the first two days celebrating 
  separately from the non-centaur attendees and are aloof. 
  They ready their plans for the mock combat, commune 
  with the lands of the County, and engage in free-spirited 
  worship of Skerrit. The humans also ready their costumes 
  and mock combat plans and engage in complex and 
  traditional Old Faith rites to Berei and other gods.  
   
  On the third day of the celebration, all participants 
  reenact the hobgoblin attack and Centaur rescue of the 
  women of Kewlbanks. The fourth day is a solemn request 
  to the gods and spirits of the land for blessing and aid for 
  the entire County. On the last day of the festival, the 
  women return with the centaurs, and there is a great 
  celebration, offerings and praises are made to Skerrit, and 
  gifts and blessings are invoked for the benefit of the 
  centaurs. 
   
  Full details of the festival are provided for the DM to 
  allow for longer role-playing. This information should be 
  summarized for timed events. 
  Day 1 
  You have arrived in the County of Ulek for the Sior 
  Kerrita, a celebration held every seven years in 
  which centaurs from the Silverwood meet with the 
  human and other folk of the County to renew old 
  bonds and engage in festivity, contests, sacred ritual, 
  and trade. It is a rare opportunity, as the Sior Kerrita 
  only occurs every seven years, and the centaur 
  people are ordinarily very reclusive, keeping to their 
  own lands within the forests along the Sheldomar 
  River. Many of the folks milling about setting up 
  various tents and booths seem to know each other 
  well already. You find yourself among others who 
  are not natives of the County. 
   
  At this point the PCs can introduce themselves and 
  possibly explain why such a festival is of interest to them. 
  Fort Kenderena 
  The festival is set in and around Fort Kenderena, an old 
  Keoish fortress south of Kewlbanks, one of the larger 
  towns. It’s about a half day’s journey (14 miles) from 
  Kewlbanks to the fortress. The fortress ruin sits atop a 
  low hill, and several strong trees grow around and even 
  within the crumbling walls. A large field surrounds the 
  fortress where pavilions and booths have been set up by 
  the predominantly human inhabitants of the County. 
   
  Suel knights of Keoland built the fortress in CY 349 
  shortly following the Wealsun proclamation. The 
  proclamation declared Keoland’s manifest destiny over 
  all the Sheldomar Valley and its immediate borders. 
  When the Ulek states seceded in CY 461, the druids 
  achieved a bloodless revolt against the Keoish by means 
  of enchantments and strategically placed plant growths 
  demolishing the old structure. This information is 
  available to those making a DC 20 Knowledge (history) 
  check or by asking most any of the locals or the master of 
  ceremonies. 
   
  The master of ceremonies is a Flan/Oeridian man: 
  � Squogal Porstal male human War4/Com6. 
   
  Appearance: In his early 30s, he stands tall at 6 feet 1 
  inch, dressed in vertically striped cloth vest of purple and 
  white, short trousers of white, and fine leather sandals. 
  He has straight auburn hair, and his complexion is a light 
  coppery tan color. His eyes are grey and large, darting to 
  regard those he speaks to with interest. 
  
  SHE6-05 Into the Unknown 
   
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  Character: Squogal is nephew of the former mayor of 
  Jurnre. He’s a fun guy to be around and happily answers 
  questions about the festival. He welcomes strangers and 
  encourages them to join in the fun. He is particularly 
  welcoming to those from Principality of Ulek and the 
  Duchy of Geoff, and he shows respect to any druids or 
  clerics of Flan gods. Alignment: Neutral.  
  The County Of Ulek 
  PCs might already know the following basic information 
  about the County or can discover it by asking questions 
  of locals (no Gather Information required). 
  Knowledge (local—Sheldomar Valley) 
   
  DC 10: The County is a rustic and rural community 
  where a druidic hierarchy oversees most of the 
  agricultural production. Things are generally peaceful. 
  Humans are dominant, in contrast to the Duchy and 
  Principality. Many halflings and gnomes call the land 
  home. 
   
  DC 12: The capital is Jurnre. There are seven major 
  provinces: 1) Viscounty of Kewl; 2) Barony of Ort; 3) 
  Barony of Corvuss; 4) Barony of Velincelia; 5) Kelsflood; 
  6) Hobsetnid; 7) Tringlpass. 
   
  DC 15: The lands nearer the Lortmils are known for 
  their great mineral wealth of metal ores and precious 
  gems. 
   
  DC 18: The capital, Junre, is one of the oldest 
  settlements in the Flanaess. The County is a very peaceful 
  land, especially for the last four score years, since the 
  Hateful Wars drove every last dangerous humanoid out 
  of the Lortmils. 
   
  DC 20: Peaceful except that attacks from the Suss 
  still trouble the eastern part of the County across the 
  Lortmils, and there was an attack of duergar two years 
  ago. But that was a fluke. 
   
  DC 25: The County is an agriculturally rich land and 
  for many years has supplied the armies that fight against 
  the humanoids of the Pomarj. The abundant food supply 
  also allows them to provide aid to those who suffer 
  disaster, like the refugees from the giants of Geoff or the 
  elves struck by a virulent disease in the Silverwood five 
  summers ago. 
  Knowledge (Nobility and Royalty) 
   
  DC 10: The Count is Lewenn, a human Druid. The 
  coat of arms is purpure, unicorn rampant argent. 
   
  DC 12: Lewenn is Count Palatine, which means he 
  exercises royal authority within the County. He is 
  addressed as “Your Royal Eminence.” 
   
  DC 15: The office of Count is hereditary but depends 
  on the performance of four druidic Rigors relating to the 
  elements. Lewenn regularly performs these rigors. 
   
  DC 20: Lewenn was once Great Druid of the 
  Sheldomar Valley. He has been demoted from the 
  hierarchy of the Old Faith, having lost to Great Druidess 
  Yargrove. He retains his title and political seat as Count, 
  as that is independent of the religious rank (any Druid 
  also knows this). 
  Chalk Figure Hill 
  A second low hill, covered in lush grass, adjoins the 
  fortress, on which are depicted various figures in stark 
  white chalk exposed from the surrounding green grass. 
  One is a large female figure representing Beory; another 
  is a male figure representing Obad-Hai. A third chalk 
  figure is that of a square shape grasped by two hands 
  holding the sides. Also, a spiral mound encircles the top 
  of the mountain. Four low entryways ringed with stone 
  have been excavated from the chalk hill, each one located 
  near a particular figure or at the higher end of the 
  mound. 
  Shalmbrey Hill  
  A third low hill is surmounted by a circle of several large 
  unhewn megaliths carved with various intricate designs 
  and archaic pictograms. Many are geometric and 
  resemble interweaving of spirals and mazes. These are 
  carved into bold relief on the rock. Others are more 
  primitive shallow etchings that depict creatures that 
  seem to combine features of different animals, such as a 
  bird with a deer’s head, lion with eagle’s wings, snake 
  with feathery wings, or a badger with stag’s legs. A 
  unicorn is also depicted. The stones are all natural 
  boulders and aside from the designs, have not been 
  hewn. A DC 20 Knowledge (nature or geography) check 
  informs the PC that the megaliths are not local stone, but 
  are ancient rock from the nearby Lortmils. (DC 25: from 
  the far side of the Lortmils, near Celene). 
  Centaur encampment 
  Though some centaurs move among the humans around 
  the fortress encampment, the majority of them are set up 
  near a small copse of trees on the opposite side of Chalk 
  Figure Hill. The centaurs are unfriendly to anyone who 
  would come to their camp to converse, though they treat 
  elves with indifference and wood elves with friendship. 
  If a non-centaur, non-elven PCs comes to interact with 
  the centaurs on the first four days of the festival, the 
  centaurs somewhat derisively state that the PCs must 
  “not be from around here” and firmly tell them that the 
  house-folk and farm-folk do not mingle with the 
  centaurs…yet. 
   
  PCs who are insistent or are detected sneaking 
  among the centaur camp are caught and humiliated. This 
  has repercussions on a later day of the festival. 
   
  Elven and Centaur PCs may walk among the 
  centaurs and interact with them and may pick up the 
  following bits of information. 
  Gather Information 
   
  DC 10: Seems like all the centaurs are looking 
  forward to this event with great anticipation.  
  
  SHE6-05 Into the Unknown 
   
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  DC 15: The centaur wisely states that the stars are 
  particularly auspicious for the fate of the centaur people.  
  Human Encampment 
  The human camp, which includes Fort Kenderena (see 
  above), is more flexible. The few centaurs seen in this 
  camp are envoys with various kinds of business to attend 
  to with the festival organizers and are not interested in 
  idle conversation.  
  Gather Information 
   
  DC 10: The Circle of the Druids will be arriving 
  soon. What a blessed occasion this will be! 
   
  DC 15: It’s a shame about the Count’s demotion on 
  the Circle. He’s still a good man though, and he still 
  follows the Rigors. 
   
  DC 20: “I wonder if some of the Centaurs might be 
  persuaded to join the battles over in the east in Corvuss. 
  They’d teach the Suss jebli a thing or two, I reckon.” 
   
  DC 25: “Sure, it was quite the horn on our unicorn 
  for Count Lewenn to be Great Druid, but since his 
  demotion, Archdruid Ged’s been everywhere of late, 
  offering more help than usual. I’d say he’s been 
  brightening many a mood.” 
   
  DC 30: “Some tales of the rescue go a bit different, 
  according to some. Not sure exactly how, though. I hear 
  the elves know the tale but don’t speak of it” (also 
  available with a DC 30 Lore or Knowledge (History) 
  check). 
   
  Most of the morning of the first day is spent setting 
  up tents, firing up cooking hearths in the fortress, and 
  banter expressing excitement about the coming festival. 
  At noon, the atmosphere turns more festive as food and 
  drink of various sorts (lemonades, sangria, orange 
  blossom mead, and a drink made from rice milk and 
  flavored with almonds and spices called horchatta) is 
  offered for sale. There is a lot of free sampling of various 
  special dishes. The primary meat of the County is goat 
  and fowl and goat cheese, yogurt dishes, chicken dishes 
  are available in abundance. Rice is the major staple grain 
  of the County, and fruits are available in abundance, 
  featuring peaches, lemons, and oranges. Desserts include 
  peach cobblers and other confections sweetened with 
  strong honey. 
   
  Entertainment: Children and youths play light 
  games and sports while parents look on and mingle.  
  Druids in the Twilight 
  The evening celebration begins with the arrival of the 
  Old Faith druidic circle.  
   
  As the orange face of the sun lowers in the west, 
  throngs of the county folk move out from the 
  pavilions and ruined keep to line the roadway 
  leading up to the gates. A procession of druids walks 
  the path in stately fashion, surrounded by an 
  entourage of assistants. In the front is a bold 
  looking middle-aged Flan man in brown robes. 
  Behind him, carried on a litter by four hairless, 
  stocky servants is an immensely obese druidess, 
  followed by a very young fair haired druidess and an 
  older druidess with raven-black tresses. Many who 
  line the path of the processional appear overjoyed to 
  see the druids arrive, while a few seem indifferent or 
  nonchalant. 
   
  Arriving inside the walls of the keep, the elder 
  druidess is assisted out of her litter. The party is led 
  to a high table that has been set up within the 
  courtyard, and the druids move to take their places 
  at the table.   
   
  The six prominent druids are: 
  � Archdruid Ged Lekengael: male Flan human 
  Drd13. 
   
  Appearance: Ged is a strong-voiced man in his early 
  50s, with a full head of very dark brown hair, bushy 
  eyebrows, and red-brown mutton chops flecked with 
  gray. Several entwined tattoos are visible near his neck 
  and shoulders. 
   
  Character: A devoted follower of Obad-Hai, Ged 
  holds the rank of Archdruid within the Old Faith 
  hierarchy. Count Lewenn’s recent demotion from Grand 
  Druid to Archdruid himself (Keoland’s Reynard Yargrove 
  taking over as Grand Druid) is a source of some tension 
  between the two. He is very animated in conversation 
  and physically energetic, with little patience for 
  pleasantries. He presents an aura of wisdom and is blunt 
  in his speech when he is presented with foolishness. 
  Alignment Neutral. 
  � Synecdoche: female Flan human Drd12. 
   
  Appearance: She is older and fat, like images of her 
  goddess. She walks barefoot very slowly from her great 
  weight and calloused feet. Her wispy hair is decked with 
  a garland of orange blossoms. 
   
  Character: A Druid devoted to Beory, Synecdoche is 
  slow of speech and soft spoken. She refers to the County 
  as a “she”, and in conversation it’s sometimes unclear 
  whether she is referring to herself or the land. Alignment 
  Neutral. 
  � Hendiadys: female Human Drd12. 
   
  Appearance: A matronly figure with deep brown eyes 
  and long black tresses decked with orange blossoms. 
   
  Character: A follower of Berei, she is matronly and 
  businesslike. She is there as Count Lewenn’s designated 
  representative. She likes to use paired interjections when 
  speaking: “storm and thunder!” “by the sky and land”, 
  “elves and goblins!”. Alignment Neutral Good. 
  � Palistrophe female human Drd10. 
  
  SHE6-05 Into the Unknown 
   
  Page 8 
   
  Appearance: Youthful and beautiful, with traces of 
  elven blood, though human. Her fair hair is ungarlanded, 
  though she wears an orchid corsage on a ceremonial 
  gown of pale green. 
   
  Character: Devoted to Ehlonna. She frequently seeks 
  balance in her speech: repeating at the end things she 
  said at the beginning, with slight variation. Alignment 
  Neutral Good. 
  � Tiran Weaverman male Human Drd10. 
   
  Appearance: Light complexion and very long black 
  hair. In his late 40s. He carries a magic scimitar (+1) with 
  him that sheds light when drawn. 
   
  Character: Devoted to Obad-Hai. Longtime Caretaker 
  of the grove in Jurnre since CY 575, this is the first time 
  he has left the grove, and he is nervous about the capacity 
  of his assistant to watch over the grove until he returns.  
  Alignment Neutral Good. 
  � Math ap Lekaton, male Flan Human Drd8. 
   
  Character: Devoted to Obad-Hai. Math was born in 
  the County of Ulek but left six years ago to assist his 
  fellow druids in Geoff. He returned to the County six 
  months ago. Alignment  Neutral. 
   
  The Count officiated at these functions when he was 
  Grand Druid, but since his demotion to Archdruid in CY 
  589 matters of state have taken more of his attention, and 
  Ged is of equal rank to officiate. Lewenn’s political status 
  is unaffected by his demotion in the Druidic Hierarchy. 
  Ged has no political ambitions, though some factions 
  within the County wish to see him gain the County seat. 
   
  The people of the festival show great reverence to 
  the druidic circle and escort them to a head table. After 
  the blowing of a ram’s horn, the druids lead the 
  celebrants in a lengthy prayer to the powers of the Oerth 
  that are under Obad-Hai’s care and sustained by the three 
  goddesses. 
   
  O mother of all, your children call! 
   
  And praise your sustaining hand. We give 
  thanks for your fruitful soil which feeds us all good 
  things. Clasp us to you and provide for us a land that 
  flows with milk and honey. 
   
  Great Shalm who tends the garden of Oerth, 
  prosper the garden of Ulek as your own demesne. 
  We thank you for your breath which blows the 
  southern rains and waters our land.  
   
  Hearthmother, we give thanks for your 
  unending tasks. You keep the fires alight, to clear 
  the land, and to warm at night. 
   
  Maiden of the wilds, we receive with thanks the 
  gifts of the beasts that roam free in the field and 
  wood. Show us your ways, that we may live in 
  harmony with them. 
   
  And spirits of river and stream, we thank you 
  for perch and tench, for eel and frog. 
   
  All children of Oerth, we thank you this day, for 
  the life we have at your pleasure. And when we 
  rejoin your soil, may it please you to find us fruitful. 
    
   
  Following the prayer, a dinner for all the humans is 
  provided, and a festive atmosphere prevails. Following 
  dinner, there is a selection by lot that selects two-fifths of 
  the men to take the role of the hobgoblin attackers 
  during the reenactment on the third day. If PCs wish to 
  participate in the mock battle at all, they must submit to 
  the lot and have a 40% chance of being selected for the 
  hobgoblin detail. 
   
  The evening is spent in restless quiet as 
  conversations among disconnected friends are renewed, 
  young lovers sneak off for trysts (8 times out of 10, these 
  are chaste), and stories are swapped over small campfires. 
  Those who seek more lively activity are encouraged to 
  rest, for the festival will be in full swing in a few days, and 
  “folks will need their strength.” 
  Day 2 
  Those selected to join the hobgoblin brigade spend most 
  of the day after breakfast together apart from the other 
  participants, readying their costumes and fraternizing 
  while practicing drills for the mock combat. Tales are told 
  of past Sior Kerritas, and the neophytes are hazed with 
  lighthearted fools’ errands (sending them to fetch 
  lanyard grease for the costumes, and so forth). 
   
  Those in the fortress brigade also engage in military 
  drills and camp detail. During the day women generally 
  leave the men to their tasks, though contact is not strictly 
  forbidden. Many of the women spend time with the 
  druidesses, receiving advice and sharing feminine bonds. 
   
  Any PC participant in either brigade (choose one 
  randomly) is approached by Kedren, a young man who is 
  intrigued by the adventuring life. He asks about 
  dangerous exploits the PC has performed and about dark 
  tunnels explored, and why the PCs do it. He expresses 
  boredom with his mundane life in general, and says: 
   
  “Not much of any interest happens around here. 
  My druid keeps telling me about the balance in 
  nature, but shouldn’t boredom be balanced with 
  excitement?  
   
  “The one thing in all Ulek that would be the 
  least bit interesting is forbidden anyway. I’ve heard 
  there are some awesome caves in the Lortmils. 
  Serenya canyon is supposed to have some beautiful 
  ones. But whenever I ask about seeing them, it’s as if 
  they change the subject. I think the Celenese Fairies 
  have some sort of objection to anyone going into the 
  caves.” 
  
  SHE6-05 Into the Unknown 
   
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  During the second night of the festival, offerings are 
  made to Berei/Beory, Ehlonna, and Obad-Hai. Generally 
  the women and men have separated themselves and 
  avoid contact this day, as they are preparing for separate 
  sacred rites. 
   
  The male rites to Obad-Hai take place in the large 
  circle of stones atop Shalmbrey Hill where a giant-sized 
  four-armed man of wicker is constructed. 
   
  Knowledge (religion) or Bardic Lore: (+2 if the 
  check is made by a druid or a follower of the Old Faith):  
   
  DC 10: A wicker man is a special rite of the Old 
  Faith, and not specific to the Sior Kerrita. 
   
  DC 15: In the wicker man rite, it is constructed, then 
  stuffed with foodstuffs, either grain or live animals, and 
  set alight soon after as a form of offering.  
   
  DC 20: Wicker men are an uncommon rite in Old 
  Faith worship, usually performed when a community is 
  under great distress. 
   
  DC 22: The four arms of the wicker man are of 
  uncertain significance, but local custom can differ for 
  various reasons. 
   
  DC 25: Sometimes the bodies of condemned 
  criminals are burned in wicker men after being lawfully 
  executed. 
   
  DC 30: Some old legends speak of wicker men once 
  being used for human sacrifice. 
   
  The four arms stand out as unusual though with no 
  certain significance, but if anyone asks one of the druids, 
  they are told the wicker man represents an ancient four-
  armed spirit from the mountains called the “old Man of 
  the Lortmils”, or “Grolumba.” Its presence in this festival 
  is important, as the druids are certain that it was “the man 
  of the Lortmils” intervention that brought the centaurs 
  out of seclusion to aid the humans. His six limbs and the 
  six limbs of a centaur are seen as connected symbolically, 
  though he has four arms, not four legs. 
   
  Several prayers are offered facing the cardinal 
  directions of the compass. Obad-Hai’s blessing is 
  invoked. 
   
  The female rites take place at various spots along the 
  Chalk Figure Hill. A bonfire is lit at the top. The three 
  druidesses sacrifice goats in the small excavated 
  chambers within Chalk Figure Hill. They set out various 
  clay idols of Beory, Berei, and Ehlonna and numerous 
  idols that represent assorted natural spirits other than the 
  known deities. Generally, the idols are primitive-seeming 
  works of clay or wood carving, none looking like realistic 
  human figures. Many are four-fingered. Ears are very 
  long or lacking entirely. Some have elongated noses or 
  heads. There are snake-headed figures, and some with 
  large horns. Some have cloven feet, like satyrs, and others 
  have insect-like wings. Represented are spirits of rivers 
  and streams, like Old man Sheldomar and Lady Yduin 
  (the Kewl), others are spirits of the air or ancient trees. A 
  particularly large one is of an otherwise humanoid figure 
  with three large eyes, the third in the middle of his 
  forehead. He is called Lo’Tormul, the ”deep one of the 
  earth.” Prayers are offered to placate these spirits and 
  ward off their curse.  
  Day 3 
  This the central day of the festival commemorates the 
  event that sealed the bond between the centaurs of the 
  area and the people of the County. The military drill 
  practiced on the previous day is put to the test as those 
  trained set a camp north of the festival grounds and put 
  on outlandish hobgoblin garb. They wear various crude 
  and flamboyant orange-colored masks and wield weapons 
  that look like dangerous hobgoblin make but are actually 
  ceremonial and only effective as clubs.  
   
  The females of the festival gather at Chalk Figure 
  Hill and breakfast together after recovering from the 
  ceremonies of the previous night. The ”hobgoblins” then 
  attack. One contingent goes to engage the men who try 
  to defend the encampment from within the ruined 
  fortress, while another contingent of hobgoblins seizes 
  the females. 
   
  During this attack, the druidic circle calls upon 
  Obad-Hai and the three goddesses for deliverance. They 
  end their prayer calling on Grolumba of the Mountain, 
  Skerrit of the woodland, Azamer of the Air, Old man 
  Sheldomar, and Lo’Tormul of deep earth. 
   
  As the “hobgoblins” begin to carry and drive off the 
  females the centaurs arrive over the chalk hill in an 
  assault that “panics” the hobgoblins. One contingent of 
  centaurs leads the grateful women back to their camp for 
  safety, and another engages the hobgoblins who have 
  trapped the men within the fortress. The mock battle 
  ends, and during the third evening, the druids offer 
  supplications to the whole pantheon of druidic deities 
  that their wives and daughters might be returned to 
  them. 
  Encounter One: Death’s Ugly 
  Head 
  During the night between days two and three, a caravan 
  from Waybury in the Duchy of Ulek was camped four 
  miles south of the festival grounds. The caravan was 
  unrelated to the festival proceedings, and so stayed apart 
  and on their own. They were attacked by Gulwogg 
  Tomerspong, a human cleric of Wastri leading a group of 
  bullywugs, including Mesuggnug, a bullywug savant. 
  They were also accompanied by a Grigaur (see New 
  Monsters), a magical beast from the primordial past of 
  Oerth. Gulwogg has been encouraged to attack caravans 
  belonging to the Kirandal Trading House of Waybury for 
  the purpose of gaining information on their routes into 
  and through the Lortmils.  
  
  SHE6-05 Into the Unknown 
   
  Page 10 
   
  Gulwogg’s attack was successful, killing the entire 
  caravan guard and making off with an itinerary that listed 
  the location of House Kirandal’s secret entrance into the 
  Low Road of the Lortmils. 
   
  Two hours before sunset, at the close of the third day 
  of the festival, a youth named Venglis, the lone survivor 
  of the attack on the caravan, stumbles into the pavilion 
  where the majority of the PCs have gathered.  
   
  You unwind in the cool of your tents in the late 
  afternoon sun, relating your varied experiences of 
  the day; a dirt-smeared pained looking human youth 
  barges his way into your tent. He mumbles under 
  his breath, and upon seeing you, he cries out in 
  distress, “Please, you have to help me. It’s all my 
  fault!” 
   
  Venglis is a neophyte adventurer who was hired to 
  provide extra protection for a caravan. Venglis is 
  somewhat traumatized by the disaster of his first major 
  encounter. He relates information about the attack and 
  asks if the PCs would investigate. He is nervous about 
  asking for help, as Kirandal merchants are secretive about 
  their trade. 
   
  “Well, this all started in a tavern in Waybury, in 
  the Duchy, where I was sitting with little to do.  I 
  was hoping to find some work, if not adventure. I’d 
  met a few new people that day that seemed nice 
  enough. One was an elf wizard named Laeria, 
  another was a very friendly priestess of Heironeous 
  who called herself Sister Caritas, and there was a 
  tough looking half-orc named Tharg with a huge 
  axe, and a dwarf mercenary named Uzad. We were 
  approached by a half-elf in a green cloak with some 
  kind of pin. He said that we looked like we might be 
  interested in some work. Some of us spoke up and 
  said we were. Uzad just gave him a very odd look. He 
  said his name was Guridiel Lusk, and that there was 
  a caravan leaving tomorrow that needed guards for 
  its journey.  He offered us good pay, and we decided 
  it sounded pretty good. It was fairly long 
  commitment, but we didn’t really have anything 
  better to do, so it didn’t matter. 
   
  “After a few weeks of going hither and yon we 
  stopped to camp here. We pitched camp last night 
  and posted watches. I was asleep, but Uzad was on 
  watch, and his cry woke me up. We were under 
  attack by a bunch of hobgoblins, about a half-dozen. 
  It was the worst night of my life. Uzad hacked at 
  them, but couldn’t drop a single one. They were 
  really tough. He was the first to fall. I think Laeria 
  got one spell off, but that just drew attention to her, 
  and she got a spear right through her. I’m ashamed 
  to say, but I was quaking in my boots and was only 
  thinking of how I could get out of it. I scrambled for 
  some nearby bushes. I’m really surprised they didn’t 
  catch me in them because I was so exposed when I 
  broke for it. I guess I gave them the slip, because 
  they didn’t chase me down. The Sister they chased. I 
  heard her screaming as they did her in. She was a 
  ways off, I guess.” 
   
  Q: Why are you telling us this? 
   
  “I’m sorry. I shouldn’t be bothering you. I’m 
  just… this is so awful. I thought being an 
  adventurer would be exciting, but this is all so 
  horribly wrong! I have no clue what I’m going to say 
  to the House back in Waybury, and I just need some 
  help!” 
   
  Q: Did you have any trouble on the road? 
   
  “No sir. The job was pretty easy. We left 
  Waybury on the road, but pretty soon we came to the 
  Sheldomar and loaded onto a barge. We really didn’t 
  have any trouble. There was a handful of scruffy 
  looking guys who looked us over like they were 
  going to do something, but when they saw we were 
  guarding, they gave us a miss. The barge took us to 
  Jurnre, in the County. There we unloaded our cargo, 
  mostly stuff from places up north beyond the 
  Lortmils. We loaded up a bunch of stuff from the 
  County. I think Guridiel said it was stuff the druids 
  here had made special. There were a lot of funny 
  smelling herbs and such. Some big sacks of specially 
  blessed grain or something like that. Then we 
  headed north along the Kewl. Again, we didn’t have 
  any trouble.” 
   
  Q: Where were you headed? 
   
  “I don’t rightly know. I think it might have been 
  Veluna, though that’s a long way. Guridiel didn’t tell 
  us a whole lot about our itinerary saying it was 
  business information we didn’t need to have.” 
   
  Q: What do you want us to do? 
   
  “I… I don’t really know. Can you come look at 
  the caravan and see if there is anything you can do? 
  Maybe there’s a trail or something. I tried to look for 
  one, but I really don’t know what I’m doing. [To a 
  cleric] And can’t you guys, y’know, ask [deity] to 
  bring folks back” 
   
  Q: Can you pay us? 
   
  “You’re kidding? You’re not kidding. I’ll give you 
  all eighty hawks and the seven lions I keep in my 
  socks. Maybe the trading house will pay you 
  something if you can give them any information 
  about what happened with their caravan.” 
   
  Q: What did Uzad seem curious about? 
   
  “I’m not sure. Guridiel said something about 
  how we looked really suitable for this job and 
  something about how it’s always a good thing to 
  have a dwarf on guard. I thought he was just giving 
  him a compliment.” 
   
  Q: What was the pin he wore? 
  
  SHE6-05 Into the Unknown 
   
  Page 11 
   
  “Some gold ring with a diamond shape in the 
  center of it. He said he was with the Kirandal 
  Trading Company. They’re one of the big trading 
  houses in Waybury.” 
   
  Development: Assuming the PCs are willing to 
  assist, they can travel to the site of the attack four miles 
  south of the fortress. Retrieving female PCs or centaur 
  PCs from various separate camps is difficult, as that 
  violates the rite of the festival.  Unless the PCs state that 
  there is an emergency, a Bluff check is required to come 
  up with a satisfactory excuse for breaking with the 
  tradition of the festival. 
   
  Stating that there is an emergency is greeted with 
  alarm. The Master of Ceremonies or one of the Druid 
  circle is notified, the PCs are questioned about the nature 
  of the emergency, and whether the “Hue and Cry” should 
  be made to better capture the bandits.  
   
  The Hue and Cry means that a large contingent of 
  volunteers from the festival sweeps out into the 
  countryside looking for evidence of the attackers. This 
  actually makes locating animals for speak with animals 
  impossible, adds 20 to the DC of any tracks sought, and 
  won’t give any leads. 
   
  PCs may have questions for the druids or the Master 
  of Ceremonies either before or after they investigate the 
  scene. 
   
  Q: Are there any hobgoblin lairs nearby? 
   
  Nay. There are no hobgoblins in Ulek. The 
  hochjebli, jebli, euroz and what have you were all 
  driven out of the Lortmils over four score years ago. 
  Those that fled settled in the Pomarj, which is 
  leagues from here and well defended. 
   
  Q: Any abandoned hobgoblin lairs known in the 
  Lortmils we could check out? 
   
  I couldn’t encourage you to do that. Since the 
  Hateful Wars, the Duke and the Queen of Celene 
  have 
  declared 
  the 
  old 
  tunnels 
  underneath 
  forbidden; something about preserving the memory 
  of Queen Yolande’s departed consort. I’m not sure 
  what the penalty is, but we all keep well enough 
  away. It’s safer that way. 
   
  Q: Have there been any troubles? 
   
  Foolhardy adventurers sometimes tell tales of 
  haunting screams and eerie noises down there. Most 
  of them are probably bragging and haven’t been 
  there in truth. The only one I ever saw who I 
  thought had really broken the ban seemed 
  unwilling to talk about it. ‘Sides, he seemed rather 
  unhinged from whatever it was happened to him 
  down there. 
   
  Q: What about the gem mines? 
   
  Many of the gnomes have ancient claims on 
  those mines, so they got permission. The mines by 
  and large don’t connect up with the Low Road 
  anyhow. 
   
  Q: The Low Road? 
   
  The tunnels the jebli and euroz used in those 
  days were all connected up in a path sometimes 
  called “Grah Loruzak” or “The Low Road”. Legend 
  was the jebli could travel from all the way from the 
  Principality to Veluna and anywhere in-between 
  without ever seeing the light of day. Made ‘em hard 
  knobbers to clear out. But it got done anyhow. Had 
  to be: it was the only way to be sure. 
   
  Q: Why would hobgoblins come against this area 
  now? Any past history? 
   
  Even in the worst of times it was the Duchy 
  what bore the brunt of any attacks.  
   
  Q: Are hobgoblins known for taking trophies? 
   
  Since you mention it, no, that’s a bit of an 
  unusual thing. Hochjebli are quite disciplined. 
  There are a few that defile the dead like that, but by 
  and large they don’t. 
  Scene of the crime 
  If the PCs follow Venglis to the site of the attack, the 
  bodies of Guridiel, Laeria, Tharg, and Uzad can be located 
  easily.  
   
  Venglis’ account has prepared you for what you 
  see now: a bloody attack. The caravan wagon has 
  been overturned by panicked horses that seem to 
  have fled, leaving it behind. Large sacks of grain are 
  dumped about. Most intact, but a few gashes spill 
  fine grain on the dusty earth. Four bodies, 
  apparently those of Laeria, Tharg, Gurdriel, and 
  Uzad, lie bloody and still, with puncture wounds 
  through armor or robes. Uzad’s beard and skin of his 
  lower face has been cut off. Laeria and Gurdriel both 
  have their ears cut off, and Tharg’s eye-teeth have 
  been pulled out. 
   
  You hear hoof-beats in the woods to your left. 
   
  Creatures: Attending at the scene of the attack is a 
  curious centaur: 
  � Hloth “Shadowfoot”, male centaur Rgr3; 
  Survival +8. 
   
  Hloth has nothing to do with the attack, but he has 
  been scouting the area to pass the time during the 
  festival. He came upon the scene and has been looking 
  over the vista of death. 
   
  Hloth recalls the kindness of adventurers from 
  several decades ago (as recounted in the AD&D 
  adventure WG8 Fate of Istus), and is willing to converse. 
  He asks the PCs why they are investigating and is pleased 
  to hear any PCs who say they are trying to do what’s right 
  or to offer help freely. In response, he says he wants to 
  
  SHE6-05 Into the Unknown 
   
  Page 12 
  reward such selflessness by offering his favor at a later 
  date. He is a weaponsmith and can fashion large-sized 
  simple or martial weapons of masterwork quality for 
  those interested. PCs with lackluster or mercenary 
  responses to his questions do not gain his favor. 
   
  Hloth is willing to track for parties that lack a 
  tracker.  He can also help round up any missing horses. 
   
  Development: Inspection of the bodies also reveals 
  that their tongues have been cut out. A DC 20 Heal check 
  reveals that they have been killed by spear wounds and 
  then subsequently mutilated. A DC 30 check informs the 
  PCs that the spear wounds were made with a great deal of 
  force, seemingly by dull, poorly maintained weapons.  
   
  The attackers took the missing, mutilated parts as 
  souvenirs. A DC 20 Knowledge (religion) check confirms 
  that these mutilations do not seem to have any particular 
  ritual significance. A DC 15 Intelligence check suggests 
  that the mutilations are consistent with racial hatred, but 
  without any certain proof that that was the motive. 
   
  Sister Caritas’ body is some yards from the center of 
  the attack. Though her body has been pierced multiple 
  times by spear heads (DC 20 Heal check), her death was 
  caused by a coups-de-grace blow from a slashing weapon 
  that nearly severed her head (DC 25 Heal check). The 
  weapon was a glaive used by the cleric of Wastri, but 
  there is no way to tell that. Her tongue was not cut out. 
   
  The wagon has very slight residue of phosphorescent 
  fungus in hard to reach places. A DC 25+APL Search 
  check finds the fungus spores in lighted conditions. In 
  the dark, the check is DC 20+APL. 
   
  A DC 20 Knowledge (nature) check reveals that it is 
  phosphorescent fungus (otherwise, it simply seems to be 
  a dimly glowing purple substance). DC 25 reveals that it 
  is usually only found underground. DC 30 reveals that 
  this particular species is native to the tunnels of the 
  Lortmils. Add a +5 bonus to the check for 5 ranks of 
  Knowledge (dungeoneering). The same information 
  could be gained with Knowledge (dungeoneering) alone 
  but the DC is increased by 5 in each case. 
   
  Tracks of the attackers lead to and away from the 
  scene. They can be followed with a DC 13 Survival check 
  with the Track feat (or DC 16 if tracking after nightfall). 
  A tracker with favored enemy, humanoid (goblinoids) 
  will know that these are not goblinoids on a DC 25 
  Survival check with the Track feat. A tracker with favored 
  enemy, humanoid (aquatic) will know they are some kind 
  of heavy aquatic humanoids on a DC 25 Survival check 
  with the Track feat (the favored enemy bonus applies to 
  the check). 
   
  After a few miles, the trail stops for a bit, indicating 
  the quarry rested and milled about. An active search of 
  that area (DC 15) reveals a discarded case with documents 
  that belonged to the caravan master. Nothing seems 
  unusual about the documents except the last page of the 
  itinerary is missing.  
   
  Speak with dead: This spell can be used to speak to 
  Sister Caritas only. All others have had their tongues cut 
  out as well as the other mutilations. 
   
  Q: Who attacked you? 
   
  “Hobgoblins” (if a PC makes a DC 20 listen check 
  he discerns that she actually says “hop-goblins”). 
   
  Q: Where was the caravan going? 
   
  “The half-elf was going where he should fear to 
  tread.” 
   
  Speak with Animals: Golwogg Tomerspong has 
  already spoken with 90% of the animal witnesses in the 
  area and secured their silence in the matter. Roll 
  percentile dice for each animal asked after the first 
  (which is always one who agreed to Tomerspong’s 
  request), with a 90% probability that any animal queried 
  says that it didn’t see anything unusual. They reject offers 
  of food, if made, claiming to be feeling pretty full, since 
  they just ate. That constitutes a clue to the cleric’s 
  interference, and if an animal can be convinced to be 
  Helpful, instead of Indifferent (with a Wild Empathy 
  check), they admit they were bribed to keep quiet about 
  the attack. An animal can say it saw a bunch of big 
  goblins attack the caravan.  
   
  Frogs can be interrogated by the riverbank as well, 
  but they are Unfriendly to the idea of betraying 
  Golwogg’s secret. If made Helpful, they can declare that 
  they saw the hobgoblins take off their boots, string them 
  over their shoulders, dive into the river, and rapidly swim 
  away.  
   
  Raise dead/resurrection: Any of the guards is 
  willing to be raised, but have little additional information 
  to offer. Sister Caritas claims that though they looked like 
  hobgoblins, they all had an odd, hopping gait. 
   
  Guridiel Lusk is not willing to be raised or 
  resurrected. 
   
  The Druids: Any of the druids may be consulted for 
  casting of speak with animals (for free) or other divinations 
  (at standard cost). Speak with animals gives the druids the 
  maximum information above from Helpful animals and 
  frogs. None of the dead guards is willing to be 
  reincarnated. 
   
  The druids can also be consulted for information 
  about the phosphorescent fungus, if found. 
   
  If asked, Tiran Weaverman, as a druid from Jurnre, 
  can confirm that there was supposed to be a shipment of 
  blessed grains and herbs going out to be sold in Veluna.  
   
  Development: If the PCs don’t seem interested in 
  traveling to Waybury, Venglis seeks them out and asks 
  that they accompany him. Horses that were recovered are 
  Kirandal property and should be returned. As the last 
  living member of the guard, he is pretty sure he has some 
  kind of obligation for the safekeeping of House 
  Kirandal’s charge.  
  
  SHE6-05 Into the Unknown 
   
  Page 13 
   
  PCs with Knowledge (local—Sheldomar Valley) may 
  have advance knowledge of the city of Waybury and the 
  nature of life there. See the listing in Encounter Two 
  below for details. 
   
  Troubleshooting: If the PCs have discovered the 
  phosphorescent fungus and have knowledge that it 
  grows only in the Lortmils and also know that the 
  tunnels of the Lortmils are forbidden, they have an 
  advantage over Ruka Kirandal when they meet him in 
  Waybury. They can use this information to do Ruka a 
  favor by investigating the other caravan problems he’s 
  having and to locate the bullywug attackers. 
   
  If the PCs know none of this yet, sufficient clues to 
  Kirandal’s use of the Low Road are still forthcoming, 
  though Kirandal has the upper hand in negotiations, and 
  he’ll be doing them a favor in letting them investigate, 
  since they seem so interested. 
   
  PCs that refuse to help Venglis return what’s left of 
  the caravan to Waybury or insist on remaining for the 
  final days of the festival miss any encounter with the 
  bullywugs and fail to complete the adventure. 
   
  PCs may have unforeseen ways of discovering the 
  location of the bullywugs and doing something like 
  teleporting to them and attacking them. There shouldn’t 
  be enough to go on at this point for such a turn of events, 
  but if special circumstances dictate, clever PCs might be 
  able to pull it off. Let them face the combined might of 
  the two pads of bullywugs (Encounters Eight and Nine). 
  Maps and information in their possession can be used to 
  find the site of the dark powers in such a case, and the 
  adventure can continue. 
  Encounter Two: Waybury 
  With Venglis in tow, you set out northwest for 
  Waybury, in the Duchy of Ulek. Briefly stopping in 
  Kewlbanks on the border with the Duchy, you cross 
  the Kewl River and head across open country for a 
  few days. You reach the east banks of the Sheldomar 
  near the Keoish town of Linnoden, on the verge of 
  the Axewood. From there, you journey around the 
  wood for a day or so, and then head directly north 
  and soon arrive at Waybury. 
   
  Waybury is a small city but prosperous. Many 
  shops and homes have exceeded the old protective 
  wall, which is not in the best repair. The buildings 
  are finely built overall, though cruder structures 
  exist in places. Standing out from the commercial 
  buildings are a large tower of marble decorated with 
  avian motifs and a stone colonnade set amongst 
  spreading trees and floral gardens. 
   
  Venglis is relieved to be back in familiar 
  surroundings, though apprehensive about meeting 
  with his employers. He seems to be in no rush. The 
  business place of House Kirandal is easy to locate, 
  but unique and interesting sights beckon, as do 
  lively taverns and exquisite shops. 
   
  PCs can go directly to meet with House Kirandal, or 
  they may decide to investigate the town first. The marble 
  tower is a temple to Phaulkon, the Suel god of the sky 
  and avians. The colonnade is a sacred site to followers of 
  Corellon Larethian.  
   
  General information may be known about Waybury 
  with a Knowledge (local—Sheldomar Valley) check. For 
  additional details about the city of Waybury, see DMs Aid 
  #1.  
  Knowledge (local—Sheldomar Valley) 
   
  DC 10: Waybury is a town dominated by half-elves 
  in the Duchy of Ulek. Many trading Houses have their 
  base of operations in Waybury; among the most famous 
  are the Siandelin, Kirandal, and Galdridien, each in the 
  hands of half-elves. 
   
  DC 15: The three famous houses are operated from 
  the family of three elven brothers who married several 
  human women in succession. Their half-elf children 
  control the operations. Other trading houses, such as 
  Mezzia (a human concern) and Guffin Enterprises are 
  known. 
   
  DC 20: The three brothers are from Celene 
  originally, and their houses are middlemen for much 
  trade between Celene and the Sheldomar. Waybury 
  trading houses have a reputation for a wide-reaching 
  trade network, secure dealing in high quality goods, and 
  speedy delivery. Pay to caravan workers is considered 
  competitive. 
   
  DC 25: Waybury has an unusually independent town 
  charter from the Duke, allowing it a great deal of 
  independence and freedom to craft its own business 
  code. 
   
  DC 28: Main opponents of Waybury’s commercial 
  and political power are the Teamster’s Guild of Keoland 
  and some Velunese trading factions. 
   
  DC 30: Various complaints and rumors of unfair 
  business practices, greed, and violations of guild policies 
  are sometimes heard against Waybury-based trading 
  houses.  
  Gathering information in Waybury  
  PCs might decide to canvass the town, interviewing 
  merchants and caravan guards or swapping tales in local 
  taverns. They can gain general information about the 
  nature of trade and political ramifications of trade in the 
  Ulek states, as well as specific information about House 
  Kirandal. 
  Gather Information (general Waybury rumors) 
   
  DC 10: The Trade Council seeks new trade routes, 
  even proposing cutting a road through the Suss forest. 
  That will be strong competition to local merchants. 
  
  SHE6-05 Into the Unknown 
   
  Page 14 
   
  DC 12: You should visit the temple of Kord 
  sometime. They have the head of the red dragon 
  Zaddridur hanging in their Hall of Heroes. Seeing it is 
  good luck for adventurers! 
   
  DC 15: Keoish merchants are offering strong 
  support to the Trade Council’s efforts. 
   
  DC 20: The Trade Council seeks new routes in 
  desperate competition with the Houses of Waybury, who 
  have a strong share of northern and Celenese trade. I’m 
  dubious about what they hope to achieve in trading with 
  the Wild Coast though: yellow sails [the rumors of the 
  Slavers’ return] are bad for business.  
   
  DC 25: House Siandelin has made a good faith effort 
  to come to agreement with the Trade Council, but the 
  other Houses prefer to keep their own council. 
   
  DC 27: The Duke’s coffers run low from the costs of 
  supporting the Principality in the long battle against the 
  Pomarj. Rumor has it that he’d like to find a way to lay 
  more taxes against the traders of Waybury. 
   
  DC 30: The Aarakocra have visited the Aerie of 
  Phaulkon twice in the last year. It is an ill omen, and I 
  hope the Stormspirit’s prayers are heard. 
   
  With a DC 15 Knowledge (local) check, the PCs 
  know that Aarakocra are winged bird-folk who have lived 
  in the peaks of the Lortmils for centuries. 
  Gather Information (House Kirandal rumors) 
   
  DC 10: “Everyone knows Kirandal is really 
  successful at getting contracts. Those merchants would 
  sell their own mothers if they thought it would gain 
  them a bellflower. I hear that they follow the golden rule: 
  they got the gold, so they make the rules. Pretty unfair to 
  regular folks who are just trying to make ends meet.” 
   
  DC 12: “Some historians have made study of the 
  house a specialty. For a fee, they can be consulted for 
  detailed questions.” 
   
  DC 15: “Of late they’ve been underbidding all the 
  other traders sending shipments to Celene, Veluna, or 
  other points north and west. I’m not sure how they do it. 
  Those are expensive routes. Must be a special elven deal.“ 
    
  DC 18: “The rumors you may have heard elsewhere 
  about the questionable business practices of the House 
  are unfounded and are promoted mainly by jealousy of 
  other merchants who are not as successful.” 
   
  DC 20: “The dominance of Kirandal in trade with 
  Celene is not a function of their elven heritage, but is 
  simply historical. They’ve been able to deliver goods to 
  Celene more reliably and faster than any other house and 
  have maintained that advantage. It could be challenged 
  were anyone swifter than they.” 
   
