TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET8-02 
   
   
   
   
   
  Crossing the Threshold 
   
  A One-Round Dungeons & Dragons
  ®  
  Living Greyhawk™ Ket Regional Adventure 
   
   
  by Lisa Liscoumb and Michael Rowsell 
   
  Triad Reviewer: Alan Brown 
  Circle Reviewer: Tim Sech 
  Playtesters: Craig Copeland, Marjorie Copeland, Sean Hunt, Andrew Jaremkow, Gregg Peevers, Jenni Rowsell 
   
   
  You know that treasure maps and the treasures they hide usually have upsides and downsides. Will the upside of this 
  one be enough to overcome the downside? The answer may be the salvation—or destruction—of Ket. A one-round 
  Regional adventure set in Ket for characters level 2-15 (APLs 2-14). Third and final part of the Keys to the Past series, as 
  well as Part 2 of the Beygraf in Molvar series—adventures in this series should be played in order for the best play 
  experience. Any PC may play this adventure, however, PCs may be rewarded for their loyalty if they have not played 
  any of the adventures in the Road to Righteousness series. Playing Ket adventures published prior to November 2007 
  after playing this one will result in regional storyline discontinuity. 
   
  Resources for this adventure [and the authors of those works] include Book of Vile Darkness, [Monte Cook], Complete 
  Warrior [Andy Collins, Dave Noonan, Ed Stark], Libris Mortis [Andy Collins & Bruce R. Cordell], Monster Manual III 
  [Wizards Team], and Monster Manual IV [Wizards Team]. 
   
   
  
  RPGA® SANCTIONED PLAY 
   
  Most likely you ordered this adventure as part of 
  an RPGA event 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 session Dungeon Master (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the session DM. You must be at least a HERALD-
  LEVEL GM to run this adventure. 
  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, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
   
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
   
  To get the most out of this adventure, you need 
  copies of the following D&D rule 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. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  session 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). You need one copy of this for each participating 
  player. 
   
   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 adventurers participating in the adventure. To 
  calculate the Average Party Level (APL), follow the 
  process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the 
  PC it is accompanying for calculating APL. 
  (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC 
  with Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six adventurers, 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. A player 
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  KET8-02 Crossing the Threshold 
   
  Page 2 
  
  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. 
   
  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. 
  These APL calculation rules are taken from Living 
  Greyhawk Campaign Standards 7.1. 
   
  TIME UNITS AND UPKEEP 
   
  This is a standard one-round regional adventure 
  set in Ket.  
   
  As of September 1, 2007, there is no Time Unit 
  cost to play the adventure portion of this module; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The 
  cost for Standard Upkeep is 12 gp for PCs whose 
  home region is Ket, or 24 gp for out-of-region 
  characters. Both Rich Upkeep and Luxury Upkeep 
  cost 75 gp regardless of home region.  
   
  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 that 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 DC 
  20 Survival check, 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 blunt 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 Living Greyhawk Campaign Standards 7.1 
   
  NEW RULE ITEMS 
   
  Core adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, 
  spells, and equipment (including magic items) – that 
  do not appear in any of the three core D&D books 
  (Player’s Handbook, Dungeon Master’s Guide, or 
  Monster Manual). The full write-up of any featured 
  feats, spells, or equipment appears in Appendix 2. 
  Information on featured classes, prestige classes, and 
  races appears in the relevant creature’s stat block. This 
  adventure includes all the information required to run 
  these characters. The DM should double-check that he 
  fully understands any new rule items presented in this 
  adventure before play begins. 
   
  ADVENTURE BACKGROUND  
  RECENT EVENTS IN KET 
  In the dying days of CY597, shocking news reached 
  the court of the Copper Palace. The Cup and 
  Talisman—the blessed artifacts of Al’Akbar himself, 
  which had been lost to history for 300 years—have 
  miraculously turned up in Ekbir, where they have been 
  given into the care of the Caliph of Ekbir, a notoriously 
  corrupt man, although nominally the spiritual leader of 
  the Exalted Faith. 
   
  This has outraged the leader of the True Faith, the 
  Grand Mufti, and he has called for all followers of the 
  True Faith to rise up, march into Ekbir and seize the 
  Cup and Talisman by force. 
   