  DC 25: “The sages that have made a study of trading 
  houses a specialty often have a close relationship with the 
  House that they would not want to jeopardize.” 
  Specific Research 
  PCs may wish to seek out historians or sages who study 
  the history of trade in the Sheldomar Valley. A sage will 
  charge 20 gp per APL and will take one day to provide an 
  answer to questions. 
   
  If the PCs act like authority figures investigating the 
  House for potential wrongdoing, any sage they try to get 
  information from will only tell them generalities about 
  Kirandal, speaking of their success as a business, soap-
  operatic details of the marital interrelationships between 
  the families, etc. See DMs Aid #1 for historical details 
  about Waybury that may be of use in improvising such 
  information. 
   
  If PCs are more reserved in their approach to the 
  sages, acting as if they are merely curious about business 
  success, the sages reveal: 
  • 
  In the last several years, House Kirandal has become 
  much more successful in outbidding other houses 
  and in delivering goods speedily.  
  • 
  All houses use magic transport for clients who are 
  willing to pay the high rates, but those are very rare. 
  Most make due with what caravans provide.                  
  • 
  Trade with Celene can be a dicey proposition. Elven 
  xenophobia and distrust of humans and distaste for 
  half-elves mean that contracts are short-lived. 
  • 
  Trade with Celene is more difficult because of 
  limited trade routes through the Lortmils. 
  • 
  Trade with Veluna is very limited. Aside from going 
  through middlemen in Bissel and Gran March, the 
  main route is the narrow Silver Path that leads north 
  of Waybury to the city of Devarnish. Only 
  specialized trade is carried on through the Silver 
  Path, as it’s too difficult for larger caravans.  
  • 
  Twelve years ago, the three houses almost reached an 
  agreement to expand the silver path, but labor and 
  cost was considered too prohibitive. Kirandal spoke 
  most strongly against the endeavor. 
  • 
  Kirandal has been in third place in terms of 
  commercial success. But in the last ten years they 
  have much more successful, particularly with 
  regards to trade with Veluna. They’ve been providing 
  general trade to Veluna. How they are surmounting 
  the obstacles of the Lortmils is unclear 
  If asked whether the house is using the Low Road or a 
  form of underground travel, the sage agrees that that is 
  the most reasonable hypothesis, though if that were the 
  case, it would cause difficulty with their business with 
  Celene, who enforce a ban on the use of the Low Road in 
  the name of Queen Yolande’s slain consort. Before the 
  Low Road was closed off, it was used for trade, and the 
  Silver Path was blazed as a less than adequate alternative 
  when the Low Road was made unusable. 
  
  SHE6-05 Into the Unknown 
   
  Page 15 
   
  Aerie of Phaulkon: The rumor of the Aarakocra’s 
  visiting of the Aerie may lead some parties to inquire 
  there. The cleric in charge is Maven. The Aarakocra are 
  ordinarily annual visitors to the Aerie, bringing news and 
  omens of Phaulkon. (One of their number is a 
  Contemplative of Phaulkon). Their arrival two months 
  ago was unheralded, and they delivered the following 
  omen: 
   
  Iaa! Iaaa! In the silent house the ancient dead 
  lies dreaming. The keeper is kept by the hidden 
  masters! 
   
  At the roots of the Oerth the Forge of Faith is 
  sought. A dark genesis recurs, and false faith forges 
  true. 
  Finding enemies of Kirandal?  
  The PCs may make a determined effort to seek out those 
  who are enemies of House Kirandal to see what they have 
  to say. Enemies do exist. A DC 20 Gather Information 
  check can inform PCs of which unsavory characters to 
  seek out. A payment of a 20 gp per APL bribe will loosen 
  their tongues. Asking amongst the underworld reveals 
  the following: 
  • 
  Kirandal has been much more successful in the last 
  ten years than they ever were before. It’s not known 
  how that is. 
  • 
  Their caravan masters are a rigorously businesslike 
  bunch, and they hire people who keep quiet about 
  their dealings.  
  • 
  There have been recent ”incidents” with some 
  caravans that have loosened tongues to a greater 
  degree. With fear both of violating Kirandal’s oaths 
  and of the business methods, some admit that the 
  House is using ”unorthodox” means for speeding 
  shipments. Everybody denies its any kind of dark 
  magic, or any magic at all. 
  • 
  Certain parties would be interested in learning the 
  nature of their methods and would pay for 
  information regarding this. 
  The Traveling Wayburys 
  PCs should seek to meet with one of the Masters of the 
  House Kirandal Trade guild. A human servant greets 
  them in a receiving area and asks their business.  
  � Endeah, female human Com5. Sense Motive +5.  
   
  Appearance: Attractive, with very faint elven features. 
  She wears a plain dress with a floral design buttoned up 
  to the collar, but her arms are bare. 
   
  Virtually any mention of interesting business (as 
  well as the truth) is enough to gain access to Ruka 
  Kirandal, the master of the trading house. 
  � Ruka Kirandal, male half-elf Exp12/Wiz2. Bluff 
  +23, Diplomacy +25, Sense Motive +10. 
   
  Appearance: a half elf with light blond hair, worn 
  short, with a thin beard. His ears are very human in 
  appearance. 
   
  Character: He is keen to set any anxious PCs at ease, 
  and is expert at deflecting criticism or prying questions, 
  often using business jargon to mask fuller answers to 
  questions put to him. 
   
  Ruka Kirandal can inform the PCs that there have 
  been other caravans that seem to have been lost lately. 
  Sometimes this happens, but it is unusual, and in light of 
  the attack the PCs mention to him, he thinks it’s worth 
  investigating the other caravans. He waits for them to ask 
  for permission to investigate and requires them to 
  contract themselves to House Kirandal. Under the 
  contract, he offers payment of 25 gp × APL to each PC 
  initially, but he can be bargained with to increase the pay 
  by 50% (if made Friendly) or 100% (if made Helpful). All 
  PCs may assist on the Diplomacy check. His initial 
  attitude towards any additional payment is Hostile, 
  though he hides it well (Sense Motive opposed by his 
  Bluff check). 
   
  Depending on the success of their investigations, the 
  PCs may have no particular reason to accuse Kirandal of 
  deception or of the House’s violation of the ban on the 
  use of the Low Road. Whether they have reason for 
  suspicion or not, a Spot check (DC 20 + APL) reveals that 
  on his desk are papers that speak of a “confidential 
  business plan.” The contents of the plan are not visible, 
  only the title peeking out from a stack of papers. 
  Succeeding on a Sleight-of-hand check opposed by the 
  Spot of Ruka Kirandal (taking ten = DC 13) allows the PC 
  to gain the plan from the stack of papers. The plan 
  provides specific evidence that House Kirandal is using 
  the Low Road, in known violation of the ban from the 
  Duke, for the purpose of faster routes to locations on the 
  far sides of the Lortmils. Presenting such evidence angers 
  Ruka, but also pleases him as a demonstration of the PCs’ 
  quick wits. 
   
  Some possible questions and answers are provided 
  below: 
   
  Q: One of your caravans has been attacked. 
   
  “Corellon’s bow! Was anyone hurt?” 
   
  Q: All of the guard was killed except Venglis here, 
  and he asked us to look into it for him. 
   
  “Excellent active thinking from him. What have 
  you 
  discovered? 
  Have 
  you 
  apprehended 
  the 
  bandits?” 
   
  Q: We recovered the caravan documents, but the last 
  page of the itinerary was missing. Why? 
   
  “I am so appreciative that you took the care to 
  recover the paperwork! That will save us a good deal 
  
  SHE6-05 Into the Unknown 
   
  Page 16 
  of coin and effort. Well done. I hope you’ll 
  understand that trade can be a competitive pursuit, 
  and information can give an unfair advantage to 
  competitors. I can’t really speak as to why such 
  information might be missing with those who are 
  not part of our mercantile family, or oath-sworn for 
  privacy of trade. I do ask that you would turn over 
  the Kirandal property you recovered with my hearty 
  thanks!” 
   
  Q: We found traces of phosphorescent fungus on the 
  wagon from your caravan, but we don’t know how it got 
  there. 
   
  “Well, isn’t that an odd thing. I’m certainly no 
  expert on fungus. Is there any more you can tell me? 
  Because I’m rather stumped.” 
   
  Q: The fungus only grows underground in the 
  tunnels of the Lortmils. You’ve been taking your caravans 
  through there, haven’t you? 
   
  “What business is it of yours?” 
   
  Q: Do you have trouble with any of the other 
  houses? 
   
  “There’s plenty of trade to go around. As the 
  priests of Xerbo can tell you, a rising tide lifts all 
  boats. We also each have our specialties, so we’re not 
  all competing in the same markets.” 
   
  Q: Have there been any other problems with 
  caravans? 
   
  “There are always challenges here and there. But 
  by and large, no. Almost everything is operating at 
  peak efficiency.” 
   
  Q: Almost? 
   
  “Well, a few contracts are behind schedule. 
  Nothing to worry about, as we leave some margin 
  within which profitability can be contained.” 
   
  Q: Which ones? 
   
  “There is a caravan overdue from Geoff. A barge 
  due in from Gradsul yesterday.  And a caravan left 
  for Gran March and the last way station has not 
  reported its arrival yet. Do you think something 
  untoward has occurred?” 
   
  Q: We’d like to investigate those caravans. 
   
  “I wouldn’t have worried about them, but what 
  you tell me and my instincts say to me that you 
  probably should. I’m going to have to say that our 
  policy about our business privacy means that I can 
  only allow you to investigate if you are oath-sworn 
  for privacy of trade.”  
   
  Q: What does that mean? 
   
  “It’s a simple matter. You take an oath (either by 
  the gods or upon your lives, if you are not one to 
  worship the gods) that you will not disclose any 
  information regarding Kirandal contracts, clients, 
  supervisors, or employees to any person without 
  explicit scribed authority from the Masters of the 
  House. You will be considered Oath-sworn Servants 
  of the House until you report your investigations 
  are 
  complete, 
  or 
  within 
  twenty-eight 
  days, 
  whichever comes first. I can then share with you 
  some information about the caravans. You will also 
  be paid for your services. Endeah can prepare 
  oathscripts for you if you wish to do so.” 
   
  Development: The written oaths contained in the 
  scripts have no “catch,” but they do swear the PCs to 
  silence concerning Kirandal business matters, including 
  their undisclosed use of the Low Road. See the 
  Conclusion for information about sanctions for violating 
  the oaths. It takes a DC 15 Intelligence or Profession 
  (law) check to understand the specifics of the sanctions 
  and DC 10 Intelligence check to understand that there is 
  a monetary penalty. With a mere DC 5 Intelligence 
  check, a PC knows that “bad things will happen”. 
   
  Assuming the PCs agree or ask to investigate the 
  missing caravans and swear the oaths, Ruka provides the 
  following information about each problem caravan: 
  Geoff caravan 
  • 
  Elven guards, half-elven master Palermo. Left Niole 
  Dra seven days ago and should have arrived in Jurnre 
  already. 
  • 
  The cargo was giant-made goods for a buyer in the 
  Principality of Ulek, as well as goods for an elven 
  buyer in the Silverwood, in the village of Isehladuin 
  (see Map #2). 
  • 
  It took a route through the Silverwood after leaving 
  Niole Dra. The goods for the elven buyer were 
  delivered to Isehladuin, but it never reached 
  Azhuida, an elven village near the southern tip of the 
  Silverwood. 
  • 
  Ruka recommends traveling the path between the 
  Isehladuin and Azhuida and searching.  
  Gradsul Riverboat 
  • 
  Half-elven master Quenya. 6 human guards.  
  • 
  The caravan should have disembarked from the boat 
  in Niole Dra and continued on the road from there. 
  But there has been no sign of it in Niole Dra yet. 
  • 
  Its cargo was spices from the Amedio jungle, sent by 
  Gradsul merchants. The shipment was bound for 
  Veluna after leaving Niole Dra. 
  • 
  The only large community along that stretch of the 
  Sheldomar is Segor, in Keoland. If trolling a 
  hundred miles of river seems too onerous, perhaps 
  inquiries there will provide leads. 
  Gran March caravan 
  
  SHE6-05 Into the Unknown 
   
  Page 17 
  • 
  Protected by a strong guard. Half-elven master 
  Koriandel. One dwarf guard, four humans. 
  • 
  The cargo is Heironean blessed military items to be 
  delivered to Cathedral Valorous in Hookhill. None 
  possessed any magical property, but the items are 
  sacred nonetheless. 
  • 
  The caravan was en route north to Traziada, a town 
  near the source of the Lort River in Gran March. It 
  has not arrived, and so it is somewhere along that 
  short path. 
   
  PCs using magic such as divination to get a clue about 
  where to start receive the following advice from their 
  deity: 
   
  “Let the elven dead bury their own dead.” 
  Encounter Three: Caravanarama 
  Elven caravan from Geoff  
  This caravan was not actually attacked by the bullywugs, 
  but was lost to disease. This is a red herring.  
   
  Under the eaves of the Silverwood, not far from 
  the banks of the Sheldomar river, the peaceful 
  village of Isehladuin rests nestled among sweet 
  smelling eucalyptus trees and usks. Inquiries in the 
  town reveal nothing out of the ordinary, and you are 
  told that the elven merchants set out for Ahzhuida 
  with no difficulty. 
   
  By asking at various inns along the route, the PCs 
  can narrow down the place where the caravan was lost. A 
  DC 18 Survival check using the Track feat locates a brief 
  detour the caravan took to forage for food. (This assumes 
  this caravan is searched for first. The DC of the check 
  increases by one for each day of delay.) 
   
  The elven guard of this caravan went off trail in the 
  Silverwood to engage in hunting brought down a deer 
  that carried a dormant form of a disease that was plaguing 
  both the trees and the elves of the Silverwood in CY 590 
  (See Living Greyhawk Gazetteer, p. 119). Since that year, the 
  disease was thought to have burnt itself out, but instead it 
  mutated into a dormant form within some of the wildlife 
  of the forest. (Elven natives of the Silverwood that 
  remained developed immunity to the disease.) 
   
  In its new elf hosts, the disease has recaptured its 
  virulence, and is a threat to any elves or half-elves in the 
  party: 
   
  Silverwood Sleeping Sickness: Contact, DC 24 
  Fortitude (elf blood only), Incubation 1 day, Damage: 
  Sleep + 1d4 Con.  
   
  After the first day, any elf-blooded PC who 
  succumbs falls asleep and can only be awakened for an 
  hour at a time with a DC 20 Heal check, which does not 
  otherwise heal the disease or prevent damage. Within an 
  hour of this sleep starting, his skin becomes brownish-
  orange and flaky (resembling autumn leaves), and a fever 
  begins. Remove disease heals anyone afflicted with this 
  disease. 
   
  Any elven-blooded PC coming within 10 feet of one 
  of the diseased bodies must make a Fortitude save, as the 
  sloughed-off flaky skin particles swirl easily in the light 
  breezes. 
  Boat from Gradsul 
  With the prompt provided by Ruka that there may be 
  information in Segor, the PCs can make inquiries in that 
  town. In fact, the bullywugs attacked the boat very near 
  Segor, and a full investigation in Segor can provide the 
  PCs the following information: 
  • 
  The raiders are capable of making attacks from water. 
  • 
  Kirandal Trading House inexplicably equips their 
  river boats with equipment for underground 
  exploration. 
  • 
  Kirandal Trading House has need of the services of 
  specialists in dungeoneering. 
   
  The PCs travel along the banks of the Sheldomar 
  River to Segor, an ancient town laid out like spokes on a 
  wheel, centered on the Iron Court, judicial seat of the 
  now County of Linth. Segor once held about 5000 souls, 
  but Linth is a land recently fraught with a cursed blight 
  recovering from a genocidal conflict against the Keogh 
  Oeridians who lived there. In the past several months the 
  town was almost completely depopulated due to an 
  evacuation, but a few brave or foolhardy citizens have 
  recently returned. The current population stands at about 
  315, comprising Knights of the Watch, Count Averyn 
  Linth’s entourage, and some of the dregs of society. 
  Tensions are high as the Knights try to keep the peace 
  while under considerable suspicion. 
   
  As the PCs approach Segor, read or paraphrase the 
  following boxed text. 
   
  You notice Segor from miles away, for the 
  unique feature of the town is a tall obelisk of 
  polished black stone. When the rest of the town 
  comes into view, you see that it is almost deserted. 
  Homes and shops are boarded up, windows broken 
  in places, and dust swirls in the streets. The town is 
  laid out like spokes on a wheel, centered on an 
  impressive courthouse, where some activity is 
  noticeable. 
    
  PCs may wish to find townsfolk in the abandoned 
  parts of the town, meet with the Knights of the Watch 
  who are posted at the courthouse, or head to the 
  intriguing obelisk. Details on what may be found there 
  follow: 
   
  Segor (large town): Conventional (LG); 300 gp limit; 
  Assets: 4650 (46,000 gp held by the Count); Population 
  
  SHE6-05 Into the Unknown 
   
  Page 18 
  315; Demographic category (Suel 50%, Keogh Oeridian 
  15%, Other Human 20%, High Elf 10%,. Gnome 5%) 
   
  Authority Figure: Averyn Linth, male, human 
  (Suel), Pal 2, (Count). 
   
  Important Characters: Watcher Borland, Pelagic 
  Wolf, male, human (Suel-Oeridian), Knt7, Captain of the 
  Knights of the Watch. 
   
  Wretched 
  townsfolk: 
  Rumors 
  among 
  the 
  townsfolk that several bodies washed up on the banks 
  recently are easy to obtain with a DC 10 Gather 
  Information check (don’t forget to penalize PCs who live 
  at higher than Adventurer’s Standard upkeep when 
  interacting with such wretched people) but no further 
  details are forthcoming. They are receptive to offers of 
  food or assistance, however. 
   
  The Courthouse: Whereas in times past, business 
  in Segor was slow going because of bureaucratic inertia, 
  now, with depopulation, timely assistance is almost 
  impossible. Asking among Count Averyn’s people is 
  fruitless, as none of them consider the matter of any 
  significance and are much too busy distributing food to 
  the needy of the city. The Knights of the Watch are not 
  much more help. If asked by a fellow Knight, by 
  spending an influence point with the Knights of the 
  Watch or with a DC 30 Gather Information check they 
  will direct the PCs to seek Watcher Hogarth, 
  Perspicacious Kraken, who is usually stationed at the Eye 
  of Segor. PCs may think to ask there on their own as well. 
   
  The Obelisk: A unique feature of Segor is a tall 
  obelisk of polished black stone. This is the Eye of Segor – 
  at seven stories, it is by far the tallest nonmagical 
  structure in the Kingdom of Keoland. A DC 20 
  Knowledge (local—Sheldomar Valley or architecture and 
  engineering) check informs the PCs that it was 
  constructed shortly after the Act of Segor was signed 
  (founding the Earldom in –235 CY), and was designed to 
  allow Keoish troops (and later, Knights of the Watch) to 
  monitor river traffic and look for troop movements 
  within the Duchy of Ulek. A DC 25 Knowledge (history) 
  or Bardic Lore check recalls that in legend, the Eye is 
  sometimes said to be 14 or more stories tall, dwarfing 
  even the Silent Tower. Another legend tells that a 
  gnomish architect is responsible for the discrepancy in 
  height, as he built it 15 stories tall in gnomish 
  proportions. 
   
  Hogarth is one of the old Honor Guard assigned to 
  the Eye. An old knight of sixty years and much 
  experience, he was expelled during the recent conflict 
  but has returned. Hogarth witnessed the attack on the 
  trade vessel from his post at the Eye. It was a night 
  without much moonlight, but he saw distant red lights 
  on the river northwest of Segor, which moved smoothly, 
  then erratically, and then dimmed. The next morning he 
  searched downstream and discovered the bodies of five 
  humans, one half-elf, and a headless gnome, along with 
  wreckage of their vessel. He gave them a quick burial, but 
  investigated no further as the needs of Segor and Linth 
  were more pressing. 
   
  The bodies may be exhumed, but doing so provides 
  no further information aside from confirming that the 
  guards were attacked in keeping with the other attacks. 
  The gnome (Gleedle Kukajumajia) was beheaded, and 
  Gulwogg Tomerspong kept the head as a trophy. The 
  gnome bears on his right arm a tattoo of a crossed 
  hammer and pickaxe and words underneath that read (in 
  gnomish) “Barundar’s Bandicoots.”  
   
  A DC 20 Knowledge (local—Sheldomar Valley or 
  dungeoneering), DC 12 Profession (miner), or a DC 20 
  Bardic Lore check identify Barundar’s Bandicoots as 
  highly sought-after experts in mining and tunneling who 
  hail from the Old Hills. Give a +2 to the DC for any of 
  these checks if the PC is a gnome. Asking any gnome 
  townsfolk (there are fifteen here currently, all of whom 
  are barely scraping by) also yields this information. Since 
  the head is missing, the gnome cannot be raised from the 
  dead, though he could be resurrected. Barundar’s 
  Bandicoots are very pleased if his head and body can be 
  returned to them.  
   
  Watcher Hogarth can direct PCs to the location 
  where the bodies were found, but this provides no 
  further information. The capsized vessel potions that did 
  not float away downstream were scavenged by local folk. 
  Anyone able to investigate under the water can locate a 
  trail of various debris (including items like picks, 
  hammers, and jars of lamp oil), that have been strewn 
  downstream from the attack site. The trail can be 
  followed with a DC 40 Survival check using the Track 
  feat. 
   
  The trail leads to the location of the attack and 
  capsizing of the vessel. At this point any PC can note a 
  glowing red object on the bottom of the Sheldomar River 
  (no Spot check required). It is a glass jar filled with 
  unguent of timelessness and containing fire beetle glands. 
  The glands can be removed from the unguent, and the 
  quantity of unguent can provide six applications 
  (sufficient for 48 medium-sized creatures).  
   
  Watcher Hogarth can also identify the point of the 
  attack to the PCs, and anyone searching under the water 
  at that point finds the fire beetle glands.  
  Human Caravan to Gran March 
  This is the last caravan that the bullywugs have attacked. 
   
  Full research here can give the PCs the following 
  information: 
  • 
  Gulwogg Tomerspong is a human spellcaster, 
  probably a divine spellcaster. 
  • 
  Kirandal Trading House does business with the 
  Seekers. 
  • 
  The raiders are searching for something specific. 
  
  SHE6-05 Into the Unknown 
   
  Page 19 
   
  This set of wagons was carrying Heironean religious 
  and military items, uncovered by Seekers from the City 
  of Greyhawk from a secret tomb in the Shield Lands. 
  Ordinarily, many caravans leaving Waybury head due 
  east for Lortenford, just over the Lort River in Gran 
  March. But House Kirandal has had difficulty with the 
  powers that be in Lortenford, and so are traveling a less-
  used northerly path along the swift-flowing and rocky 
  Lort River to Traziada. From there, the route was 
  expected to go to Proman, and then to Buxton’s Crossing 
  and Hookhill. 
   
  The caravan was attacked by Gulwogg’s bullywugs 
  while encamped ten miles north of the joining of the 
  Lort and Sheldomar rivers. The remains of the caravan 
  wagons are pulled up in a camp about 1 mile from the 
  river itself.  
   
  The guard and master are all dead. The other bodies 
  are undisturbed, but the dwarf seems to have had its 
  belongings thoroughly searched (boots are off, pouches 
  slit, and so forth). The dwarf’s tongue was cut out, 
  preventing speak with dead.  
   
  The dwarf had direct knowledge of the location of 
  the House Kirandal entrance to the Low Road. He 
  possessed directions and a passkey to get past a secret 
  entrance. Gulwogg has taken both of these items and is 
  now progressing into the Lortmils as the PCs investigate. 
  The goods the caravan carried remain. Each is 
  carefully packed in a special crate with good padding. 
  • 
  A text called “Analects of the Order of the Purple 
  Plume” bound in gold and blue dragon skin and a 
  faintly glowing lightning bolt on the cover. It 
  contains instructions for the creation of a Helm of 
  the Purple Plume, which will inspire heroism when 
  confronted with fear magic. 
  • 
  7 gold aspergillums (holy water sprinklers). 
  • 
  Platinum font with 7 aquamarines. 
  • 
  14 vestments of ancient design. 
  • 
  13 masterwork battle axes with lightning bolt motifs. 
  • 
  Large altar cloth of gold, white linen, and blue wool. 
  The caravan documentation was opened, and a few 
  key pieces of information were taken. Left behind is a 
  note describing the seller of the goods: Makrasian of the 
  Seekers of Greyhawk. One part of the note reads:  
   
  “With our new routes being solidified, we 
  should be able to meet the Seeker’s conditions for 
  other specialty items. We might make him an offer 
  to help with one of our new expeditionary trade 
  missions.” 
   
  A Bardic Lore or Knowledge (local—Sheldomar 
  Valley or Core) check (DC 20) identifies the Seekers as an 
  organization of treasure hunters who do not respect any 
  authority limiting their explorations and are considered 
  criminals in Keoland and other parts of the Sheldomar 
  Valley because of their trafficking in forbidden magics. 
  Any Silent One PC also knows of the Seekers’ reputation.  
   
  Tracks from the scene of the attack lead back 
  towards the river, as with the first caravan attack. On the 
  Gran March side of the riverbank, a single trail can be 
  discovered of a solitary booted humanoid traveling both 
  directions toward and away from the river. If this trail is 
  followed, (three DC 22 Survival checks using the Track 
  feat), it eventually joins the road leading to the town of 
  Lortenford in Gran March. The PCs can make inquiries 
  in Lortenford about strangers or unusual visitors. A DC 
  25 Gather Information check loosens the tongue of one 
  innkeeper to describe one of his more unpleasant guests. 
   
  “Aye, there was a fella in here a few weeks ago. 
  I’ve seen him around a bit in the last few months. 
  Usually a quiet sort. Always orders a peat whiskey. I 
  wouldn’t have thought much of him, except I think 
  he’s been spending time with one of my girls, 
  Linaea. I dunno what she sees in him. 
   
  Oh, and there was that one fight he had with 
  Jazarks Rumnaheim. He can tell you about that. Says 
  the fella put a hex on him. Jazarks is the dwarf over 
  there. 
   
  Gulwogg stayed briefly in Lortenford for purposes of 
  carousing with Linaea, a barmaid that he is in love with. 
  The barmaid knows him as “Gul” and returns his 
  affections, though she is unaware of his Wastrian views.  
   
  Jazarks Rumnaheim doesn’t know Gulwogg by 
  name, but recalls his encounter. He had been drinking 
  heavily and knocked over Gulwogg’s peat whiskey by 
  accident. The dwarf relates that the knave worked some 
  hex on him that nearly shattered his eardrums with a 
  loud sound and left him unable to act for a few seconds. 
  The dwarf says he’s been hit with those spells before, as 
  an adventurer, and usually they don’t hurt too much, but 
  this one shook him in his bones in an odd and painful 
  way. Gulwogg took off after that incident, and the dwarf 
  decided to let it drop. 
   
  If asked if Gulwogg presented a holy symbol, Jazarks 
  answers yea, but says that he was too drunk to remember 
  much about it, except it was some gray stone thing, 
  maybe some kind of animal. 
  Encounter Four: Return to 
  Waybury 
  If confronted with the information that the house is 
  involved in the explorations of the Low Road, the caravan 
  master can be brought around to admitting that the 
  Kirandal trading house has something to hide about 
  travel underground.  When he admits this,  he asks for 
  the PCs help in investigating and stopping the threat to 
  his caravans. 
  
  SHE6-05 Into the Unknown 
   
  Page 20 
   
  If additional payment is requested, he offers a small 
  stipend of 10gp × APL and the favor of the company, 
  mentioning their marketing contacts for magic items.  
   
  He provides them with information on the Low 
  Road and maps of their latest explorations of the tunnels. 
   
  If the PCs have gained no real information through 
  their investigations, the same incriminating papers 
  remain on Ruka’s desk on their second meeting, but the 
  Spot check this time is only 10+APL. 
   
  The primary entrance to the Low Road is in an old 
  dwarven mine in Mount Cruzjul 90 miles due north of 
  Waybury. The mine was guarded by two gnome males, 
  two gnome females, a dwarf male and a half-elf female, all 
  of whom have been killed by Gulwogg’s bullywugs. A 
  well-maintained path to the mine entrance allows 
  caravans access inside, and a large well-functioning 
  elevator platform lowers them to a deeper tunnel, where 
  they must use a stone passkey to get through a secret 
  door. 
   
  You travel a well-maintained path up a gentle 
  foothill of Mount Cruzjul to a mine entrance. 
  Inside, the stench of death assaults you. Four 
  breastplated gnomes, a heavily armored dwarf, and a 
  thin half-elven woman lie defeated and dead on the 
  cold stone of the mine entrance. 
   
  Beyond the secret entrance, the tunnels of the 
  Lortmils branch and recombine in all kinds of directions. 
  Soon a main tunnel bearing northeasterly is found, and 
  this is the main artery of the Low Road. 
  Encounter Five: Taking the Low 
  Road 
  The oppressive weight of tons of stone overhead and 
  the pitch blackness of the deep tunnels below the 
  Lortmils are the meat and bread of doughty 
  adventurers. Tunnels twist and turn, widen and 
  narrow, and vault beyond the limit of vision or come 
  perilously low overhead. 
   
  In the dark underground the rhythms of surface 
  life shift uncomfortably from the natural ones. You 
  march, camp, and eat a meal, but the sense of normal 
  life and time becomes elusive in the sunless lands of 
  the Low Road. 
   
  PCs are likely to encounter four types of tunnels in 
  the Low Road. What counts as the Low Road itself is a 
  vast tunnel, 80 to 120 feet in diameter, traveling almost 
  the whole length of the Lortmils like a backbone. It is 
  very easy to travel, though there are stalactites and 
  stalagmites providing places for creatures to lurk (see 
  below). Streams of water cross it or drain down the walls 
  into shallow pools every 20 miles or so. There are 
  branches off the Road in many places, in the form of 
  primary, secondary, and tertiary tunnels, as well as worm 
  tunnels and “midge holes”. 
   
  Primary tunnels are 30 to 60 feet across, and about as 
  high. They are rough, though goblinoids have smoothed 
  over some of the more difficult parts of flooring through 
  workmanship or wear. Frequently, these tunnel walls 
  have overhangs that provide places for creatures to lurk 
  above the main paths. 
   
  Secondary tunnels are 10 to 25 feet in diameter and 
  less well maintained. 30% of the flooring is difficult 
  terrain. Frequently these tunnel walls have overhangs 
  that provide places for creatures to lurk above the main 
  paths. 
   
  Tertiary tunnels are 5 to 10 feet in diameter and very 
  rough. 50% of the squares are difficult terrain. 
   
  Worm tunnels are 15 feet in diameter and smoothed 
  in a corkscrew pattern. They have been dug by Purple 
  Worms. 
   
  “Midge Holes” are very small tunnels, 1 to 4 feet in 
  diameter, and were used by small humanoids for escape 
  and ambush. Any Medium PC must squeeze in such a 
  location. 
   
  To reach the location the bullywugs are seeking 
  requires a 120-mile journey underground. Much of that 
  uses primary tunnels. The Kirandal routes use “shortcuts” 
  in some places that make use of secondary and tertiary 
  tunnels. At a speed of 20 feet, PCs will take seven and a 
  half days to travel the distance involved.  
  While traveling the Low Road, the PCs have minor 
  encounters to introduce them to the nature of the Low 
  Road as a place once inhabited by humanoids and now 
  cleansed of their presence. Roll each hour with 
  encounters occurring on a 1 in 6 chance. Then, roll a d20 
  on the random encounter chart. 
  1d20 
  Encounter 
  1 
  A pile of hobgoblin bones left in a heap from an 
  encounter during the Hateful Wars. Many of 
  the bones have been gnawed on and split open. 
  A few pieces of broken and useless equipment 
  are on them.   
  2 
  A pile of orc bones surrounded by old, sooty 
  burn marks. 
  3 
  An abandoned orc guard post at a tunnel 
  intersection with crude graffiti in Orcish. The 
  markings indicate that these were orcs of the 
  Leprous Hand tribe. 
  4 
  Phosphorescent Fungus (purple glow as a 
  candle). 
  5 
  A hobgoblin rest area along a primary tunnel of 
  the Marrow Sucker tribe. 
  6 
  Green slime (CR 4). A 20-foot long patch of this 
  slime is resting on an overhang in a vaulted 
  tunnel. A DC 20 + APL Spot check alerts a PC to 
  the presence of green slime. Otherwise, it drops 
  
  SHE6-05 Into the Unknown 
   
  Page 21 
  on the first twenty feet of the party in their 
  marching order (one side only, if walking two 
  abreast or more). 
  7 
  A damp patch or pool of water. 
  8 
  An everburning torch marked with the elven rune 
  for “light” wedged into a crevice. 
  9 
  Broken pottery. 
  10 
  2d8 cp and 1d6 sp. 
  11 
  Old spoor of an unknown creature. 
  12-13 
  A grick lies in wait behind a stalagmite or in a 
  crevice to attack a PC from the rear after the 
  party passes. (Hide +11); (16hp), Monster Manual 
  p. 129. Re-roll if already encountered. 
  14-15 
  A troll skeleton rises from a pile of bones and 
  attacks. (54 hp), Monster Manual, p. 227. Re-roll 
  if already encountered. 
  16-17 
  1d4+6 fire beetles lost by a caravan wander in 
  search of food. (6 hp), Monster Manual p. 285. 
  Re-roll if already encountered. 
  18-19 
  Shrieker. Lurks behind the wall at an 
  intersection. (11 hp), Monster Manual p. 112. Re-
  roll if already encountered. 
  20 
  Violet Fungus (15 hp) and Shrieker (11 hp), 
  Monster Manual p. 112. Re-roll if already 
  encountered. 
   
   
  If time is limited, describe and play out encounters 
  with the orc bones (2), the everburning torch (8), a 
  Shrieker (18-19), and a damp patch (7). Or the following 
  text can be read aloud or summarized: 
   
  Following the route of waystations along House 
  Kirandal’s map, you travel along well-traveled 
  tunnels. You are hardly the first to travel these dark 
  passages, and they show the remains of both recent 
  and ancient occupants. 
   
  Some of the Kirandal waystations are reclaimed 
  from hobgoblin and orc tribes who used the Low 
  Road before the Hateful Wars. Their bones, 
  blackened and gnawed, occasionally litter the 
  abandoned guard posts. 
   
  A few times along the way you have the 
  unpleasant experience of encountering Shriekers. 
  Their piercing cries echo through the vast caverns 
  until you silence them through force of arms. 
  Nothing comes in response to their alarm, but you 
  are wary. 
   
  From time to time you have encounters with 
  more directly threatening creatures. Feeble gricks 
  leap out from hidden crevices and try to catch easy 
  prey from the rear of your party, but they are handily 
  defeated. A skeletal troll rises up from a pile of 
  humanoid bones, but it is dispatched quickly. 
   
  The darkness is not everywhere. Purple 
  phosphorescent fungus is found in numerous 
  places, and a few fire beetles wander the 
  passageways, far from the dark forests that are their 
  natural habitat. You find orc potsherds of the famed 
  Leprous Hand tribe and handfuls of copper coins 
  minted by an enterprising band of hobgoblins 
  known as the Marrow Suckers. These societies are 
  vanished, dead or fled to forge new evil in the 
  Pomarj.  
   
  Their assailants left behind remains as well. A 
  flickering light around one bend in a passage turns 
  out to be an everburning torch, wedged deep in a 
  crevice for some now-obscure purpose, the elven 
  rune of “light” legible on its haft. 
   
  Days and nights pass underground, and the 
  rhythms of surface life shift uncomfortably from 
  the natural ones. You march, camp, and eat a meal, 
  but the sense of normal life becomes elusive in the 
  sunless lands of the Low Road. 
  Encounter Six: “I’ve got first 
  watch” 
  Run the PCs through their camp routine and ask them 
  about their watches at least once before running this 
  encounter. Have them make Spot and Listen checks 
  during those uneventful nights to increase their 
  wariness.  
   
  Creatures: After their first uneventful camps for the 
  night they have one of the following encounters during a 
  subsequent camp rest. The encounter occurs during the 
  second watch. The creatures generally engage in hit-and-
  run tactics and break off the attack if reduced to half their 
  hit points as a group, or if 25% of their numbers are 
  dropped. They then return in the third watch fully 
  healed (from special conditions within their lairs) to 
  renew their attack. 
   
  Roll the encounter randomly or pick whatever suits 
  the fun of the party and DM together, keeping in mind 
  the abilities and limitations of the particular party. PCs 
  that hide out in rope tricks or Mordenkainen’s magnificent 
  mansions attract the attention of the dark naga, who has 
  tactics to deal with this. 
  Encounter Chart:  (1d4) 
  1. 
  Tunnel Thugs (default encounter) 
  2. 
  Dark Naga 
  3. 
  Xorn Vagrants 
  4. 
  Ghosts of the Hateful wars 
  
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  Page 22 
  1. Tunnel Thugs 
  Creatures: These destrachan are servitors of the dark 
  powers. The Umber Hulks would not ordinarily ally with 
  such creatures but do so because of the dark powers’ 
  influence. 
  NOTE ON ENCOUNTER LEVEL: Since the destrachan 
  do not use lethal attacks, the EL of this encounter is 
  reduced by 1 
  APL 8 (EL 9) 
  � Destrachan (2): hp 72 each, see Monster Manual 
  page 49. 
  APL 10 (EL 11):  
  � Destrachan (4): hp 72 each, see Monster Manual 
  page 49. 
  APL 12 (EL 13) 
  � Advanced Destrachan, 16hd (4): hp 144 each, 
  see Appendix Three. 
  APL 14 (EL 15)  
  � Advanced Destrachan, 16hd (4) hp 144 each, 
  see Appendix Four. 
  � Truly Horrid Umber Hulk (1): hp 390 each, see 
  Monster Manual page 249. 
  APL 16 (EL 17) 
  � Advanced Destrachan, 16hd (4): hp 144 each, 
  see Appendix Five. 
  � Truly Horrid Umber Hulks (3): hp 390 each, 
  see Monster Manual page 249. 
   
  Tactics: The destrachan close to catch the majority 
  of the camp with the form of its eighty-foot cone 
  disruptive harmonics (nerves).  When they have done 
  sufficient nonlethal damage to render at least one PC 
  unconscious, one destrachan (or the umber hulks) closes 
  and picks up that character to carry him off. If the PCs 
  seem to be able to keep up with the destrachan, they take 
  the time to collapse the tunnel behind them. 
   
  They return during the third watch and attempt to 
  capture a second PC. 
   
  Development: Their lair is a secret place very deep 
  beneath the Lortmils and unfindable within the limits of 
  this adventure. PCs may still attempt various means of 
  retrieving their captured friends. The destrachan lair is 
  affected 
  by 
  mysterious 
  radiations 
  that 
  prevent 
  teleportation effects.  
   
  If they attempt to wander the caverns looking for 
  their missing companion, they find him or her within 12 
  hours, unconscious, permanently deaf (removable with 
  cure deafness), and suffering from the effects of the 
  Torments of the Destrachan (see adventure record items). 
  If the PCs do not attempt to locate their companion, they 
  will meet him or her wandering a primary tunnel 24 
  hours later with the same effects as above, and in a 
  nauseated state. The nauseated state remains until 48 
  hours pass or the PC receives a heal spell. 
  2. Dark naga 
  APL 8 (EL 9) 
  � Dark Naga Sor8: hp 72; see Appendix One. 
  APl 10 (EL 11) 
  � Dark Naga Sor10: hp 85, see Appendix Two. 
  APl 12 (EL13) 
  � Dark Naga Sor12: hp 100; see Appendix Three. 
  APl 14 (EL 15) 
  � Dark Naga Sor14: hp 111; see Appendix Four. 
  APl 16 (EL 17) 
  � Dark Naga Sor16: hp 120; see Appendix Five. 
   
  Tactics: The tunnels of the Lortmils are sufficiently 
  rough that the naga can approach by way of elevated 
  ledges along the tops of the tunnels. Her constant detect 
  thoughts alerts her to the presence of the party and allows 
  her to have fairly accurate understanding of the tactics of 
  any party members who fail their Will saves. For 
  example, she has awareness of what feat a fighter is 
  expecting to use in the battle or the most dangerous spell 
  a spellcaster had available.  
   
  She seeks to do as much damage as she can, striking 
  from range with spells. She takes time to sting anyone 
  who approaches her to melee, and then seeks to escape 
  through “midge holes”, tunnels that are too narrow for all 
  but small creatures to follow without squeezing. As she 
  has a serpentine body, it does not hamper her movement 
  if she is not attacking. If she needs to engage in combat 
  within those tunnels, she has to squeeze and suffers 
  combat and movement penalties.  
  3. Xorn Vagrants 
  “Mmm, smells delicious” a deep grumbling voice 
  echoes behind you. You turn and see a very odd 
  creature with a wide body made of pebbly, stone-like 
  material emerging from the stone floor. Three long 
  arms, tipped with sharp talons are symmetrically 
  positioned around it. Between the arms are large 
  stone-lidded eyes that see in all directions. At the 
  base are three thick, short legs, directly beneath each 
  eye. A large, powerful mouth on top of its head 
  opens and speaks again. “Could you spare some of 
  your sunbloods? I have not had a bite in months.” 
  APL 8 (EL 9)  
  � Average Xorn (3): hp 55 each; see Monster 
  Manual page 260. 
  
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  APL 10 (EL 11) 
  � Elder Xorn (3): hp 137 each; see Monster Manual 
  page 260. 
  APL 12 (EL 13) 
  � Elder Xorn (6): hp 137 each; see Monster Manual 
  page 260. 
  APL 14 (EL 15) 
  � Advanced Elder Xorn (4): hp 242 each; see 
  Appendix Four. 
  APL 16 (EL 17) 
  � Advanced Elder Xorn (8): hp 242 each; see 
  Appendix Five. 
   
  Tactics: The xorn have noted the passage of the PCs 
  and use their Earth Glide ability to investigate closer 
  once they smell any precious metals the PCs are carrying 
  (presumably gold pieces). If there are five or six PCs, one 
  of the xorns approaches the PCs openly and asks if they 
  would spare several pounds of gold, declaring how 
  hungry the xorn is and “how little there has been to eat 
  around here lately.” The xorn engages in banter on this 
  topic for a few rounds while the other xorn moves into 
  position closest to the PCs with the largest quantity of 
  gems or gold, to attack with surprise.  
   
  If the attack does not result in success for the xorn, 
  they return in the third watch to try again, this time 
  merely attacking. 
  4. Ghosts of the Hateful Wars 
  APL 8 (EL 9) 
  � Hrugor: male hobgoblin ghost Ftr7; hp 63, see 
  Appendix One. 
  APL 10 (EL 11) 
  � Larilagh: female hobgoblin ghost Ftr6, hp 54, see 
  Appendix Two. 
  � Hrugor male hobgoblin ghost Ftr8, hp 72, see 
  Appendix Two. 
  APL 12 (EL 13) 
  � Larilagh and Grunta: female hobgoblin ghost 
  Ftr8; hp 72, 72, see Appendix Three. 
  � Hrugor: male hobgoblin ghost Ftr8, hp 72, see 
  Appendix Three. 
  APL 14 (EL 15) 
  � Larilagh and Grunta: female hobgoblin ghost 
  Ftr10; hp 90 each; see Appendix Four. 
  � Hrugor: male hobgoblin ghost Ftr10, hp 90, see 
  Appendix Four. 
  APL 16 (EL 17) 
  � Larilagh and Grunta: female hobgoblin ghost 
  Ftr12; hp 108 each; see Appendix Five. 
  � Hrugor: male hobgoblin ghost Ftr12, hp 108, see 
  Appendix Five. 
   
  Tactics: These hobgoblin ghosts have no rest 
  because they swore vengeance on the elves that 
  slaughtered their offspring. Until each has personally 
  killed someone with elf blood, they continue to 
  rejuvenate (returning in 2d4 days unless failing a DC 16 
  level check). 
   
  They approach stealthily on the ethereal plane, 
  hiding within the cavern walls as they approach. When 
  they manifest, full elves are targeted first, half-elves 
  secondarily, dwarves, gnomes, and halflings third, 
  humans fourth, and half-orcs last of all. If the ghosts 
  possess telekinesis, one uses telekinesis to grapple an elf or 
  half-elf while a second attacks with a draining touch. If 
  elves are present in the party, no ghost uses its frightful 
  moan ability, as their goal is to kill the elves not drive 
  away trespassers. 
   
  If any elf or half elf is killed, the ghosts leave, 
  satisfied for the moment. Any ghost that is reduced to 
  half of its initial hit points also flees the combat. The 
  ghosts initiate a second attack during the third watch. 
   
  If no elves are in the party, the hobgoblins have an 
  attitude of Unfriendly and are amenable to parlay if the 
  party initiates it. The ghosts demand that the party leave 
  the Lortmils and never return. If each ghost is changed to 
  an attitude of Friendly or better, they are persuaded not 
  to attack the party.  
   
  They demand that the party swear an oath to kill the 
  next elf they meet, and they may pass freely. Making 
  such an oath would be an evil act, though PCs may make 
  a Bluff check to convince the ghosts that they intend to 
  keep any such bargain. Each ghost must be bluffed 
  separately, and any lie detected results in the party being 
  attacked. 
  Encounter Seven: Site of the Old 
  Ones 
  If the PCs have come into the Low Road without any map 
  (such as that provided by Ruka Kirandal), finding the 
  location the bullywugs were searching for can be 
  attempted by use of the Track feat. The surfaces are Hard 
  Ground (DC 20), and the trail is at least seven days old 
  (+7). There are 7 creatures in the group being followed (–
  2). The total DC is 25 for half-speed tracking, or DC 30 for 
  normal speed. Each day that the PCs track the bullywugs 
  at half-speed increases the DC by 1, as the difference 
  grows between when the PCs are tracking and when the 
  trail was made. 
  
  SHE6-05 Into the Unknown 
   
  Page 24 
   
  Assuming the party is following the Kirandal map, 
  they have come off of the main artery of the Low Road to 
  a side passageway. The passage slopes down to a hundred 
  feet lower than the main thoroughfare and ends in a 
  wider cavern.  
   
  House Kirandal used the place as a way station when 
  using the Low Road, and evidence (elven and human 
  travel supplies) of this can be found. The party 
  encounters the seals of Celene on the entrance to the site. 
   
  A. Seals: The seals were put in place by Celene and 
  the Duchy of Ulek in the aftermath of the Hateful Wars.  
  Celene and Ulek agreed that the vast majority of the Low 
  Road must be closed off. Celenese wizards used stone 
  shape to seal off passages and then reinforced those seals 
  with molten mithral and abjurations to prevent their 
  removal. 
   
  The seals include the following message in elven and 
  common: 
   
  “By order of Her Fey Majesty, Queen Yolande, 
  and His Noble Radiance Duke Grenowin of Ulek, 
  this barrier shall remain inviolate. Woe to he who 
  violates this protection upon the good folk of the 
  Flanaess.  
   
  4975 Olven Calendar 
   
  CY 513” 
   
  This cavern contains a few crates, some wagon 
  wheels, and an old well that was dug by the hobgoblin 
  occupants 300 years prior. The well’s top had been sealed 
  by the forces of Celene and then broken by House 
  Kirandal to use a source of potable water for the way 
  station. 
   
  The bullywug pads have entered the site by traveling 
  down the well and coming up inside the water works The 
  well goes down 120 feet to a water-filled natural cavern 
  that stretches approximately 300 feet and is sixty feet at 
  its widest point. PCs can use this same route to travel into 
  the site or else deal with the sealed wall. 
   
  Trap.  The old entrance has been sealed by a stone 
  shape spell drawing the sides of the chamber across to 
  form a wall with a stone door, protected with a sign of 
  sealing spell (see New Spells). If the door is opened by 
  physical force or by force of spells, the greater sign of 
  sealing is triggered. 
  APL 8-10: 
   
  � Stone Door: 8 in. thick; hardness 8; hp 120; break 
  DC 38. 
   
  � Sign of Sealing Trap: CR 3; spell; spell trigger; 
  no reset; spell effect (sign of sealing, 10th or 12th level 
  wizard, 10d4, DC 20 Reflex save half damage); multiple 
  targets (all targets within 30 ft); Search DC 0; Disable 
  Device DC 28). 
  The sign of sealing can be removed by a knock spell or a 
  dispel magic spell. If the door is opened by breaking or by 
  spells other than knock or dispel magic, it deals 1d4 damage 
  per caster level (maximum 10d4) in a 30-foot radius 
  (Reflex half). 
   
  At APL 12-16, the entrance is protected by a greater 
  sign of sealing spell. 
  APL 12  
   
  � Stone Door: 16th caster level; 8 in thick; 300 hp; 
  hardness 18; break DC 38. 
   
  � Greater Sign of Sealing Trap: CR 6; spell; spell 
  trigger; no reset; spell effect (greater sign of sealing, 14th-
  level wizard, 14d6, DC 24 Reflex save half damage); 
  multiple targets (all targets within 40 ft); Search DC 0; 
  Disable Device DC 31). 
  APL 14 
   
  � Stone Door: 18th caster level; 8 in thick, 310 hp; 
  hardness 18; break DC 38. 
   
  � Greater Sign of Sealing Trap: CR 6; spell; spell 
  trigger; no reset; spell effect (greater sign of sealing, 16th-
  level wizard, 16d6, DC 24 Reflex save half damage); 
  multiple targets (all targets within 40 ft); Search DC 0; 
  Disable Device DC 31). 
  APL 16  
   
  � Stone Door: 20th caster level; 8 in thick; 320 hp; 
  hardness 18, break DC 38.  
   
  � Greater Sign of Sealing Trap: CR 6; spell; spell 
  trigger; no reset; spell effect (greater sign of sealing, 18th-
  level wizard, 18d6, DC 26 Reflex save half damage); 
  multiple targets (all targets within 40 ft); Search DC 0; 
  Disable Device DC 31). 
   
  B. Entrance: This chamber was used by the 
  hobgoblins as a defensive position. The scars of battle 
  (blows, scorch marks, old broken arrows) adorn the walls 
  of the place. 
   
  C. Living quarters: This was the primary area used 
  by the hobgoblins who were the most recent inhabitants 
  of the site. Some refuse from their occupation is scattered 
  around. In one location, a heap of burned bones can be 
  located. The bones are those of 12 female hobgoblins and 
  27 hobgoblins of about six years and under in age. This is 
  disturbing evidence of the genocidal revenge the elves 
  brought down on the humanoids of the Lortmils. 
   
  D. Waterworks: The hobgoblins used this place as a 
  water supply. The bullywugs passed through here on 
  their way to the central chamber (Encounter 8), exiting 
  though a seven-foot diameter pipe that supplied the pool 
  in the chamber. A grating covered the pipe but was 
  wrenched off by the strongest of the bullywugs. A DC 20 
  Knowledge 
  (architecture 
  and 
  engineering) 
  check 
  informs the PCs that the grating could only have been 
  
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  Page 25 
  opened by great strength. A DC 20 Search check 
  confirms that no tool was used on the grating.  
  Encounter Eight: Home Swamp 
  Home 
  Assuming the PCs approach the bullywug pool through 
  the pipe from the waterworks, they travel 110 feet 
  through the pipe until they reach a place where a few 
  inches of water starts to cover the floor of the pipe. The 
  pipe changes direction at this point, and the final twenty-
  foot section leads into the bottom of the “swimming 
  pool” the bullywugs are making into their home. Read or 
  summarize the following text: 
   
  You continue though the wide cylindrical 
  tunnel towards a square chamber seventy feet wide 
  which opens up ahead of you. Torchlight flickers 
  from several points overhead. You are [APL 8: 
  standing in one foot of water] [APL 10+: sloshing 
  through waist-deep water] that fills the last fifteen 
  feet or so of the tunnel and the wide square chamber 
  ahead. The walls of the chamber go up over ten feet, 
  and the arched roof overhead is higher than the 
  chamber walls, with some kind of gallery or rim in-
  between. A stepped ramp descends along one wall 
  into the dark and muddy waters that fill the room 
  with a musty odor. 
   
  The entrance leads to a large central chamber, where 
  the party encounters Pad Bwapp, left behind to guard the 
  place while the more skilled bullywugs have explored 
  further. The bullywugs have pumped up water from a 
  deep well built by the hobgoblins. At APL 8 the chamber 
  is filled with one foot of water, treating it as shallow bog 
  terrain. It costs two squares of movement to move into an 
  area with this depth of water, and the DC of Tumble 
  checks is at +2. The bullywugs are not hampered in this 
  situation because of their marsh move ability. At APL 10 
  the chamber is filled to four feet deep with water, 
  treating it as deep bog terrain. It costs four squares of 
  movement to move into an area with this depth of water, 
  and tumbling is impossible. Characters may swim if they 
  wish, and Small creatures must swim to move through 
  the squares. The bullywugs are not hampered in this 
  situation due to their swim speed. 
   
  The room is lit by four everburning torches, one in 
  each corner. 
   
  Creatures: Half of the bullywug raiders are grouped 
  in this one Pad. It consists of Bwapp, her son Stoag the 
  chieftain, a warrior, and a loyal grigaur. Bwapp is an aged 
  and heavyset female cleric of Ramenos, the bullywug 
  god.  
   
  Bwapp is dubious about this venture, as she does not 
  see eye-to-eye with Gulwogg, the human cleric of Wastri. 
  She has come along at her son’s insistence, but if the 
  combat goes poorly, she will berate him and claim she 
  warned about this. Her other son, Thbtibib, is off 
  exploring the site with Gulwogg, Mesuggnug, and a 
  second warrior. 
   
  NOTE ON ENCOUNTER LEVEL: The two groups, 
  Pads Bwapp and Spong (see Encounter Nine), are one 
  combined encounter with an encounter level equal to the 
  APL+2. It is expected that they are fought in close 
  proximity game-time.  
  Pad Bwapp 
  APL 8 (half of an EL 10) 
  � Bwapp: female bullywug Clr5; hp 49; see 
  Appendix One. 
  � Chief Stoag: male bullywug Bbn4; hp 51, see 
  Appendix One. 
  � Bullywug War3: male; hp 25, see Appendix One. 
  � Grigaur: hp 39, see Appendix One.  
  APL 10 (half of EL 12) 
  � Bwapp: female bullywug Clr7, hp 68, see 
  Appendix Two. 
  � Chief Stoag: male bullywug Bbn6; hp 72; see 
  Appendix Two. 
  � Bullywug War5: male; hp 41; see Appendix Two. 
  � Grigaur: hp 39; see Appendix Two. 
  APL 12 (half of EL 14) 
  � Bwapp, female bullywug Clr10; hp 97; see 
  Appendix Three.  
  � Chief Stoag: male bullywug Bbn5/Wcf3; hp 97; 
  see Appendix Three. 
  � Bullywug War 6: male, hp 49; see Appendix Three. 
  � Advanced Grigaur, 5 HD: hp 56; see Appendix 
  Three. 
  APL 14 (half of EL 16) 
  � Bwapp: female bullywug Clr12; hp 117 (127); see 
  Appendix Four. 
  � Chief Stoag: male bullywug Bbn5/Wcf5; hp 120 
  (130); see Appendix Four. 
  � Bullywug War9: male, hp 74 (85); see Appendix 
  Four. 
  � Advanced Grigaur, 8 HD: hp 90; see Appendix 
  Four. 
  APL 16 (half of EL 18) 
  � Bwapp: female bullywug Clr12; hp 117 (128); see 
  Appendix Five. 
  � Chief Stoag: male Bbn4/Wcf 7; hp 129 (140); see 
  Appendix Five. 
  
  SHE6-05 Into the Unknown 
   
  Page 26 
  � Bullywug War 9: male, hp 74 (85); see Appendix 
  Five. 
  � Advanced Grigaur, 8 HD: hp 90; see Appendix 
  Five. 
   
  Tactics: At all APLs, the grigaur stands guard, alert 
  for intruders If intruders are detected, the bullywugs will 
  lie in wait for at least some of the PCs to emerge from the 
  tunnel, hiding in the water while Bwapp the cleric 
  summons fiendish creatures to aid the fight.  
   
  APL 8: The bullywug cleric summons fiendish 
  crocodiles, with a 50% chance of summoning two. 
   
  APL 10: The bullywug cleric summons fiendish 
  huge vipers with a 50% chance of summoning two. 
   
  APL 12: The bullywug cleric summons fiendish 
  giant crocodiles, with a 50% chance of summoning two. 
   
  APL 14 & 16: The bullywug cleric summons 
  fiendish giant constrictor snakes, with a 50% chance of 
  summoning two. At this APL all the bullywugs have 
  partaken of a heroes feast. The temporary hit points have 
  been added in the parentheses above. 
   
  There is a 25% chance that any creatures summoned 
  by Bwapp are uncontrolled, attacking the closest 
  creatures available (roll randomly if multiple foes are 
  equally near). Bwapp has learned to summon such 
  creatures as close to the enemy as possible to minimize 
  this threat. 
   
  If any non-summoned creature is dropped or 
  rendered incapable of fighting (stunned, held, panicked, 
  etc), there is a 50% chance the entire pad fights to the 
  death and a 50% chance they flee. If they flee, they retreat 
  towards Pad Spong. When they meet up with Pad Spong, 
  who are likely already moving to join the first pad, 
  Mesuggnug (the savant) orders the fleeing pad to resume 
  fighting, and Pad Spong and the remnants of Pad Bwapp 
  attack as a combined force. 
   
  After summoning, at APL 10 and above, Bwapp has 
  access to control water and uses it to raise the level of the 
  water from 4 foot to 11 foot depth. This completely fills 
  the pool and fills the walkway around the pool to a depth 
  of 1 foot, as for shallow bog terrain. Movement in such 
  depth costs two squares of movement and the DC of 
  Tumble checks increases by 2. Bullywugs are not 
  hampered in this situation because of their swim speed. 
   
  Grigaur Lore: The grigaur is a magical beast from 
  the distant past of Oerth, and is not well known. 
  Characters with ranks in Knowledge (arcana) can learn 
  more about grigaurs. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs: 
   
  DC 14: Strange magical bear-like creatures of 
  unknown origins, grigaurs lack eyes but use scent and 
  sound reflections to sense prey up to 60 feet away 
   
  DC 19: Grigaurs are fearsome predators. They use 
  their powerful claws to pull in prey and hold them tight. 
   
  DC 24: Grigaurs have magically tough skin that 
  turns aside some of the force of weapons, even magical 
  ones, or ones with special properties. 
   
  DC 29: Grigaurs were believed to be extinct, living in 
  a time before human history began. 
   
  DC 34: Kezzark, a wizard of Greyhawk, is rumored to 
  have developed a spell which brings grigaurs through 
  time to the present. The Sea Mages of Keoland reported 
  finding grigaurs in the Hool marsh, unrelated to 
  Kezzark’s work. 
   
  The information about the Sea Mages was contained 
  in SHE4-05 Fundamentals of Dweomercraft. 
   
  Description: The gallery walls surrounding the pool 
  are carved with ancient relief work. With a successful 
  Knowledge (history) check (DC 30), characters know 
  they predate the Flan civilization of Sulm by several 
  thousand years.  
   
  Prominently featured are two large and imposing, 
  roughly humanoid figures. One seems like a hairless 
  being of uncertain gender, with a third eye in the center 
  of its forehead. The figure has a beneficent appearance, 
  and in several carvings appears to defend human figures 
  against smaller beings with pointed ears (stylized 
  depictions of elves). 
   
  The second figure is fiercer in appearance, with four 
  arms. In one prominent carving, this figure is wrestling 
  with a large dragon. With a successful Knowledge 
  (arcana) check (DC 15) the character knows it is a red 
  dragon. The humans seem to fear this being and treat it 
  with great reverence and awe, and in a few depictions it is 
  linked together with the three-eyed figure. 
   
  A double set of passageways lead north to a vast 
  natural cavern with a promontory extending out into the 
  center of it (Encounter Nine). A secret door leads to a 
  side chamber (Encounter Ten) 
  APL 8-10 
   
  � Secret Stone Door: 8 in. thick; hardness 8; hp 
  120; break DC 28; Good Lock DC 30. 
  APL 12-16 
   
  � Secret Stone Door: 8 in. thick; hardness 8; hp 
  120; break DC 28; Amazing Lock DC 40. 
  Encounter Nine: The Pit 
  This is a pit, and the nature of it as a site that is vastly 
  more archaic than the holy site should be obvious. The 
  main bullywug forces are exploring here. If the PCs take 
  out Pad Bwapp without making themselves known (a 
  challenging task), then the forces here are busy searching 
  
  SHE6-05 Into the Unknown 
   
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  around the various side caverns along the circumference 
  of the pit.  
   
  If they hear sounds of fighting from the party, they 
  join Pad Bwapp, arriving on the fourth round of combat. 
  Pad Spong 
  APL 8 (half of EL 10) 
  � Bullywug War3: male; hp 25; see Appendix One. 
  � Mesuggnug: male bullywug savant Sor5; hp 45; 
  see Appendix One. 
  � Gulwogg Tomerspong: male human Clr6; hp 41; 
  see Appendix One. 
  APL 10 (half of EL 12) 
  � Thbtibib: male bullywug Bbn6, hp 72, see 
  Appendix Two.  
  � Bullywug War5: male; hp 41; see Appendix Two. 
  � Mesuggnug: male bullywug savant Sor7; hp 60, 
  see Appendix Two. 
  � Gulwogg Tomerspong: male human Clr8; hp 54; 
  see Appendix Two. 
  APL 12 (half of EL 14) 
  � Thbtibib: male Bullywug Bbn8, hp 102, see 
  Appendix Three. 
  � Bullywug War6: male; hp 49; see Appendix Three. 
  � Mesuggnug: male bullywug savant Sor9; hp 72; 
  see Appendix Three. 
  � Gulwogg Tomerspong: male human Clr10; hp 
  68; see Appendix Three. 
  APL 14 (half of EL 16) 
  � Thbtibib: male Bullywug Bbn10, hp 127 (137); 
  see Appendix Four. 
  � Bullywug War9: male; hp 74 (84); see Appendix 
  Four.  
  � Mesuggnug: male bullywug savant Sor11; hp 84 
  (94); see Appendix Four. 
  � Gulwogg Tomerspong: male human Clr12; hp 
  81 (91); see Appendix Four. 
  APL 16 (half of EL 18) 
  � Thbtibib: male Bullywug Bbn11; hp 140 (151); 
  see Appendix Five. 
  � Bullywug War9: male; hp 74 (85); see Appendix 
  Five.  
  � Mesuggnug: male bullywug savant Sor15; hp 108 
  (135); see Appendix Five. 
  � Gulwogg Tomerspong: male human Clr14; hp 
  94 (105); see Appendix Five. 
   
  Tactics: Pre-cast spells:  
   
  APL 16: heroes’ feast (all), false life (Mesuggnug), 
  freedom of movement (Gulwogg). 
   
  APL 14: heroes’ feast (all), freedom of movement 
  (Gulwogg). 
   
  APL 10–12:  freedom of movement (Gulwogg). 
   
  The temporary hit points gained from these spells 
  are added in parentheses in the listings above. When the 
  pad is alerted to any attack on Pad Bwapp (DC 10 listen 
  check), they will attack after the following preparation:  
   
  APL 16: Mesuggnug casts summon monster VII 
  (summoning a bone devil, with a 50% chance of 
  summoning 2), and Gulwogg casts righteous might, 
  followed by shield of faith. Then Mesuggnug dimension 
  doors Thbtibib, Gulwogg, and the warrior to the rim of the 
  pool. The bone devils arrive the following round. 
   
  APL 14: Mesuggnug casts haste, and Gulwogg casts 
  righteous might, followed by shield of faith. Then 
  Mesuggnug dimension doors Thbtibib, Gulwogg, and the 
  warrior to the rim of the pool. 
   
  APL 12: Mesuggnug casts haste, and Gulwogg casts 
  righteous might, followed by shield of faith. Then 
  Mesuggnug dimension doors Thbtibib, Gulwogg, and the 
  warrior to the rim of the pool. 
   
  APL 10: Mesuggnug casts disguise self to appear as a 
  normal bullywug. Gulwogg casts divine power, followed by 
  shield of faith. Then Mesuggnug casts haste, and the pad 
  arrives at the rim of the pool in one round. 
   
  APL 8: Mesuggnug casts disguise self to appear as a 
  normal bullywug. Gulwogg casts water walk, followed by 
  shield of faith. Then Mesuggnug casts shield, and the pad 
  arrives at the rim of the pool in two rounds. 
   
  Mesuggnug’s behavior is very erratic during the 
  encounter as he is in the presence of the residue of dark 
  forces that constructed the site. His movements are 
  skittish, and his eyes goggle with a nervous tic. He 
  sprinkles his speech with nonsensical cries like 
  “oooeeeploocthung” “gulwaaagabble” and “isid ieoo 
  ieooeeee”. None of this penalizes him in combat, 
  however. If captured, he can provide no information 
  other than insane and happy babblings. 
   
  Mesuggnug possesses the staff of delusion (see Items 
  for the Adventure Record). He does not use it for any 
  reason during combat and will not reveal where he got it. 
   
  Gulwogg Tomerspong fights to the death if there are 
  any non-humans in the party, but if the party is all 
  human, he surrenders when all of his bullywug 
  companions are dead or incapacitated. He does not reveal 
  any information about his purposes.  
  
  SHE6-05 Into the Unknown 
   
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  Bullywug Savant Lore: Bullywug Savants are a rare 
  form of genetic throwback among bullywug populations. 
  Characters with ranks in Knowledge (nature) can learn 
  more about bullywug savants. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs: 
   
  DC 18: Some bullywug tribes produce rare 
  mutations of the common bullywug that possess 
  advanced mental and magical powers, called “savants”. 
  They have the same skill at moving through marshes as 
  common bullywugs. 
   
  DC 23: Like bullywug clerics, savants with 
  summoning powers are known to sometimes summon 
  double the normal number of creatures with a single 
  summoning. Unlike bullywug clerics, the creatures 
  summoned have no chance of becoming uncontrolled by 
  the summoner. 
   
  DC 28: savants possess fluid sacs as part of their 
  enhanced brain development. These sacs can excrete a 
  poison that inhibits coordination and reflexes on contact. 
   
  DC 33*: The savant is considered to be a mutation 
  that recapitulates a form of advanced bullywug that once 
  held power in the Flanaess. 
   
  DC 38*: The savants have a form of racial memory to 
  the distant past, and they loyally serve other ancient 
  aquatic races that have been banished from the surface, 
  like the mysterious kuo-toa. 
   
  DC 43*: Ancient and forbidden texts speak of savants 
  in the service to dark powers that ruled the Oerth in 
  forgotten aeons. 
   
  *PCs with ranks in Knowledge (history) can also 
  gain the last three levels of information at the same DC. 
   
  Along the sides of the pit is a ledge carved which 
  spirals up into blackness above. The stone of the ledge is 
  encrusted with flowing cave stone, indicating that 
  geological ages have passed since it was first carved. It is 
  easily traversable nonetheless. It leads up to Encounter 
  Twelve. 
  Encounter Ten: Secret Side 
  Chamber 
  If the PCs find the secret door in Encounter 8, read or 
  summarize the following text:  
   
  The secret door pivots and opens, revealing a 
  finished chamber that connects to what seems like 
  unworked stone. The natural cavern seems to have 
  partially collapsed at some point in the past, as the 
  cavern floor is choked with rubble and debris. 
   
  In the constructed portion of the chamber are 
  four desiccated corpses. The bodies are in rusty 
  armor of archaic Flan design, and their weapons are 
  tinged with rust.  They seem to have been 
  participants in some kind of conflict, but now lie 
  completely still. 
   
  Around the room are shelves to hold books or 
  clay tablets. The tablets have all been smashed or 
  destroyed. 
   
  The Vecnan forces sent to probe the site made some 
  important discoveries here. A dispute arose about the 
  nature of the secrets revealed here, and the ghoul soldiers 
  destroyed each other. Their corpses remain showing 
  signs of the struggle. A DC 13 Knowledge (religion) 
  check identifies the corpses as those of ghouls, though 
  they are no longer animate. One corpse is that of a ghoul 
  archivist, distinguished by marks of burning or scorching 
  around the eyes and mouth. This is where its spirit left 
  the ghoul’s body to become a Quell (see Encounter 11). If 
  PCs examine the corpses, read or summarize the 
  following boxed text 
   
  Upon closer examination of the bodies, it is 
  apparent that the creatures are some kind of 
  undead, through they will never rise again. The eye 
  sockets of the corpses are empty, seemingly as if the 
  eyes rotted away. Three appear to be warriors, 
  wearing heavy armor and bearing scimitars and 
  javelins. The fourth corpse bears a rusted dagger and 
  wears simple robes. The area surrounding his empty 
  eye sockets are blackened as if by burning. 
   
  Kell’s corpse may be searched to find a set of old and 
  brittle papyrus scrolls on which he kept records of his 
  discoveries at the site. They are written in Flan. Give any 
  PCs who can read Flan Player’s Handout #3. 
   
  Beyond the empty husks of the ghoul bodies, the 
  PCs are blocked from reaching Encounter Eleven by a 
  fissure filled with large rocks fallen from overhead in 
  some past geological disturbance.  
   
  The heap of rubble seems stable, caused by some 
  past geological disturbance most likely. Immense 
  boulders choke a large hole or tunnel that led 
  downward from the chamber. There are enough gaps 
  between the vast boulders that a very small or 
  flexible person might be able to slip through to 
  wherever the tunnel leads. 
   
  The boulders are tightly packed but passable by a 
  medium creature making an Escape Artist check (DC 30) 
  or by magic such as dimension door or gaseous form. 
  Encounter Eleven: Strange Days 
  This is an experimental lab from the primordial past, 
  when the human tribes were still under domination by 
  the dark powers and subjected to their program of mad 
  experimentation. 
   
  There is evidence that the Vecnan forces did some 
  exploration here as well. 
  
  SHE6-05 Into the Unknown 
   
  Page 29 
   
  Several empty pits once filled with various liquids. 
  One is filled with iron. One is filled with inky blackness. 
  One is filled with a lattice of filaments that resembles 
  spider web. One filled with oily residue. One is 
  completely empty. Several have unidentifiable residues 
  of substances that have long since evaporated.  
   
  Five stone objects are set here atop roughly 
  cylindrical pillars. They look like some kind of plant or 
  (Knowledge (nature) DC 20) more like a coral or a 
  primitive sea animal. There are five petal-like lobes that 
  extend radially around a central point. The ‘petals’ are 
  attached to the pillars in a way that allow the ‘flower’ to be 
  rotated slowly or tilted (DC 15 Strength check) up to 
  sixty degrees. When these were used by the dark powers 
  to for experiments with constructs, they would encase 
  the constructs form within the ‘petals’ (which were 
  flexible to the dark powers). 
   
  A DC 30 Knowledge (arcana) check indicates that 
  these structures would be useful in the creation of 
  various kinds of golems, though the methods used would 
  be out of accord with known methods of construct 
  creation.  
   
  A large upright circle of black rock sits atop a dais 
  with no structural means of support. This was once a 
  portal to the Plane of Shadow, but it is now 
  nonfunctional. It radiates no magic. Magical glyphs are 
  inscribed faintly on the portal but appear worn with age. 
  A read magic indicates that the circle is a planar portal of 
  some kind. 
   
  Encounter Twelve: The Shallow 
  Cave 
  Various side caverns appear off the main pit in Encounter 
  Nine on the ledge as it ascends. None hold any interest 
  aside from interesting natural cavern formations. 
   
  Near the top of the pit a tunnel leads off and upward 
  for about 170 feet, dips downward again for 40 feet, and 
  then turns upward for 50 feet and widens into a larger 
  natural cavern.  
   
  The slow climb through the tunnel has become 
  easier as the grade flattens out. The tunnel turns 
  ahead of you, and you catch a glimpse of an eerie 
  purplish and green light shimmering on the sides of 
  the tunnel ahead. 
   
  The cavern is illuminated with an eerie purple and 
  green glow from an oddly shaped rock with a metallic 
  sheen that sits on a natural dais in the center of the 
  cavern. Thick columns of rock ring the glowing stone 
  about twenty feet away, and various natural shelves can 
  be seen to the left an right. On the back wall is a ledge 
  about nine feet up. The cavern ceiling arches to about 
  twenty five feet at the center of the room. 
   
  A dwarf with the stonecunning ability intuits that 
  this cave is actually quite close to the surface. About 6 feet 
  of stone (hardness 8, 1080 hp) are between the cave and 
  the outside world, which provides a possibility for 
  dealing with the sunlight-sensitive Quell. 
   
  In the disturbing light of the rock, primitive 
  artworks can be seen on the walls. There are several 
  bisected triangular designs and other geometric shapes, 
  as well as more complex pictures of recognizable scenes. 
   
  In one scene, stylized human figures use bow and 
  arrow to attack large, long-necked reptiles. 
   
  Another scene depicts a herd of woolly bovine 
  creatures fleeing before winged serpents. 
   
  A scene depicts a primitive version of the three-eyed 
  being from the sacred chamber standing before bowing 
  stylized human figures. Next to the three-eyed being, 
  who is twice the height of the humans, are stylized 
  humanoid figures with elongated, pointed ears. 
   
  Another scene depicts the four-armed being from 
  the sacred chamber standing in wavy lines representing 
  water. It is battling several long-necked sea reptiles while 
  stylized humans watch on. 
   
  Another image shows an obese woman being torn 
  apart and consumed by the four-armed figure. 
   
  A stylized grigaur led by large-headed men with long 
  legs and wide mouths (bullywugs) is pictured. 
   
  A few small clay figurines in the shape of an obese 
  woman can be found, along with flint axe heads and bone 
  fishhooks. 
   
  Rock of Aberrant Genesis: This rock is the work of 
  dark powers early in the process of human development 
  on Oerth. The dark powers inserted aberrant seed into 
  the natural creatures of Oerth to slowly guide their 
  development in various directions to serve their 
  inscrutable purposes. 
   
  Exposure to the rock energizes this latent gene-seed, 
  and all non-Rhenee humans, half-orcs, and half-elves 
  exposed to this rock suffer strange transformations.  
   
  Full-blooded elves and centaurs are immune to this 
  transformation. Races other than non-Rhenee humans, 
  elves, or centaurs have no overt physical transformation 
  as below but still count as aberrations (see below).  
   
  Depending on the highest ability score for each PC, 
  this effect creates a benefit and a hindrance. Describe the 
  experience thusly: 
   
  As the waves of energy from the rock wash over 
  you, a calling arises from a buried animalistic part of 
  your soul. It whispers with unspeakable urges, 
  responding to the energy like a loyal pet in the 
  presence of her master. Your body feels flushed with 
  heat, and your flesh writhes and boils under your 
  skin. You feel that you are transforming, in some 
  ways gaining latent power you’ve always had within 
  
  SHE6-05 Into the Unknown 
   
  Page 30 
  you, in other ways losing potency and becoming 
  weaker. 
   
  If the PC wishes to resist both these effects, he may 
  do so by making a DC 15+APL Will save (for a hindrance 
  to a mental ability score) or Fortitude save (for a 
  hindrance to a physical ability score). PCs may not accept 
  the benefit without accepting the hindrance. If two or 
  more ability scores are tied for highest or lowest, roll 
  randomly between them to determine the effect. 
  Highest Ability Score: 
   
  Strength: Arms become large and bulky, growing 
  excessive hair and scaly hide. An extra pair of arms grows 
  out from under the PCs regular arms. +2 bonus to 
  Strength; 2 lethal slam attacks at –5, 1d6 bludgeoning 
  damage.  
   
  Dexterity: The PC excretes slime all over his or her 
  body. +2 bonus to Dexterity. +10 bonus to Escape Artist 
  checks.  
   
  Constitution: The PC feels acid welling up out of 
  glands in his or her mouth. He can able to spit acid to a 
  range of 30 feet as a ranged touch attack (2d6 acid 
  damage). Also his skin hardens and he gains a +4 natural 
  armor bonus. +2 bonus to Constitution. 
   
  Intelligence, Wisdom, or Charisma: A third 
  inhuman-looking eye opens in the middle of the 
  forehead of the PC. This eye has darkvision 30 feet and a 
  form of incorporeal blindsight (30 ft radius). Spot checks 
  are not necessary to notice incorporeal or ethereal 
  creatures within 30 feet, and the presence of incorporeal 
  or ethereal creatures within objects is sensed. +2 to Int, 
  Wis, or Cha.  
  Lowest Ability Score 
   
  Strength: Arms become vestigial in appearance and 
  useless for holding objects heavier than 1 lb. 
   
  Dexterity: hands and feet swell and become like 
  partial flippers. –10 feet to land speed, +20 feet to swim 
  speed. 50% chance each round of dropping any object 
  held during stressful situations like combat. 
   
  Constitution: The PC is fatigued and has a 20% chance 
  of being nauseated on any given round during stressful 
  situations. 
   
  Intelligence, Wisdom, or Charisma:  The PC takes a -4 
  penalty to Will saves and have a 20% chance of being 
  dazed any round during stressful situations. 
   
  Even if the save is made and the full transformation 
  is resisted, non-elven, non-centaur PCs no longer count 
  as humanoids for any purpose (including spells like 
  enlarge person) but count as aberrations. This is readily 
  apparent to any ranger with a favored enemy of 
  aberrations or with a DC 20 Knowledge (dungeoneering) 
  check. 
   
  The effects of the radiations of the Rock of Aberrant 
  Genesis cease 24 hours after exposure.  The effects are 
  created by artifact level magic and cannot be removed 
  except by a wish or miracle. 
   
  PCs that were affected by the Rock of Aberrant 
  Genesis gain the Dark Stirrings Awaken benefit on the 
  Adventure Record, granting them access to the 
  Aberration Blooded feats from Lord’s of Madness. 
   
  Creatures: This ancient site is the home of the 
  apostate Vecnan forces. The immaterial sprits of the 
  ghouls have been warped and enhanced by their long 
  separation from their bodies, turning into shadows, and 
  the apostate ghoul archivist has become a “quell”, an 
  undead creature that represents the negation of divine 
  power. The quell, who has taken the Infernal name 
  Nihilon Theomortis (in Common: “Bringer of Dead Gods 
  to Nothingness”), has rejected Vecna and all gods as a 
  result of the alien power and information he has 
  encountered here. 
   
  NOTE ON ENCOUNTER LEVEL: These creatures 
  are one encounter level higher to take into account the 
  effect of the Rock of Aberrant Genesis. 
  APL 8 (EL 11) 
  � Nihilon Theomortis: male quell Archivist5; hp 
  67; see Appendix One. 
  � Greater Shadow: hp 81, see Monster Manual p. 
  221   
  � Shadow (2): hp 27; see Monster Manual, p. 221   
  APL 10: EL 13 
  � Nihilon Theomortis: male quell Archivist7; hp 
  76; see Appendix Two. 
  � Greater Shadow (3): hp 81 each; see Monster 
  Manual p. 221. 
  APL 12: EL 15 
  � Nihilon Theomortis: male quell Archivist11; hp 
  95; see Appendix Three.  
  � Greater Shadow (3): hp 81 each; see Monster 
  Manual p. 221. 
  APL 14: EL 17 
  � Nihilon Theomortis: male quell Archivist 11/ 
  Keeper of the Cerulean Sign 2; hp 103; see Appendix 
  Four. 
  � Greater Shadow (3): hp 81 each; see Monster 
  Manual, p. 221 
  � Shadesteel golem: hp 150, see Appendix Four. 
  
  SHE6-05 Into the Unknown 
   
  Page 31 
  APL 16: EL 19 
  � Nihilon Theomortis: male quell Archivist 11/ 
  Keeper of the Cerulean Sign 5, hp 117; see Appendix 
  Five. 
  � Evolved Greater Shadow (3): hp 108 each; see 
  Appendix Five. 
  � Shadesteel Golem: hp 150; see Appendix Five. 
   
  Make Listen checks for the undead to notice the 
  approach of the PCs. 
   
  Tactics (APL 8-10): Nihilon casts bless before 
  combat starts if he is alerted. 
   
  If the undead are alerted they are hiding within the 
  walls when the PCs enter. When the PCs are affected by 
  the Rock of Aberrant Genesis, Nihilon uses his Dark 
  Knowledge ability as a move action to give the Tactics 
  benefit to the shadows. He calls out to his shadow allies 
  in Flan: “The foul things are upon us! Remember your 
  training!” He then uses his Intercession ability, saying 
  “Fie on you. Your gods are a preposterous fantasy before 
  the truth you are unable to bear!” The shadows attack 
  from the cover of the walls, returning there if they have 
  spring attack.  
   
  In subsequent rounds, Nihilon casts invoke the 
  cerulean sign (see New Spells), being careful to keep any 
  PC that appears to be a regular cleric or druid out of the 
  area of effect. If there is any ambiguity, give Nihilon a DC 
  20 Intelligence check to decide the proper action to take 
  against the PC. 
   
  APL 12: similar tactics as above, but Nihilon 
  prepares if he hears the PCs coming up the tunnel. 
  Depending on how much time he has, he casts the 
  following spells: crawling darkness, antilife shell, spell 
  resistance. 
   
  Nihilon can use the Dread Secret form of his Dark 
  Knowledge ability to declare to one PC (a human cleric, 
  paladin, or druid as first choice, any other human 
  secondarily, a non-elf third, and elf or centaur last of all) 
  that “Everything you think you know about the gods [or 
  the world, for a non-religious PC class] is a lie”. 
   
  APL 14: Similar tactics as above. Before casting other 
  spells in advance he first activates his eyes of arcane sight 
  (new item). Nihilon is on the look for spells that ward 
  against negative energy (such as death ward) or otherwise 
  render the undead ineffective against their foes. He uses 
  a targeted dispel magic against any PC that he is able to 
  determine (using Spellcraft) that is warded with such an 
  effect. 
   
  The shadesteel golem attacks anyone entering the 
  room, using the negative pulse wave at the earliest 
  opportunity. 
   
  APL 16: Similar tactics as above. Nihilon has cast 
  moment of prescience earlier that day. He leads off his 
  attacks with blade barrier to cut off retreats and then mass 
  inflict serious wounds (modified by his greater aberration 
  banemagic ability which adds 6d6 damage and increases 
  the save DC by 6) before using invoke the cerulean sign* on 
  subsequent rounds. 
   
  At this APL, Nihilon is considered the controller of 
  the shadesteel golem, and he directs it to attack anyone 
  who seems to have ghost touch weapons or uses force 
  effects. The golem delays using the negative pulse wave 
  until some of the undead have taken damage. 
  Encounter 13: The Silent One 
  After the battle, while PCs are recovering or preparing to 
  leave, Mesiria reveals herself to the PCs. If they are 
  lingering at the Rock of Aberrant Genesis, she meets 
  them there, though she will not enter the cavern to fall 
  under the Rock’s effects. Otherwise she meets them in 
  around any convenient corner of the complex as they 
  prepare to leave if their explorations are completed. She 
  asserts her authority as a Silent One over the site. 
   
  “There you are. This is a sealed area, and you are 
  in breach. Please explain who you are and what you 
  are doing”. A woman’s voice challenges as she 
  rounds the corner of the passageway. She is clad in 
  simple gray robes that mark her as a devotee of the 
  Silent Tower. The Silent Ones are charged with 
  protecting all the Sheldomar Valley from the 
  influences of evil magics.  
  Mesiria, female Suel Sor 7/Silent One 7. Bluff +22. 
  If the PCs “play nice”, Mesiria shares information with 
  them: 
  • 
  This place is a place of great significance in the 
  primordial history of the Flanaess. 
  • 
  Ancient texts have hinted at places like this, but they 
  were considered only legends. There are supposed to 
  be more sites like this one. Recent activity in the 
  Suss forest leads her to believe that there are places 
  like this to uncover. 
  • 
  Since the PCs have already blundered into this place 
  she wishes to call upon the PCs when she has 
  compiled enough lore to find the location of a 
  similar site.  
  • 
  (Assuming PCs were affected by the Rock). PCs 
  affected by the Rock warrant continued observation. 
  She casts a divination spell which reveals to her that 
  the immediate effects are temporary. 
   
  Mesiria demands that the PCs show her all 
  information or magic items that they recovered. If PCs 
  are open about their possession of the staff of delusion, 
  cerulean sign, the report of Kell, and Nihilon’s Prayerbook, 
  she asks that the PCs give them to her for examination. 
  She places a rune of regulation (see Silent One Abilities 
  under New Rule Items) on the cerulean sign after 
  
  SHE6-05 Into the Unknown 
   
  Page 32 
  examining it briefly. She peruses the report of Kell, 
  prestidigitates flame, and burns them immediately. She 
  peruses the Prayerbook, stops at the page that details 
  Invoke the Cerulean Sign, closes the book, and states that 
  this too, should be destroyed. She examines the Staff of 
  Delusion as well, stating that it is not something the 
  Silent Ones want out of their sight, and claims possession 
  of it. 
   
  If PCs have examined the prayerbook already, they 
  have knowledge of the significance of invoke the cerulean 
  sign as a spell that damages and wards against aberrations. 
  A DC 25 Sense Motive check gives PCs the hunch that 
  her antipathy to the prayerbook was due primarily to that 
  spell, not to her calling as a Silent One, since the Silent 
  Ones would likely approve of such a spell being known. 
  No other ”tells” to her behavior are forthcoming, though 
  an opposed Sense Motive check to her Bluff informs the 
  PC that she is hiding something about her interest in the 
  staff of delusion. 
   
  If the PCs refuse to turn over the  notes of Nihilion 
  Theomortis, the staff of delusion, or the Prayerbook, she 
  threatens them with dire consequences. An opposed 
  Sense Motive provides the hunch that she is acting more 
  from personal motives than professional. She teleports 
  away shortly thereafter. 
   
  If the PCs attack her for any reason, a contingency 
  spell (teleport) comes into effect and removes her from the 
  PCs. She cannot be located within the confines of this 
  adventure. PCs gain the “Attacked Mesiria” item on the 
  Adventure Record.  
   
  Troubleshooting: The PCs may have a member of 
  the Silent One meta-organization in the party who has 
  reason to be suspicious of Mesiria’s arrival here. Silent 
  One PCs do not have to make any checks to validate their 
  suspicions. 
   
  Also, the PCs may have through ingenuity captured 
  Nihilon Theomortis (say in an Otiluke’s resilient sphere or 
  through a bard who can charm undead). At APL 14 and 
  16, Nihilon has the potential to uncover Mesiria as an 
  ”aberration cultist.” If Nihilon is in a situation where he 
  has line of effect to Mesiria (an Otiluke’s sphere does not 
  qualify) he uses his detect aberrant taint ability and 
  declaims (in Flan) her allegiance with the “dark powers 
  from the time before time”. Mesiria’s perturbed reaction 
  is detectable with a DC 25 Sense Motive check. 
  Conclusion 
  PCs should return and inform Ruka of the fate of the 
  caravan attackers. He provides them with compensation 
  as agreed upon and releases from their oath-bond. He 
  offers his thanks and favor as well. 
   
  If questioned about the violation of the seals of the 
  Duchy and Celene, he says that is a matter for the Duke 
  and the city council to consider and debate. He claims 
  there is good reason to believe that the seals didn’t fully 
  apply to his house under the Waybury charter, and that 
  while it may take time to sort out, he is confident that 
  whatever penalty imposed would be trivial.  
   
  PCs may also seek to travel to the Silent Tower and 
  report Mesiria’s misconduct if they have reason to be 
  suspicious. If the PCs are forthcoming about what they 
  know, the Silent Ones thank them, claim that Mesiria is 
  very highly regarded as she works under the direction of 
  Turgin Ilhane, and tell them that their concerns are 
  unfounded. If the PCs are at all insistent and succeed at 
  DC 20 Diplomacy check (+5 for Silent One members) or 
  spend an Influence Point, the representative admits that 
  her recent whereabouts have been generally unknown. 
  At that point they thank the PCs for their diligence and 
  state that they will investigate her further. PCs gain the 
  “Met with Silent Ones” item on the Adventure Record. 
   
  If asked, the Silent Ones can give the PCs a location 
  where they can locate Turgin Ilhane or a DC 25 
  Knowledge(arcana 
  or 
  local) 
  check 
  provides 
  the 
  information that he is frequently found in Gradsul. If 
  contacted, Turgin is receptive to the PCs report and states 
  he will investigate her, ruefully commenting that he has 
  been too light in supervising her activities. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Five 
  Defeat a Random Encounter. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
  APL 14: 450 xp. 
   
  APL 16: 510 xp. 
  Encounter Seven and Ten 
  Defeat the two Bullywug pads. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
  Encounter Eleven 
  Defeat the undead. 
   
  APL 8: 330 xp. 
  
  SHE6-05 Into the Unknown 
   
  Page 33 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Story Award 
  Understanding that House Kirandal is violating the 
  Lortmil ban before returning to Ruka. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16: 135 xp. 
  Discretionary roleplaying award 
  Good participation in the festival. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
   
  APL 14: 240 xp. 
   
  APL 16: 270 xp. 
  Total possible experience 
   
  APL 8: 1125 xp. 
   
  APL 10: 1350 xp. 
   
  APL 12: 1575 xp. 
   
  APL 14: 1800 xp. 
   
  APL 16: 2025 xp. 
  Treasure Summary 
  During an adventure, characters 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 Two 
  Negotiated payment: 
   
  APL 8: C: 200–400 gp 
   
  APL 10: C: 250–500 gp 
   
  APL 12: C: 300–600 gp 
   
  APL 14: C: 350–700 gp 
   
  APL 16: C: 400–800 gp 
  Encounter Three: 
   
  ALL APLs: L: 0gp, C: 0 gp, M: 8 × fire beetle gland (8 
  × 3 gp), 6 × unguent of timelessness (6 × 12 gp) 
  Encounter Six: 
  Dark Naga: 
  APL 8: L: 0 gp, C: 0 gp, M: eyes of arcane sight (450 gp). 
  APL 10: L: 0 gp, C: 208 gp, M: eyes of arcane sight (450 
  gp). 
  APL 12: L: 0 gp, C: 208 gp, M: eyes of arcane sight (450 
  gp); ioun stone, pink and green sphere (667 gp). 
  APL 14: L: 0 gp, C: 208 gp, M: eyes of arcane sight (450 
  gp); ioun stone, pink and green sphere (667 gp); ioun 
  stone, deep red sphere (667 gp) . 
  APL 16: L: 0 gp, C: 208 gp, M: eyes of arcane sight (450 
  gp); ioun stone, pink and green sphere (667 gp); ioun 
  
  SHE6-05 Into the Unknown 
   
  Page 34 
  stone, deep red sphere (667 gp); ioun stone, pale lavender 
  ellipsoid (1667 gp). 
  Ghosts of the Hateful Wars 
  APL 8: L: 0 gp, C: 0 gp, M: +1 longsword (193 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +1 longsword  (193 gp); +1 
  ghost touch longsword (693 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: 2 × +1 longsword  (2 × 193 
  gp); +1 ghost touch longsword (693 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: 3 × +1 longsword  (3 × 193 
  gp); +1 keen ghost touch longsword (1526 gp). 
  APL 16: L: 0 gp, C: 0 gp, M: 3 × +1 longsword  (3 × 193 
  gp); +1 keen ghost touch longsword (1526 gp); +1 ghost 
  touch full plate (1460 gp).  
  Encounter Eight:   
  APL 8: L: 57 gp, C: 0 gp, M: periapt of wisdom +2 (333 
  gp); +1 studded leather armor (98 gp); 3 × potion of cure 
  light wounds (3 × 4 gp); potion of pass without trace (4 
  gp); potion of delay poison (25 gp); potion of enlarge 
  person (4 gp); potion of cure serious wounds. (62 gp). 
  APL 10: L: 3 gp, C: 0 gp, M: ring of protection +1 (167 
  gp); +1 chain shirt (104 gp); periapt of wisdom +2 (333 
  gp); amulet of natural armor +1 (167 gp), +1 longspear 
  (192 gp); +1chain shirt (104 gp); +1 leather armor  
  (97gp), 2 × javelin of lightning (2 × 125 gp). 
  APL 12: L: 28 gp, C: 0 gp, M: ring of protection +1 (167 
  gp); +2 chain shirt  (354 gp); periapt of wisdom +2 (333 
  gp); wand of cure light wounds (62 gp); +1 longspear (192 
  gp); +1 studded leather armor  (97 gp); steadfast boots 
  (500 gp); +1 leather armor  (97gp), 3 × javelin of 
  lightning (3 × 125 gp). 
  APL 14: L: 28 gp, C: 0 gp, M: +3 chain shirt (771 gp); 
  cloak of resistance +1 (83 gp); periapt of wisdom +4 (1333 
  gp); +2 longspear (683 gp); steadfast boots (500 gp); +1 
  mithral chain shirt (183 gp); +2 leather armor (347 gp); 
  3 × javelin of lightning (3 × 125 gp); potion of cure serious 
  wounds (62 gp), gloves of dexterity +2 (333 gp); 
   APL 16: L: 28 gp, C: 0 gp, M: +3 chain shirt (771 gp); 
  cloak of resistance +1 (83 gp); periapt of wisdom +4 (1333 
  gp); wand of cure light wounds (62 gp); +2 longspear (683 
  gp); steadfast boots (500 gp); +2 mithral chain shirt (437 
  gp); +2 leather armor (347 gp); 3 × javelin of lightning (3 
  × 125 gp); potion of cure serious wounds (62 gp), gloves of 
  dexterity +2 (333 gp). 
  Encounter Nine:   
  APL 8: L: 101 gp, C: 0 gp, M: potion of cure serious 
  wounds (63 gp); potion of delay poison (25 gp); amulet of 
  natural armor +1 (167 gp); ring of protection +1 (167 gp); 
  scroll of expeditious retreat (2 gp); scroll of invisibility (12 
  gp); scroll of dispel magic (31 gp); +1 glaive (192 gp); 
  scroll of invisibility purge (31 gp); ring of swimming (208 
  gp). 
  APL 10: L: 28 gp, C: 0 gp, M: amulet of natural armor 
  +1 (167 gp), +1 longspear  (192 gp); chain shirt +1 (104 
  gp); +1 shortspear (192 gp); +1 leather armor (97 gp); 
  potion of cure serious wounds. (62 gp); potion of delay 
  poison (25 gp); amulet of natural armor +1 (167 gp); ring 
  of protection +1 (167 gp); cloak of charisma +2 (333 gp); 
  +1 banded mail (117 gp), +1 glaive (192 gp); periapt of 
  wisdom +2 (333 gp); ring of swimming (208 gp). 
  APL 12: L: 28 gp, C: 0 gp, M: +1 studded leather armor 
  (98 gp); +1 longspear  (192 gp); steadfast boots (500 gp); 
  +1 shortspear (192 gp); +1 leather armor (97 gp); potion 
  of cure serious wounds (62 gp); potion of delay poison (25 
  gp); ring of protection +2 (667 gp); amulet of natural 
  armor +1 (167 gp); cloak of charisma +2 (333 gp); +1 
  aquatic half plate (812 gp); +1 glaive  (192 gp); periapt of 
  wisdom +2 (333 gp). 
  APL 14: L: 28 gp, C: 0 gp, M: +2 longspear (683 gp); 
  steadfast boots (500 gp); +1 mithral chain shirt (183 gp); 
  +1 shortspear (192 gp); +2 leather armor (347 gp); 3 × 
  javelin of lightning (3 × 125 gp); potion of cure serious 
  wounds (62 gp); potion of delay poison (25 gp); ring of 
  protection +2 (667 gp); amulet of natural armor +2 (667 
  gp), cloak of charisma +2 (333 gp); scroll of mind fog (95 
  gp), +1 aquatic full plate (887 gp); +1 gnome bane glaive 
  (692 gp); periapt of wisdom +2 (333 gp); ring of protection 
  +1 (167 gp). 
  APL 16: L: 28 gp, C: 0 gp, M: +2 longspear (683 gp); 
  steadfast boots (500 gp); +1 mithral chain shirt (183 gp); 
  gauntlets of ogre power +2 (333 gp), +1 shortspear (192 
  gp); +2 leather armor (347 gp); 3 × javelin of lightning (3 
  × 125 gp); potion of cure serious wounds (62 gp); potion of 
  delay poison (25 gp); amulet of natural armor +2 (667 
  gp); cloak of charisma +6 (3000 gp); rod of lesser empower 
  (750 gp), ring of protection +4 (2667 gp), scroll of mind 
  fog  (95 gp); amulet of natural armor +1 (167 gp); +1 
  aquatic full plate (887 gp); +1 gnome bane glaive (692 
  gp); periapt of wisdom +2 (333 gp); ring of protection +1 
  (167 gp). 
  Encounter Eleven:   
  APL 8: L: 28 gp, C: 0 gp, M: pearl of power, 2nd-level 
  spell (333 gp), cerulean sign +1 (333 gp). 
  APL 10: L: 55 gp, C: 0 gp, M: pearl of power, 2nd-level 
  spell (333 gp each), cerulean sign +1 (333 gp). 
  APL 12: L: 83 gp, C: 0 gp, M: pearl of power, 3rd-level 
  spell (750 gp); cerulean sign +1 (333 gp); headband of 
  intellect +2 (333 gp). 
  APL 14: L: 109 gp, C: 0 gp, M: pearl of power 4th level 
  spell (1333 gp); eyes of arcane sight (450 gp); cerulean 
  sign +2 (750 gp); headband of intellect +2 (333 gp). 
  planar fork: plane of shadow  (25 gp). 
  APL 16: L: 136 gp, C: 0 gp, M: pearl of power, 5th-level 
  spell (3000 gp); eyes of arcane sight (450 gp); cerulean 
  sign +2 (750 gp); headband of intellect +2 (333 gp). 
  planar fork: plane of shadow  (25 gp). 
  
  SHE6-05 Into the Unknown 
   
  Page 35 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 186 gp, C: 400 gp, M: 2648– Total: 3204 gp 
  (1300 gp). 
  APL 10: L: 86 gp, C: 708 gp, M: 5418 gp – Total: 6212 
  gp (2300 gp). 
  APL 12: L: 139 gp, C: 808 gp, M: 8476 gp – Total: 
  9423 gp (3300 gp). 
  APL 14: L: 165 gp, C: 908 gp, M: 15970 gp – Total: 
  17043 gp (6600 gp). 
  APL 16: L: 192 gp, C: 1008 gp, M: 25330 gp – Total: 
  26530 gp (9900 gp). 
  Items for the Adventure Record 
  Special 
  � Thanks of the Silverwood Centaurs: This PC gains 
  access (Frequency: Metaregional) to Large versions of all 
  simple and martial weapons from the Player’s Handbook, 
  including masterwork versions. 
  � Favor of Kirandal Trading House: You may spend 
  this favor to sell a single item for ¾ of its normal price 
  (instead of the standard of ½) or to purchase a single item 
  for 20% less than its normal price.  Mark this Favor as 
  USED when it is spent. 
  � Tormented by the Destrachan: This PC was 
  captured by destrachan and tormented by them. This PC 
  suffers a –2 penalty to Listen checks. Whenever a very 
  loud noise occurs (all sonic attacks qualify), this PC must 
  make a Will save (DC = APL this adventure was played at 
  + 10) or be stunned for 1 round. Further noises do not 
  require another save until 1 hour has passed. This is a 
  form of insanity and can only be negated by spells or 
  effects that specifically remove insanity. 
  � Analects of the Order of the Purple Plume: In 
  reward for recovery of the original Old Oeridian text, the 
  Heironean Church of Gran March allows you to purchase 
  a copy.  PCs with the ability to read Old Oeridian can 
  spend 2 TUs reading this text to gain a +1 sacred bonus to 
  Will saves (+2 for worshipers of Heironeous).  You must 
  keep this text with you to keep the bonus active.  Rituals 
  described in the work can be used to commission the 
  making of a Helm of the Purple Plume (relic from Complete 
  Divine) for its full price (plus the undertaking of a special 
  mission; contact Michael Moore, Sheldomar Valley MR 
  Coordinator, at duke_rael@earthlink.net for details).  Price: 
  2,000 gp; Weight: 3 lbs. 
  � Eyes of Arcane Sight: Wearing this pair of spectacles 
  allows the use of arcane sight, 1/day upon command, for a 
  5 minute duration.  Moderate Divination; CL 5th; Prereq.: 
  Craft Wondrous Item, arcane sight; Price: 5,400 gp. 
  � Nihilon’s Prayerbook: This fragile, leather-bound 
  book, worn from ages of pious use, contains hand-written 
  prayers to various Flan and other deities of both good and 
  evil. Many pages have been ripped out. Possession of this 
  book grants access to the following spells: Lords of 
  Madness: invoke the cerulean sign; Spell Compendium: 
  protection from positive energy, crawling darkness.  Price: 1,000 
  gp; Weight: 3 lbs. 
  � Preserved Fire Beetle Gland: This gland has been 
  preserved with unguent of timelessness. It provides red 
  glowing light in a 10 ft. radius for 1d6 x 52 TUs (DM rolls 
  when the item is first purchased:  ________). Price: 150 gp. 
  � Staff of Delusion: This staff looks like nothing more 
  than an old branch off a tree. The command word for 
  each ability is carved into the staff in a coded version of 
  Ancient Suloise (DC 25 Decipher Script check to 
  decode). This staff allows the use of the following spells: 
  Nystul’s magic aura, hypnotic pattern, misdirection, phantasmal 
  killer (2 charges), veil (2 charges).  Strong Illusion; CL 13th; 
  Prerequisites: Craft Staff, Nystul’s magic aura, hypnotic 
  pattern, misdirection, phantasmal killer, veil; Price: 68,250 gp. 
  � Planar Fork, Plane of Shadow: This is a small tuning 
  fork made of shadesteel from the Plane of Shadow, which 
  looks like ordinary polished metal, but reflects objects 
  with deeper contrasts. It resonates at D minor. This 
  tuning fork is a focus for the spell plane shift and is keyed 
  to the Plane of Shadow.  Price: 300 gp. 
  Item Access 
  APL 8 (all of the following): 
  • 
  Analects of the Order of the Purple Plume (Adventure; See 
  Above; Limit 1) 
  • 
  Cerulean Sign Amulet +1 or +2 (Adventure; Lords of 
  Madness) 
  • 
  Eyes of Arcane Sight (Adventure; See Above; Limit 1) 
  • 
  Nihilon’s Prayerbook (Adventure; See Above; Limit 1) 
  • 
  Pearl of Power, 2nd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Preserved Fire Beetle Gland (Adventure; See Above; Limit 
  1) 
  • 
  Ring of Swimming (Adventure; Dungeon Master’s Guide) 
  • 
  Staff of Delusion (Adventure; See Above; Limit 1) 
  • 
  Unguent of Timelessness (Adventure; Dungeon Master’s 
  Guide) 
  APL 10 (all of APL 8 plus the following): 
  • 
  +1 Ghost Touch Longsword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
  
  SHE6-05 Into the Unknown 
   
  Page 36 
  APL 12 (all of APLs 8, 10 plus the following): 
  • 
  +1 Aquatic Half Plate (Adventure; Arms & Equipment 
  Guide) 
  • 
  +2 Chain Shirt (Adventure; Dungeon Master’s Guide) 
  • 
  Ioun Stone, Pink and Green Sphere (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Pearl of Power, 3rd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Steadfast Boots (Adventure; Arms & Equipment Guide) 
  APL 14 (all of APLs 8, 10, 12 plus the following): 
  • 
  +1 Bane (Gnome) Glaive (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Keen Ghost Touch Longsword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +2 Longspear (Adventure; Dungeon Master’s Guide) 
  • 
  +3 Chain Shirt (Adventure; Dungeon Master’s Guide) 
  • 
  Ioun Stone, Deep Red Sphere (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Pearl of Power, 4th Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Planar Fork, Plane of Shadow (Adventure; See Above; 
  Limit 1) 
  APL 16 (all of APLs 8, 10, 12, 14 plus the following): 
  • 
  +1 Ghost Touch Full Plate (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Charisma +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ioun Stone, Pale Lavender Ellipsoid (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Metamagic Rod, Empower, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Pearl of Power, 5th Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Protection +4 (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
  SHE6-05 Into the Unknown 
   
  Page 37 
  Appendix: New Rule Items
  NEW MONSTERS 
  Grigaur 
  From Living Greyhawk Journal #2, p25-26 
  Converted to D&D 3.5 by Paul Duggan 
  Medium Magical Beast 
  Hit Dice: 4d10+12 (34hp);  
  Initiative: +1 
  Speed: 40 ft (8 squares)  
  Armor Class 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14  
  Base Attack/Grapple: +4/+8 
  Attack: claw +8 melee (2d4+4)  
  Full Attack: 2 claws +8 melee (2d4+4) and bite +3 melee 
  (1d6+2 bite)  
  Space/Reach: 10 ft./10ft. 
  Special Attacks: improved grab 
  Special Qualities: Blindsight 60 ft; DR 5/-; immunities, 
  scent 
  Saves: Fort: +7, Ref +5, Will +2 
  Abilities: Str 19, Dex 13, Con 16, Int 6, Wis 12, Cha 8 
  Skills: Climb +6; Hide +4*, Listen +3, Move Silently +6; 
  Spot +3 
  Feats: Alertness, Track 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
   
  Grigaurs are extinct predators brought to the present by a 
  powerful wizard to be used as guardians. Though blind, 
  their advanced senses allow them to hunt even in total 
  darkness. 
   
  Grigaurs once roamed in the Flanaess thousands of 
  years before the arrival of modern humans, and are 
  thought to have been killed off by an environmental 
  cataclysm or a sickness. Recently, Kezzark of Greyhawk 
  created a spell to bring young living grigaurs forward in 
  time and has been selling them at exorbitant prices to 
  parties interested in loyal, tough, intelligent guardians. 
  The limited supply has caused several to attempt other 
  methods of acquiring one, and the Scarlet Brotherhood is 
  trying to get one for its breeding program. At least one 
  owner is attempting to have his pet cloned. 
   
  Approximately the size of a bear, a grigaur has a 
  muscular build, strong claws, and an angled ovoid face. 
  Its head and back are adorned with different kinds of 
  sensory organs which compensate for its blindness. 
  Combat 
  A grigaur’s predatory habits are similar to those of a 
  feline, although it normally hunts alone unless part of a 
  mated pair (a nonexistent situation in the modern day). A 
  grigaur stalks its prey quietly, often in the dark, leaping 
  out of hiding to grasp its prey with one or both claws to 
  prevent its escape. 
   
  Improved Grab (Ex): To use this ability, the grigaur 
  must hit a medium-sized or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity 
   
  Blindsight (Ex): Grigaurs use scent and hearing to 
  ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks, and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense-
  heavy air). Negating a grigaur’s sense of smell or hearing 
  reduces this ability to normal Blind-Fight (as the feat). If 
  both are defeated, the grigaur is effectively blinded. 
   
  Immunities: Grigaurs are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
   
  Skills: Grigaurs get a +4 racial bonus to Move 
  Silently checks. *In areas of natural earth, they get a +4 
  bonus to Hide checks. 
   
  Bullywug 
  Medium Humanoid (Aquatic) 
  Hit Dice: 1d8+4 (8hp);  
  Initiative: +0 
  Speed: 20 ft (4 squares) , swim 30 ft. 
  Armor Class 15 (+2 leather; +3 natural), touch 10, flat-
  footed 15  
  Base Attack/Grapple: +1/+2 
  Attack: shortspear +2 melee (1d6+1)  
  Full Attack: shortspear +2 melee (1d6+1)  
  Space/Reach: 5 ft./5 ft. 
  Special Attacks:  -  
  Special Qualities: Marsh move, summoning (clerics 
  only) 
  Saves: Fort: +6, Ref +0, Will -3 
  Abilities: Str 13, Dex 11, Con 18, Int 6, Wis 5, Cha 4 
  Skills: Hide +4*, Swim +9 
  Feats: Endurance 
  Environment: Temperate and warm aquatic and marsh 
  Organization: Solitary (1); pad (4), float (8) or pond (16-
  48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually Chaotic Evil 
  Advancement: By character class 
   
  Life as a bullywug is nasty, brutish, and wet. Bullywugs 
  kill for sport, systematically destroy their own hunting 
  grounds, and make a religious fetish of summoning 
  monster who may or may not stay within their control. 
  
  SHE6-05 Into the Unknown 
   
  Page 38 
   
  Bullywugs are frog-headed amphibious humanoids 
  with green, gray, or mottled yellow skin. They have long, 
  flicking tongues that can barely fit around a form of 
  stunted Common. They stand 4 to 7 feet tall, weigh 100 to 
  300 pounds, and fight with spears or other sharp weapons 
  they can poke out of the water. Bullywugs make it a point 
  of pride to wear at least leather armor, even though 
  swimming in armor isn’t easy. 
   
  Most bullywugs encountered outside their homes 
  are warriors; the information in the statistics block is for 
  one of 1st level. 
   
  Combat 
   
  Bullywugs prefer to fight in or near water. 
  Whenever possible, they use summoned monsters as a 
  first wave of attack. In any given fight, there is therefore a 
  50% chance that bullywugs will fight to the death, no 
  matter how stupid that seems, and a 50% chance that they 
  will flee for their lives when some of their numbers have 
  fallen, even if they could otherwise win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud 
   
  Summoning (Sp): Bullywug clerics are notorious 
  for their unpredictable summoning abilities. When a 
  bullywug cleric uses a summon monster spell, there is a 
  50% chance that one more monster than the spell would 
  ordinarily summon will appear. In such cases, there is 
  then a 25% chance that the summoned monsters will not 
  be in the bullywug’s control, rampaging and attacking at 
  random. It is not uncommon for bullywugs that have 
  summoned monsters and failed to control them to spend 
  all their efforts fighting their own summoned creatures 
  instead of attacking their original foe. 
   
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
  BULLYWUG CHARACTERS 
  Bullywugs sometimes gain levels as barbarians. The 
  biggest bullywug in the pond frequently I sat least a 2nd-
  level barbarian. 
  BULLYWUG SOCIETY 
  Bullywugs hunt things, eat things, bully things, and 
  worship their noxious deities. There are many bullywug 
  clerics as many as 10% of bullywugs in some ponds have 
  one or more levels as a cleric. Bullywug clerics can choose 
  from the domains of Chaos, Evil, and Water. Bullywug 
  clerics are more limited than those of other races, and can 
  only chose three types of spells: summon monster spells 
  (their culturally preferred choice), inflict spells, and their 
  domain spells. 
   
  Bullywug Savant 
  From Living Greyhawk Journal #2, p.25–26 
  Medium Monstrous Humanoid 
  Hit Dice: 2d8+1d4+9 (20 hp);  
  Initiative: +1 (Dex) 
  Speed: 30 ft (6 squares) , swim 20 ft. 
  Armor Class 15 (+2 leather; +3 natural), touch 10, flat-
  footed 15  
  Base Attack/Grapple: +2/+2 
  Attack: shortspear +1 melee (1d6)  
  Full Attack: shortspear +1 melee (1d6)  
  Space/Reach: 5 ft./5 ft. 
  Special Attacks:  -  
  Special Qualities: Darkvision, marsh move, summoning 
  (sorcerers only) 
  Saves: Fort: +3, Ref +4, Will +6 
  Abilities: Str 10, Dex 12, Con 16, Int 11, Wis 11, Cha 13 
  Skills: Concentration +6, Hide +1*, Spellcraft +3, Tumble 
  +3, Swim +9 
  Feats: Combat Casting, Endurance 
  Environment: Temperate and warm aquatic and marsh 
  Organization: Solitary (1); brood (1 plus 1-4 bullywugs), 
  or great brood (1-3 plus 4-16 bullywugs) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Usually Neutral Evil 
  Advancement: By character class 
   
  Bullywug savants are genetic throwbacks to a more 
  advanced form of bullywug that held power in the 
  Flanaess aeons ago. Smarter than their common kin, they 
  have arcane powers. 
   
  Bullywug savants look like upright bullywugs with 
  smoother skin and darker coloration. Their heads have 
  six fleshy semitransparent fluid sacs: two on the chin, two 
  by the ear holes, and two on the top of the head. The 
  upper sacs appear to contain additional brain tissue. 
  When not expecting combat, they prefer to wear togas in 
  the style of decadent nobility, and while they wear armor 
  if they need to, they prefer using magic and magic items 
  to protect themselves. Their eyes have a glimmer of cold 
  intelligence. 
   
  Bullywug savants speak Common, Aquan, and Kuo-
  Toan, and have a racial memory that allows them to 
  communicate in the language of aboleths. Some learn 
  other languages, particularly Dwarven, Elven and 
  Gnome. 
   
  The statistics above are for a 1st level bullywug 
  savant sorcerer. The most powerful sorcerer in a group is 
  the leader. Bullywugs always defer to the commands of 
  kuo-toas and aboleths if either are present. 
  Combat 
  Like their degenerate cousins, bullywug savants prefer to 
  fight in or near water. They use tactics, deploying regular 
  bullywugs as shock troops and keeping at least one 
  nearby as a guard. Bullywugs serving a bullywug savant 
  are fanatically obedient, and the master uses this to 
  protect their own skins. Skum obey bullywug savants 
  readily if the orders don’t conflict with that of their 
  aboleth masters. 
  
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  Bullywug savants prefer to use enchantment and 
  evocation (cold) magic, but are smart enough to acquire 
  spells and items that exploit the weakness of their long-
  term opponents. 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 Dex). 
  As a standard action the savant can cause one of the sacs 
  to erupt, coating an adjacent target on a successful touch 
  attack. Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison. It takes seven days for a 
  ruptured sac to heal and restore its poison. The largest 
  two poison sacs are only used if the savant is in great 
  peril, for each of them deals 1d2 points of Intelligence 
  damage to the savant if used. 
   
  Spells (Sp): Bullywug savants are always sorcerers of 
  at least 1st-level. A typical savant knows 4 cantrips and 2 
  1st-level spells, casting 5 cantrips and 4 1st-level spells per 
  day. A typical spell selection for a savant is 0th—detect 
  magic, mage hand, ray of frost, read magic; 1st—charm person, 
  sleep. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud 
   
  Summoning (Sp): Like the clerics who guide 
  common bullywugs, bullywug savant sorcerers are 
  notorious 
  for 
  their 
  powerful 
  but 
  unpredictable 
  summoning abilities. When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one more 
  monster than the spell would ordinarily summon will 
  appear. Unlike common bullywug clerics, savant 
  summoning spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
   
  Skills: Bullywug savants have a +6 racial bonus on 
  Hide checks when in marshes because of their skill at 
  camouflage. 
  Evolved Undead 
  From Libris Mortis, pages 99–100. 
   
  An evolved undead is an undead whose body is 
  flushed with more negative energy than normal due to an 
  exceptionally long lifetime. Any undead may gain this 
  template, and in doing so, it retains all its previous 
  abilities, but becomes more powerful than before. 
   
  When an intelligent undead creature survives for 
  100 years or more (or when the DM decides to create an 
  undead monster with a twist), there is a 1% chance that its 
  connection to the Negative Energy Plane grows more 
  mature. When this “evolution” occurs, the undead gains 
  this template. Each additional 100 years of existence 
  affords an additional 1% chance of a more mature 
  connection, plus an additional 1% chance for each 
  previous evolution. For example, if an undead creature‘s 
  connection to the Negative Energy Plane evolved three 
  times previously, it has a 4% chance to gain one more step 
  of maturation the next time its age requires an evolution 
  check. Every step of evolution means that the evolved 
  undead template can be applied again to the undead 
  creature (setting this template apart from most other 
  templates, which can be applied only once). 
  Creating an Evolved undead 
  “Evolved undead” is an acquired template that can be 
  added to any undead with an Intelligence score (referred 
  to hereafter as the base creature). An evolved undead uses 
  all the base creature’s statistics and special abilities except 
  as noted here. This template does not alter the creature’s 
  type. 
   
  Note: Unlike most templates, an evolved undead 
  can potentially acquire this template more than once, 
  evolving more with each application. 
   
  Armor Class: The base creature’s natural armor 
  bonus improves by 1. If the creature is incorporeal, its 
  deflection bonus to AC improves by 1. 
   
  Special Attacks: An evolved undead retains all the 
  special attacks of the base creature and gains one spell-
  like ability from the following list. You can choose this 
  ability from the list below, or roll randomly. The spell-
  like ability gained herein can be used once per day. If the 
  undead already has the indicated ability, it gains another 
  use; if it already has the ability as an at-will ability, choose 
  another ability. The spell-like ability has a caster level 
  equal to the evolved undead’s HD (if the caster level is too 
  low to cast the spell in question, choose another). The 
  save DCs are Charisma-based. 
  d12 
  Spell-like Ability 
  1 
  circle of death 
  2 
  cloudkill 
  3 
  cone of cold 
  4 
  confusion 
  5 
  contagion 
  6 
  creeping doom 
  7 
  greater dispel magic 
  8 
  greater invisibility 
  9 
  haste 
  10 
  hold monster 
  11 
  see invisibility 
  12 
  unholy blight 
   
   
  Special Qualities:  An evolved undead retains all 
  the special qualities of the base creature and gains the one 
  described below: 
   
  Fast Healing (Ex): An evolved undead heals 3 points 
  of damage each round so long as it has at least 1 hit point. 
   
  Abilities: An evolved corporeal undead gains +2 
  Strength and +2 Charisma. An evolved incorporeal 
  creature gains only +2 Charisma. 
  
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  Organization: An evolved undead usually becomes 
  a leader among those of its base kind 
   
  Challenge Rating: Same as the base creature +1. 
   
  Level Adjustment: Same as the base creature +1. 
  Quell 
  From Libris Mortis, pages 116–117. 
  Medium Undead (Incorporeal) 
  Hit Dice: 5d12 (32 hp) 
  Initiative: +7 
  Speed: Fly 60 ft (12 squares)  (good) 
  Armor Class 15 (+3 Dex, +2 deflection), touch 15, flat-
  footed 12  
  Base Attack/Grapple: +2/- 
  Attack: Incorporeal touch +5 melee (1d4)  
  Full Attack: Incorporeal touch +5 melee (1d4)  
  Space/Reach: 5 ft./5ft. 
  Special Attacks: Coupled intercession, intercession. 
  Special 
  Qualities: 
  Darkvision 
  60 
  ft, 
  daylight 
  powerlessness, incorporeal traits, undead traits, +4 turn 
  resistance 
  Saves: Fort: +1, Ref +4, Will +6 
  Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 
  Skills:  Diplomacy +6, Hide +11, Intimidate +10, Listen 
  +12, Search +10, Sense Motive +8, Spot +12, Survival +2 
  (+4 when following tracks) 
  Feats: Alertness, Combat Reflexes, Improved Initiative 
  Environment: any 
  Organization: Solitary or pair 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Lawful Evil 
  Advancement: 6-10 HD (Medium) 
  Two fiery green eyes glare from a shrouded, half-real visage of 
  this vaguely humanoid shade.  Either it is dressed in robes, or its 
  ectoplasmic flesh is naturally loose and flowing.  Dark symbols 
  hang in the air just above and about its form, free-standing 
  glyphs that viscerally demonstrate the creature’s anathema to all 
  things divine. 
   
  Quells are incorporeal creatures of malevolence and 
  the night.  They despise all living things, as well as the 
  light that nurtures them, but the urge that truly drives 
  them is their hatred of those who serve deities. 
   
  If they could, quells would commit deicide, though 
  of course such actions are far beyond a quell’s power.  
  However, while a quell cannot directly affect a deity, it 
  does have a power over the connection between a deity 
  and its followers. 
   
  Because of their powers, quells are sought out by 
  bands of more powerful undead or necromancers. 
   
  A quell is about as tall as a human, and is weightless. 
   
  Quells speak Common and Infernal. 
  Combat 
  Quells are poor combatants.  Their power lies in their 
  ability to break connections between clerics and their 
  deities. 
   
  Coupled Intercession (Su):  Whenever a quell 
  takes a standard action to aid another quell in an 
  intercession attempt, the effective cleric level of the quell 
  increases by 1.  Several quells could all take standard 
  actions to aid a single quell’s intercession attempt, each 
  increasing the effective cleric level of the intercession 
  attempt. 
   
  Daylight Powerlessness (Ex):  Quells are utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, the 
  quell makes a turning check as if it were a cleric of a level 
  equal to the quell’s hit dice (12th level). The result 
  indicates the highest level divine spellcasters the quell 
  can cut off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s intercession affects the closest divine spellcasters 
  it can affect first. Normally affected divine spellcasters 
  cannot turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster has divine levels the divine spellcaster loses 
  the ability to cast divine spells for 24 hours. If the quell 
  attacks an affected divine spellcaster in any way, pr the 
  affected spellcaster receives an atonement spell, the 
  intercession ends. The quell’s allies and other creatures 
  can attack the divine spellcaster without breaking the 
  intercession. A quell can use this ability a number of 
  times a day equal to 3 + its charisma modifier (5 times for 
  a typical creature). 
  Shadesteel Golem 
  From Monster Manual III, p. 72-73 
  Medium Construct 
  Hit Dice: 18d10+20 (119hp);  
  Initiative: +3 
  Speed: 30 ft (6 squares), fly 30 ft. (perfect) 
  Armor Class 33 (+3 Dex, +20 natural), touch 13, flat-
  footed 30  
  Base Attack/Grapple: +13/+20 
  Attack: slam +20 melee (2d6+7)  
  Full Attack: 2 slams +20 melee (2d6+7) Space/Reach: 5 
  ft./5ft. 
  Special Attacks: negative pulse wave 
  Special Qualities: Construct traits, damage reduction 
  10/adamantine and magic, darkvision 60 ft; immunity to 
  magic, low-light vision 
  Saves: Fort: +6, Ref +9, Will +6 
  Abilities: Str 24, Dex 16, Con -, Int -, Wis 11, Cha 7 
  Skills:  Hide +15, Move Silently +19 
  Feats: - 
  
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  Environment: Plane of Shadow 
  Organization: Solitary or team (1 plus 2d4 greater 
  shadows) 
  Challenge Rating: 11 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 19-26 HD (Medium); 27-40 HD (Large); 
  41-54 HD (Huge) 
  Crafted from metal mined and forged entirely on the 
  Plane of Shadow, shadesteel golems are silent and 
  powerful guardians. Necromancers, liches, and vampires 
  create these planar golems to defend their crypts from 
  clerics or paladins unlikely or be hampered by undead 
  minions. 
   
  Those seeing a shadesteel golem often mistakenly 
  identify it as undead, since it has a dark shadowy 
  appearance and moves as quietly as a wraith. Unlike most 
  constructs, a shadesteel golem is very stealthy, capable of 
  blending into even the faintest of shadows. Their creators 
  use them as hidden guardians in conjunction with more 
  obvious deterrents, such as iron golems or zombies. 
   
  A shadesteel golem stands 7 feet tall and weighs 
  about 1500 pounds, though it usually floats with such 
  ease that it appears to be almost weightless. 
  Combat 
  A shadesteel golem is mindless and follows whatever 
  orders its master gives it. A golem’s creator can command 
  it if the golem is within 60 feet and can see and hear her. 
  If uncommanded, the golem usually follows its last 
  instruction to the best of its ability, though the golem 
  always returns attacks made against it. The creator can 
  give the golem a simple command to govern its actions in 
  her absence, such as “attack any living creature that 
  enters this room.” Like most constructs, it fights to the 
  death unless commanded to retreat. 
   
  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. A DC 19 
  fortitude save halves the damage, the save DC is 
  Constitution 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. In addition, 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. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead or if the golem is standing 
  near other undead. 
   
  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. 
   
  Skills: A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on Hide 
  checks. 
  Construction 
  A shadesteel golem must be created entirely on the Plane 
  of Shadow, using 1,500 pounds of steel tempered with 
  rare shadow liquids. This shadow-tempered steel costs 
  10,000 gp to create. The creator must then make a DC 30 
  Craft (armorsmithing) check to forge the golem’s body. 
   
  CL 17th; Craft Construct, energy drain, geas/quest, 
  limited wish, polymorph any object, shades, caster must be at 
  least 17th level. Price 130,000gp; Cost 70,000 gp + 4,800 
  XP. 
  New Feats 
  Aberration Banemagic (Lords of Madness p. 178) 
  You can cast spells that do additional damage to 
  aberrations 
   
  Benefit: When you cast a spell that deals damage to 
  an aberration, you deal an extra 2d6 points of damage. 
   
  A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all aberrations in the area it affects. 
  However, if a 3rd-level wizards casts magic missile and 
  produces two missiles, only one of them (of the wizard’s 
  choice) gains the extra damage, whether or not both 
  missiles are directed at the same aberration or two 
  different aberrations. If a spell deals damage for more 
  than 1 round, it deals this extra damage in each round. 
   
  Scrolls scribed by you do not gain any benefit from 
  Aberration Banemagic. Scrolls activated by you also gain 
  no benefit from Aberration Banemagic. The same is true 
  for most other magic items, such as wands and potions. 
  However, staffs activated by you use not only your caster 
  level but also gains the benefit of this feat, if applicable. 
   
  If the spell allows a saving throw, the DC of the 
  saving throw increases by 2. The additional damage dealt 
  by this spell is either halved on a successful saving throw 
  or negated entirely, depending on how the regular 
  damage dealt by the spell is affected by a successful 
  saving throw. 
  
  SHE6-05 Into the Unknown 
   
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  Bane Magic (Heroes of Horror, p. 119) 
  Your spells deal extra damage to a particular type of 
  creature. 
   
  Benefit:  When you cast a spell that deals damage 
  against a specific creature type, you deal an extra 2d6 
  points of damage. For example, a giant bane lightning bolt 
  cast by an 8th-level caster would deal the usual 8d6 points 
  of damage to any nongiant in its path but would deal 
  10d6 points of damage against giants. This feat has no 
  effect on spells that do not deal hit point damage, and the 
  source and type of damage remains the same. This feat 
  cannot be used to increase the amount of healing dealt to 
  undead by inflict light wounds and similar spells, but it can 
  add to the damage dealt by casting cure light wounds on an 
  undead creature. 
   
  Special: You can take this feat multiple times. Its 
  effects do not stack. Each time you take the feat, you must 
  apply its effects to a different type of creature: 
  aberrations, animals, constructs, dragons, elementals, fey, 
  giants, 
  humanoids, 
  magical 
  beasts, 
  monstrous 
  humanoids, oozes, outsiders, plants, undead, or vermin. If 
  you choose humanoids, you must select a particular type 
  of humanoid, such as a dwarf or orc. 
  Danger Sense [general] (Complete Adventurer, p.  
  106) 
  You are one twitchy individual.  
   
  Prerequisite: Improved Initiative 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your two 
  rolls. You must decide to reroll before the round starts. 
  Daunting Presence [general] (Libris Mortis, p. 25)  
  You are skilled at inducing feat in your opponents. 
   
  Prerequisites: Cha 13, base attack bonus +1. 
   
  Benefit: You may take a standard action to awe an 
  opponent. The opponent must be within 30 feet, have 
  line of sight to you, and have an Intelligence score. If the 
  opponent fails a Will saving throw (DC 10 + 1/2 your 
  character’s level + your Cha modifier), it is shaken for 10 
  minutes. This feat has no effect on creatures that cannot 
  be shaken. 
   
  Special:  A fighter may take Daunting Presence as 
  one of his fighter bonus feats. 
  Death Master [monstrous] (Libris Mortis, p. 26)  
  Foes are especially afraid of your critical hits.  
   
  Prerequisites: Cha 13, undead type, Daunting 
  Presence, base attack bonus +1. 
   
  Benefit: Whenever you score a critical hit with a 
  melee attack against a living foe, the foe is shaken for 1 
  minute. This is a mind affecting fear effect. 
  Domain Spontaneity [divine] (Complete Divine, p. 
  80) 
  You are so familiar with one of your domains that you can 
  convert other prepared spells into spells from that 
  domain 
   
  Prerequisites: Ability to turn or rebuke undead 
   
  Benefit: Each time that you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepared divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your turn undead attempts. This works 
  just as good clerics spontaneously cast prepared spells as 
  cure spells. 
   
  Special: You can take this feat multiple times. Each 
  time you take the feat, it applies to a different domain. 
  Empowered Ability Damage [monstrous] (Libris 
  Mortis, p. 26) 
  Your ability damage (or ability drain) special attack is 
  more potent than normal.  
   
  Prerequisites: Cha 11; undead type, incorporeal 
  subtype, ability to drain or damage an ability score. 
   
  Benefit: All variable numeric effects of an 
  empowered ability drain or ability damage are increased 
  by 50%. For example, an allip with this feat drains 1-1/2 
  times the normal amount of Wisdom (roll 1d4 and 
  multiply the amount by 1-1/2) 
  Force of Personality (Complete Adventurer, p.  109) 
  You have cultivated an unshakable faith belief in your 
  self-worth. Your sense of self and purpose are so strong 
  that they bolster your willpower. 
   
  Prerequisites: Cha 13 
   
  Benefit: You add your Charisma modifier (instead of 
  your Wisdom modifier) to Will saves against mind-
  affecting spells and abilities.  
  Ghostly Grasp [monstrous] (Libris Mortis, p. 27) 
  You can handle corporeal objects even while incorporeal 
   
  Prerequisites: Cha 15, incorporeal subtype 
   
  Benefit: You can wear, wield, and otherwise use 
  corporeal items as though you were not incorporeal. 
   
  Normal: Without this feat, an incorporeal creature 
  can only wear or wield items that have the ghost touch 
  special ability. 
  Positive Energy Resistance [monstrous] (Libris 
  Mortis, p. 29) 
  You are resistant to the damage dealt by positive energy 
  effects. 
   
  Prerequisite: Undead type.  
  
  SHE6-05 Into the Unknown 
   
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  Benefit:  You gain resistance 10 against positive 
  energy effects 
  Power Critical [general] (Complete Warrior, p. 103) 
  Chose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4 
   
  Benefit:  When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats.  
  You can gain Power Critical multiple times. Each time 
  you take the feat, it may be with a different weapon or the 
  same weapon. If you take it with the same weapon, the 
  effects of the feat stack 
  Shock Trooper [tactical] (Complete Warrior, p. 112) 
  You are adept at breaking up formations of soldier when 
  you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power Attack, 
  base attack bonus +6 
   
  Benefit:  The Shock Trooper feat enables the use of 
  three tactical maneuvers: 
   
  Directed Bull Rush: To use this maneuver, you must 
  make a successful bull rush attempt as part of a charge. 
  For every square you push your foe back, you may also 
  push that foe one square to the left or right. 
   
  Domino Rush: To use this maneuver, you must make a 
  successful bull rush attempt that forces your foe into the 
  same square as another foe. You may make a free trip 
  attempt against both foes at the same time, and neither 
  foe gets a chance to trip you if your attempt fails. 
   
  Heedless Charge: To use this maneuver, you must 
  charge and make the attack at the end of your charge 
  using your Power Attack feat. The penalty you take on 
  your attack roll must be -5 or worse. In addition to 
  normal charge modifiers (which give you a -2 penalty to 
  AC and a +2 bonus on the attack roll), you can assign any 
  portion of the attack roll penalty from Power Attack to 
  your Armor Class instead, up to a maximum equal to your 
  base attack bonus. 
   
  Special: A fighter may select Shock Trooper as one 
  of his fighter bonus feats. 
  Transdimensional Spell [metamagic] (Complete 
  Arcane, p. 84) 
  You can cast spells that affect targets lurking in 
  coexistent planes and extradimensional spaces whose 
  entrances fall within the spell’s area. 
   
  Benefit: A transdimensional spell has its full normal 
  effect on incorporeal creatures, creatures on the Ethereal 
  Plane or the Plane of Shadow, and creatures within an 
  extradimensional space in the spell’s area. Such creatures 
  include ethereal creatures, creatures that are blinking or 
  shadow walking, manifested ghosts, and creatures within 
  the extradimensional space of a rope trick, portable hole, or 
  familiar pocket. 
   
  You must be able to perceive a creature to target it 
  with a transdimensional spell, but you do not need to 
  perceive a creature to catch it in the area of a burst, cone, 
  emanation, or spread. 
   
  A transdimensional spell uses up a spell slot one 
  level higher that the spell’s actual level. 
   
  Normal: Only force spells and effects can affect 
  ethereal creatures and no Material Plane attack affects 
  creatures on the Plane of Shadow or in an enclosed 
  extradimensional space. There is a 50% chance that any 
  spell other than a force effect fails against an incorporeal 
  creature. 
  New Spells 
  SC = Spell Compendium 
  LoM = Lords of Madness 
  Blast of Force (SC, p. 31) 
  Evocation [Force] 
  Level: Force 3, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft /level) 
  Effect:  Ray 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You must succeed on a ranged touch attack with the ray 
  to strike a target. A blast of force deals 1d6 points of damage 
  per two caster levels (maximum 5d6). In addition, a 
  successful hit forces the subject to make a Fortitude save 
  or be knocked prone (size and stability modifiers apply to 
  the saving throw as if the spell were a bull rush). 
  Contingent Energy Resistance (SC, p. 52) 
  Abjuration 
  Level: Cleric 4, druid 4, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Duration: 1 hour/level 
  This spell functions similarly to a contingency, but with a 
  more limited scope. While contingent energy resistance is in 
  effect, if you are dealt damage associated with one of the 
  five types of energy (acid, cold, electricity, fire, or sonic) 
  the spell automatically grants you resistance 10 against 
  that type of energy for up to 10 minutes per caster level, 
  or until the remainder of the spells duration, just as if you 
  were under the effects of a resist energy spell of the 
  appropriate type.  
  
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  Once the energy type protected against by a 
  particular casting of this spell is determined, it can’t be 
  changed. You can’t have more than one contingent energy 
  resistance in effect on yourself at the same time—if you 
  cast the spell a second time while an earlier casting is still 
  in effect, the earlier spell automatically expires. 
   
  The energy resistance granted by this spell does not 
  stack with similar benefits against the same energy type 
  (such as from the resist energy spell). However, it is 
  possible to be simultaneously under the effects of a resist 
  energy (fire) and contingent energy resistance (electricity), or 
  any other two such spells that protect against different 
  types of energy.  
   
  Material Component: An oyster shell. 
  Crawling Darkness (SC, p. 55) 
  Conjuration (Creation) 
  Level: Cleric 5 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  This spell creates a number of tentacles that surround you 
  but do not interfere with your movement or spellcasting. 
  They provide concealment and completely hide your 
  features. You gain a +4 competence bonus on grapple 
  checks, Climb checks, and Escape Artist checks. 
   
  When you are attacked, the tentacles strike back at 
  your attacker. They have an attack bonus equal to you 
  base attack bonus + your Wis modifier, and a successful 
  attack does 1d12 points of damage. 
  Darkbolt (SC, p. 58) 
  Evocation [darkness] 
  Level: Darkness 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft /level) 
  Effect:  one ray/2 levels (maximum seven rays) 
  Duration: Instantaneous; see text 
  Saving Throw: will partial 
  Spell Resistance: yes 
  You unleash beams of darkness from your open palm. 
  You must succeed on a ranged touch attack to strike you 
  target. You can hurl one bolt for every two caster levels 
  you have (maximum seven bolts). You can hurl all the 
  bolts at once, or you can hurl one bolt per round as a free 
  action, starting in the round when you cast the spell. You 
  do not have to hurl a bolt in every round, but if you don’t 
  hurl a bolt you were entitled to in a round, it is lost. If you 
  hurl all the bolts at once, all your targets must be within 
  60 feet of each other. 
   
  A darkbolt does 2d8 points of damage to a living 
  creature, and the creature is dazed for 1 round unless it 
  makes a Will save (a creature struck by multiple bolts in 
  one round is dazed for a maximum of one round, no 
  matter how many times it fails its save). An undead 
  creature takes no damage, but is dazed if it fails its save. 
  Deific Vengeance (SC, p. 62) 
  Conjuration (Summoning) 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  This spell deals 1d6 points of damage per two caster levels 
  (maximum 5d6), or 1d6 points per caster level (maximum 
  10d6) if the target is undead. 
  Frost Breath (SC, p. 100) 
  Evocation [Cold] 
  Level: Cleric 2, druid 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  You breathe a cone of intense cold at your foes. The spell 
  deals 1d4 points of cold damage per two caster levels 
  (maximum 5d4) in addition, all creatures damaged by the 
  frost breath that fail their Reflex save are dazed for 1 
  round by the sudden shock of cold. 
   
  Material Component: Three drops of water or 
  fragments of ice (which are held in a cupped palm and 
  blown towards the target) 
  Hailstones (SC, p. 109) 
  Evocation [Cold] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft./level) 
  Effect: One frigid globe/5 levels 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create frigid hailstones that strike your enemies. You 
  must succeed on a ranged touch attack to hit with a globe. 
  Each hailstone deals 5d6 points of cold damage. For every 
  five caster levels, you gain an additional hailstone 
  (maximum of four stones at 20th level), and all globes 
  must be aimed at enemies that are within 30 feet of each 
  other. 
   
  Material Component: A handful of crystal globes. 
  
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  Hypothermia (SC, p. 118) 
  Evocation [Cold] 
  Level: Cleric 4, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  The subject takes 1d6 points of cold damage per caster 
  level (maximum 10d6) and becomes fatigued. A 
  successful Fortitude save halves the damage and negates 
  the fatigue. 
  Invoke the Cerulean Sign (LoM, p. 211) 
  Evocation  
  Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, 
  sorcerer/wizard 3 
  Components: S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Multiple aberrations whose combined total Hit 
  Dice do not exceed twice caster level in a spread 
  emanating from the character to the extension of the 
  range 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: No 
  The cerulean sign is an ancient symbol said to embody the 
  purity of the natural world, and as such is anathema to 
  aberrations. While druids and rangers are the classes 
  most often known to cast this ancient spell, its magic is 
  nearly universal and can be mastered by all spellcasting 
  classes. 
   
  When you cast this spell, you trace the cerulean sign 
  in the air with a hand, leaving a glowing blue rune in the 
  air for a brief moment before it flashes and fills the area of 
  effect with a pulse of cerulean light. Any aberration 
  within the area must make a Fortitude saving throw or 
  suffer the following ill effects. Closer aberrations are 
  affected first: 
  Aberration Hit Dice 
  Effect 
  Up to caster level +10 
  None 
  Up to caster level +5 
  Sickened 
  Up to caster level 
  Nauseated 
  Up to caster level –5 
  Dazed 
  Up to caster level –10 
  Stunned 
   
  Each effect lasts for 1 round 
   
  None: The aberration suffers no ill effect, even if it 
  fails the saving throw 
   
  Sickened:  The aberration takes a –2 penalty on attack 
  rolls, saving throws, skill checks, and ability checks for 1 
  round. 
   
  Nauseated:  The aberration cannot attack cast spells, 
  concentrate on spells, or do anything but take a single 
  move action for 1 round. 
   
  Dazed: The aberration can take no actions, but has no 
  penalty to armor class. 
   
  Stunned: The aberration drops everything held, can’t 
  take actions, takes a –2 penalty to AC, and loses its 
  Dexterity bonus to AC (if any) for 1 round. 
   
  Once a creature recovers from an effect it moves up 
  one level on the table. Thus a creature that is stunned by 
  this spell is dazed the round after that, nauseated the 
  round after that, sickened the round after that, and then 
  recovers fully the next round. 
  Orb of Fire (SC, p. 151) 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  A orb of fire about 3 inches across shoots from your palm 
  at its target, dealing 1d6 points of fire damage per caster 
  level (maximum 15d6). You must succeed on a ranged 
  touch attack to hit your target. 
   
  A creature struck by an orb of fire must make a 
  Fortitude save or be dazed for 1 round. A successful 
  Fortitude save negates the dazed effect but does not 
  reduce the damage. 
  Protection from Positive Energy (SC, p. 163) 
  Abjuration 
  Level: Cleric 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The warded creature gains partial protection against 
  positive energy effects. For as long as the spell lasts, it 
  subtracts 10 from the hit point damage dealt by any 
  positive energy effect (such as a cure spell) that adversely 
  affects it. 
   
  Positive energy effects that don’t deal hit point 
  damage to the subject, such as turning attempts, affect 
  the subject normally. 
  Sign of Sealing (SC, p. 189) 
  Abjuration 
  Level: Sorcerer/wizard 3 
  
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  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft + 5 ft./2 levels) 
  Target: One door, chest, or other opening up to 30 sq. 
  ft./level 
  Duration: Permanent 
  Saving Throw: Reflex half; see text 
  Spell Resistance: No 
  You seal a door, chest, or similar closure with a 
  prominent magical sigil that bars entry and prevents 
  opening. A door or object protected by this spell can be 
  opened only by breaking (add 10 to the normal break DC) 
  or by the use of knock or dispel magic. If the door or object 
  is forced open by any means (magical or physical), the 
  sign of sealing deals 1d4 points of damage per caster level 
  (maximum 10d5) in a 30-foot radius (Reflex half) 
   
  A knock spell doesn’t negate or automatically bypass a 
  sign of sealing, but will suppress the sign for 10 minutes on 
  a successful caster level check (DC 11 + the caster level of 
  the sign’s creator). A sign of sealing is a magic trap that can 
  be disarmed with a DC 28 Disable Device check. You can 
  pass your own sign safely, and it remains set behind you. 
   
  Material component: A crushed emerald worth 100 gp. 
  Sign of Sealing, Greater (SC, p. 190) 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Casting Time: 10 minutes 
  Target: One door, chest, or other opening or open space 
  up to 30 sq. ft./level 
  This spell function like sign of sealing, except that it can 
  also be used to seal an open space (such as a corridor or an 
  archway), creating a magical barrier of force that repels 
  any creature attempting to pass. In addition, doors and 
  objects protected by a greater sign of sealing are 
  strengthened, increasing their hardness by 10 and 
  granting them an extra 5 hit points per caster level. Any 
  object protected by a greater sign of sealing is treated as a 
  magic item for the purpose of making saving throws and 
  gains a +4 resistance bonus on saving throws. If the seal is 
  broken, a greater sign of sealing deals 1d6 points of damage 
  per caster level (maximum 20d6) in a 40-foot radius 
  (Reflex half) 
   
  A greater sign of sealing cannot be passed with a knock 
  spell, but it can be dispelled (DC 15 + the caster level of 
  the sign’s creator). It can be disarmed with a with a DC 31 
  Disable Device check. 
   
  Material component: A crushed emerald worth at least 
   500 gp.  
  Slashing Darkness (SC, p. 191) 
  Evocation 
  Level: Cleric 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You must succeed on a ranged touch attack with the ray 
  to strike a target. A creature struck by this ray of negative 
  energy takes 1d8 points of damage per two caster levels 
  (maximum 5d8). An undead creature instead heals 1d8 
  points of damage per two caster levels (maximum 5d8). 
  Slime Wave (SC, p. 192) 
  Conjuration (Summoning) 
  Level: Cleric 7, druid 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Area: 15-ft. radius spread 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: No 
  You create a wave of green slime (DMG 76) that begins at 
  the point of origin you chose and violently spreads to the 
  limit of the area. The wave splashes and splatters as it 
  passes; some slime clings to any wall or ceiling the wave 
  touches. Green slime devours flesh and organic materials 
  on contact, and even dissolves metal. Each creature in the 
  area is covered with one patch of green slime. Unlike 
  normal green slime, the slime created by this spell 
  gradually evaporates, disappearing by the end of the 
  duration. 
   
  Material Components: A few drops of stagnant pond 
  water. 
  Sound Lance (SC, p. 196) 
  Evocation [Sonic] 
  Level: Cleric 4, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  The spell causes a projectile of intense sonic energy to 
  leap from you to a target within range. The sound deals 
  1d8 points of sonic damage per caster levels (maximum 
  10d8). A sound lance cannot penetrate the area of a silence 
  spell. 
  New Magic Items 
  Cerulean Sign (Lords of Madness, p 196): The ancient 
  cerulean sign is a potent symbol against aberrations and 
  their ilk. Said to be an ancient glyph that captures and 
  focuses the power of the natural world, and item of 
  jewelry that bears a properly crafted cerulean sign 
  
  SHE6-05 Into the Unknown 
   
  Page 47 
  becomes a potent ward against creatures from outside the 
  natural order. 
   
  A cerulean sign is usually crafted as an amulet, but it 
  can sometimes be found in the form of a mantle, 
  medallion, periapt, or ring. As long as the cerulean sign is 
  carried (either in the hand or in a pocket or container you 
  are wearing, excluding those that create extradimensional 
  spaces, such as bags of holding), it grants the carrier a +1 
  resistance bonus on all Will saving throws made against 
  effects that originate from aberrations. 
   
  If worn, a cerulean sign also grants a luck bonus to 
  your armor class against attacks from aberrations, as well 
  as a luck bonus on level checks made to penetrate an 
  aberration’s spell resistance. The magnitude of this luck 
  bonus ranges from +1 to +5. 
   
  Moderate abjuration; CL 7th; Craft Wondrous Item, 
  invoke the cerulean sign*; Price 4,000 gp (+1), 16,000 gp (+2), 
  36,000 gp (+3), 60,000 gp (+4), 100,000 gp (+5). 
  Steadfast Boots (Arms and Equipment Guide, p. 
  130): These thick and heavy iron-toed boots help keep 
  the wearer from getting knocked down. Someone 
  wearing steadfast boots cannot be tripped or pushed by a 
  bull rush. As long as the wearer carries a melee weapon 
  that is one-handed or larger, she also counts as being set 
  against a charge. The weapon does not have to have reach. 
   
  Caster Level 3rd; Prerequisites: Craft Wondrous 
  Item, bull’s strength; Market price: 6,000 gp; Weight1 lb. 
  Aquatic Armor (Arms & Equipment Guide, p. 92): 
  This armor appears streamlined and possesses a greenish 
  glint. Aquatic armor enables its wearer to move freely 
  through water without the need for Swim checks. 
  Drowning rules still apply (see the Drowning Rule in 
  Chapter 8 of the Dungeon Master’s Guide), unless the 
  wearer can breathe water. Rare versions of aquatic armor 
  include a persistent water breathing effect (as the spell, but 
  affecting only the wearer). 
   
  Caster Level 7th; Prerequisites: Craft Magic Arms 
  and Armor, freedom of movement, water breathing (when 
  present); Market price: +2 bonus (+3 bonus with water 
  breathing).
  
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  Page 48 
  The Archivist Class 
  From Heroes of Horror pp.82-84 
  Class Features 
  The archivist's class features all serve to further his overall purpose, which is to seek out mystical, divine lore from 
  strange and forbidden sources, and to gain both understanding and mastery thereof. 
  Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, 
  but not with shields. 
  Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually 
  uncover, learn, and prepare noncleric divine spells. Unlike clerics, archivists prepare spells from a prayerbook, a 
  collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to 
  at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the 
  archivist's Int modifier. 
  Table 5-1: The Archivist Hit Die: d6 
  --Spellcasting-- 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  0  1  2  3  4  5 6 7 8 9 
  1st 
  +0 
  +2 
  +0 
  +2 
  Dark knowledge (tactics) 3/day, Scribe Scroll 
  3 2  
   
   
   
   
   
   
  2nd 
  +1 
  +3 
  +0 
  +3 
  Lore mastery 
  4 3  
   
   
   
   
   
   
  3rd 
  +1 
  +3 
  +1 
  +3 
  Dark knowledge 4/day 
  4 3 2  
   
   
   
   
   
  4th 
  +2 
  +4 
  +1 
  +4 
  Still mind 
  4 4 3  
   
   
   
   
   
  5th 
  +2 
  +4 
  +1 
  +4 
  Dark knowledge (puissance) 
  4 4 3 2  
   
   
   
   
  6th 
  +3 
  +5 
  +2 
  +5 
  Dark knowledge 5/day 
  4 4 4 3  
   
   
   
   
  7th 
  +3 
  +5 
  +2 
  +5 
  Lore mastery 
  4 5 4 3 2  
   
   
   
  8th 
  +4 
  +6 
  +2 
  +6 
  Dark knowledge (foe) 
  4 5 4 4 3  
   
   
   
  9th 
  +4 
  +6 
  +3 
  +6 
  Dark knowledge 6/day 
  4 5 5 4 3 2
   
   
   
  10th 
  +5 
  +7 
  +3 
  +7 
  Bonus feat 
  4 5 5 4 4 3
   
   
   
  11th 
  +5 
  +7 
  +3 
  +7 
  Dark knowledge (dread secret) 
  4 5 5 5 4 3 2
   
   
  12th 
  +6/+1 
  +8 
  +4 
  +8 
  Dark knowledge 7/day 
  4 5 5 5 4 4 3
   
   
  13th 
  +6/+1 
  +8 
  +4 
  +8 
  Lore mastery 
  4 5 5 5 5 4 3 2
   
  14th 
  +7/+2 
  +9 
  +4 
  +9 
  Dark knowledge (foreknowledge) 
  4 5 5 5 5 4 4 3
   
  15th 
  +7/+2 
  +9 
  +5 
  +9 
  Dark knowledge 8/day 
  4 5 5 5 5 5 4 3 2  
  16th 
  +8/+3 
  +10 
  +5 
  +10 -- 
  4 5 5 5 5 5 4 4 3  
  17th 
  +8/+3 
  +10 
  +5 
  +10 Lore mastery 
  4 5 5 5 5 5 5 4 3 2
  18th 
  +9/+4 
  +11 
  +6 
  +11 Dark knowledge 9/day 
  4 5 5 5 5 5 5 4 4 3
  19th 
  +9/+4 
  +11 
  +6 
  +11 -- 
  4 5 5 5 5 5 5 5 4 4
  20th 
  +10/+5 
  +12 
  +6 
  +12 Bonus feat 
  4 5 5 5 5 5 5 5 5 5
   
  Class Skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, 
  Heal, Knowledge (all skills, taken individually), Profession, Search, and Spellcraft. 
  Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily 
  allotment is given in Table 5-1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom 
  score (see Table 1-1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting 
  
  SHE6-05 Into the Unknown 
   
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  a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare 
  while studying. 
  Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic 
  force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric 
  sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his 
  prayerbook except for read magic, which archivists can prepare from memory. 
  An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the 
  player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric 
  spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level 
  or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls 
  containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells 
  to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical 
  divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric 
  spell list. 
  Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his 
  allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain 
  only to aberrations, elementals, magical beasts, outsiders, or undead. 
  An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge 
  more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so 
  forth). 
  Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) 
  check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) 
  covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the 
  archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. 
  Dark knowledge can only be used once against any given creature. 
  The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect 
  used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he 
  need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. 
  Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on 
  attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his 
  Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought 
  in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If 
  the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. (*New monster 
  described on page 144.) 
  Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting 
  influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected 
  creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the 
  archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. 
  Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge 
  check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. 
  If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist 
  succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. 
  Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a 
  target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the 
  archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds 
  on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned 
  but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of 
  stunning it). 
  Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, 
  making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a 
  +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his 
  Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or 
  more, this bonus increases to +3. 
  
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  Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat. 
  Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks 
  of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, 
  the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. 
  Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the 
  school of enchantment, due to his rigorous focus and intense mental discipline. 
  Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following 
  list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat. 
  Warchief Prestige Class 
  Excerpt (from Miniatures Handbook p. 24) 
  Leve
  l 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +0 
  +2 
  Tribal Frenzy (Str +2) 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Ability Boost (Cha +2) 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Tribal Frenzy (Str +4) 
  4th 
  +3 
  +4 
  +1 
  +4 
  ------- 
  5th 
  +3 
  +4 
  +1 
  +4 
  Tribal Frenzy (Str +6) 
  6th 
  +4 
  +5 
  +2 
  +5 
  Ability Boost (Cha +2) 
  7th 
  +5 
  +5 
  +2 
  +5 
  Tribal Frenzy (Str +8) 
  8th 
  +6 
  +6 
  +2 
  +6 
  Devoted Bodyguards 
   
  Hit Die: d10 
  Class Skills 
  The warchief’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str) 
  Skill Points at Each Level: 2 + Int modifier 
  Class Features 
   
  Weapon and Armor Proficiency: Warchiefs gain no proficiency with any weapon or armor. 
   
  Tribal Frenzy (Ex): A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may 
  activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in 
  which the warchief does not maintain it. 
   
  The frenzy affects any creature that is a member of the warchief’s race and tribe, that starts its turn within 30 feet of 
  the warchief, and that is able to hear the warchief. 
   
  The frenzy grants a +2 enhancement bonus to the Strength scores of each affected ally (not including the warchief 
  himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit 
  Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st level warriors he 
  commands, but they each take 1 point of damage per round as long as the Strength boost remains in effect.  
   
  Every two levels (3rd, 5th, 7th, and 9th), the bonus to Strength increases by +2. 
   
  Ability Boost (Ex): As a warchief gains level in this prestige class, his Charisma score increases as noted on the 
  table.  These increases stack. 
   
  Devoted Bodyguards (Ex): Beginning at 8th level, once per round, whenever a warchief is hit by an attack, he may 
  make a DC 15 Reflex save to have that attack affect an adjacent tribe member instead. The attack is treated as though it 
  
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  had hit the chosen bodyguard instead of the leader, regardless of the bodyguard’s Armor Class or any other defensive 
  effects.  A tribe member may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. 
  Silent One Abilities  
  Excerpt from http://www.wizards.com/default.asp?x=lg/lgpg/20060711a 
   
  Tap the Archive Arcanum (Sp): A Silent One may enter a meditative state to contact the Archive Arcanum, a 
  mysterious psychic repository of knowledge compiled since the earliest days of the order. The enigmatic archivists 
  speak in cryptic phrasings, however, and an answer to a specific query is seldom straightforward. This effect is identical 
  to casting legend lore, save that there is no material component. As with a legend lore, physical handling of an object 
  related to the query makes for speedier results. Entering the trance is a standard action that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a standard action, a Silent One may trace a rune upon a single magic item, 
  nullifying all of that item's magical abilities until such time as the rune is removed. Such runes of regulation, as they are 
  known, are plainly visible, and may be removed at will by any member of the order (this is usually done only in the 
  hidden sanctums of the Lonely Tower). Like bestow curse, the rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. This ability does not function on 
  artifacts. 
   
  Cancellation Touch (Su): Once per day as a standard action, a Silent One may drain the abilities of a magical item by 
  touch. The item touched gets a Will saving throw (DC 19). If a creature is holding it at the time, the attempt provokes an 
  attack of opportunity and the item can use the holder's will save bonus in place of its own if the holder's is better. This 
  ability does not function on artifacts. 
   
  
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  Appendix One – APL 8
  Encounter Six 
   
   
   
   
  Hobgoblin Ghost Ftr 7; CR 9; medium undead 
  (incorporeal); HD 7d12; hp 63; Init +7; Spd Fly 30 ft 
  (perfect); AC 18, touch 18, flat-footed 15 or 19, touch 12, 
  flat-footed 17; Base Atk +7/+2; Grp +8; Atk +10 melee 
  (1d6 incorporeal touch) or +10 melee (1d8+1/19-20, +1 
  longsword); Full Atk +10 melee (1d6 incorporeal touch) or 
  +10/+5 melee (1d8+1/19-20, +1 longsword); SA corrupting 
  gaze, corrupting touch, frightful moan, manifestation; SQ 
  darkvision 60 ft, incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits; AL LE; SV Fort +5, Ref +5, Will 
  +3; Str 10, Dex 16, C—, I 13, W 12, Ch 20. 
   
  Skills and feats: Climb +5, Hide +16, Listen +21, Move 
  Silent +13, Search +9, Spot +11; Alertness, [Combat 
  Expertise], [Dodge], Improved Initiative, [Mobility], 
  [Spring Attack], [Whirlwind Attack] 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, range 30 feet. Creatures that meet 
  the ghost’s gaze must succeed on a Fortitude save (DC 18) 
  or take 2d10 points of damage and 1d4 points of 
  Charisma damage. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-foot 
  spread must succeed on a Will save (DC 18) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same ghost’s moan for 24 
  hours. 
   
  Possessions: heavy steel shield, chainmail, +1 longsword  
  Dark Naga Sorcerer 8; CR 9; large aberration; HD 
  9d8+1d4+20; hp 72; Init +2; Spd 40 ft; AC 18, touch 15, 
  flat footed 16; Base Atk +6; Grp +12; Atk +7 melee (2d4+2 
  plus poison, sting); Full Atk +7 melee (2d4+2 plus poison, 
  sting) and +2 melee (1d4+1 bite); SA Poison, spells; SQ 
  Darkvision 60 ft., detect thoughts, guarded thoughts, 
  immunity to poison, resistance to charm; AL LE; Fort +5, 
  Ref +7, Will +9; Str 14, Dex 15, Con 14, Int 16, Wis 15, 
  Cha 17 
   
  Skills and feats: Bluff +11, Concentration +14, 
  Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, 
  Listen +11, Sense Motive +8, Spellcraft +14, Spot +11; 
  Alertness, Combat Casting, Eschew Materials, Lightning 
  Reflexes, Transdimensional Spell*. 
  * (new feat) 
   
  Poison (Ex): Injury, Fortitude DC 16 or lapse into a 
  nightmare-haunted sleep for 2d4 minutes. The save DC is 
  Constitution-based. 
   
  Resistance to Charm: Dark nagas have a +2 racial 
  bonus on saving throws against all charm effects (not 
  included in the statistics block). 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  dark 
  naga 
  can 
  continuously use detect thoughts as the spell (caster level 
  9th; Will DC 15 negates). This ability is always active. The 
  save DC is Charisma-based. 
   
  Guarded Thoughts (Ex): Dark nagas are immune to 
  any form of mind reading. 
   
  Sorcerer Spells Known (6/7/7/6/3; save DC 13 + 
  spell level): 0—daze, detect magic, light, mage hand, 
  open/close, ray of frost, read magic; 1st—burning hands, 
  expeditious retreat, magic missile, mage armor (factored into 
  AC), silent image; 2nd—blast of force*, cat’s grace, invisibility, 
  scorching ray; 3rd—displacement, lightning bolt; 4th—fire 
  shield 
   
  *new spell 
   
  Possessions: eyes of arcane sight,  
  Encounter Eight 
   
   
   
   
  Bwapp, Bullywug Clr 5; CR 5; medium humanoid 
  (aquatic); HD 5d8+ 25; hp 49; Init −1; Spd 20 ft, swim 30 
  ft; AC 16, touch 9, flat-footed 16; Base Atk +3; Grp +4; Atk 
  +4 melee (1d6+1, shortspear) or +2 ranged (1d6+1, 
  shortspear); Full Atk +4 melee (1d6+1, shortspear) or +2 
  ranged (1d6+1, shortspear); SA spells; SQ marsh move, 
  AL CE; SV Fort +9; Ref +0; Will +6; Str 13, Dex 8, Con 20, 
  Int 6, Wis 12 [14], Ch 4 
   
  Skills and Feats: Concentration +9, Heal +4, Hide +0*, 
  Knowledge (Religion) +0; Augmented Summoning; Spell 
  Focus (conjuration) 
   
  * Bullywugs have a +6 racial bonus on Hide checks 
  when in marshes because of their skill at camouflage. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance that 
  the summoned monsters will not be in the bullywug’s 
  control, rampaging and attacking at random. 
   
  Cleric Spells Prepared (5/3+1/2+1/1+1; base DC = 12 + 
  spell level): 0—inflict minor wounds (×5); 1st—inflict light 
  wounds, protection from law*, summon monster I (×2), 2nd—
  fog cloud*, summon monster II (×2), 3rd—magic circle against 
  law, summon monster III. 
   
  *Domain spell. Domains: Chaos (chaos spell cast at +1 
  caster level); Water (Turn or destroy fire creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  water creatures as an evil cleric rebukes undead. Use 
  these abilities 1/day). 
   
  Possessions: 
  dagger, 
  holy 
  symbol, 
  shortspear, 
  masterwork studded leather armor, periapt of wisdom +2. 
  
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  Fiendish 
  Crocodile 
  (augmented 
  summoning); 
  medium magical beast (augmented animal) [chaos, evil]; 
  HD 3d8+15 (28 hp) Init +1 Spd 20 ft; swim 30 ft. AC: 15, 
  touch 11, flat-footed 14; Base Atk +2; Grp +8; Atk +6 
  melee (1d8+9, bite) or +6 melee (1d12+9, tail slap) Full 
  Atk +6 melee (1d8+9, bite) or +6 melee (1d12+9, tail slap): 
  AL CE; SA Improved grab; Smite good (+3 damage) SQ 
  Darkvision 60 ft; cold resistance 5, fire resistance 5, hold 
  breath, low-light vision, spell resistance 8; SV Fort +8, Ref 
  +4, Will +2; Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2.  
   
  Skills and Feats: Hide +7*, Listen +4, Spot +4, Swim 
  +12; Alertness, Skill Focus (Hide). 
   
  A crocodile has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  *A crocodile gains a +4 racial bonus on Hide checks 
  when in the water. Further, a crocodile can lie in the 
  water with only its eyes and nostrils showing, gaining a 
  +10 cover bonus on Hide checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the crocodile 
  establishes a hold on the opponent with its mouth and 
  drags it into deep water, attempting to pin it to the 
  bottom.  
   
  Hold Breath (Ex): A crocodile can hold its breath 
  for a number of rounds equal to 4 × its Constitution score 
  before it risks drowning. 
  Chief Stoag, Bullywug Bbn4: CR 5; medium humanoid 
  (aquatic); HD: 4d12+ 20; hp 51; Init +1; Spd 30 ft, swim 40 
  ft; AC 18, touch 11, flat-footed 17; Base Atk +4; Grp +7; 
  Atk +8 melee (1d8+4, masterwork longspear) or +5 
  ranged (1d6+3, shortspear); Full Atk +8 melee (1d8+4/×3, 
  masterwork longspear) or +5 ranged (1d6+3, shortspear); 
  SA Rage 2/day; SQ Marsh move, trap sense +1, uncanny 
  dodge, AL CE; SV Fort +9, Ref +2, Will +0; Str 16, Dex 13, 
  Con 20, Int 6, Wis 8, Ch 4. 
   
  Skills and Feats: Hide +8 (+14 in marshes); Jump +8, 
  Listen −1, Spot −1, Swim +11; Combat Reflexes, Power 
  Attack. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack): AC 16 
  touch 9 flat footed 14; hp 59; Atk +6 melee (1d8+14/×3 
  masterwork longspear); Will +2 
   
  Power-up suite (rage + half power attack): AC 16 
  touch 9 flat footed 14; hp 59; Atk +8 melee (1d8+10/×3 
  masterwork longspear); Will +2 
   
  Possessions: dagger, masterwork longspear, shortspear 
  (3), +1 studded leather armor, potion of cure light wounds (2), 
  potion of pass without trace, potion of enlarge person, potion of 
  cure serious wounds 
   
  Bullywug War 3; CR 3 medium humanoid (aquatic); HD 
  3d8+9; hp 25; Init +0; Spd 20 ft, swim 30 ft; AC 16, touch 
  11, flat-footed 15; Base Atk +3; Grp +4; Atk +3 melee 
  (1d6+1, shortspear) or +4 ranged (1d6, shortspear); Full 
  Atk +3 melee (1d6, shortspear) or +4 ranged (1d6, 
  shortspear); SQ Marsh move, AL CE; SV Fort +7, Ref +1, 
  Will −1; Str 11, Dex 13, Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +6 (+12 in marshes); Listen −3, 
  Spot −3, Endurance; Point Blank Shot. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: shortspear (3), masterwork leather armor; 
  potion of cure light wounds, potion of delay poison 
   
  Grigaur: CR 4; Medium Magical Beast; HD 4d10+12; hp 
  39; Init +1; Spd 40 ft; AC 15, touch 11, flat-footed 14, Base 
  Atk +4; Grp +8; Atk +8 melee (2d4+4, claw); Full Atk 
  +8/+8 melee (2d4+4, claw) and +3 melee (1d6+2, bite): SA 
  Improved Grab; SQ Blindsight 60 ft; DR 5/-; immunities, 
  scent; AL: N; SV Fort: +7; Ref +5 Will +2; Str 19, Dex 13, 
  Con 16, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7; Hide +3*, Listen +3, Move 
  Silently +3; Spot +3; Alertness.  
   
  Improved Grab (Ex): To use this ability, the grigaur 
  must hit a medium-sized creature with a claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   
  Blindsight (Ex): Grigaurs use scent and hearing to 
  ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense 
  heavy air). Negating a grigaur’s sense of smell or hearing 
  reduces this ability to normal Blind-Fight (as the feat). If 
  both are defeated, the grigaur is effectively blinded. 
   
  Immunities: Grigaurs are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
  Encounter Nine 
  Bullywug War3; CR 3; Medium Humanoid (aquatic); 
  HD: 3d8+9; hp 25; Init +0; Spd 20 ft, swim 30 ft; AC 15, 
  touch 10, flat-footed 15; Base Atk +3; Grp +4; Atk +4 
  melee (1d6+1, shortspear) or +3 ranged (1d6+1, 
  
  SHE6-05 Into the Unknown 
   
  Page 54 
  shortspear); Full Atk +4 melee (1d6+1, shortspear) or +3 
  ranged (1d6+1, shortspear); SQ Marsh move, AL CE; SV 
  Fort +7; Ref +1; Will −1; Str 13, Dex 11, Con 16, Int 6, Wis 
  5, Ch 4. 
   
  Skills and Feats: Hide +6 (+12 in marshes); Listen −3, 
  Spot −3, Diehard, Endurance. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud 
   
  Possessions: shortspear (3), masterwork leather armor, 
  everburning torch, potion of cure serious wounds, potion of 
  delay poison. 
  Mesuggnug, Bullywug Savant Sor 5: CR 6 medium 
  monstrous humanoid; HD 2d8+5d4+14; hp 38; Init +3 
  Spd 30ft, swim 20ft; AC 22, touch 18, flat-footed 19; Base 
  Atk +3; Grp +3; Atk +3 melee (1d6, shortspear) or +6 
  ranged (1d6, shortspear); Full Atk +3 melee (1d6, 
  shortspear) or +6 ranged (1d6, shortspear); SA: Poison, 
  spells; SQ Darkvision 60 ft; marsh move, summoning; AL 
  NE; SV Fort +5, Ref +6, Will +5; Str 10, Dex 16, Con 18, 
  Int 13, Wis 8, Cha 18. 
   
  Skills and Feats: Bluff +10, Concentration +10, Hide 
  +4 (+10 in marshes), Jump +2, Spellcraft +8, Tumble +4; 
  Combat Casting, Spell Focus (enchantment); Greater 
  Spell Focus (enchantment) 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 Dex). 
  As a standard action the savant can cause one of the sacs 
  to erupt, coating an adjacent target on a successful touch 
  attack. Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison. It takes seven days for a 
  ruptured sac to heal and restore its poison. The largest 
  two poison sacs are only used if the savant is in great 
  peril, for each of them deals 1d2 points of Intelligence 
  damage to the savant if used. 
   
  Summoning (Sp): When a bullywug savant uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. Unlike common bullywug clerics, savant 
  summoning spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
   
  Sorcerer Spells Known (6/7/5; save DC 14 + spell 
  level; enchantment spells save DC 16 + spell level): 0—
  daze, detect magic, light, mage hand, ray of frost, read magic; 
  1st—charm person, magic missile, mage armor (factored in), 
  shield; 2nd—Tasha’s hideous laughter, touch of idiocy  
   
  Possessions: spell component pouch, masterwork 
  shortspear (2), amulet of natural armor +1, ring of protection 
  +1, scroll of expeditious retreat, scroll of invisibility, scroll of 
  dispel magic. 
  Gulwogg Tomerspong, Male Human Clr 6; CR 6; 
  Medium Humanoid; HD 6d8+6; hp 41; Init -1; Spd 20ft; 
  AC 15 touch 9 flat-footed 15; Base Atk +4; Grp +6; Atk +8 
  melee (1d10+4, +1 glaive) or +3 ranged (1d6+2 shortspear); 
  Full Atk +8 melee (1d10+4, +1 glaive) or +3 ranged (1d6+2 
  shortspear); SQ Rebuke undead; AL LE; SV Fort +6, Ref 
  +1, Will +8; Str 14, Dex 8, Con 12, Int 13, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Religion) +11, Spellcraft +11; Swim +11 (−1 in armor); 
  Bane 
  Magic 
  (humanoid: 
  dwarf)**, 
  Bane 
  Magic 
  (humanoid: elf)**, Bane Magic (Monstrous Humanoid)**, 
  Weapon Focus (glaive)*, Martial Weapon Proficiency 
  (glaive)*. 
  **new feat 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level: 0—create water (2), detect magic, light, read magic; 
  1st—magic weapon*, cure light wounds (2), doom, shield of 
  faith; 2nd—deific vengeance** (2), spiritual weapon*, lesser 
  restoration, sound burst; 3rd—dominate animal*, dispel magic, 
  prayer, water walk. 
  *Domain spell. Domains: Animal (speak with animals 1/day 
  as a spell like ability); War (Free Martial Weapon 
  Proficiency with deity’s favored weapon, and Weapon 
  Focus with the deity’s favored weapon.) 
  ** new spell 
   
  Possessions: gray stone toad (holy symbol), light mace, 
  everburning torch, masterwork banded mail, +1 glaive, 
  scroll of invisibility purge, ring of swimming. 
  Encounter Eleven 
  Nihilon, Quell Arc 5; CR 6; Medium Undead 
  (incorporeal); HD 5d12+5d6; hp 67; Init +7; AC 15, touch 
  15, flat footed 12; Base Atk +4; Grp −; Atk + 7 melee (1d4); 
  Full Atk +7 incorporeal melee touch (1d4); SA Coupled 
  intercession, intercession; SQ Darkvision 60 ft, daylight 
  powerlessness, incorporeal traits, undead traits, +4 turn 
  resistance; AL LE; SV Fort +5 Ref +4 Will +11 Str –, Dex 
  16, Con –, Int 19, Wis 17, Cha 18. 
   
  Skills and feats: Concentration +10, Decipher Script 
  +14, Diplomacy +8, Gather Information +9,  Hide +11, 
  Knowledge (arcana) +17, Knowledge (Dungeoneering) 
  +17, Knowledge (history) +12, Listen +13, Sense Motive 
  +9, Spellcraft +19, Spot +13; Alertness, Combat Reflexesb; 
  Ghostly 
  Grasp*, 
  Improved 
  Initiative, 
  Practiced 
  Spellcaster*, Scribe Scrollb. 
  *new feat 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, the 
  quell makes a turning check as if it were a cleric of a level 
  equal to the quell’s hit dice (12th level). The result 
  indicates the highest level divine spellcasters the quell 
  can cut off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s intercession affects the closest divine spellcasters 
  it can affect first. Normally affected divine spellcasters 
  
  SHE6-05 Into the Unknown 
   
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  cannot turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster has divine levels the divine spellcaster loses 
  the ability to cast divine spells for 24 hours. If the quell 
  attacks an affected divine spellcaster in any way, pr the 
  affected spellcaster receives an atonement spell, the 
  intercession ends. The quell’s allies and other creatures 
  can attack the divine spellcaster without breaking the 
  intercession. A quell can use this ability a number of 
  times a day equal to 3 + its charisma modifier (7 times) 
   
  Dark Knowledge: Three times per day, an archivist 
  can draw upon his expansive knowledge of monsters, 
  granting his allies benefits against the creatures they face. 
  Doing this counts as a move action. The secrets of dark 
  knowledge pertain only to aberrations, elementals, 
  magical beasts, outsiders, or undead. 
   
  An archivist unlocks new dark knowledge abilities as 
  his level increases and can also call upon his dark 
  knowledge more often, gaining one additional daily use 
  for every three archivist levels (4/day at 3rd level, 5/day 
  at 6th level, and so forth). 
   
  Using dark knowledge requires a Knowledge check 
  of a type appropriate to the creature faced. A Knowledge 
  (arcana) check reveals secrets of magical beasts, 
  Knowledge (dungeoneering) pertains to aberrations, 
  Knowledge (religion) covers undead, and Knowledge 
  (the planes) applies to outsiders and elementals. The DC 
  of the check is 15. Most of the archivist's dark knowledge 
  abilities increase in effectiveness if he succeeds on his 
  Knowledge check by 10 or more. Dark knowledge can 
  only be used once against any given creature. 
   
  The archivist's dark knowledge can affect a single 
  creature or all creatures of the same race, depending on 
  the effect used. A target creature must be within 60 feet, 
  and the archivist must be aware of the creature's 
  presence, although he need not have a line of sight to it. 
  The effects of dark knowledge last for 1 minute, unless 
  stated otherwise. 
   
  Tactics: The archivist knows the general combat 
  behaviors of creatures of that race, granting his allies a +1 
  bonus on attack rolls made against them. If the archivist 
  succeeds on his Knowledge check by 10 or more, then 
  this bonus increases to +2. If the archivist succeeds on his 
  Knowledge check by 20 or more, then this bonus 
  increases to +3.  
   
  Puissance: Starting at 5th level, the archivist can use 
  his dark knowledge to help his allies fight off the 
  corrupting influence of other creatures. Allies within 60 
  feet of the archivist gain a +1 bonus on saving throws 
  against the affected creature's abilities. If the archivist 
  succeeds on his Knowledge check by 10 or more, this 
  bonus increases to +2. If the archivist succeeds on his 
  Knowledge check by 20 or more, this bonus increases to 
  +3. 
   
  Archivist Spells Prepared (4/5/4/3; 9th Caster Level; 
  base DC = 14 + spell level: 0—detect magic, guidance, inflict 
  minor wounds, light; 1st—bless, comprehend languages, cause 
  fear, inflict light wounds (×2), 2nd—calm emotions, inflict 
  moderate wounds, zone of truth, 3rd—dispel magic, invoke the 
  cerulean sign*, slashing darkness* 
   
  Prayerbook: 0—create water, cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor wounds, light, 
  mending, purify food and drink, read magic, resistance, virtue 
  1st—bless, comprehend languages, cause fear, inflict light 
  wounds, sanctuary; 2nd—calm emotions, inflict moderate 
  wounds, nondetection, zone of truth; 3rd—bestow curse, dispel 
  magic, inflict serious wounds, invoke the cerulean sign*, 
  slashing darkness*. 
  *new spell 
   
  Possessions: Prayerbook, Pearl of power 2nd level spell, 
  cerulean sign +1. 
   
   
   
   
  
  SHE6-05 Into the Unknown 
   
  Page 56 
  Appendix Two – APL 10
  Encounter Six 
   
   
   
   
  Larilagh, Hobgoblin Ghost Ftr 6; CR 10; Medium 
  Undead (incorporeal); HD 6d12; hp 54; Init +7; Spd Fly 
  30 ft (perfect); AC 18, touch 18, flat-footed 15 or 17, touch 
  13, flat-footed 14; Base Atk +6; Grp +7; Atk +9 melee (1d4 
  ability drain, incorporeal touch) or +10 melee (1d8+1/19-
  20, +1 longsword); Full Atk +9 melee (1d4 ability drain, 
  incorporeal touch) or +10/+5 melee (1d8+1/19-20, +1 
  longsword); SA Corrupting gaze, draining touch, frightful 
  moan, manifestation; SQ Darkvision 60 ft, incorporeal 
  traits, rejuvenation, +4 turn resistance, undead traits; AL 
  LE; SV Fort +5, Ref +5, Will +2; Str 12, Dex 16, C −, I 12, 
  W 10, Ch 20. 
   
  Skills and feats: Climb +4, Hide +15, Listen +14, Move 
  Silent +7, Search +9, Spot +10; Alertness, Combat 
  Expertise, Dodge, Improved Initiative, Mobility, Spring 
  Attack, Whirlwind Attack. 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, range 30 feet. Creatures that meet 
  the ghost’s gaze must succeed on a Fortitude save (DC 19) 
  or take 2d10 points of damage and 1d4 points of 
  Charisma damage. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-foot 
  spread must succeed on a Will save (DC 19) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same ghost’s moan for 24 
  hours. 
   
  Possessions: chainmail, heavy steel shield, +1 longsword.  
  Hrugor, Ghost Hobgoblin Ftr 8; CR 10; Medium 
  Undead (incorporeal); HD 8d12; hp 72; Init +7; Spd Fly 
  30 ft (perfect); AC 18, touch 18, flat-footed 15 or 17, touch 
  13, flat-footed 14; Base Atk +8; Grp +9; Atk +11 melee 
  (1d4 ability drain, incorporeal touch) or +13 melee 
  (1d8+1/17-20,  +1 ghost touch longsword); Full Atk +11 
  melee (1d4 ability drain, incorporeal touch) or +13/+8 
  melee (1d8+1/17-20, +1 longsword); SA Draining touch, 
  horrific appearance, frightful moan, manifestation; SQ 
  Darkvision 60 ft, incorporeal traits, positive energy 
  resistance 10, rejuvenation, +4 turn resistance, undead 
  traits; AL LE; SV: Fort +6, Ref +5, Will +1; Str 13, Dex 16, 
  C −, I 12, W 8, Ch 20. 
   
  Skills and feats: Climb +5, Hide +16, Listen +9, Move 
  Silent +8, Search +9, Spot +12; Alertness, Dodge, 
  Improved Critical (longsword), Improved Initiative, 
  Mobility, Positive Energy Resistance*, Spring Attack, 
  Weapon Focus (longsword). 
  *new feat 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 19) or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected by 
  the same ghost’s horrific appearance for 24 hours. 
   
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-foot 
  spread must succeed on a Will save (DC 19) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same ghost’s moan for 24 
  hours. 
   
  Possessions: chainmail, heavy steel shield, +1 ghost 
  touch longsword  
  Dark Naga Sorcerer 10; CR 11; Large Aberration; HD 
  9d8+3d4+25; hp 85; Init +2; Spd 40 ft; AC 18, touch 15, 
  flat footed 16; Base Atk +8; Grp +14; Atk +9 melee (2d4+2 
  plus poison, sting); Full Atk +9 melee (2d4+2 plus poison, 
  sting) and +4 melee (1d4+1, bite); SA Poison, spells; SQ 
  Darkvision 60 ft., detect thoughts, guarded thoughts, 
  immunity to poison, resistance to charm; AL LE; Fort +5, 
  Ref +7, Will +11; Str 14, Dex 17, Con 20, Int 14, Wis 17, 
  Cha 20. 
   
  Skills and feats: Bluff +14, Concentration +19, 
  Diplomacy +9, Disguise +7 (+9 acting), Intimidate +7, 
  Listen +12, Sense Motive +9, Spellcraft +14, Spot +13; 
  Alertness, Combat Casting, Eschew Materials, Lightning 
  Reflexes, Spell Focus (evocation), Transdimensional 
  Spell* 
  *new feat 
   
  Poison (Ex): Injury, Fortitude DC 21 or lapse into a 
  nightmare-haunted sleep for 2d4 minutes. The save DC is 
  Constitution-based. 
  
  SHE6-05 Into the Unknown 
   
  Page 57 
   
  Resistance to Charm: Dark nagas have a +2 racial 
  bonus on saving throws against all charm effects (not 
  included in the statistics block). 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  dark 
  naga 
  can 
  continuously use detect thoughts as the spell (caster level 
  9th; Will DC 17 negates). This ability is always active. The 
  save DC is Charisma-based. 
   
  Guarded Thoughts (Ex): Dark nagas are immune to 
  any form of mind reading. 
   
  Sorcerer Spells Known (6/8/7/7/6/4; save DC 15 + 
  spell level; evocation save DC 16 + spell level): 0—daze, 
  dancing lights, detect magic, light, mage hand, open/close, ray of 
  frost, read magic, resistance; 1st—expeditious retreat, magic 
  missile, mage armor (factored into AC), ray of enfeeblement, 
  silent image; 2nd—blast of force*, invisibility, glitterdust, 
  scorching ray; 3rd—displacement, fly, lightning bolt; 4th—
  dimension door, stoneskin; 5th—cone of cold 
  *new spell 
   
  Possessions: 1250 gp diamond dust; eyes of arcane sight** 
  **new item 
  Encounter Eight 
   
   
   
   
  Bwapp, Bullywug Clr 7; CR 7; Medium Humanoid 
  (aquatic); HD 7d8+35; hp 68; Init −1; Spd 20 ft, swim 30 ft; 
  AC 19, touch 10, flat-footed 19; Base Atk +5; Grp +6; Atk 
  +6 melee (1d6+1, shortspear) or +4 ranged (1d6+1, 
  shortspear); Full Atk +6 melee (1d6+1, shortspear) or +5 
  ranged (1d6+1, shortspear); SA Spells; SQ Marsh move, 
  AL CE SV Fort +10, Ref +1, Will +7; Str 13, Dex 10, Con 
  20, Int 6, Wis 12 [14], Ch 4. 
   
  Skills and Feats: Concentration +10, Heal +4, Hide 
  −1*, Knowledge (Religion) +0; Augmented Summoning; 
  Combat Casting, Spell Focus (conjuration). 
   
  * Bullywugs have a +6 racial bonus on Hide checks 
  when in marshes because of their skill at camouflage. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance that 
  the summoned monsters will not be in the bullywug’s 
  control, rampaging and attacking at random. 
   
  Cleric Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 
  12 + spell level): 0—inflict minor wounds (×5); 1st—
  protection from law*, inflict light wounds (×2), summon 
  monster I (×3), 2nd—fog cloud*, summon monster II (×4), 
  3rd—magic circle against law*, summon monster III (×2); 
  4th—control water*, summon monster IV. 
   
  *Domain spell. Domains: Chaos (chaos spell cast at +1 
  caster level); Water (Turn or destroy fire creatures as a 
  good cleric turns undead. Rebuke, command, or bolster 
  water creatures as an evil cleric rebukes undead. Use 
  these abilities 1/day). 
   
  Possessions: holy symbol, shortspear, dagger, +1 chain 
  shirt, ring of protection +1, periapt of wisdom +2. 
  Fiendish Huge Viper: HD 6d8+18: hp 45; Init +6; Spd 
  20 ft, Climb 20 ft, swim 20 ft; AC 15, touch 10, flat-footed 
  15; Base Atk +4; Grp +17; Atk +8 melee (1d6+7 plus 
  poison, bite); Full Atk  +8 melee (1d6+7 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Poison, smite good (+6); SQ 
  Resistance to cold 5 and fire 5, damage reduction 
  5/magic, spell resistance 11, scent; AL CE: SV Fort +8, Ref 
  +7, Will +3; Str 20, Dex 15, Con 17, Int 1, Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +11, Hide +3, 
  Listen +7, Spot +7, Swim +11; Improved Initiative, Run, 
  Weapon Focus (bite). 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Poison (Ex): A viper snake has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con DC 16 
  Fort negates.  
  Chief Stoag, Bullywug Bbn6: CR 6; Medium 
  Humanoid (aquatic); HD 6d12+24; hp 72; Init +1; Spd 30 
  ft, swim 40 ft; AC 21, touch 12, flat-footed 19; Base Atk +6; 
  Grp +9; Atk +10 melee (1d8+5/×3, +1 longspear) or +8 
  ranged (1d6+3, shortspear); Full Atk +10/+5 melee 
  (1d8+5/×3, +1 longspear) or +5 ranged (1d6+3, shortspear); 
  SA Rage 2/day; SQ Marsh move, trap sense +2, improved 
  uncanny dodge, AL CE; SV Fort +10, Ref +3, Will +1; Str 
  16, Dex 14, Con 19, Int 6, Wis 8, Ch 4. 
   
  Skills and Feats: Hide +10 (+16 in marshes); Jump +10, 
  Listen −1, Spot −1, Swim +11; Combat Reflexes, Improved 
  Overrun, Power Attack.  
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack): AC 16 
  touch 9 flat footed 14; hp 88; Atk +4 melee (1d8+20/×3, +1 
  longspear); Fort +12, Will +3 
   
  Power-up suite (rage + half power attack): AC 17 
  touch 9 flat footed 15; hp 88; Atk +7 melee (1d8+14/×3, +1 
  longspear); Fort+12, Will +2 
   
  Possessions: dagger, +1 longspear, +1 chain shirt, amulet of 
  natural armor +1. 
   
  Bullywug War 5; CR 4; Medium Humanoid (aquatic); 
  HD 5d8+15; hp 41; Init +0; Spd 20 ft, swim 30 ft; AC 15, 
  touch 10, flat-footed 15; Base Atk +5; Grp +7; Atk +5 
  melee (1d6, shortspear) or +7 ranged (1d6, shortspear); 
  Full Atk +5 melee (1d6, shortspear) or +7 ranged (1d6, 
  shortspear); SQ marsh move, AL CE; SV: Fort: +8; Ref +2; 
  Will +0; Str 11, Dex 14, Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +10 (+18 in marshes); Listen −3, 
  Spot −3; Endurance, Point Blank Shot. 
  
  SHE6-05 Into the Unknown 
   
  Page 58 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: shortspear (2), +1 leather armor, javelin of 
  lightning (2). 
   
  Grigaur; CR 4; Medium Magical Beast; HD 4d10+12; hp 
  39; Init +1; Spd 40 ft; AC: 15, touch 11, flat-footed 14, Base 
  Atk +4; Grp +8; Atk +8 melee (2d4+4, claw); Full Atk 
  +8/+8 melee (2d4+4, claw) and +3 melee (1d6+2, bite): SA 
  Improved grab; SQ Blindsight 60 ft; damage reduction 
  5/−; immunities, scent; AL N; SV Fort +7, Ref +5, Will +2; 
  Str 19, Dex 13, Con 16, Int 6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7; Hide +3*, Listen +3, Move 
  Silently +3; Spot +3; Alertness. 
   
  Improved Grab (Ex): To use this ability, the grigaur 
  must hit a medium-sized creature with a claw attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Blindsight (Ex): Grigaurs use scent and hearing to 
  ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense 
  heavy air). Negating a grigaur’s sense of smell or hearing 
  reduces this ability to normal Blind-Fight (as the feat). If 
  both are defeated, the grigaur is effectively blinded. 
   
  Immunities: Grigaurs are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
   
  Encounter Nine 
  Thbtibib, Bullywug Bbn 6: CR 6; Medium Humanoid 
  (aquatic); HD 6d12+24; hp 72; Init +1; Spd 30 ft, swim 40 
  ft; AC 21, touch 12, flat-footed 19; Base Atk +6; Grp +9; 
  Atk +10 melee (1d8+5/×3, +1 longspear) or +8 ranged 
  (1d6+3, shortspear); Full Atk: +10/+5 melee (1d8+5/×3, +1 
  longspear) or +5 ranged (1d6+3, shortspear); SA Rage 
  2/day; SQ Marsh move, trap sense +2, improved uncanny 
  dodge, AL CE; SV Fort +10, Ref +3, Will +1; Str 16, Dex 
  14, Con 19, Int 6, Wis 8, Ch 4. 
   
  Skills and Feats: Hide +10 (+16 in marshes); Jump +10, 
  Listen −1, Spot −1, Swim +11; Combat Reflexes, Improved 
  Overrun, Power Attack.  
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack): AC 16 
  touch 9 flat footed 14; hp 88; Atk +4 melee (1d8+20/×3, +1 
  longspear); Fort +12, Will +3. 
   
  Power-up suite (rage + half power attack): AC 17 
  touch 9 flat footed 15; hp 88; Atk +7 melee (1d8+14/×3 +1 
  longspear); Fort+12, Will +2. 
   
  Possessions: dagger, +1 longspear, +1 chain shirt, amulet of 
  natural armor + 1. 
  Bullywug War 5; CR 5 medium humanoid (aquatic); HD 
  5d8+15; hp 41; Init +0; Spd 20 ft, swim 30 ft; AC 16, touch 
  10, flat-footed 16; Base Atk +5; Grp +7; Atk +9 melee 
  (1d6+4, +1 shortspear) or +6 ranged (1d6+2, shortspear); 
  Full Atk +8 melee (1d6+4, +1 shortspear) or +6 ranged 
  (1d6+2, shortspear); SQ marsh move, AL CE; SV Fort +8; 
  Ref +2; Will +0; Str 14, Dex 11, Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +8 (+16 in marshes); Listen −3, 
  Spot −3; Endurance, Weapon Focus (shortspear). 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: shortspear (2), everburning torch, +1 
  shortspear, +1 leather armor; potion of cure serious wounds, 
  potion of delay poison. 
  Mesuggnug, Bullywug Savant Sor 7: CR 8 medium 
  monstrous humanoid; HD 2d8+7d4+36; hp 60; Init +3; 
  Spd 30ft, swim 20ft; AC 22, touch 18, flat-footed 19; Base 
  Atk +4; Grp +4; Atk +4 melee (1d6, shortspear) or +7 
  ranged (1d6, shortspear); Full Atk +4 melee (1d6, 
  shortspear) or +7 ranged (1d6, shortspear); SA Poison, 
  spells; SQ: Darkvision 60 ft; marsh move, summoning; AL 
  NE; SV: Fort +6, Ref +7, Will +6; Str 10, Dex 16, Con 18, 
  Int 14, Wis 8, Cha 20. 
   
  Skills and Feats: Bluff +11, Concentration +13, Hide 
  +4*, Jump +2, Spellcraft +11, Tumble +6; Combat Casting, 
  Eschew Materials, Spell Focus (enchantment); Greater 
  Spell Focus (enchantment). 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 Dex). 
  As a standard action the savant can cause one of the sacs 
  to erupt, coating an adjacent target on a successful touch 
  attack. Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison. It takes seven days for a 
  ruptured sac to heal and restore its poison. The largest 
  two poison sacs are only used if the savant is in great 
  peril, for each of them deals 1d2 points of Intelligence 
  damage to the savant if used. 
   
  Summoning (Sp): When a bullywug savant uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. Unlike common bullywug clerics, savant 
  summoning spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level; enchantment spells save DC 17 + spell level): 0—
  daze, detect magic, light, mage hand, message, ray of frost, read 
  magic; 1st—charm person, disguise self, mage armor (factored 
  in to AC), magic missile, shield; 2nd—Tasha’s hideous 
  laughter, touch of idiocy; spectral hand; 3rd—haste, hailstones*. 
  
  SHE6-05 Into the Unknown 
   
  Page 59 
  *new spell 
   
  Possessions: masterwork shortspear, dagger, amulet of 
  natural armor +1, ring of protection +1, cloak of charisma +2. 
  Gulwogg Tomerspong, Male Human Clr 8; CR 8; 
  medium humanoid; HD 8d8+8 hp 54; Init -1; Spd 20ft; 
  AC 16 touch 9 flat-footed 16; Base Atk +6; Grp +8; Atk +10 
  melee (1d10+4/×3, +1 glaive) or +5 ranged (1d6+2, 
  shortspear); Full Atk +10/+5 melee (1d10+4/×3, +1 glaive) 
  or +5 ranged (1d6+2, shortspear); SQ Rebuke undead; AL 
  LE; SV Fort +7, Ref +2, Will +10; Str 14, Dex 8, Con 12, 
  Int 13, Wis 17 [19], Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +13, Spellcraft +13; Swim +13 (+1 in armor); 
  Bane Magic (humanoid: dwarf)*, Bane Magic (humanoid: 
  elf)*, Bane Magic (Monstrous Humanoid)*, Weapon 
  Focus (glaive), Martial Weapon Proficiency (glaive). 
  *new feat 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 
  14 + spell level: 0—create water (×2), detect magic, light, read 
  magic; 1st—magic weapon*, cure light wounds (×3), 
  resurgence, shield of faith, 2nd—deific vengeance** (×2), hold 
  animal*, lesser restoration, sound burst, 3rd—dominate 
  animal*, dispel magic, prayer, searing light, water walk, 4th—
  divine power*, cure critical wounds,  freedom of movement, 
  sound lance**. 
  *Domain spell. Domains: Animal (speak with animals 1/day 
  as a spell like ability); War (Free martial weapon 
  proficiency with deity’s favored weapon, and Weapon 
  focus with the deity’s favored weapon.). 
  ** new spell 
   
  Possessions: light mace, gray stone toad (holy symbol), 
  everburning torch, +1 banded mail, +1 glaive, periapt of 
  wisdom +2; ring of swimming. 
   
  Power up Suite (divine power, shield of faith): 
  AC: 18; hp: 62; Bate Atk: +8/+2; Grp: +15; Atk: +15 
  (1d10+8/×3, +1 glaive) or +7 ranged (1d6+5, shortspear); 
  Full Atk: +15/+10 melee (1d10+8/×3, +1 glaive) or +7 
  ranged (1d6+5, shortspear); Str: 20; Swim +15 (+4 in 
  armor) 
  Encounter Eleven 
   
   
   
   
  Nihilon, Quell Arc 7; CR 6; Medium Undead 
  (incorporeal); HD 5d12+7d6; hp 76; Init +7; AC 15, touch 
  15, flat footed 12; Base Atk +5; Grp −; Atk + 8 incorporeal 
  touch (1d4); Full Atk +8 incorporeal touch (1d4); SA 
  Coupled intercession, dark knowledge 5/day (tactics, 
  puissance), intercession; SQ Darkvision 60 ft, daylight 
  powerlessness, incorporeal traits, undead traits, +4 turn 
  resistance; AL LE; SV Fort +5, Ref +4, Will +11; Str –, Dex 
  16, Con –, Int 20, Wis 17, Cha 18. 
   
  Skills and feats: Concentration +12, Decipher Script 
  +18, Diplomacy +9, Gather Information +11, Hide +12, 
  Knowledge (arcana) +19, Knowledge (dungeoneering) 
  +21, Knowledge (history) +14, Listen +13, Sense Motive 
  +9, Spellcraft +21,  Spot +13; Aberration Banemagic*, 
  Alertness, Combat Reflexes, Ghostly Grasp*, Improved 
  Initiative, Practiced Spellcaster*, Scribe Scroll. 
  *new feat 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, the 
  quell makes a turning check as if it were a cleric of a level 
  equal to the quell’s hit dice (12th level). The result 
  indicates the highest level divine spellcasters the quell 
  can cut off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s intercession affects the closest divine spellcasters 
  it can affect first. Normally affected divine spellcasters 
  cannot turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster has divine levels the divine spellcaster loses 
  the ability to cast divine spells for 24 hours. If the quell 
  attacks an affected divine spellcaster in any way, or the 
  affected spellcaster receives an atonement spell, the 
  intercession ends. The quell’s allies and other creatures 
  can attack the divine spellcaster without breaking the 
  intercession. A quell can use this ability a number of 
  times a day equal to 3 + its charisma modifier (7 times) 
   
  Dark Knowledge: Three times per day, an archivist 
  can draw upon his expansive knowledge of monsters, 
  granting his allies benefits against the creatures they face. 
  Doing this counts as a move action. The secrets of dark 
  knowledge pertain only to aberrations, elementals, 
  magical beasts, outsiders, or undead. 
   
  An archivist unlocks new dark knowledge abilities as 
  his level increases and can also call upon his dark 
  knowledge more often, gaining one additional daily use 
  for every three archivist levels (4/day at 3rd level, 5/day 
  at 6th level, and so forth). 
   
  Using dark knowledge requires a Knowledge check 
  of a type appropriate to the creature faced. A Knowledge 
  (arcana) check reveals secrets of magical beasts, 
  Knowledge (dungeoneering) pertains to aberrations, 
  Knowledge (religion) covers undead, and Knowledge 
  (the planes) applies to outsiders and elementals. The DC 
  of the check is 15. Most of the archivist's dark knowledge 
  abilities increase in effectiveness if he succeeds on his 
  Knowledge check by 10 or more. Dark knowledge can 
  only be used once against any given creature. 
   
  The archivist's dark knowledge can affect a single 
  creature or all creatures of the same race, depending on 
  the effect used. A target creature must be within 60 feet, 
  and the archivist must be aware of the creature's 
  presence, although he need not have a line of sight to it. 
  The effects of dark knowledge last for 1 minute, unless 
  stated otherwise. 
   
  Tactics: The archivist knows the general combat 
  behaviors of creatures of that race, granting his allies a +1 
  bonus on attack rolls made against them. If the archivist 
  
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  Page 60 
  succeeds on his Knowledge check by 10 or more, then 
  this bonus increases to +2. If the archivist succeeds on his 
  Knowledge check by 20 or more, then this bonus 
  increases to +3.  
   
  Puissance: Starting at 5th level, the archivist can use 
  his dark knowledge to help his allies fight off the 
  corrupting influence of other creatures. Allies within 60 
  feet of the archivist gain a +1 bonus on saving throws 
  against the affected creature's abilities. If the archivist 
  succeeds on his Knowledge check by 10 or more, this 
  bonus increases to +2. If the archivist succeeds on his 
  Knowledge check by 20 or more, this bonus increases to 
  +3. 
   
  Archivist Spells Prepared (4/6/5/4/2; 11th caster level; 
  base DC = 15 + spell level: 0—detect magic, guidance, inflict 
  minor wounds, light; 1st—bless, comprehend languages, cause 
  fear, inflict light wounds (2), 2nd—calm emotions, inflict 
  moderate wounds, zone of truth, 3rd—bestow curse, dispel 
  magic, inflict serious wounds, invoke the cerulean sign*; 4th—
  confusion, dimension door 
   
  Prayerbook: 0—create water, cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor wounds, light, 
  mending, purify food and drink, read magic, resistance, virtue 
  1st—bless, comprehend languages, cause fear, inflict light 
  wounds, sanctuary; 2nd—calm emotions, inflict moderate 
  wounds, nondetection, zone of truth; 3rd— bestow curse, dispel 
  magic, inflict serious wounds, invoke the cerulean sign*; 4th—
  confusion, discern lies, dimension door,  divination, inflict 
  critical wounds, restoration, sending, tongues  
  * new spell 
   
  Possessions: Prayerbook, cerulean sign +1*, pearl of power, 
  2nd-level spells. 
  * new item. 
  
  SHE6-05 Into the Unknown 
   
  Page 61 
  Appendix Three – APL 12 
  Encounter Five 
   
   
   
   
  Advanced Destrachan: CR 10; Large Aberration; HD 
  16d8+48; hp 132; Init +5; Spd 30 ft; AC 19, touch 10, 
  flat footed 18; Base Atk +9; Grp +17; Atk +13 melee 
  (1d8+5, claw); Full Atk +13/+13 melee (1d8+5, claws); 
  Space/Reach 10 ft/5 ft; SA Destructive harmonics; SQ 
  Blindsight 100 feet;  immunities, protection from 
  sonics; AL NE; SV Fort +8, Ref +8, Will +15; Str 20, Dex 
  12, Con 16, Int 12, Wis 18, Cha 12. 
   
  Skills and feats: Hide +16, Listen +33, Move Silently 
  +15, Survival +9; Ability focus (destructive harmonics), 
  Dodge, Improved Initiative, Improved Natural Armor, 
  Improved Natural Attack (claw), Lightning Reflexes. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based. 
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 21 half). 
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 21 half). 
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 21 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack. 
   
  Blindsight (Ex): A destrachan can use hearing to 
  ascertain all foes within 100 feet as a sighted creature 
  would. 
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells (such as ghost 
  sound or silence), destrachans are less vulnerable to 
  sonic attacks (+4 circumstance bonus on all saves) 
  because they can protect their ears. A destrachan 
  whose sense of hearing is impaired is effectively 
  blinded, and all targets are treated as having total 
  concealment. 
   
  Skills: A destrachan has a +10 racial bonus on 
  Listen checks. 
  Larilagh, Grunta, Hobgoblin Ghost Ftr 8; CR 10; 
  Medium Undead (incorporeal); HD 8d12; hp 72; Init 
  +7; Spd Fly 30 ft (perfect); AC 18, touch 18, flat-footed 
  15 or 17, touch 13, flat-footed 14; Base Atk +8; Grp +9; 
  Atk +11 melee (1d4 ability drain, incorporeal touch) or 
  +10 melee (1d8+2/19-20, +1 longsword) or telekinetic 
  grapple +17 (1d3+5, nonlethal grapple); Full Atk +11 
  melee (1d4 ability drain, incorporeal touch) or +10/+5 
  melee (1d8+2/19-20, +1 longsword) or telekinetic 
  grapple +17 (1d3+5, nonlethal grapple); SA frightful 
  moan, manifestation, telekinesis; SQ darkvision 60 ft, 
  incorporeal traits, positive energy resistance 10, 
  rejuvenation, +4 turn resistance, undead traits; AL LE; 
  SV: Fort +6, Ref +5, Will +1; Str 13, Dex 16, C - , I 12, W 
  8, Ch 20 
   
  Skills and feats: Climb +5, Hide +16, Listen +9, 
  Move Silent +8, Search +9, Spot +12; Alertness, Combat 
  Expertise, Dodge,  Improved Initiative, Mobility, 
  Positive Energy Resistance*, Spring Attack, Whirlwind 
  Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 19) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours.  
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th). When a ghost uses 
  this power, it must wait 1d4 rounds before using it 
  again. 
   
  Possessions: +1 longsword  
  Hrugor, Ghost Hobgoblin Ftr 8; CR 10 medium 
  undead (incorporeal); HD 8d12; hp 72; Init +7; Spd Fly 
  30 ft (perfect); AC 18, touch 18, flat-footed 15 or 17, 
  touch 13, flat-footed 14; Base Atk +8; Grp +9; Atk +11 
  melee (1d4 ability drain, incorporeal touch) or +12 
  melee (1d8+1/17-20, +1 ghost touch longsword) or +10 
  ethereal melee (1d8+2/17-20, +1 ghost touch longsword); 
  Full Atk +11 melee (1d4 ability drain, incorporeal 
  touch) or +12/+7 melee (1d8+1/17-20, +1 ghost touch 
  longsword ) or +10/+5 ethereal melee (1d8+2/17-20 +1 
  ghost touch longsword); SA draining touch, horrific 
  appearance, 
  frightful 
  moan, 
  manifestation; 
  SQ: 
  darkvision 60 ft, incorporeal traits, positive energy 
  resistance 10, rejuvenation, +4 turn resistance, undead 
  
  SHE6-05 Into the Unknown 
   
  Page 62 
  traits; AL LE; SV: Fort +6, Ref +5, Will +1; Str 13, Dex 
  16, C −, I 12, W 8, Ch 20 
   
  Skills and feats: Climb +5, Hide +16, Listen +9, 
  Move Silent +8, Search +9, Spot +12; Alertness, 
  Improved 
  Critical, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, Positive Energy Resistance*, Spring Attack, 
  Power Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 19) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 19) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours. 
  Possessions: +1 ghost touch longsword  
   
  Dark Naga Sorcerer 12; CR 13; Large Aberration; HD 
  9d8+5d4+30; hp 100; Init +0; Spd 40 ft; AC 17, touch 14, 
  flat footed 16; Base Atk +8; Grp +15; Atk +11 melee 
  (2d4+3 plus poison, sting); Full Atk +11 melee (2d4+3 
  plus poison, sting) and +6 melee (1d4+1, bite); SA 
  Poison, spells; SQ Darkvision 60 ft., detect thoughts, 
  guarded thoughts, immunity to poison, resistance to 
  charm; AL LE; Fort +6, Ref +8, Will +12; Str 16, Dex 12, 
  Con 17, Int 16, Wis 18, Cha 21 [23]. 
   
  Skills and feats: Bluff +14, Concentration +15, 
  Diplomacy +8, Disguise +6 (+8 acting), Intimidate +6, 
  Listen +12, Sense Motive +8, Spellcraft +14, Spot +11; 
  Alertness, Combat Casting, Dodge, Eschew Materials, 
  Lightning 
  Reflexes; 
  Spell 
  Focus 
  (evocation), 
  Transdimensional Spell. 
   
  Poison (Ex): Injury, Fortitude DC 19 or lapse into 
  a nightmare-haunted sleep for 2d4 minutes. The save 
  DC is Constitution-based. 
   
  Resistance to Charm: Dark nagas have a +2 racial 
  bonus on saving throws against all charm effects (not 
  included in the statistics block). 
   
  Detect Thoughts (Su): A dark naga can 
  continuously use detect thoughts as the spell (caster level 
  9th; Will DC 18 negates). This ability is always active. 
  The save DC is Charisma-based. 
   
  Guarded Thoughts (Ex): Dark nagas are immune 
  to any form of mind reading. 
   
  Sorcerer Spells Known (6/8/8/7/7/6/4; save DC 
  16 + spell level; evocation save DC 18 + spell level): 0—
  daze, dancing lights, detect magic, light, mage hand, 
  open/close, ray of frost, read magic, resistance; 1st—
  expeditious retreat, magic missile, mage armor (factored 
  into AC), ray of enfeeblement, silent image; 2nd— blast of 
  force*, cat’s grace, invisibility, glitterdust, scorching ray; 
  3rd—displacement, fly, lightning bolt, slow; 4th—
  dimension door, enervation, stoneskin; 5th—cone of cold, 
  dominate person; 6th—chain lightning 
   
  Possessions: 1250 gp diamond dust, eyes of arcane 
  sight; ioun stone, pink and green sphere  
  Encounter Eight 
   
   
   
   
  Bwapp, Bullywug Clr 10; CR 10; Medium Humanoid 
  (aquatic); HD 10d8+50; hp 97; Spd 20 ft, swim 30 ft; AC 
  19, touch 10, flat-footed 19; Base Atk +7; Grp +9; Atk +9 
  melee (1d6+1, shortspear) or +7 ranged (1d6+1, 
  shortspear); Full Atk +9/+4 melee (1d6+1, shortspear) 
  or +7 ranged (1d6+1, shortspear); SA Spells; SQ Marsh 
  move, AL CE; SV: Fort: +12; Ref +2; Will +9; Str 13, Dex 
  8, Con 20, Int 6, Wis 13 [15], Ch 4. 
   
  Skills and Feats: Concentration +10, Heal +4, Hide 
  −1*, Knowledge (Religion) +3, Swim +7; Augmented 
  Summoning, Combat Casting, Domain Spontaneity 
  (Water)**, Spell Focus (conjuration). 
   
  * Bullywugs have a +6 racial bonus on Hide checks 
  when in marshes because of their skill at camouflage. 
   
  ** new feat. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance 
  that the summoned monsters will not be in the 
  bullywug’s control, rampaging and attacking at 
  random. 
   
  Cleric Spells Prepared (6/5+1/5+1/3+1/ 3+1/2+1; 
  base DC = 12 + spell level): 0—inflict minor wounds (×5); 
  1st—protection from law*, inflict light wounds (×2), 
  summon monster I (×3), 2nd—fog cloud*, summon monster 
  II (×4), 3rd—magic circle against law*, inflict critical 
  wounds; summon monster III (×2); 4th—control water*, 
  summon monster IV (×3); 5th—dispel law*, summon 
  monster V (×2). 
  
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  Page 63 
   
  *Domain spell. Domains: Chaos (chaos spell cast at 
  +1 caster level); Water (Turn or destroy fire creatures as 
  a good cleric turns undead. Rebuke, command, or 
  bolster water creatures as an evil cleric rebukes undead. 
  Use these abilities 1/day). 
   
  Power-up suite (frenzy within 30 ft of 
  warchief): Atk +11 melee (1d8+4, shortspear); Full Atk 
  +11/+6 melee (1d6+4, shortspear); Str 17. 
   
  Possessions: dagger, masterwork shortspear, holy 
  symbol, +2 chain shirt, periapt of wisdom +2, ring or 
  protection +1; wand of cure light wounds. 
  Fiendish 
  Giant 
  Crocodile 
  (augmented 
  summoning) huge magical beast (augmented animal) 
  [chaos, evil]; HD 7d8+42; hp 73; Init +1; Spd 20 ft, swim 
  30 ft. AC 16, touch 9, flat-footed 15;  Base Atk +5; Grp 
  +25; Atk +13 melee (2d8+15, bite) or +13 melee 
  (1d12+15, tail slap) Full Atk +13 melee (2d8+12, bite) or 
  +13 melee (1d12+12, tail slap);  Space/Reach 15 ft./10 
  ft. SA Improved grab, Smite Good +7; SQ Darkvision 
  60 ft, damage reduction 5/magic, hold breath, low-light 
  vision, resistance to cold 5 and fire 5, spell resistance 
  12; Fort +11, Ref +6, Will +3; Str 31, Dex 12, Con 23, Int 
  1, Wis 12, Cha 2. 
   
  Skills and Feats: Hide +1*, Listen +5, Spot +5, Swim 
  +18; Alertness, Endurance, Skill Focus (Hide). 
   
  Improved Grab (Ex): To use this ability, a 
  crocodile must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold on the 
  opponent with its mouth and drags it into deep water, 
  attempting to pin it to the bottom. 
   
  Hold Breath (Ex): A crocodile can hold its breath 
  for a number of rounds equal to 4 × its Constitution 
  score before it risks drowning. 
   
  Skills: A crocodile has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  *A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can lie 
  in the water with only its eyes and nostrils showing, 
  gaining a +10 cover bonus on Hide checks. 
   
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
  Chief Stoag, Bullywug Bbn5/Wcf3 CR 8 medium 
  humanoid (aquatic); HD 5d12+3d10+40; hp 97; Init +2; 
  Spd 30 ft, swim 40 ft; AC 20, touch 12, flat-footed 17; 
  Base Atk +8; Grp +11; Atk +12 melee (1d8+6/×3, +1 
  longspear) or +9 ranged (1d6+3, shortspear); Full Atk 
  +12/+7 melee (1d8+6/×3, longspear) or +9 ranged 
  (1d6+3, shortspear); SA Rage 2/day; SQ Marsh move, 
  trap sense +2, tribal frenzy Str+4, improved uncanny 
  dodge, AL CE; SV Fort +12, Ref +4, Will +3; Str 16, Dex 
  14, Con 20, Int 6, Wis 8, Ch 6. 
   
  Skills and Feats: Handle Animal +1, Hide +11 (+16 
  in marshes); Jump +11, Listen −1, Spot −1, Swim +11; 
  Combat Reflexes, Improved Overrun, Power Attack. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate this frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. 
   
  The frenzy affects any creature that is a member of 
  the warchief’s race and tribe, that starts its turn within 
  30 feet of the warchief, and that is able to hear the 
  warchief. 
   
  The frenzy grants a +2 enhancement bonus to the 
  Strength scores of each affected ally (not including the 
  warchief himself). At the start of each of their turns, 
  everyone affected by the Strength boost takes 1 point 
  of damage for each Hit Die they have. Thus, an orc 
  warchief can grant +2 Strength to each member of the 
  pack of 1st level warriors he commands, but they each 
  take 1 point of damage per round as long as the 
  Strength boost remains in effect.  
   
  Every two levels (3rd, 5th, 7th, and 9th), the bonus to 
  Strength increases by +2. 
   
  Power-up suite (rage + full power attack): AC 
  18 touch 10 flat footed 15; hp 118; Atk +6 melee 
  (1d8+24,+1 longspear); Fort +13, Will +4 
   
  Power-up suite (rage + half power attack): AC 
  18 touch 10 flat footed 15; hp 118; Atk +10 melee 
  (1d8+16, +1 longspear); Fort +13, Will +4 
   
  Possessions: dagger; 3 shortspears; +1 longspear, 
  steadfast boots*, +1 studded leather armor. 
  * new item 
  Bullywug War 6; CR 5 medium humanoid (aquatic); 
  HD 6d8+18; hp 49; Init +0; Spd 20 ft, swim 30 ft; AC 16, 
  touch 10, flat-footed 16; Base Atk +6; Grp +8; Atk +8 
  melee (1d6+3, shortspear) or +6 ranged (1d6+2, 
  shortspear); Full Atk +8/+3 melee (1d6+3, shortspear) 
  or +6/+1 ranged (1d6+2, shortspear); SQ marsh move, 
  AL CE; SV Fort +9; Ref +3; Will +1; Str 14, Dex 11, Con 
  16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +9 (+15 in marshes); Listen 
  −3, Spot −3, Swim +10; Endurance, Point Blank Shot; 
  Quick Draw. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
  
  SHE6-05 Into the Unknown 
   
  Page 64 
   
  Power-up suite (frenzy within 30 ft of 
  warchief): Atk +10 melee (1d8+6, shortspear); Full Atk 
  +10/+5 melee (1d6+6, shortspear) Str 18. 
   
  Possessions: shortspear (3), +1 leather armor, javelin 
  of lightning (3). 
   
  Advanced Grigaur; CR 5 large magical beast; HD 
  5d10+25; hp 56; Init +1; Spd 40 ft; AC 13, touch 9, flat-
  footed 12, Base Atk +5; Grp +17; Atk +13 melee (2d6+8, 
  claw); Full Atk +13/+13 melee (2d6+8, claw) and +8 
  melee (1d8+4, bite): SA Improved grab; SQ Blindsight 
  60 ft; damage reduction 5/−; immunities, scent; AL N; 
  Sv: Fort: +9; Ref +1 Will +6; Str 27, Dex 11, Con 20, Int 
  6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11; Hide +0*, Listen +3, 
  Move Silently +4; Spot +3; Alertness. 
   
  Improved Grab (Ex): To use this ability, the 
  grigaur must hit a medium-sized creature with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Blindsight (Ex): Grigaurs use scent and hearing 
  to ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense 
  heavy air). Negating a grigaur’s sense of smell or 
  hearing reduces this ability to normal Blind-Fight (as 
  the feat). If both are defeated, the grigaur is effectively 
  blinded. 
   
  Immunities: Grigaurs are immune to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
  Encounter Nine 
  Thbtibib, Bullywug Bbn 8 CR 9; Medium Humanoid 
  (aquatic); HD: 8d12+40; hp 102; Init +2; Spd 30 ft, swim 
  40 ft; AC 20, touch 12, flat-footed 17; Base Atk +8; Grp 
  +11; Atk +12 melee (1d8+6, +1 longspear) or +9 ranged 
  (1d6+3, shortspear); Full Atk +12/+7 melee (1d8+6, +1 
  longspear) or +9 ranged (1d6+3, shortspear); SA Rage 
  3/day; SQ Marsh move, damage reduction 1/− trap 
  sense +2, improved uncanny dodge, AL CE; SV Fort 
  +11; Ref +5; Will +2; Str 16, Dex 14, Con 20, Int 6, Wis 
  8, Ch 4. 
   
  Skills and Feats: Hide +13 (+19 in marshes); Jump 
  +14, Listen −1, Spot −1, Swim +11; Combat Reflexes, 
  Improved Overrun, Power Attack. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack): AC 
  18 touch 10 flat footed 15; hp 118; Atk +6 melee 
  (1d8+24/×3, +1 longspear); Fort +13, Will +4; Str 20 
   
  Power-up suite (rage + half power attack): AC 
  18 touch 10 flat footed 15; hp 118; Atk +10 melee 
  (1d8+16/×3, +1 longspear); Fort +13, Will +4; Str 20 
   
  Power-up suite (rage + frenzy + full power 
  attack): AC 18 touch 10 flat footed 15; hp 118; Atk +8 
  melee (1d8+27/×3, +1 longspear); Fort +13, Will +4; Str 
  24 
   
  Possessions: +1 longspear, steadfast boots*, +1 studded 
  leather armor, dagger; shortspear (3). 
  * new item 
   
  Bullywug War 6; CR 5; Medium Humanoid (aquatic); 
  HD: 6d8+18; hp 49; Init +0; Spd 20 ft, swim 30 ft; AC 
  16, touch 10, flat-footed 16; Base Atk +6; Grp +8; Atk +9 
  melee (1d6+4, +1 shortspear) or +6 ranged (1d6+2, 
  shortspear); Full Atk +9/+4 melee (1d6+4, +1 shortspear) 
  or +6/+1 ranged (1d6+2, shortspear); SQ Marsh move, 
  AL CE; SV Fort +9; Ref +3; Will +1; Str 14, Dex 11, Con 
  16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +9 (+15 in marshes); Listen 
  −3, Spot −3, Swim +10; Endurance, Point Blank Shot; 
  Quick Draw. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (frenzy within 30 ft of 
  warchief): Atk +11 melee (1d8+7, +1 shortspear); Full 
  Atk +11/+6 melee (1d6+7, +1 shortspear) Str 18. 
   
  Possessions: shortspear (2), everburning torch, +1 
  shortspear, +1 leather armor; potion of cure serious wounds, 
  potion of delay poison. 
  Mesuggnug, Bullywug Savant Sor 9: CR 10 medium 
  monstrous humanoid; HD 2d8+9d4+44; hp 72; Init +3; 
  Spd 30ft, swim 20ft; AC 23, touch 19, flat-footed 20; 
  Base Atk +5; Grp +5; Atk +5 melee (1d6, shortspear) or 
  +8 ranged (1d6, shortspear); Full Atk +5 melee (1d6, 
  shortspear) or +8 ranged (1d6 shortspear); SA Poison, 
  spells; SQ Darkvision 60 ft; marsh move, summoning; 
  AL NE; SV: Fort +6, Ref +7, Will +6; Str 10, Dex 16, Con 
  18, Int 14, Wis 8, Cha 20. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +5, 
  Bluff 
  +11, 
  Concentration +15, Hide +4*, Jump +4, Spellcraft +13, 
  Tumble +8; Combat Casting, Eschew Materials, Spell 
  Focus 
  (enchantment); 
  Greater 
  Spell 
  Focus 
  (enchantment). 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 
  Dex). As a standard action the savant can cause one of 
  the sacs to erupt, coating an adjacent target on a 
  successful touch attack. Savants, bullywugs, kuo-toas, 
  skum, and aboleths are immune to this poison. It takes 
  seven days for a ruptured sac to heal and restore its 
  poison. The largest two poison sacs are only used if the 
  
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  Page 65 
  savant is in great peril, for each of them deals 1d2 
  points of Intelligence damage to the savant if used. 
   
  Summoning (Sp): When a bullywug savant uses 
  a summon monster spell, there is a 50% chance that 
  one more monster than the spell would ordinarily 
  summon will appear. Unlike common bullywug 
  clerics, savant summoning spells do not have a chance 
  of accidentally summoning creatures hostile to them. 
   
  Sorcerer Spells Known (6/8/7/7/5; save DC 15 + 
  spell level; enchantment spells save DC 17 + spell 
  level): 0—daze, detect magic, light, mage hand, message, ray 
  of frost, read magic; 1st—charm person, disguise self, mage 
  armor, magic missile, shield; 2nd—frost breath*, invisibility, 
  Tasha’s hideous laughter, touch of idiocy; 3rd—haste, 
  lightning bolt, suggestion 4th—dimension door, ice storm. 
  *new spell 
   
  Possessions: masterwork shortspear, amulet of natural 
  armor +1, ring of protection+2, cloak of charisma +2 
  Gulwogg Tomerspong, Male Human Clr 10; CR 10; 
  medium humanoid; HD 10d8+10; hp 68; Init −1; Spd 
  20ft; AC 17 touch 9 flat-footed 17; Base Atk +7; Grp +9; 
  Atk +11 melee (1d10+4/×3, +1 glaive) or +6 ranged 
  (1d6+2, shortspear); Full Atk +11/+6 melee (1d10+4/×3, 
  +1 glaive) or +6 ranged (1d6+2, shortspear); SQ rebuke 
  undead; AL LE; SV Fort +7, Ref +2, Will +10; Str 14, 
  Dex 8, Con 12, Int 13, Wis 17 [19], Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +13, Spellcraft +13; Swim +8; Bane Magic 
  (humanoid: dwarf), Bane Magic (humanoid: elf), Bane 
  Magic (humanoid: gnome); Bane Magic (Monstrous 
  Humanoid), Weapon Focus (Glaive)*, Martial Weapon 
  Proficiency (Glaive)*. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/ 2+1; 
  base DC = 14 + spell level: 0—create water (2), detect 
  magic, light, read magic; 1st—calm animals*, cure light 
  wounds (3), resurgence, shield of faith, 2nd—deific 
  vengeance** (2), spiritual weapon*, lesser restoration, sound 
  burst, 3rd—dominate animal*, dispel magic, prayer, searing 
  light, water walk, 4th—divine power*, cure critical wounds, 
  divination, freedom of movement, hypothermia**  5th—
  flame strike*, righteous might, flame strike. 
  *Domain spell. Domains: Animal (speak with animals 
  1/day as a spell like ability); War (Free martial weapon 
  proficiency with deity’s favored weapon, and Weapon 
  focus with the deity’s favored weapon.). 
  ** new spell 
   
  Possessions: light mace, gray stone toad (holy 
  symbol), everburning torch, +1 aquatic half plate, +1 
  glaive, periapt of wisdom +2. 
  Encounter Eleven 
   
   
   
   
  Nihilon Theomortis, Quell Arc 11; CR 13; Medium 
  Undead (Incorporeal); HD 5d12+11d6; hp 95; Init +7; 
  AC 15, touch 15, flat footed 12; Base Atk +7; Grp –; Atk 
  +10 melee (1d4); Full Atk +10 incorporeal melee touch 
  (1d4); SA coupled intercession, dark knowledge 6/day 
  (tactics, puissance, foe, dread secret), intercession 
  7/day; SQ Darkvision 60 ft, daylight powerlessness, 
  incorporeal traits, lore mastery,  still mind, undead 
  traits, +4 turn resistance; AL LE; SV Fort +5 Ref +4 Will 
  +11; Str –, Dex 16, Con –, Int 20 [22], Wis 18, Cha 18. 
   
  Skills and feats: Concentration +16, Decipher Script 
  +22, Diplomacy +13, Gather Information +15, Hide 
  +14, 
  Knowledge 
  (arcana) 
  +23, 
  Knowledge 
  (dungeoneering) +25, Knowledge (history) +18, Listen 
  +13, Sense Motive +9, Spellcraft +25,  Spot +13; 
  Aberration Banemagic*, Alertness, Combat Reflexes, 
  Craft Arms and Armor, Craft Wondrous Items, Ghostly 
  Grasp*, Improved Initiative, Practiced Spellcaster**, 
  Scribe Scroll.  
  *new feat 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s hit dice (16th level). The 
  result indicates the highest level divine spellcasters the 
  quell can cut off from their deity. The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first. Normally affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1 minute; however, if the quell has twice as many HD 
  as the spellcaster has divine levels the divine 
  spellcaster loses the ability to cast divine spells for 24 
  hours. If the quell attacks an affected divine spellcaster 
  in any way, pr the affected spellcaster receives an 
  atonement spell, the intercession ends. The quell’s allies 
  and other creatures can attack the divine spellcaster 
  without breaking the intercession. A quell can use this 
  ability a number of times a day equal to 3 + its charisma 
  modifier (7 times) 
   
  Dark Knowledge: Six times per day, an archivist 
  can draw upon his expansive knowledge of monsters, 
  granting his allies benefits against the creatures they 
  face. Doing this counts as a move action. The secrets of 
  dark 
  knowledge 
  pertain 
  only 
  to 
  aberrations, 
  elementals, magical beasts, outsiders, or undead. 
   
  An archivist unlocks new dark knowledge abilities 
  as his level increases and can also call upon his dark 
  knowledge more often, gaining one additional daily 
  use for every three archivist levels (4/day at 3rd level, 
  5/day at 6th level, and so forth). 
   
  Using dark knowledge requires a Knowledge 
  check of a type appropriate to the creature faced. A 
  Knowledge (arcana) check reveals secrets of magical 
  beasts, Knowledge (dungeoneering) pertains to 
  aberrations, Knowledge (religion) covers undead, and 
  Knowledge (the planes) applies to outsiders and 
  
  SHE6-05 Into the Unknown 
   
  Page 66 
  elementals. The DC of the check is 15. Most of the 
  archivist's dark knowledge abilities increase in 
  effectiveness if he succeeds on his Knowledge check 
  by 10 or more. Dark knowledge can only be used once 
  against any given creature. 
   
  The archivist's dark knowledge can affect a single 
  creature or all creatures of the same race, depending on 
  the effect used. A target creature must be within 60 
  feet, and the archivist must be aware of the creature's 
  presence, although he need not have a line of sight to 
  it. The effects of dark knowledge last for 1 minute, 
  unless stated otherwise. 
   
  Tactics: The archivist knows the general combat 
  behaviors of creatures of that race, granting his allies a 
  +1 bonus on attack rolls made against them. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, then this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, then 
  this bonus increases to +3.  
   
  Puissance: Starting at 5th level, the archivist can use 
  his dark knowledge to help his allies fight off the 
  corrupting influence of other creatures. Allies within 
  60 feet of the archivist gain a +1 bonus on saving 
  throws against the affected creature's abilities. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, this 
  bonus increases to +3. 
   
  Foe: Starting at 8th level, an archivist can direct his 
  allies to attack vital spots of his enemies. On a 
  successful Knowledge check, he grants them a bonus 
  to weapon damage rolls made against the target 
  creatures equal to 1d6 points of damage. If the archivist 
  succeeds on his Knowledge check by 10 or more, then 
  this bonus increases to 2d6. If the archivist succeeds on 
  his Knowledge check by 20 or more, then this bonus 
  increases to 3d6. 
   
  Dread Secret: By speaking aloud a dread secret of 
  the target creature, an archivist of 11th level or higher 
  can dazzle a target creature for 1 round. Unlike other 
  dark knowledge, this ability can be used only against a 
  single creature. If the archivist succeeds on his 
  Knowledge check by 10 or more, then the target is 
  dazed for 1 round. If the archivist succeeds on his 
  Knowledge check by 20 or more, then the target is 
  stunned for 1 round (if the target is immune to being 
  stunned but not immune to being dazed, such as most 
  undead, then the archivist can choose to daze the target 
  instead of stunning it). 
   
  Archivist Spells Prepared (4/6/6/6/5/3/2; 15th caster 
  level; base DC = 16 + spell level: 0—detect magic, 
  guidance, 
  inflict 
  minor 
  wounds, 
  light; 
  1st—bless, 
  comprehend languages, cause fear, inflict light wounds (2), 
  2nd—calm emotions, darkness, inflict moderate wounds (2), 
  zone of truth, 3rd—bestow curse, dispel magic, inflict serious 
  wounds, invoke the cerulean sign* (2); 4th—confusion, 
  dimension door, discern lies, inflict critical wounds, 5th—
  darkbolt*, spell resistance, true seeing; 6th—antilife shell, 
  blade barrier. 
   
  Prayerbook: 0—create water, cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor wounds, light, 
  mending, purify food and drink, read magic, resistance, virtue 
  1st—bless, comprehend languages, cause fear, inflict light 
  wounds, sanctuary; 2nd—calm emotions, darkness, inflict 
  moderate wounds, nondetection, zone of truth; 3rd— bestow 
  curse, dispel magic, inflict serious wounds, invoke the cerulean 
  sign*, protection from positive energy*; 4th—confusion, 
  discern lies, dimension door,  divination, inflict critical 
  wounds, restoration, sending, tongue; 5th—crawling 
  darkness*, darkbolt*, spell resistance, true seeing 6th—antilife 
  shell, blade barrier.  
   
  Possessions: Prayerbook, cerulean sign +1, pearl of 
  power, 3rd-level spell. headband of intellect +2 
   
  Evolved Greater Shadow: CR 9; Medium Undead 
  (Incorporeal); HD 9d12; hp 108; Init +2; Spd Fly 40 ft 
  (good); AC 15, touch 15, flat-footed 13; Base Atk +4; 
  Grp —; Atk +6 incorporeal melee touch (1d8 Str); Full 
  Atk +6 incorporeal melee touch (1d8 Str); SA Create 
  spawn, strength damage; SQ Darkvision 60 ft, fast 
  healing 3,  incorporeal traits, +2 turn resistance, undead 
  traits; AL LE; SV Fort +7, Ref +6, Will +2; Str —, Dex 
  15, Con —, Int 6, Wis 12, Cha 16. 
   
  Skills and feats: Hide +14, Listen +9, Search +6, Spot 
  +9; Alertness, Dodge, Mobility, Spring Attack. 
   
  Fast Healing (Ex):  An evolved shadow heals 3 
  points of damage each round so long as it has at least 1 
  hit point. 
   
  Spell Like Ability: haste (self only) 1/day; Caster 
  Level 9th.  
   
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. This is 
  a negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen 
  and Spot checks and a +4 racial bonus on Search 
  checks. 
   
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it 
  takes 
  a 
  –4 
  penalty 
  on 
  Hide 
  check.
  
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  Page 67 
  Appendix Four – APL 14 
  Encounter Five 
   
   
   
   
  Advanced Destrachan: CR 10; Large Aberration; HD 
  16d8+48; hp 120; Init +5; Spd 30 ft; AC 19, touch 10, 
  flat footed 18; Base Atk +9; Grp +17; Atk +13 melee 
  (1d8+5, claw); Full Atk +13/+13 melee (1d8+5, claw); 
  Space/Reach: 10 ft/5 ft; SA destructive harmonics; SQ 
  Blindsight 100 ft.;  immunities, protection from sonics; 
  AL NE; SV Fort +8, Ref +8, Will +15; Str 20, Dex 12, 
  Con 16, Int 12, Wis 18, Cha 12. 
   
  Skills and feats: Hide +16, Listen +33, Move Silently 
  +15, Survival +9; Ability focus (destructive harmonics), 
  Dodge, Improved Initiative, Improved natural armor, 
  Improved natural attack (claw), Lightning reflexes. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based. 
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 15 half). 
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 15 half). 
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 15 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack. 
   
  Blindsight (Ex): A destrachan can use hearing to 
  ascertain all foes within 100 feet as a sighted creature 
  would. 
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells (such as ghost 
  sound or silence), destrachans are less vulnerable to 
  sonic attacks (+4 circumstance bonus on all saves) 
  because they can protect their ears. A destrachan 
  whose sense of hearing is impaired is effectively 
  blinded, and all targets are treated as having total 
  concealment. 
   
  Skills: A destrachan has a +10 racial bonus on 
  Listen checks. 
  Larilagh, Grunta, Hobgoblin Ghost Ftr 10; CR 12; 
  Medium Undead (Incorporeal); HD 10d12; hp 90; Init 
  +7; Spd Fly 30 ft (perfect); AC 18, touch 18, flat-footed 
  15 or 18, touch 13, flat-footed 15; Base Atk +10; Grp 
  +11; Atk +13 incorporeal melee touch (1d4 ability 
  drain) or +14 melee (1d8+1/19-20, +1 longsword) or +12 
  ethereal melee (1d8+2/19-20, +1 longsword); Full Atk 
  +13 incorporeal melee touch (1d4 ability drain) or 
  +14/+9 melee (1d8+1/19-20, +1 longsword); SA Draining 
  touch, frightful moan, manifestation, telekinesis; SQ 
  Darkvision 60 ft, incorporeal traits, positive energy 
  resistance 10, rejuvenation, +4 turn resistance, undead 
  traits; AL LE; SV Fort +7, Ref +6, Will +2; Str 12, Dex 
  16, C – , I 13, W 8, Ch 20. 
   
  Skills and feats: Climb +5, Hide +17, Listen +9, 
  Move Silent +9, Search +9, Spot +13; Alertness, Blind-
  Fight, Combat Expertise Dodge, Empowered Ability 
  Damage*, Improved Initiative, Mobility, Positive 
  Energy Resistance*, Spring Attack, Whirlwind Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 20) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours.  
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th). When a ghost uses 
  this power, it must wait 1d4 rounds before using it 
  again. 
   
  Possessions: longsword +1; chainmail, heavy steel 
  shield 
  Hrugor, Hobgoblin Ghost Ftr 10; CR 12; Medium 
  Undead (Incorporeal); HD 10d12; hp 90; Init +7; Spd 
  Fly 30 ft (perfect); AC 18, touch 18, flat-footed 15 or 17, 
  touch 13, flat-footed 14; Base Atk +10; Grp +11; Atk +13 
  melee (1d4 ability drain, incorporeal touch) or +15 
  melee (1d8+3/17-20, +1 keen ghost touch longsword) or 
  +12 ethereal melee (1d8+3/17-20, +1 keen ghost touch 
  longsword); Full Atk +13 melee (1d4 ability drain, 
  incorporeal touch) or +15/+10 melee (1d8+3/17-20, +1 
  keen ghost touch longsword) or +12/+7 ethereal melee 
  (1d8+3/17-20, +1 ghost touch longsword);  SA horrific 
  appearance, 
  frightful 
  moan, 
  manifestation; 
  SQ 
  Darkvision 60 ft, incorporeal traits, positive energy 
  
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  Page 68 
  resistance 10, rejuvenation, +4 turn resistance, undead 
  traits; AL LE; SV Fort +7, Ref +6, Will +2; Str −, Dex 16, 
  C –, I 12, W 8, Ch 20. 
   
  Skills and feats Climb +5, Hide +17, Listen +9, Move 
  Silent +9, Search +9, Spot +13; Alertness, Daunting 
  Presence*, Deathmaster*, Dodge, Improved Initiative, 
  Mobility, Positive Energy Resistance*, Spring Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
  *new feat 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 20) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 20) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Possessions: +1 keen ghost touch longsword  
  Dark Naga Sor14; CR 15; Large Aberration; HD 
  9d8+7d4+34; hp 111; Init +2; Spd 40 ft; AC 18, touch 15, 
  flat footed 16; Base Atk +9; Grp +15; Atk +12 melee 
  (2d4+2 plus poison, sting); Full Atk +12 melee (2d4+2 
  plus poison, sting) and +7 melee (1d4+1, bite); SA 
  poison, spells; SQ Darkvision 60 ft., detect thoughts, 
  guarded thoughts, immunity to poison, resistance to 
  charm; AL LE; Fort +7, Ref +9, Will +13; Str 16, Dex 12 
  [14], Con 17, Int 16, Wis 18, Cha 22 [24]. 
   
  Skills and feats: Bluff +14, Concentration +16, 
  Diplomacy +8, Disguise +6 (+8 acting), Intimidate +6, 
  Listen +12, Sense Motive +8, Spellcraft +15, Spot +11; 
  Alertness, Combat Casting, Dodge, Eschew Materials*, 
  Greater Spell Focus (evocation), Lightning Reflexes; 
  Spell Focus (evocation). 
   
  Poison (Ex): Injury, Fortitude DC 16 or lapse into 
  a nightmare-haunted sleep for 2d4 minutes. The save 
  DC is Constitution-based. 
   
  Resistance to Charm: Dark nagas have a +2 racial 
  bonus on saving throws against all charm effects (not 
  included in the statistics block). 
   
  Detect Thoughts (Su): A dark naga can 
  continuously use detect thoughts as the spell (caster level 
  9th; Will DC 19 negates). This ability is always active. 
  The save DC is Charisma-based. 
   
  Guarded Thoughts (Ex): Dark nagas are immune 
  to any form of mind reading. 
   
  Sorcerer Spells Known (6/8/8/8/7/7/6/4; save DC 
  17 + spell level; evocation save DC 19+ spell level): 0—
  daze, dancing lights, detect magic, light, mage hand, 
  open/close, ray of frost, read magic, resistance; 1st—
  expeditious retreat, magic missile, mage armor (factored 
  into AC), ray of enfeeblement, silent image; 2nd— blast of 
  force*, cat’s grace, invisibility, glitterdust, scorching ray; 
  3rd—displacement, fly, lightning bolt, slow; 4th—cloudkill, 
  dimension door, enervation,  stoneskin; 5th—cone of cold, 
  contingent energy resistance*, dominate person; 6th—chain 
  lightning, repulsion, 7th—prismatic spray 
   
  Possessions: 1250 gp diamond dust; eyes of arcane 
  sight*, ioun stone pink and green sphere; ioun stone deep red 
  sphere  
  *new item 
  Advanced Elder Xorn, CR 11; Huge Elemental; HD: 
  23d8+63; hp 242; Init: +0; Spd: 20 ft, burrow 20 ft.; 27 (–
  2 size, +19 natural), touch 9, flat-footed 27; Base Atk 
  +17; Grp +36; Atk +27 melee (4d8+11, bite); Full Atk 
  +27 melee (4d8+11, bite) and +25/+25/+25 melee 
  (1d8+5, claws); Space/Reach 15 ft/15 ft;  All-around 
  vision, earth glide, damage reduction 5/bludgeoning, 
  darkvision 60 ft., immunity to cold and fire, resistance 
  to electricity 10, tremorsense 60 ft; SV Fort +19, Reflex 
  +7, Will +7; AL N, Str 33, Dex 10, Con 23, Int 10, Wis 
  11, Cha 10. 
   
  Skills and Feats: Hide +12, Intimidate +20, 
  Knowledge (dungeoneering) +20, Listen +20, Move 
  Silently +20, Search +24, Spot +24, Survival+20 (+22 
  following tracks or underground); Awesome Blow, 
  Cleave, Great Cleave, Improved Bull Rush, Improved 
  Sunder, Multiattack, Power Attack, Toughness. 
   
  All-Around Vision (Ex): A xorn’s symmetrically 
  placed eyes allow it to look in any direction, providing 
  a +4 racial bonus on Spot and Search checks. A xorn 
  can’t be flanked. 
   
  Earth Glide (Ex): A xorn can glide through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence. A move earth spell 
  cast on an area containing a burrowing xorn flings the 
  xorn back 30 feet, stunning the creature for 1 round 
  unless it succeeds on a DC 15 Fortitude save. 
  Encounter Eight 
   
   
   
   
  Bwapp, Bullywug Clr12; CR 12 medium humanoid 
  (aquatic); HD 12d8+60; hp 117; Spd 20 ft, swim 30 ft; 
  
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  AC 20, touch 10, flat-footed 20; Base Atk +9; Grp +10; 
  Atk +11 melee (1d6+1, masterwork shortspear) or +9 
  ranged (1d6+1, masterwork shortspear); Full Atk 
  +11/+6 melee (1d6+1, masterwork shortspear) or +6 
  ranged (1d6+1, masterwork shortspear); SA Spells; SQ 
  Marsh move, AL CE; SV Fort +14; Ref +4; Will +13; Str 
  13, Dex 8, Con 20, Int 6, Wis 14 [18], Ch 8. 
   
  Skills and Feats: Concentration +15, Heal +6, Hide 
  +0*, 
  Knowledge 
  (Religion) 
  +0; 
  Augmented 
  Summoning, Combat Casting, Domain Spontaneity 
  (water); Spell Focus (conjuration). 
   
  * Bullywugs have a +6 racial bonus on Hide checks 
  when in marshes because of their skill at camouflage. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance 
  that the summoned monsters will not be in the 
  bullywug’s control, rampaging and attacking at 
  random. 
   
  Cleric 
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/ 
  4+1/3+1/2+1; base DC = 14 + spell level; conjuration 
  spells 15 + spell level): 0—inflict minor wounds (×6); 
  1st—protection from law*, inflict light wounds (×3), 
  summon monster I (×3), 2nd—fog cloud*, inflict moderate 
  wounds, summon monster II (×4),  3rd—magic circle 
  against law*, inflict serious wounds; summon monster III 
  (×4); 4th—control water*, summon monster IV (×2); 5th—
  dispel law*, summon monster V (×3); 6th—cone of cold*, 
  summon monster VI (×2). 
   
  *Domain spell. Domains: Chaos (chaos spell cast at 
  +1 caster level); Water (Turn or destroy fire creatures as 
  a good cleric turns undead. Rebuke, command, or 
  bolster water creatures as an evil cleric rebukes undead. 
  Use these abilities 1/day). 
   
  Power-up suite (frenzy within 30 ft of 
  warchief, heroes’ feast): hp 127, Atk +14 melee 
  (1d8+6 masterwork shortspear); Full Atk +14/+9 melee 
  (1d6+6, masterwork shortspear); SQ: immune to poison 
  and fear; Will+14; Str 19. 
   
  Possessions: holy symbol, dagger, masterwork 
  shortspear, +3 chain shirt, cloak of resistance+1; periapt of 
  wisdom +4. 
   
  Fiendish 
  Giant 
  Constrictor 
  Snake 
  (augmented 
  summoning) Huge Magical Beast (augmented animal); 
  HD 11d8+36; hp 93; Init +3; Spd 20 ft., climb 20 ft., 
  swim 20 ft. AC 15, touch 11, flat-footed 12; Base Atk +8; 
  Grp +25; Atk +15 melee (1d8+13, bite) Full Atk +15 
  melee (1d8+13, bite) Space/Reach 15 ft./10 ft. SA 
  Constrict 1d8+13, improved grab, smite good +11 SQ 
  Darkvision 60 ft, damage reduction 5/magic, resistance 
  to cold 10 and fire 10, spell resistance 16, scent;  SV 
  Fort +10, Ref +10, Will +4; Str 29, Dex 17, Con 17, Int 1, 
  Wis 12, Cha 2.  
   
  Skills and Feats: Balance +11, Climb +19, Hide 
  +10, Listen +9, Spot +9, Swim +18; Alertness, 
  Endurance, Skill Focus (Hide), Toughness. 
   
   
  Constrict (Ex): On a successful grapple check, a 
  giant constrictor snake deals 1d8+13 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake must hit with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
  Chief Stoag, Bullywug Bbn 5/Wch 5: CR 10; 
  Medium Humanoid (Aquatic); HD 5d12+5d10+50; hp 
  120; Init +2; Spd 30 ft, swim 40 ft; AC 20, touch 12, flat-
  footed 18; Base Atk +8; Grp +11; Atk +13 melee 
  (1d8+5/×3, +2 longspear) or +10 ranged (1d6+3, 
  shortspear); Full Atk +13/+8 melee (1d8+5/×3, +2 
  longspear) or +10 ranged (1d6+3, shortspear); SA Rage 
  2/day; SQ Marsh move, improved uncanny dodge, 
  tribal frenzy Str +6; AL CE; SV Fort +13; Ref +4; Will 
  +4; Str 16, Dex 14, Con 20, Int 6, Wis 8, Ch 6. 
   
  Skills and Feats: Hide +12 (+18 in marshes); Jump 
  +11, Listen –1, Spot –1; Combat Reflexes, Improved 
  Bull Rush, Power Attack, Shock Trooper*. 
  *new feat 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack, 
  heroes’ feast): AC 19 touch 10 flat footed 16; hp 157; 
  Atk +8 melee (1d8+29/×3, +2 longspear); SQ: immune to 
  poison and fear; Fort +14, Will +5. 
   
  Power-up suite (rage + half power attack 
  heroes’ feast): AC 18, touch 10, flat-footed 15; hp 157; 
  Atk +13 melee (1d8+19/×3, +2 longspear); SQ: immune 
  to poison and fear; Fort +14, Will +5. 
   
  Possessions: +2 longspear, steadfast boots*, +1 mithral 
  chain shirt, dagger; 3 shortspears. 
  *new item 
   
  Bullywug War 9; CR 8; Medium Humanoid (Aquatic); 
  HD 9d8+27; hp 74; Init +0; Spd 20 ft, swim 30 ft; AC 18, 
  touch 12, flat-footed 17; Base Atk +9; Grp +11; Atk +10 
  melee (1d6+1, shortspear) or +12 ranged (1d6+1, 
  shortspear); Full Atk +10/+5 melee (1d6+1, shortspear) 
  or +12/+7 ranged (1d6+1, shortspear); SQ Marsh move, 
  AL CE; SV Fort +9; Ref +3; Will +1; Str 12, Dex 14 [16], 
  Con 16, Int 6, Wis 5, Ch 4. 
  
  SHE6-05 Into the Unknown 
   
  Page 70 
   
  Skills and Feats: Hide +9 (+15 in marshes); Listen –
  3, Spot –3; Endurance, Point Blank Shot, Precise Shot, 
  Quick Draw.  
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (frenzy within 30 ft of 
  warchief, heroes’ feast): hp 84; Atk +14 melee (1d8+6, 
  shortspear) or +13 ranged (1d6+4, shortspear); Full Atk 
  +14/+9 melee (1d6+6, shortspear) or +13/+8 ranged 
  (1d6+4, shortspear); SQ: immune to poison and fear; 
  Will+2; Str 18. 
   
  Possessions: shortspear (3), +2 leather armor, javelin 
  of lightning (3); potion of cure serious wounds; gloves of 
  dexterity +2. 
  Advanced Grigaur; CR 6; Large Magical Beast; HD 
  8d10+40; hp 90; Init +1; Spd 40 ft; AC 13, touch 9, flat-
  footed 12, Base Atk +8; Grp +8; Atk +17 melee (2d6+9, 
  claw); Full Atk +17/+17 melee (2d6+9, claw) and +12 
  melee (1d8+4, bite): SA Improved grab; SQ Blindsight 
  60 ft; damage reduction 5/–; immunities, scent; AL N; 
  SV Fort +7; Ref +5 Will +2; Str 28, Dex 11, Con 20, Int 
  6, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11; Hide +0*, Listen +3, 
  Move Silently +4; Spot +3; Alertness. 
   
  Improved Grab (Ex): To use this ability, the 
  grigaur must hit a medium-sized creature with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Blindsight (Ex): Grigaurs use scent and hearing 
  to ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense 
  heavy air). Negating a grigaur’s sense of smell or 
  hearing reduces this ability to normal Blind-Fight (as 
  the feat). If both are defeated, the grigaur is effectively 
  blinded. 
   
  Immunities: Grigaurs are immune to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
  Encounter Nine 
  Thbtibib, Bullywug Bbn 10: CR 10; Medium 
  Humanoid (Aquatic); HD 10d12+50; hp 127; Init +2; 
  Spd 30 ft, swim 40 ft; AC 20, touch 12, flat-footed 18; 
  Base Atk +10; Grp +13; Atk +15 melee (1d8+5/×3, +2 
  longspear) or +12 ranged (1d6+3, shortspear); Full Atk 
  +14/+9 melee (1d8+5/×3, +2 longspear) or +12 ranged 
  (1d6+3, shortspear); SA Rage 3/day; SQ Marsh move, 
  damage reduction 2/–; trap sense +3, improved 
  uncanny dodge, AL CE; SV: Fort: +12; Ref +5; Will +2; 
  Str 16, Dex 14, Con 20, Int 6, Wis 8, Ch 4. 
   
  Skills and Feats: Hide +15 (+17 in marshes); Jump 
  +16, Listen –1, Spot –1; Combat Reflexes, Improved 
  Bull Rush, Power Attack, Shock Trooper*. 
  *new feat 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack, 
  heroes’ feast): AC 18 touch 10 flat footed 16; hp 157; 
  Atk +8 melee (1d8+29, +2 longspear); SQ: immune to 
  poison and fear; Fort +14, Will +5. 
   
  Power-up suite (rage + half power attack, 
  heroes’ feast): AC 18 touch 10 flat footed 16; hp 157; 
  Atk +13 melee (1d8+19, +2 longspear); SQ: immune to 
  poison and fear; Fort +14, Will +5. 
   
  Possessions: +2 longspear, steadfast boots*, +1 mithral 
  chain shirt, dagger;  shortspears (3). 
  * new item 
  Bullywug War 9; CR 8; medium humanoid (aquatic); 
  HD 9d8+27; hp 74; Init +0; Spd 20 ft, swim 30 ft; AC 18, 
  touch 12, flat-footed 17; Base Atk +9; Grp +11; Atk +13 
  melee (1d6+4, +1 shortspear) or +12 ranged (1d6+3, +1 
  shortspear); Full Atk +13/+8 melee (1d6+4, +1 shortspear) 
  or +12/+7 ranged (1d6+3, +1 shortspear); SA –; SQ Marsh 
  move, AL CE; SV Fort +9; Ref +3; Will +1; Str 14, Dex 
  12, Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +7 (+13 in marshes); Listen –
  3, Spot –3; Endurance, Point Blank Shot, Weapon 
  Focus (shortspear), Quick Draw. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (frenzy within 30 ft of 
  warchief, heroes’ feast) hp 84; Atk +17 melee (1d8+8, 
  +1 shortspear) or +13 ranged (1d6+5, shortspear); Full 
  Atk +17/+12 melee (1d6+8, +1 shortspear) or +13/+8 
  ranged (1d6+5, shortspear); SQ: immune to poison and 
  fear; Will +2; Str 20. 
   
  Possessions: shortspear (3), everburning torch, +1 
  shortspear, +2 leather armor, javelin of lightning (3), potion 
  of cure serious wounds, potion of delay poison. 
  Mesuggnug, Bullywug Savant Sor 11: CR 12; 
  medium monstrous humanoid; HD 2d8+11d4+52; hp 
  84; Init +3; Spd 30ft, swim 20ft; AC 24, touch 20, flat-
  footed 21; Base Atk +5; Grp +5; Atk +5 melee (1d6, 
  shortspear) or +8 ranged (1d6, shortspear); Full Atk +5 
  melee (1d6, shortspear) or +8 ranged (1d6, shortspear); 
  SA Poison, spells; SQ Darkvision 60 ft; marsh move, 
  summoning; AL NE; SV Fort +6, Ref +7, Will +7; Str 10, 
  Dex 16, Con 18, Int 13, Wis 8, Cha 20 [22]. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +5, 
  Bluff 
  +11, 
  Concentration +17, Hide +4*, Jump +4, Knowledge 
  (arcana) +4, Spellcraft +15, Tumble +8; Combat Casting, 
  
  SHE6-05 Into the Unknown 
   
  Page 71 
  Eschew Materials, Spell Focus (enchantment); Greater 
  Spell Focus (enchantment). 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 
  Dex). As a standard action the savant can cause one of 
  the sacs to erupt, coating an adjacent target on a 
  successful touch attack. Savants, bullywugs, kuo-toas, 
  skum, and aboleths are immune to this poison. It takes 
  seven days for a ruptured sac to heal and restore its 
  poison. The largest two poison sacs are only used if the 
  savant is in great peril, for each of them deals 1d2 
  points of Intelligence damage to the savant if used. 
   
  Summoning (Sp): When a bullywug savant uses 
  a summon monster spell, there is a 50% chance that 
  one more monster than the spell would ordinarily 
  summon will appear. Unlike common bullywug 
  clerics, savant summoning spells do not have a chance 
  of accidentally summoning creatures hostile to them. 
   
  Sorcerer Spells Known (6/8/8/7/7/5; save DC 16 + 
  spell level; enchantment spells save DC 18 + spell 
  level): 0—daze, detect magic, light, mage hand, message, ray 
  of frost, read magic; 1st—charm person, disguise self, mage 
  armor, magic missile, shield; 2nd—see invisibility, frost 
  breath*, invisibility, Tasha’s hideous laughter, touch of idiocy; 
  3rd—dispel magic, hailstones*, haste, suggestion 4th—
  confusion, dimension door, ice storm; 5th—feeblemind, cone 
  of cold 
  *new spell 
   
  Possessions: masterwork shortspear, amulet of natural 
  armor +2, ring of protection +2, cloak of charisma +2; scroll of 
  mind fog. 
  Gulwogg Tomerspong, Male Human Clr12; CR 8; 
  medium humanoid; HD 12d8+12; hp 81; Init -1; Spd 
  20ft; AC 19 touch 10 flat-footed 19; Base Atk +9; Grp 
  +11; Atk +13 melee (1d10+4, +1 gnome bane glaive) or +8 
  ranged (1d6+2, shortspear); Full Atk: +13/+8 melee 
  (1d10+4, +1 gnome bane glaive) or +8 ranged (1d6+2, 
  shortspear); SQ Rebuke undead; AL LE; SV Fort +9, Ref 
  +3, Will +13; Str 14, Dex 8, Con 12, Int 13, Wis 18 [20], 
  Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Religion) +15, Spellcraft +15; Swim +10; Bane Magic 
  (humanoid: dwarf)*, Bane Magic (humanoid: elf)*, 
  Bane Magic (humanoid: gnome)*, Bane Magic 
  (humanoid: 
  orc)*; 
  Bane 
  Magic 
  (Monstrous 
  Humanoid)*, Martial Weapon Proficiency (glaive), 
  Weapon Focus (glaive). 
  *new feat. 
   
  Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/ 4+1/2+1; 
  base DC = 15 + spell level: 0—create water (×2), detect 
  magic, light, read magic; 1st—calm animals*, cure light 
  wounds (×3), lesser vigor, resurgence, shield of faith, 2nd—
  deific vengeance** (×2), hold animal*, lesser restoration, 
  sound burst (×2), 3rd—dominate animal*, cure serious 
  wounds, dispel magic, prayer, searing light, water walk, 4th—
  divine power*, cure critical wounds, divination, freedom of 
  movement, hypothermia**; 5th—commune with nature*, 
  flame strike (×2), greater command, righteous might, 6th—
  blade barrier*, heal, heroes feast 
  *Domain spell. Domains: Animal (speak with animals 
  1/day as a spell like ability); War (Free martial weapon 
  proficiency with deity’s favored weapon, and Weapon 
  focus with the deity’s favored weapon.) 
  ** new spell. 
   
  Possessions: light mace, gray stone toad (holy 
  symbol), everburning torch, +1 aquatic full plate, +1 
  gnome bane glaive, periapt of wisdom +2; ring of protection 
  +1. 
   
  Power-up suite (heroes’ feast, righteous 
  might, shield of faith): large humanoid, hp: 103; AC: 
  24; Grapple: +18; Atk: +15 melee (2d8+7, +1 gnome bane 
  large glaive), or +8 ranged (1d6+4, shortspear); Full Atk: 
  +15/+10 melee (2d8+7 +1 gnome bane large glaive) or +8 
  ranged (1d6+4 shortspear); SQ: Damage reduction 
  6/good; Fort +10 Will +14; Str 18, Con 14. 
  Encounter Eleven 
   
   
   
   
  Nihilon, Quell Arc 11/Keeper Cer 2; CR 15; medium 
  undead (incorporeal); HD 5d12+13d6; hp 103; Init +7; 
  AC 17, touch 17, flat footed 14; Base Atk +8; Grp –; Atk 
  +10 melee (1d4); Full Atk +10 incorporeal melee touch 
  (1d4); SA Coupled intercession, dark knowledge 6/day 
  (tactics, 
  puissance, 
  foe, 
  dread 
  secret), 
  greater 
  banemagic 1/day, intercession; SQ Cerulean focus, 
  darkvision 60 ft, daylight powerlessness, detect 
  aberrant taint, incorporeal traits, lore mastery,  still 
  mind, undead traits, +4 turn resistance; AL LE; SV Fort 
  +5 Ref +4 Will +13; Str –, Dex 16, Con –, Int 20 [22], 
  Wis 18, Cha 18. 
   
  Skills and feats: Concentration +18, Decipher Script 
  +24, Diplomacy +13, Gather Information +17, Hide 
  +16, 
  Knowledge 
  (arcana) 
  +25, 
  Knowledge 
  (dungeoneering) +27, Knowledge (history) +20, Listen 
  +15, Sense Motive +11, Spellcraft +27,  Spot +15; 
  Aberration Banemagic**, Alertness, Combat Reflexes*, 
  Craft Arms and Armor, Craft Construct, Craft 
  Wondrous 
  Items*, 
  Ghostly 
  Grasp**, 
  Improved 
  Initiative, Practiced Spellcaster**, Scribe Scroll*,  
  *bonus feat 
  **new feat 
   
  Cerulean Focus: before becoming a keeper of the 
  Cerulean Sign, Nihilon crafted his own version of the 
  sign. This item functions as a cerulean sign (see New 
  Magic Items). In addition, it serves as a focus for most 
  of his class features. Without this focus, these abilities 
  do not function.  
  
  SHE6-05 Into the Unknown 
   
  Page 72 
   
  Detect Aberrant Taint (Sp): as long as Nihilon 
  wears his cerulean focus, he can detect the taint of 
  aberrations. This functions as the spell detect aberration 
  (see New Spells), except that it allows him to detect the 
  presence or absence of any mind-affecting spells or 
  supernatural abilities in effect on any creature as long 
  as the effect in question was placed there by an 
  aberration. Additionally it reveals any creature that 
  willingly belongs to a cult that knowingly worships 
  aberrations. Nihilon can use this ability 2 times a day. 
   
  Greater Banemagic (Su): This ability works like 
  the Aberration Banemagic feat (see new feats) except 
  that once per day Nihilon can triple the benefit gained. 
  The damage increases by 6d6 instead of 2d6 and the 
  save DC increases by 6 instead of 2.  
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s hit dice (12th level). The 
  result indicates the highest level divine spellcasters the 
  quell can cut off from their deity. The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first. Normally affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1 minute; however, if the quell has twice as many HD 
  as the spellcaster has divine levels the divine 
  spellcaster loses the ability to cast divine spells for 24 
  hours. If the quell attacks an affected divine spellcaster 
  in any way, pr the affected spellcaster receives an 
  atonement spell, the intercession ends. The quell’s allies 
  and other creatures can attack the divine spellcaster 
  without breaking the intercession. A quell can use this 
  ability a number of times a day equal to 3 + its charisma 
  modifier (7 times) 
   
  Dark Knowledge: Six times per day, an archivist 
  can draw upon his expansive knowledge of monsters, 
  granting his allies benefits against the creatures they 
  face. Doing this counts as a move action. The secrets of 
  dark 
  knowledge 
  pertain 
  only 
  to 
  aberrations, 
  elementals, magical beasts, outsiders, or undead. 
   
  An archivist unlocks new dark knowledge abilities 
  as his level increases and can also call upon his dark 
  knowledge more often, gaining one additional daily 
  use for every three archivist levels (4/day at 3rd level, 
  5/day at 6th level, and so forth). 
   
  Using dark knowledge requires a Knowledge 
  check of a type appropriate to the creature faced. A 
  Knowledge (arcana) check reveals secrets of magical 
  beasts, Knowledge (dungeoneering) pertains to 
  aberrations, Knowledge (religion) covers undead, and 
  Knowledge (the planes) applies to outsiders and 
  elementals. The DC of the check is 15. Most of the 
  archivist's dark knowledge abilities increase in 
  effectiveness if he succeeds on his Knowledge check 
  by 10 or more. Dark knowledge can only be used once 
  against any given creature. 
   
  The archivist's dark knowledge can affect a single 
  creature or all creatures of the same race, depending on 
  the effect used. A target creature must be within 60 
  feet, and the archivist must be aware of the creature's 
  presence, although he need not have a line of sight to 
  it. The effects of dark knowledge last for 1 minute, 
  unless stated otherwise. 
   
  Tactics: The archivist knows the general combat 
  behaviors of creatures of that race, granting his allies a 
  +1 bonus on attack rolls made against them. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, then this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, then 
  this bonus increases to +3.  
   
  Puissance: Starting at 5th level, the archivist can use 
  his dark knowledge to help his allies fight off the 
  corrupting influence of other creatures. Allies within 
  60 feet of the archivist gain a +1 bonus on saving 
  throws against the affected creature's abilities. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, this 
  bonus increases to +3. 
  Foe: Starting at 8th level, an archivist can direct his 
  allies to attack vital spots of his enemies. On a 
  successful Knowledge check, he grants them a bonus 
  to weapon damage rolls made against the target 
  creatures equal to 1d6 points of damage. If the archivist 
  succeeds on his Knowledge check by 10 or more, then 
  this bonus increases to 2d6. If the archivist succeeds on 
  his Knowledge check by 20 or more, then this bonus 
  increases to 3d6. 
   
  Dread Secret: By speaking aloud a dread secret of 
  the target creature, an archivist of 11th level or higher 
  can dazzle a target creature for 1 round. Unlike other 
  dark knowledge, this ability can be used only against a 
  single creature. If the archivist succeeds on his 
  Knowledge check by 10 or more, then the target is 
  dazed for 1 round. If the archivist succeeds on his 
  Knowledge check by 20 or more, then the target is 
  stunned for 1 round (if the target is immune to being 
  stunned but not immune to being dazed, such as most 
  undead, then the archivist can choose to daze the target 
  instead of stunning it). 
   
  Archivist Spells Prepared (4/6/6/6/6/4/3/2; base DC 
  = 16 + spell level (DC 18 vs. aberrations): 0—detect 
  magic, guidance, inflict minor wounds, light; 1st—bless, 
  comprehend languages, cause fear, inflict light wounds (×2), 
  2nd—calm emotions, darkness, inflict moderate wounds 
  (×2), zone of truth; 3rd—bestow curse, dispel magic, inflict 
  serious wounds, invoke the cerulean sign* (×2); 4th—
  confusion, dimension door (×2), discern lies, inflict critical 
  wounds, sending; 5th—crawling darkness*, darkbolt*, spell 
  
  SHE6-05 Into the Unknown 
   
  Page 73 
  resistance, true seeing; 6th—antilife shell, blade barrier, 
  harm 7th—mass inflict serious wounds, legend lore  
  * new spell 
   
  Prayerbook: 0—create water, cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor wounds, light, 
  mending, purify food and drink, read magic, resistance, virtue 
  1st—bless, comprehend languages, cause fear, inflict light 
  wounds, sanctuary; 2nd—calm emotions, darkness, inflict 
  moderate wounds, nondetection, zone of truth; 3rd— bestow 
  curse, dispel magic, inflict serious wounds, invoke the cerulean 
  sign*, protection from positive energy*; 4th—confusion, 
  discern lies, dimension door,  divination, inflict critical 
  wounds, restoration, sending, tongues; 5th—crawling 
  darkness*, darkbolt*, plane shift, spell resistance, true seeing, 
  6th—antilife shell, blade barrier, geas/quest, harm; 7th—
  mass inflict serious wounds, legend lore 
   
   
  Possessions: Prayerbook, cerulean sign +2, pearl of 
  power, 4th-level spell, eyes of arcane sight, headband of 
  intellect +2, planar fork: plane of shadow. 
   
  Shadesteel Golem CR 11; Medium Construct; HD 
  18d10+20; hp 150; Init +3; Sp 30 ft, fly 30 ft. (perfect); 
  AC 33, touch 13, flat-footed 30; Base Atk +13; Grp +20; 
  Atk Melee +20 (2d6+7, slam); Full Atk +20/+20 melee 
  (2d6+7, slam); SA  negative pulse wave; SQ Construct 
  traits, damage reduction 10/adamantine and magic, 
  darkvision 60 ft; immunity to magic, low-light vision; 
  SV Fort +6, Ref +9, Will +6; AL N;  Str 24, Dex 16, Con -
  , Int -, Wis 11, Cha 7.  
   
  Skills and Feats:  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. 
  A DC 19 fortitude save halves the damage, the save DC 
  is Constitution 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. In addition, 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. This 
  might happen if the cleric has mistakenly identified 
  the creature as a nightwalker or other undead or if the 
  golem is standing near other undead. 
   
  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. 
  
  SHE6-05 Into the Unknown 
   
  Page 74 
  Appendix Five – APL 16
  Encounter Five 
   
   
   
   
  Advanced Destrachan: CR 10; large aberration; HD 
  16d8+48; hp 120; Init +5; Spd 30 ft; AC 19, touch 10, 
  flat footed 18; Base Atk +9; Grp +17; Atk +13 melee 
  (1d8+5, claw); Full Atk +13/+13 melee (1d8+5, claws); 
  Space/Reach: 10 ft/5 ft; SA Destructive harmonics; SQ 
  Blindsight 100 feet;  immunities, protection from 
  sonics; AL NE; SV Fort +8, Ref +8, Will +15; Str 20, Dex 
  12, Con 16, Int 12, Wis 18, Cha 12. 
   
  Skills and feats: Hide +16, Listen +33, Move Silently 
  +15, Survival +9; Ability Focus (destructive harmonics), 
  Dodge, Improved Initiative, Improved natural armor, 
  Improved Natural Attack (claw), Lightning Reflexes. 
   
  Destructive Harmonics (Su): A destrachan can 
  blast sonic energy in a cone up to 80 feet long. It can 
  also use this attack to affect any creatures or objects 
  within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of 
  targets. All save DCs are Charisma-based. 
   
  Flesh: Disrupting tissue and rending bone, this 
  attack deals 4d6 points of damage to all within the area 
  (Reflex DC 15 half). 
   
  Nerves: A destrachan can focus its harmonics to 
  knock out foes rather than slay them. This attack deals 
  6d6 points of nonlethal damage to all within the area 
  (Reflex DC 15 half). 
   
  Material: When using this form of harmonics, a 
  destrachan chooses wood, stone, metal, or glass. All 
  objects made of that material within the area must 
  succeed on a DC 15 Fortitude save or shatter. Objects 
  (or portions of objects) that have up to 30 hit points are 
  potentially affected by this attack. 
   
  Blindsight (Ex): A destrachan can use hearing to 
  ascertain all foes within 100 feet as a sighted creature 
  would. 
   
  Immunities: Destrachans have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   
  Protection from Sonics (Ex): While they can be 
  affected by loud noises and sonic spells (such as ghost 
  sound or silence), destrachans are less vulnerable to 
  sonic attacks (+4 circumstance bonus on all saves) 
  because they can protect their ears. A destrachan 
  whose sense of hearing is impaired is effectively 
  blinded, and all targets are treated as having total 
  concealment. 
   
  Skills: A destrachan has a +10 racial bonus on 
  Listen checks. 
  Larilagh, Grunta, Hobgoblin Ghost Ftr 12; CR 14; 
  medium undead (incorporeal); HD 12d12; hp 108; Init 
  +7; Spd Fly 30 ft (perfect); AC 18, touch 18, flat-footed 
  15 or 17, touch 13, flat-footed 14; Base Atk +12; Grp 
  +11; Atk +15 incorporeal melee touch (1d4 ability 
  drain) or +13 melee (1d8+2/19-20, +1 longsword); Full 
  Atk +15 incorporeal melee touch (1d4 ability drain) or 
  +13/+8/+3 melee (1d8+2/19-20, +1 longsword); SA 
  Draining 
  touch, 
  frightful 
  moan, 
  manifestation 
  telekinesis; SQ Darkvision 60 ft, incorporeal traits, 
  positive energy resistance 10, rejuvenation, +8 turn 
  resistance, undead traits; AL LE; SV: Fort +8, Ref +7, 
  Will +3; Str 13, Dex 16, C–, I 13, W 8, Ch 20. 
   
  Skills and feats: Climb +5, Hide +19, Listen +9, 
  Move Silent +11, Search +9, Spot +15; Alertness, Blind-
  Fight, Combat Expertise, Dodge, Empowered Ability 
  Damage*, 
  Improved 
  Initiative, 
  Improved 
  Turn 
  Resistance, Mobility, Positive Energy Resistance*, 
  Spring Attack, Whirlwind Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 21) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours.  
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th). When a ghost uses 
  this power, it must wait 1d4 rounds before using it 
  again. 
   
  Possessions: +1 longsword, chainmail, large steel 
  shield. 
  Hrugor, Ghost Hobgoblin Ftr12; CR 14; Medium 
  Undead (Incorporeal); HD 12d12; hp 108; Init +7; Spd 
  Fly 30 ft (perfect); AC 25, touch 16, flat-footed 24 or 20, 
  touch 11, flat-footed 19; Base Atk +12; Grp +11; Atk +15 
  incorporeal melee touch (1d4 ability drain) or +18 
  melee (1d8+3/17-20, +1 keen ghost touch longsword); Full 
  Atk +15 incorporeal melee touch (1d4 ability drain) or 
  +18/+13/+8 melee (1d8+3/17-20, +1 keen ghost touch 
  longsword); SA Draining touch, horrific appearance, 
  frightful moan, manifestation; SQ Darkvision 60 ft, 
  incorporeal traits, positive energy resistance 10, 
  rejuvenation, +4 turn resistance, undead traits; AL LE; 
  
  SHE6-05 Into the Unknown 
   
  Page 75 
  SV: Fort +8, Ref +7, Will +3; Str 14, Dex 16, C–, I 12, W 
  8, Ch 20. 
   
  Skills and feats Climb +5, Hide +17, Listen +9, Move 
  Silent +9, Search +9, Spot +13; Alertness, Daunting 
  Presence*, Deathmaster*, Dodge, Greater Weapon 
  Focus (longsword) Improved Initiative, Mobility, 
  Positive Energy Resistance*, Power Critical*, Spring 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword).  
  * new feat 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save (DC 21) or immediately take 1d4 points 
  of Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures in a 30-
  foot spread must succeed on a Will save (DC 21) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same 
  ghost’s moan for 24 hours. 
   
  Possessions: +1 ghost touch full plate, +1 keen ghost touch 
  longsword. 
  Dark Naga Sor16; CR 17; Large Aberration; HD 
  9d8+9d4+54; hp 121; Init +1; Spd 40 ft; AC 18, touch 15, 
  flat footed 16; Base Atk +10; Grp +17; Atk +12 melee 
  (2d4+3 plus poison, sting); Full Atk +12 melee (2d4+3 
  plus poison, sting) and +7 melee (1d4+1, bite); SA: 
  poison, spells; SQ Darkvision 60 ft., detect thoughts, 
  guarded thoughts, immunity to poison, resistance to 
  charm; AL LE; Fort +6, Ref +8, Will +12; Str 16, Dex 12 
  [14], Con 17, Int 16, Wis 18, Cha 22 [24]. 
   
  Skills and feats: Bluff +14, Concentration +15, 
  Diplomacy +8, Disguise +6 (+8 acting), Intimidate +6, 
  Listen +12, Sense Motive +8, Spellcraft +14, Spot +11; 
  Alertness, Combat Casting, Dodge, Eschew Materials*, 
  Greater Spell Focus (evocation), Lightning Reflexes; 
  Spell Focus (evocation). 
   
  Poison (Ex): Injury, Fortitude DC 17 or lapse into 
  a nightmare-haunted sleep for 2d4 minutes. The save 
  DC is Constitution-based. 
   
  Resistance to Charm: Dark nagas have a +2 racial 
  bonus on saving throws against all charm effects (not 
  included in the statistics block). 
   
  Detect Thoughts (Su): A dark naga can 
  continuously use detect thoughts as the spell (caster level 
  9th; Will DC 19 negates). This ability is always active. 
  The save DC is Charisma-based. 
   
  Guarded Thoughts (Ex): Dark nagas are immune 
  to any form of mind reading. 
   
  Sorcerer Spells Known (6/8/8/8/7/6/6/3; save DC 
  14 + spell level; evocation save DC 15+ spell level): 0—
  daze, dancing lights, detect magic, light, mage hand, 
  open/close, ray of frost, read magic, resistance; 1st—
  expeditious retreat, magic missile, mage armor (factored 
  into AC), ray of enfeeblement, silent image; 2nd— blast of 
  force*, cat’s grace, invisibility, glitterdust, scorching ray; 
  3rd—displacement, fly, lightning bolt, slow; 4th—cloudkill, 
  dimension door, enervation, orb of fire*, stoneskin; 5th—cone 
  of cold, contingent energy resistance*, dominate person; 6th—
  chain lightning, disintegrate, repulsion, 7th—prismatic 
  spray, project image; 8th—greater shout 
  * new spell 
   
  Possessions: 1250 gp diamond dust; eyes of arcane 
  sight*, ioun stone, pink and green sphere; ioun stone deep red 
  sphere, ioun stone: pale lavender ellipsoid. 
  * new item 
  Advanced Elder Xorn, CR 11; Huge Elemental; HD: 
  23d8+63; hp 242; Init +0; Spd 20 ft, burrow 20 ft.; 27 (–2 
  size, +19 natural), touch 9, flat-footed 27; Base Atk +17; 
  Grp +36; Atk +27 melee (4d8+11, bite); Full Atk +27 
  melee (4d8+11, bite) and +25/+25/+25 melee (1d8+5, 
  claw); Space/Reach 15 ft/15 ft;  All-around vision, earth 
  glide, damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold and fire, resistance to electricity 
  10, tremorsense 60 ft; Fort +19, Reflex +7, Will +7; AL 
  N; Str 33, Dex 10, Con 23, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Hide +12, Intimidate +20, 
  Knowledge (dungeoneering) +20, Listen +20, Move 
  Silently +20, Search +24, Spot +24, Survival+20 (+22 
  following tracks or underground); Awesome Blow, 
  Cleave*, Great Cleave, Improved Bull Rush, Improved 
  Sunder, Multiattack, Power Attack, Toughness. 
   
  All-Around Vision (Ex): A xorn’s symmetrically 
  placed eyes allow it to look in any direction, providing 
  a +4 racial bonus on Spot and Search checks. A xorn 
  can’t be flanked. 
   
  Earth Glide (Ex): A xorn can glide through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence. A move earth spell 
  cast on an area containing a burrowing xorn flings the 
  xorn back 30 feet, stunning the creature for 1 round 
  unless it succeeds on a DC 15 Fortitude save. 
  
  SHE6-05 Into the Unknown 
   
  Page 76 
  Encounter Eight 
   
   
   
   
  Bwapp, Bullywug Clr12; CR 12 medium humanoid 
  (aquatic); HD 12d8+60; hp 117; Spd 20 ft, swim 30 ft; 
  AC 20, touch 10, flat-footed 20; Base Atk +9; Grp +10; 
  Atk +11 melee (1d6+1, masterwork shortspear) or +9 
  ranged (1d6+1, masterwork shortspear); Full Atk 
  +11/+6 melee (1d6+1, masterwork shortspear) or +6 
  ranged (1d6+1, masterwork shortspear); SA Spells; SQ 
  Marsh move, AL CE; SV Fort +14; Ref +4; Will +13; Str 
  13, Dex 8, Con 20, Int 6, Wis 14 [18], Ch 8. 
   
  Skills and Feats: Concentration +15, Heal +6, Hide 
  +0*, 
  Knowledge 
  (Religion) 
  +0; 
  Augmented 
  Summoning, Combat Casting, Domain Spontaneity 
  (water); Spell Focus (conjuration). 
   
  * Bullywugs have a +6 racial bonus on Hide checks 
  when in marshes because of their skill at camouflage. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance 
  that the summoned monsters will not be in the 
  bullywug’s control, rampaging and attacking at 
  random. 
   
  Cleric 
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/ 
  4+1/3+1/2+1; base DC = 14 + spell level; conjuration 
  spells 15 + spell level): 0—inflict minor wounds (×6); 
  1st—protection from law*, inflict light wounds (×3), 
  summon monster I (×3), 2nd—fog cloud*, inflict moderate 
  wounds, summon monster II (×4),  3rd—magic circle 
  against law*, inflict serious wounds; summon monster III 
  (×4); 4th—control water*, summon monster IV (×2); 5th—
  dispel law*, summon monster V (×3); 6th—cone of cold*, 
  summon monster VI (×2). 
   
  *Domain spell. Domains: Chaos (chaos spell cast at 
  +1 caster level); Water (Turn or destroy fire creatures as 
  a good cleric turns undead. Rebuke, command, or 
  bolster water creatures as an evil cleric rebukes undead. 
  Use these abilities 1/day). 
   
  Power-up suite (frenzy within 30 ft of 
  warchief; heroes’ feast): hp 128; Atk +16 melee 
  (1d8+7 shortspear); Full Atk: +16/+11 melee (1d6+7 
  shortspear); SQ: immune to poison and fear; Will +14; 
  Str 21 
   
  Possessions: holy symbol, dagger, masterwork 
  shortspear, +3 chain shirt, cloak of resistance+1; periapt of 
  wisdom +4, wand of cure light wounds.. 
  Fiendish 
  Giant 
  Constrictor 
  Snake 
  (augmented 
  summoning) Huge Magical Beast (augmented animal); 
  HD 11d8+36; hp 93; Init: +3; Spd 20 ft., climb 20 ft., 
  swim 20 ft. AC 15, touch 11, flat-footed 12; Base Atk +8; 
  Grp +25; Atk +15 melee (1d8+13, bite) Full Atk +15 
  melee (1d8+13, bite) Space/Reach 15 ft./10 ft. SA 
  Constrict 1d8+13, improved grab, smite good +11 SQ 
  Darkvision 60 ft, damage reduction 5/magic, resistance 
  to cold 10 and fire 10, spell resistance 16, scent;  SV 
  Fort +10, Ref +10, Will +4; Str 29, Dex 17, Con 17, Int 1, 
  Wis 12, Cha 2.  
   
  Skills and Feats: Balance +11, Climb +19, Hide 
  +10, Listen +9, Spot +9, Swim +18; Alertness, 
  Endurance, Skill Focus (Hide), Toughness. 
   
  Constrict (Ex): On a successful grapple check, a 
  giant constrictor snake deals 1d8+13 points of damage. 
   
  Improved Grab (Ex): To use this ability, a 
  constrictor snake must hit with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD total (maximum of +20) against a good foe. 
  Chief Stoag, Bullywug Bbn 4/Wch 7 CR 11; 
  Medium humanoid (aquatic); HD 4d12+7d10+55; hp 
  129; Init +2; Spd 30 ft, swim 40 ft; AC 21, touch 12, flat-
  footed 19; Base Atk +9; Grp +12; Atk +14 melee (1d8+7, 
  +2 longspear) or +11 ranged (1d6+3, shortspear); Full Atk 
  +14/+9 melee (1d8+6, +2 longspear) or +11 ranged 
  (1d6+3, shortspear); SA Rage 2/day; SQ Marsh move, 
  tribal frenzy (Str+8); uncanny dodge, AL CE; SV Fort 
  +13; Ref +4; Will +4; Str 16, Dex 14, Con 20, Int 6, Wis 
  8, Ch 8. 
   
  Skills and Feats: Hide +12 (+18 in marshes); Jump 
  +10, Listen –1, Spot –1; Combat Reflexes, Improved 
  Bull Rush, Power Attack, Shock Trooper*. 
  * new feat 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack; 
  heroes’ feast): AC 19, touch 10 flat-footed 16; hp 162; 
  Atk +8 melee (1d8+29, +2 longspear); Fort +14, SQ: 
  immune to poison and fear; Will +6. Str 20 
   
  Power-up suite (rage + half power attack; 
  heroes’ feast): AC 18 touch 10 flat footed 15; hp 162; 
  Atk +13 melee (1d8+19, +2 longspear); SQ: immune to 
  poison and fear; Fort +14, Will +6; Str 20; 
   
  Possessions: +2 longspear, steadfast boots*, +2 mithral 
  chain shirt, dagger; shortspears (3). 
  *new item. 
  Bullywug War 9; CR 8; Medium Humanoid (Aquatic); 
  HD 9d8+27; hp 74; Init +0; Spd 20 ft, swim 30 ft; AC 18, 
  touch 12, flat-footed 17; Base Atk +9; Grp +11; Atk +10 
  melee (1d6+1, shortspear) or +12 ranged (1d6+1, 
  shortspear); Full Atk +10/+5 melee (1d6+1, shortspear) 
  or +12/+7 ranged (1d6+1, shortspear); SQ Marsh move, 
  
  SHE6-05 Into the Unknown 
   
  Page 77 
  AL CE; SV Fort +9; Ref +3; Will +1; Str 12, Dex 14 [16], 
  Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +9 (+15 in marshes); Listen –
  3, Spot –3; Endurance, Point Blank Shot, Precise Shot, 
  Quick Draw.  
  Power-up suite (frenzy within 30 ft of warchief; 
  heroes’ feast): hp 85; Atk +16 melee (1d6+7, 
  shortspear) or +13 ranged (1d6+5 shortspear); Full Atk: 
  +16/+11 melee (1d6+7, shortspear) +13/+8 ranged 
  (1d6+5, shortspear); Will +2; Str 20 
   
  Possessions: shortspear (3), +2 leather armor, javelin of 
  lightning (3), gloves of dexterity +2, potion of cure serious 
  wounds, potion of delay poison. 
   
  Advanced Grigaur; CR 6 large magical beast; HD 
  8d10+40; hp 90; Init +1; Spd 40 ft; AC: 13, touch 9, flat-
  footed 12, BAB/Grp +8/+8; Atk +17 melee (2d6+9 
  claw); Full Atk +17/+17 melee (2d6+9/2d6+9 2 claws) 
  and +12 melee (1d8+4 bite): SA: Improved grab; SQ: 
  blindsight 60 ft; DR 5/-; immunities, scent; AL: N; Sv: 
  Fort: +7; Ref +5 Will +2; Str 28, Dex 11, Con 20, Int 6, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11; Hide +0*, Listen +3, 
  Move Silently +4; Spot +3; Alertness. 
   
  Improved Grab (Ex): To use this ability, the 
  grigaur must hit a medium-sized creature with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Blindsight (Ex): Grigaurs use scent and hearing 
  to ascertain all foes within 60 feet as a sighted creature 
  would. 
   
  Grigaurs are susceptible to sound- and scent-based 
  attacks and are affected normally by loud noises and 
  sonic spells (such as ghost sound or silence) and 
  overpowering odors (such as stinking cloud or incense 
  heavy air). Negating a grigaur’s sense of smell or 
  hearing reduces this ability to normal Blind-Fight (as 
  the feat). If both are defeated, the grigaur is effectively 
  blinded. 
   
  Immunities: Grigaurs are immune to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
  Encounter Nine 
  Thbtibib, Bullywug Bbn11: CR 11: Medium 
  humanoid (aquatic); HD: 11d12+55; hp 140; Init +2; 
  Spd 30 ft, swim 40 ft; AC 21, touch 12, flat-footed 18; 
  Base Atk +11; Grp +15; Atk +17 melee (1d8+8/×3, +2 
  longspear) or +13 ranged (1d6+4, shortspear); Full Atk 
  +17/+12 melee (1d8+8/×3, +2 longspear) or +12 ranged 
  (1d6+4, shortspear); SA Greater rage 3/day; SQ Marsh 
  move, damage reduction 2/− trap sense +3, improved 
  uncanny dodge, AL CE; SV Fort +12, Ref +5, Will +2; 
  Str 16 [18], Dex 14, Con 20, Int 6, Wis 8, Ch 4. 
   
  Skills and Feats: Hide +15 (+17 in marshes); Jump 
  +16, Listen -1, Spot −1; Combat Reflexes, Improved 
  Bull Rush, Power Attack, Shock Trooper*. 
  *new feat 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
   
  Power-up suite (rage + full power attack; 
  heroes’ feast): AC 19 touch 10 flat footed 16; hp 184; 
  Atk +10 melee (1d8+34/×3, +2 longspear); SQ: immune 
  to poison and fear; Fort +15, Will +5; Str 24, Con 26. 
   
  Power-up suite (rage + half power attack; 
  heroes’ feast): AC 18 touch 10 flat footed 15; hp 184; 
  Atk +16 melee (1d8+22/×3 +2 longspear); SQ: immune 
  to poison and fear; Fort +15, Will +5; Str 24, Con 26. 
   
  Power up suite (rage, frenzy, full power attack; 
  heroes’ feast)  AC 19 touch 10 flat footed 16; hp 184; 
  Atk +13 melee (1d8+39/×3, +2 longspear)); SQ: immune 
  to poison and fear; Fort +15, Will +5; Str 30, Con 26. 
   
  Possessions: +2 longspear, steadfast boots*, +1 mithral 
  chain shirt, gauntlets of ogre power +2; dagger, shortspears 
  (3). 
  * new item 
  Bullywug War 9; CR 8; medium humanoid (aquatic); 
  HD 9d8+27; hp 74; Init +0; Spd 20 ft, swim 30 ft; AC 18, 
  touch 12, flat-footed 17; Base Atk +9; Grp +11; Atk +13 
  melee (1d6+4, +1 shortspear) or +12 ranged (1d6+3, +1 
  shortspear); Full Atk +13/+8 melee (1d6+4, +1 shortspear) 
  or +12/+7 ranged (1d6+3, +1 shortspear); SA –; SQ Marsh 
  move, AL CE; SV Fort +9; Ref +3; Will +1; Str 14, Dex 
  12, Con 16, Int 6, Wis 5, Ch 4. 
   
  Skills and Feats: Hide +7 (+13 in marshes); Listen –
  3, Spot –3; Endurance, Point Blank Shot, Weapon 
  Focus (shortspear), Quick Draw. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud. 
  Power-up suite (frenzy within 30 ft of warchief; 
  heroes’ feast): hp 85; Atk +18 melee (1d6+10, +1 
  shortspear) or +12 ranged (1d6+6, shortspear); Full Atk: 
  +18/+13 melee (1d6+10, +1 shortspear) +12/+7 ranged 
  (1d6+6, shortspear); Will +2; Str 22 
   
  Possessions: shortspear (3), everburning torch, +1 
  shortspear, +2 leather armor, javelin of lightning (3), potion 
  of cure serious wounds, potion of delay poison. 
   
  Mesuggnug, Bullywug Savant Sor 15: CR 16; 
  Medium Monstrous Humanoid; HD 2d8+ 15d4+52+27 
  temp; hp 135; Init +7; Spd 30 ft, swim 20ft; AC 26, 
  touch 21, flat-footed 23; Base Atk +8; Grp +8; Atk +8 
  melee (1d6, shortspear) or +11 ranged (1d6, 
  shortspear); Full Atk +8 melee (1d6, shortspear) or +11 
  ranged (1d6, shortspear); SA Poison, spells; SQ 
  Darkvision 60 ft; marsh move, summoning; AL NE; SV 
  
  SHE6-05 Into the Unknown 
   
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  Fort +11, Ref +8, Will +20; Str 10, Dex 16, Con 18, Int 
  14, Wis 8, Cha 20 [26]. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +5, 
  Bluff 
  +23, 
  Concentration +24, Hide +4 (+10 in marshes), 
  Knowledge (arcana) +16, Spellcraft +22, Swim +9, 
  Tumble +9; Eschew Materials, Great Fortitude, 
  Improved Initiative, Force of Personality*, Spell Focus 
  (enchantment); Greater Spell Focus (enchantment).  
  *new feat 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties for moving in marshes or mud 
   
  Poison (Ex): The fluid sacs on a savant’s head 
  contain a contact poison (contact DC 16, 1 Dex/2d4 
  Dex). As a standard action the savant can cause one of 
  the sacs to erupt, coating an adjacent target on a 
  successful touch attack. Savants, bullywugs, kuo-toas, 
  skum, and aboleths are immune to this poison. It takes 
  seven days for a ruptured sac to heal and restore its 
  poison. The largest two poison sacs are only used if the 
  savant is in great peril, for each of them deals 1d2 
  points of Intelligence damage to the savant if used. 
   
  Summoning (Sp): When a bullywug savant uses 
  a summon monster spell, there is a 50% chance that 
  one more monster than the spell would ordinarily 
  summon will appear. Unlike common bullywug 
  clerics, savant summoning spells do not have a chance 
  of accidentally summoning creatures hostile to them. 
   
  Sorcerer Spells Known (6/8/8/8/8/7/5/3; save DC 
  18 + spell level; enchantment spells save DC 20 + spell 
  level): 0—daze, detect magic, light, mage hand, message, ray 
  of frost, read magic; 1st—charm person, disguise self, mage 
  armor, magic missile, shield; 2nd—see invisibility, false life, 
  frost breath*, scorching ray, Tasha’s hideous laughter; 3rd—
  dispel magic, hailstones*, haste, lightning bolt, 4th—
  confusion, dimension door, ice storm, wall of ice; 5th—cone of 
  cold, dominate person, false vision, feeblemind; 6th—
  Otiluke’s freezing sphere, disintegrate, greater dispel magic; 
  7th—limited wish, summon monster VII. 
  *new spell 
   
  Possessions: masterwork shortspear, amulet of natural 
  armor+2, cloak of charisma +6, rod of lesser empower; ring of 
  protection +4; scroll of mind fog. 
  Gulwogg Tomerspong, Male Human Clr14; CR 14; 
  Medium Humanoid; HD 14d8+14 hp 94; Init −1; Spd 
  20ft; AC 20 touch 10 flat-footed 20; Base Atk +10; Grp 
  +12; Atk +13 melee (1d10+4, +1 gnome bane glaive) or +9 
  ranged (1d6+2, shortspear); Full Atk +13/+8 melee 
  (1d10+4 +1 gnome bane glaive ) or +9 ranged (1d6+2, 
  shortspear); SQ: rebuke undead 3/day; AL LE; SV Fort 
  +9, Ref +3, Will +13; Str 14, Dex 8, Con 12, Int 13, Wis 
  18 [20], Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +13, Spellcraft +12; Swim +10; Bane Magic 
  (humanoid: dwarf), Bane Magic (humanoid: elf), Bane 
  Magic (humanoid: orc); Bane Magic (humanoid: 
  Halfling); Bane Magic (Monstrous Humanoid). 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/6+1/5+1/ 
  5+1/3+1/2+1; base DC = 15 + spell level: 0—create water 
  (×2), detect magic, light, read magic; 1st—calm animals*, 
  cure light wounds (×3), lesser vigor, resurgence**, shield of 
  faith 2nd—deific vengeance** (×2), hold animal*, lesser 
  restoration, sound burst (×2); 3rd—dominate animal*, cure 
  serious wounds, dispel magic, prayer, searing light, water 
  walk, 4th—divine power*, cure critical wounds, divination, 
  freedom of movement, hypothermia**, sound lance**; 5th—
  commune with nature*, flame strike (×2), greater command, 
  righteous might, true seeing; 6th—blade barrier*, heal, 
  heroes feast; 7th—power word blind*, blasphemy, slime 
  wave**.  
  *Domain spell. Domains: Animal (speak with animals 
  1/day as a spell like ability); War (Free martial weapon 
  proficiency with deity’s favored weapon, and Weapon 
  focus with the deity’s favored weapon.) 
  ** new spell 
   
  Possessions: light mace, gray stone toad (holy 
  symbol), everburning torch, amulet of natural armor +1, 
  +1 aquatic full plate, +1 gnome bane glaive, periapt of wisdom 
  +2; ring of protection +1. 
   
  Power Up Suite (righteous might, shield of 
  faith, heroes’ feast): large humanoid; AC 25; Grapple: 
  +18; hp 119, Atk +15 melee (2d8+7 +1 gnome bane large 
  glaive) or +9 ranged (1d6+4 shortspear); Full Atk: 
  +15/+10 melee (2d8+7 +1 gnome bane large glaive) or +9 
  ranged (1d6+4 shortspear); DR 6/good; Fort +10, Will 
  +14; Str 18; Con 14;   
  Encounter Eleven 
   
   
   
   
  Nihilon, Quell Arc 11/Keeper Cer 5; CR 17; 
  Medium Undead (incorporeal); HD 5d12+16d6; hp 
  117; Init +7; AC 15, touch 15, flat footed 12; Base Atk 
  +8; Grp −; Atk +10 melee (1d4); Full Atk +10 
  incorporeal 
  melee 
  touch 
  (1d4); 
  SA 
  coupled 
  intercession, dark knowledge 6/day (tactics, puissance, 
  foe, 
  dread 
  secret), 
  greater 
  banemagic 
  2/day, 
  intercession, portal warding,  word of revelation; SQ 
  Cerulean 
  focus, 
  darkvision 
  60 
  ft, 
  daylight 
  powerlessness, detect aberrant taint, incorporeal traits, 
  lore mastery,  still mind, undead traits, +4 turn 
  resistance; AL LE; SV Fort +5, Ref +4, Will +13; Str –, 
  Dex 16, Con –, Int 20 [22], Wis 18, Cha 18. 
   
  Skills and feats: Concentration +18, Decipher Script 
  +24, Diplomacy +13, Gather Information +17, Hide 
  +16, 
  Knowledge 
  (arcana) 
  +25, 
  Knowledge 
  (dungeoneering) +27, Knowledge (history) +20, Listen 
  +15, Sense Motive +11, Spellcraft +27,  Spot +15; 
  Aberration Banemagic*, Alertness, Combat Reflexes, 
  Craft Arms and Armor, Craft Construct, Craft 
  Wondrous Item, Danger Sense*, Ghostly Grasp*, 
  Improved Initiative, Scribe Scroll.  
  
  SHE6-05 Into the Unknown 
   
  Page 79 
  *new feat 
   
  Cerulean Focus: before becoming a keeper of the 
  Cerulean Sign, Nihilon crafted his own version of the 
  sign. This item functions as a cerulean sign (see new 
  items). In addition, it serves as a focus for most of his 
  class features. Without this focus, these abilities do not 
  function.  
   
  Detect Aberrant Taint (Sp): as long as Nihilon 
  wears his cerulean focus, he can detect the taint of 
  aberrations. This functions as the spell detect aberration 
  (see new spells), except that it allows him to detect the 
  presence or absence of any mind-affecting spells or 
  supernatural abilities in effect on any creature as long 
  as the effect in question was placed there by an 
  aberration. Additionally it reveals any creature that 
  willingly belongs to a cult that knowingly worships 
  aberrations. Nihilon can use this ability 2 times a day. 
   
  Greater Banemagic (Su): This ability works like 
  the Aberration Banemagic feat (see new feats) except 
  that once per day Nihilon can triple the benefit gained. 
  The damage increases by 6d6 instead of 2d6 and the 
  save DC increases by 6 instead of 2.  
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, 
  the quell makes a turning check as if it were a cleric of 
  a level equal to the quell’s hit dice (12th level). The 
  result indicates the highest level divine spellcasters the 
  quell can cut off from their deity. The turning damage 
  result indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s 
  intercession 
  affects 
  the 
  closest 
  divine 
  spellcasters it can affect first. Normally affected divine 
  spellcasters cannot turn undead or cast divine spells for 
  1 minute; however, if the quell has twice as many HD 
  as the spellcaster has divine levels the divine 
  spellcaster loses the ability to cast divine spells for 24 
  hours. If the quell attacks an affected divine spellcaster 
  in any way, pr the affected spellcaster receives an 
  atonement spell, the intercession ends. The quell’s allies 
  and other creatures can attack the divine spellcaster 
  without breaking the intercession. A quell can use this 
  ability a number of times a day equal to 3 + its charisma 
  modifier (7 times). 
   
  Dark Knowledge: Six times per day, an archivist 
  can draw upon his expansive knowledge of monsters, 
  granting his allies benefits against the creatures they 
  face. Doing this counts as a move action. The secrets of 
  dark 
  knowledge 
  pertain 
  only 
  to 
  aberrations, 
  elementals, magical beasts, outsiders, or undead. 
   
  An archivist unlocks new dark knowledge abilities 
  as his level increases and can also call upon his dark 
  knowledge more often, gaining one additional daily 
  use for every three archivist levels (4/day at 3rd level, 
  5/day at 6th level, and so forth). 
   
  Using dark knowledge requires a Knowledge 
  check of a type appropriate to the creature faced. A 
  Knowledge (arcana) check reveals secrets of magical 
  beasts, Knowledge (Dungeoneering) pertains to 
  aberrations, Knowledge (religion) covers undead, and 
  Knowledge (the planes) applies to outsiders and 
  elementals. The DC of the check is 15. Most of the 
  archivist's dark knowledge abilities increase in 
  effectiveness if he succeeds on his Knowledge check 
  by 10 or more. Dark knowledge can only be used once 
  against any given creature. 
   
  The archivist's dark knowledge can affect a single 
  creature or all creatures of the same race, depending on 
  the effect used. A target creature must be within 60 
  feet, and the archivist must be aware of the creature's 
  presence, although he need not have a line of sight to 
  it. The effects of dark knowledge last for 1 minute, 
  unless stated otherwise. 
   
  Tactics: The archivist knows the general combat 
  behaviors of creatures of that race, granting his allies a 
  +1 bonus on attack rolls made against them. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, then this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, then 
  this bonus increases to +3.  
   
  Puissance: Starting at 5th level, the archivist can use 
  his dark knowledge to help his allies fight off the 
  corrupting influence of other creatures. Allies within 
  60 feet of the archivist gain a +1 bonus on saving 
  throws against the affected creature's abilities. If the 
  archivist succeeds on his Knowledge check by 10 or 
  more, this bonus increases to +2. If the archivist 
  succeeds on his Knowledge check by 20 or more, this 
  bonus increases to +3. 
   
  Foe: Starting at 8th level, an archivist can direct his 
  allies to attack vital spots of his enemies. On a 
  successful Knowledge check, he grants them a bonus 
  to weapon damage rolls made against the target 
  creatures equal to 1d6 points of damage. If the archivist 
  succeeds on his Knowledge check by 10 or more, then 
  this bonus increases to 2d6. If the archivist succeeds on 
  his Knowledge check by 20 or more, then this bonus 
  increases to 3d6. 
   
  Dread Secret: By speaking aloud a dread secret of 
  the target creature, an archivist of 11th level or higher 
  can dazzle a target creature for 1 round. Unlike other 
  dark knowledge, this ability can be used only against a 
  single creature. If the archivist succeeds on his 
  Knowledge check by 10 or more, then the target is 
  dazed for 1 round. If the archivist succeeds on his 
  Knowledge check by 20 or more, then the target is 
  stunned for 1 round (if the target is immune to being 
  stunned but not immune to being dazed, such as most 
  undead, then the archivist can choose to daze the target 
  instead of stunning it). 
   
  Portal warding (Su): starting at 5th level, Nihilon 
  can place a potent warding effect on any doorway or 
  magic portal once per day. An aberration can pass 
  
  SHE6-05 Into the Unknown 
   
  Page 80 
  through a warded doorway or magic portal only if it 
  makes a successful Will saving throw (DC 19) 
  otherwise it cannot use the doorway or portal and takes 
  3d6 points of damage. An attempt to destroy the door 
  or magic portal counts as an attempt to pass through it. 
  Nihilon knows whenever an aberration tries to pass 
  through the door or portal, and you also know if the 
  aberration is successful or not, provided you are on the 
  same plane as the warding.  
   
  You can maintain this effect indefinitely, but you 
  can sustain only one warded portal at a time. 
   
  Word of Revelation (Su): Starting at 3rd level 
  Nihilon can utter a word of revelation as a standard 
  action once per day. This supernatural ability 
  duplicates the effects of an area dispel magic that targets 
  all spells or effects from the school of illusion that were 
  originally cast by an aberration or aberration cultist 
  within a 30-foot burst centered on you. Additionally, 
  any aberration or aberration cultist must make a 
  Fortitude save (DC 19) or take 1d4 points of charisma 
  damage. 
   
  Archivist Spells Prepared (4/6/6/6/6/4/3/2; base DC 
  = 16 + spell level (DC 18 vs. aberrations): 0—detect 
  magic, guidance, inflict minor wounds, light; 1st—bless, 
  comprehend languages, inflict light wounds (×2), shield of 
  faith, 2nd—calm emotions, darkness, inflict moderate 
  wounds (×2), zone of truth, 3rd—bestow curse, dispel magic, 
  inflict serious wounds, invoke the cerulean sign* (×2); 4th—
  confusion, dimension door (×2), discern lies, inflict critical 
  wounds, sending, 5th—crawling darkness*, darkbolt*, plane 
  shift, spell resistance, true seeing; 6th—antilife shell, blade 
  barrier, harm 7th—disintegrate, mass inflict serious wounds, 
  legend lore; 8th—moment of prescience, power word stun.  
   
  Prayerbook: 0—create water, cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor wounds, light, 
  mending, purify food and drink, read magic, resistance, 
  virtue: 1st—bless, comprehend languages, cause fear, inflict 
  light wounds, sanctuary, shield of faith; 2nd—calm emotions, 
  darkness, inflict moderate wounds, nondetection, zone of 
  truth; 3rd— bestow curse, dispel magic, inflict serious wounds, 
  invoke the cerulean sign*, protection from positive energy*; 
  4th—confusion, discern lies, dimension door,  divination, 
  inflict critical wounds, restoration, sending, tongues; 5th—
  crawling darkness*, darkbolt*, plane shift, spell resistance, 
  true seeing; 6th—antilife shell, blade barrier, geas/quest, 
  harm; 7th—disintegrate, mass inflict serious wounds, legend 
  lore; 8th—moment of prescience, polymorph any object, 
  power word (stun). 
  * new spell 
   
  Possessions: Prayerbook, cerulean sign +2*, pearl of 
  power, 5th-level spell, headband of intellect +2, eyes of arcane 
  sight*, planar fork − plane of shadow. 
  * new item 
  Highly Evolved Greater Shadow: CR 11; Medium 
  Undead (incorporeal); HD 9d12; hp 108; Init +2; Spd 
  Fly 40 ft (good); AC 17, touch 17, flat-footed 15; Base 
  Atk +4; Grp —; Atk +6 incorporeal melee touch (1d8 
  Str); Full Atk +6 incorporeal melee touch (1d8 Str); SA 
  Create spawn, strength damage; SQ Darkvision 60 ft, 
  fast healing 3,  incorporeal traits, +2 turn resistance, 
  undead traits; AL LE; SV Fort +7, Ref +6, Will +2; Str —
  , Dex 15, Con —, Int 6, Wis 12, Cha 20. 
   
  Skills and feats: Hide +14, Listen +9, Search +6, Spot 
  +9; Alertness, Dodge, Mobility, Spring Attack. 
   
  Fast Healing (Ex):  An evolved shadow heals 3 
  points of damage each round so long as it has at least 1 
  hit point. 
   
  Spell Like Ability: #1 unholy blight 2/day, haste 
  (self only) 1/day; Caster Level 9th.  
   
  #2: see invisibility 1/day, confusion 1/day, hold 
  monster 1/day.  
   
  #3: greater invisibility 1/day, cone of cold 1/day, haste 
  (self only) 1/day. 
   
  Strength Damage (Su): The touch of a greater 
  shadow deals 1d8 points of Strength damage to a living 
  foe. A creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen 
  and Spot checks and a +4 racial bonus on Search 
  checks. 
   
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a –4 penalty on Hide checks. 
  Shadesteel Golem CR 11 Medium Construct; HD 
  18d10+20; hp 150; Init +3; Sp: 30 ft, fly 30 ft. (perfect); 
  AC 33, touch 13, flat-footed 30; Base Atk +13; Grp +20; 
  Atk +20 melee (2d6+7 slam); Full Atk +20/+20 melee 
  (2d6+7, slam); SA Negative pulse wave; SQ: construct 
  traits, DR 10/adamantine and magic, darkvision 60 ft; 
  immunity to magic, low-light vision; Sv: Fort: +6, Ref 
  +9, Will +6; AL N;  Str 24, Dex 16, Con -, Int −, Wis 11, 
  Cha 7.  
   
  Skills and Feats:  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. 
  A DC 19 fortitude save halves the damage, the save DC 
  is Constitution 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. 
  
  SHE6-05 Into the Unknown 
   
  Page 81 
   
  Immunity to Magic (Ex): A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-like 
  ability that allows spell resistance. In addition, 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. This 
  might happen if the cleric has mistakenly identified 
  the creature as a nightwalker or other undead or if the 
  golem is standing near other undead. 
   
  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. 
   
   
   
   
  
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  DM Aid #1: The City Of Waybury  
   
  Small City, Conventional (N) and Nonstandard 
  (CG); 15,000 gp limit; Assets 8,652,000 gp; Population 
  11,500 (Human 41%, Half-elf 34%, Elf 20%, Gnome 2%, 
  Halfling 2%, Other 1%). 
   
  Authority Figure: Mardan Rhom, male human (S)) 
  Exp6, NG, (mayor); Seyanae Galdridien, female, half-elf, 
  Exp8 (town council head); Chasuard Rainhamyl, male 
  elf Ftr8 (ducal guard captain) 
   
  Important Characters: Cazerlaill Ilthorn, male 
  high elf Rgr11 (captain, Knights of Luna); Great Holy 
  and Moonblessed Feywarden Challfarys Icinglar 
  male, high elf, Clr15 (high priest of Corellon Larethain); 
  His Fearless and Overbearing Might Dagdar the 
  Wyrmslayer male human (S) Bbn3/Clr14 of Kord (CG); 
  Keztral Veccia, female human (S) Clr9 (Phaulcon); 
  Ruka Kirandal male half-elf Exp12/Wiz2 (master of 
  Kirandal trading House); Justine Siandelin female half-
  elf Exp9/Rgr3 (Mistress of Siandelin trading house); 
  Elaengal Corvel male half-elf Exp10 (Master of house 
  Galdridien) 
  History 
  The town of Waybury was founded in -247 CY to 
  facilitate trade with the dwarves of the northern Lortmils. 
  395 years ago it was razed to the ground by an orc 
  invasion. It rose to great prominence 5 years later when a 
  trading company was founded by three elves from 
  Celene. Each elf took seven human wives in succession 
  and sired 10 to even 17 (in once case) children from each. 
  The half-elven children grew the trading business into a 
  Flanaess-spanning empire. The original company, called 
  House Siandelin after the father of the three brothers, 
  was divided after a dispute 260 years ago, and the three 
  brothers parted ways. House Siandelin is still the most 
  prominent of the trading houses, though Kirandal and 
  Galdridien are very powerful in their own right. Almost 
  all trade with Celene is through these three companies.  
  Other trades prosper in Waybury. The gnomish Guffin 
  family of bakers has several long-standing produce 
  contracts with the Duchy and County of Ulek’s gnomish 
  farmers, and the gnome-dominated Gemcutters Guild of 
  Keoland is a force to be reckoned with. 
  Rulership and Law 
  Waybury has a charter from the Duke granting an 
  unprecedented amount of political independence to set 
  laws, duties, and so forth. Appeals for High Justice to the 
  Duke can be denied by a 2/3 vote of the town council, 
  though that is a very rare circumstance. 
  The town council and their appointed mayor Mardan 
  Rhom make all significant decisions. There are three 
  permanent seats on the council for each of the three 
  elven brother’s families, and not a few other council 
  members hold some form of relation to the patrician 
  families. 
  Waybury maintains close ties with the Margravine 
  Nevallewen Araglalhel [CG female elf Ftr4/Wiz8] of 
  Istruin, the march in which Waybury is located.  
  Trade and commerce 
  As a center of trade, Waybury is a very prosperous 
  community. All goods available are generally high quality 
  and command a 1-10% premium. The high cost of living 
  is offset by very few taxes or duties on goods or services. 
  Caravan guards and workers are in high demand and 
  work notices are frequently posted. 
  Marketing of magic items is an important business here. 
  Siandelin handles the most magic item creation and 
  marketing, but all houses engage in that trade to some 
  extent. 
  Local produce include cloth, cheeses, and wines 
  Architecture and Engineering 
  Many of the buildings are beautifully decorated with a 
  blending of elven and human designs and many are of 
  stone. Since Waybury has experienced a great deal of 
  peace since the Hateful Wars, the wall has fallen into 
  disrepair, and the town has expanded beyond the borders 
  of the wall. 
  Sightseeing 
  Tavern of the Four Winds: pricy, but very high quality. 
  The Ton Tun Tavern: A large, two-story drinking-house 
  that is well known for its unique design and namesake. 
  The tavern itself is composed of two continuous 
  balconies on the ground and second floors that overlook 
  the open cellar. In the middle of the cellar lies the largest 
  known tun in the Duchy, perhaps even the whole 
  Sheldomar Valley. At 10’ in diameter and nearly 30’ long, 
  the Ton Tun holds enough ale to keep all the patrons 
  happy for a long time. The railings of the bar are quite 
  high, in order to prevent some drunk from killing 
  himself. Another common occurrence is for some of the 
  more physically capable patrons to climb to the top of the 
  Ton Tun and lead the crowd in song and dance. An 
  inscription on the side of the tun always restarts an 
  argument that began nearly half a century ago, when it is 
  believed that the Laughing Rogue himself graced the 
  overly large keg-house with his presence. Paying for all, 
  an emerald-eyed stranger drank everybody under the 
  table, and then drained what remained of the tun’s 
  contents to the last drop. Or so Harral Bunnivil [CG hm 
  Com5], the tavern’s portly, bearded, and balding owner 
  might tell you 
  Aerie of Phaulkon: a tower of white marble, decorated with 
  avian motifs, including perching falcons half way up, and 
  seven different birds atop it (eagle, falcon, condor, 
  goshawk, owl, raven, bloodhawk). It is visited annually by 
  
  SHE6-05 Into the Unknown 
   
  Page 83 
  the few remaining Aarakocra of the Lortmils. The Aerie’s 
  tower adjoins the temple of Kord. 
  The Dragon’s Doom, temple of Kord. See the head of the red 
  dragon Zaddridur mounted in the Hall of Heroes. The 
  temple itself is a massive rotunda devoted to The Brawler, 
  and is the largest church devoted to Kord in the 
  Sheldomar Valley. A triple standard of a white dragon on 
  a red banner, a red dragon on a blue banner, and a blue 
  dragon on a white banner hangs above the entranceway 
  large enough to admit a hill giant comfortably. Inside on 
  the ground floor is a large circular ring, where contests of 
  strength and physical prowess are held. A large statue of 
  Kord stands at the far side of the ring. Holding Kelmar, 
  the deity’s magical two-handed sword, high above his 
  head in his right hand, the sculpture can be quite 
  intimidating. The statue has its other arm wrapped in a 
  headlock around the neck of a red dragon, while a blue 
  and a white lie dead around the statue’s feet. Disputes 
  between men to be resolved by non-lethal combat are also 
  brought to this temple for resolution. It is often 
  customary for the participants of such contests to bow to 
  the likeness of The Brawler before commencing.  
  Chapel of Corellon Larethian: a stone colonnade imitating 
  the more natural settings of Corellon’s worship in elven 
  lands. By custom only half-elves and elves are allowed to 
  enter the grove. 
  Dweomercraft Circlet: magic shops specializing in items of 
  magical jewelry. 
  Hall of the Knights of Lune. A hospitable place for elven 
  warriors. 
  
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  Page 84 
  Player Handout #1 
  The Keoland view of the County of Ulek 
  The County of Ulek is a rustic, rural land of no great importance nestled up against the Lortmil Mountains. The Count 
  is a Count Palatinate, which gives him “royal” authority within his demesne. 
  Superstitious nature worship is openly practiced in the County, and you should be on your guard when traveling there. 
  There is a circle of heathens who follow the Old Faith and worship a triple goddess and all variety of spirits and 
  nonsense, and the Count’s participation in elemental ceremonies is alleged to qualify him for office. 
  The County suffered under a great many incursions of goblins, hobgoblins, and orcs, and Keoland spent much blood 
  and treasure defending the County against these threats. After the Wealsun Proclamation of 348 CY, Keoish 
  magnanimity was repaid by the rebellion of the Ulek provinces. The County actually employed witchcraft against the 
  Keoish soldiers, befuddling them so that they returned home without meeting them in honor on the field of battle. 
  The County has been lucky for the past four score years in that it has been generally peaceful. With the exception of a 
  strange attack by duergar two years ago, thwarted by the timely assistance of Keoish adventurers and contingents, there 
  have not been any significant military threats to the region. This has enabled the County to become amazingly 
  prosperous. The gnomish gem merchants of the Old Hills carry on a lucrative trade, and commonly overcharge as well 
  as engaging in usurious loans. 
  The great Immris of house Rholla brought civilization to the demi-humans and Flan that lived there, and founded 
  Jurnre, the oldest inhabited settlement of the Flanaess. Any Rholla or Rholla-inclined citizen might have ethnic interest 
  in visiting such an historic place. 
  The Duchy of Geoff perspective 
  The County of Ulek is a beautiful, harmonious place. It is wisely governed by a druidic circle and by a Count Palatinate, 
  who is himself a druid.  The count endures elemental rigors on a regular basis to ensure his connection to the land and 
  to retain his place as Count.  
  The Oerth Mother is given great honor in the County, though frequently in her guise as Berei. There are also those who 
  follow Ehlonna.  
  The druids of Geoff have encouraged those who are able to join the celebration of the Sior Kerrita and invoke blessings 
  upon Geoff. Some Druids are traveling to witness the festival and have requested escorts. 
  Principality of Ulek View 
  The County of Ulek is a stalwart ally in the fight against the accursed goblins who made their home in the Lortmils. The 
  County’s druids ensure the fruitful production of foodstuffs and their supplies of the County have been vital to supply 
  the Prince’s. 
  Our good cousins the gnomes have a place of high honor in the County. Why, even Jurnre, which the Suel call the 
  ‘oldest’ human settlement in the Flanaess was well-settled by gnomes ages afore they got there!  
  The rulers of the principality have encouraged those who are able to return thanks to the County for their support by 
  supporting and participating in the Sior Kerrita festival. 
  Yeomanry View 
  The County of Ulek is a rustic, rural land nestled up against the Lortmil Mountains. They are ruled in the feudal fashion 
  by a “Count Palatinate”, a title granted by the Keoish Court of the Land which gave him “royal” authority within his 
  demesne. He is also an Archdruid of the Old Faith, and the druids are greatly revered in that place. Their efforts ensure 
  the land’s fruitfulness and prosperity. 
   
  Keoish imperialism grew to be too much for the Ulek states, particularly after the Wealsun Proclamation of 348 CY. 
  The County successfully achieved a bloodless coup against the Keoish garrisons; cleverly using enchantments to 
  compel the soldiers back to their homes and disrupt Keoland’s imperial ambitions. 
   
  A large number of sylvan creatures dwell freely and undisturbed in the peaceable lands of the County. Every seven 
  years, a festival is held that reaffirms the unity of all good creatures in their common life, represented by a celebration of 
  
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  Page 85 
  Centaur and human cultures. While the journey is long, the ideals of unity and freedom expressed by the people of 
  Ulek are worthy of support. 
  Bissel and Gran March view 
  The County of Ulek is a rustic, rural land nestled up against the Lortmil Mountains. The Count is a Count Palatinate, 
  which gives him “royal” authority within his demesne. He is also an Archdruid of the Old Faith, and the druids are 
  greatly revered in that place. Their efforts ensure the land’s fruitfulness and prosperity. 
   
  Like all lands near the Lortmils, the County once suffered under a great many incursions of goblins, hobgoblins, 
  and orcs, and forces from Gran March and elsewhere aided the County in times of need. After the Wealsun 
  Proclamation of 348 CY, the Ulek provinces severed their bond with Keoland. The County’s druids employed 
  enchantments against the Keoish garrisons, causing them to return home without a fight. 
   
  The County has been generally peaceful for the past four score years. With the exception of a strange attack by 
  duergar two years ago, thwarted by the timely assistance of Gran March forces, there have not been any significant 
  military threats to the region. This has enabled the County to become amazingly prosperous. Their surplus produce 
  strengthens Gran March’s supplies as well as those of the Principality, where battle continues against the remnants of 
  the Lortmils’ humanoid forces. 
   
   
   
   
  
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  Page 86 
  Players Handout #2 
  The Report of Kell, Keeper of the Archives of Vecna, Emperor of the Spider Throne. 
  Sixth day of the Ninth month, Tally 1751. I have come at the Spider Throne’s bidding to uncover the secrets of this 
  complex. The orthodoxies of the faithful made tantalizing references to the times before the powers, yet never offered 
  an account from experience or knowledge, just prophecy and mysticism. But the testaments of the ur-priests direct me 
  here to find the enacted parable of the Haradaragh [forge of faith].  
  The place is ancient beyond reckoning. It would be cumbrous to give a detailed, consecutive account of our wanderings 
  within the aeon-dead chambers of primal masonry, a relic of eldritch secrets which now echoed for the first time, after 
  untold years, to the tread of feet.  I am finding no written texts, even the sort of clay tablets known from Sulm. It may 
  indicate that these carvings predate the creation of writing. The glyphs and reliefs reveal their silent secrets to the 
  insightful eye.   
  The revelation is fascinating. There are carvings depicting two unknown, humanoform godlings. For such ancient 
  carvings to depict forgotten gods is unprecedented. The Field and Harvester and their offspring are from time 
  immemorial. Further, the rites here are not the well-attested archaic rites described in Tablet 87-M, or Euthyphro’s 
  Dialog on Divine Service. Those texts speak of the earliest rites as mere bargainings with the gods to meet mortal needs: 
  a form of trade or exchange. These carvings depict reverence and awe on the human servants faces. What were these 
  beings to inspire such devotion in primitive man? 
  Clearly, the triocular godling was reverenced as a bringer of weal. (Is the third eye not the sign attested in the 
  apocryphal Cryptoliturgicon of Dalver-Nar’s? I must investigate further upon my return.) The carving showing his 
  healing power is clear evidence of that. The quadrobrachian godling presents an ambiguous face. He offers defense 
  against the primordial dragons, but is vengeful and malevolent towards his supplicants. Yet their devotion is 
  unswerving, even though mixed with holy terror. This is as has been understood: evil is from of old. 
  - Dkogan has discovered a secret aperture leading to a very different part of the complex. This contains what seems to be 
  an extensive library of volumes. Most are too fragile for perusal, but there are codices of metal or other hardy 
  substances. Clearly, the humans who offered worship here are not the authors of these texts. But then who are?  
  I am able to comprehend some of their meaning. The texts seem to deal with the nature of living things: metabolism, 
  reproduction, organic function, and so forth. I must read further.  
  - The most merciful thing in the world, I think, is the inability of the mortal mind to correlate all its contents. I lack this 
  inability, and the single glimpse of forbidden eons which chills me when I think of it and maddens me when I dream of 
  it. That glimpse, like all dread glimpses of truth, flashed out from an accidental piecing together of separated things. 
  I have destroyed the codex of metal. The others clearly questioned my actions, though dared not voice their objections. 
  The limits of Oerthly constructs seem to have been exceeded by some of the formulae. This is a mad genius, to take the 
  stuff of the very multiverse and form them into simulacra of life! One of these new types will be very interesting to Lord 
  Vecna. 
  Very different approaches to both. Something about it I do not comprehend. The Ur-priests made similar babblings. 
  - I see it now: creator and creature, god and man: all wrong. There is only the void. Vecna seeks his own limit in 
  infinitude. What a fool we have all been. The Serpent must know this: deceiver! There is nothing, nothing. Nothing but 
  the negation of dead gods. 
  
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  Map 1: Sior Kerrita 
   
  
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  Page 88 
  Map 2: Waybury and Beyond 
   
  
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  Page 89 
  Map 3: Site of the Old Ones 
   
  
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  Page 90 
  Map 4: Strange Days 
   
  Map 5: The Shallow Cave 
  Combat schematic. Actual area is a natural cavern 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-05 - Into the Unknown (APL 8-16)/SHE6-05 - Into the Unknown.pdf