  The Mullahs of Ket, led by Sylvana bint Zoltan, 
  the daughter of Zoltan (a Beygraf assassinated during 
  the Greyhawk Wars), called upon the entire Ket army 
  to march on Ekbir. Beygraf Nadaid, while sympathetic, 
  objected to the idea of sending the entire army to 
  Ekbir, for it would leave Ket defenseless. However, 
  Nadaid’s own brother, the Black Arrow, general of 
  Ket’s army, betrayed Nadaid and sided with Sylvana 
  and the Mullahs. Nadaid was charged with treason, but 
  before he could be tried and executed, he escaped and 
  was spirited out of Lopolla to Molvar, where Alvaro 
  Aldeen, the Graf of Molvar, welcomed him and turned 
  the city over to him. The Archons remained loyal as 
  well, and withdrew from all parts of Ket to Molvar. 
  Most of the army units stationed in Molvar remained 
  loyal too, as did the Stouthearts, the Veterans of Ket 
  and the Beygraf’s Pride. 
   
  Both the Black Arrow and Sylvana desire the 
  throne of Ket, but the Church of Al’Akbar will only 
  support the leader who recovers the Cup & Talisman, 
  so both are eager to get to Ekbir and be the leader 
  credited with winning back the holy artifacts. Ignoring 
  the Beygraf’s warnings about leaving the country 
  defenseless, they quickly marched the entire army and 
  a good portion of Ket’s adult population out of Ket and 
  on to Ekbir.  
   
  It only took a few days for the Bisselite army to 
  discover that the forts of southern Ket and the Irafa 
  KET8-02 Crossing the Threshold 
   
  Page 3 
  
  KET8-02 Crossing the Threshold 
   
  Page 4 
  Road were ungarrisoned. Bissel’s army, led by an 
  ambitious general, marched up the Irafa Road and 
  besieged the undefended capital, Lopolla, which they 
  quickly took and burned to the ground. 
   
  THE BEYGRAF IN MOLVAR 
  Nadaid, the deposed Beygraf, anticipating the conflict 
  with Bissel, has spent his time in Molvar bolstering its 
  defenses. But seeing that the throne of Ket remains 
  empty while his brother and Sylvana squabble over it, 
  he is also making plans to attempt to re-ascend to 
  power.  
   
  Having lost his traditional bases of support (the 
  army, the merchants and the Church of Al-Akbar all 
  sided with the quest for the Cup & Talisman), he now 
  looks to new sources to put together a fresh power 
  base. On his behalf, the Archons are exploring every 
  avenue of magical research, even those that they 
  thought were dead-ends in the past. 
   
  THE BENEFIT OF LOYALTY 
  This adventure assumes the PC has a certain amount of 
  loyalty to the ex-Beygraf, Nadaid. Nonetheless, any PC 
  can play this adventure, even PCs who have previously 
  worked for the quest for the Cup & Talisman in other 
  Ket adventures. However, any PC who  
  • 
  has previously played any adventures in the 
  adventures in the Road to Righteousness series 
  • 
  worked for the quest for the Cup & Talisman in 
  KETIA7-04 At the Beygraf’s Pleasure 
  • 
  was given the AR item "Loyalty Questioned" in 
  KET7-09 A Thorny Issue 
  but now wants to work for the Beygraf obviously has 
  divided loyalties, and will not receive any special 
  benefits. 
    On the other hand, any PC who rescued Nadaid in 
  KETIN7-03 At the Beygraf’s Pleasure and/or has NOT 
  played any of the adventures in the Road to 
  Righteousness series has unquestioned loyalty, and 
  receives the following "Benefit of Loyalty" one time in 
  this adventure as an immediate action that can be 
  requested at any time: a cure critical wounds cast on 
  the loyal PC (minimum CL). 
   
  A RISE IN LAWLESSNESS 
  The Bisselite army is nominally in control of northern 
  Ket now, but having taken Lopolla, most of their forces 
  have moved to besiege the cities of Falwur and Polvar. 
  While concentrating on bringing the east and south 
  half of Ket under their control, Bissel cannot maintain 
  proper law and order on Ket’s roads or patrol the eaves 
  of the Bramblewood. 
   
  As a result, lawless bandits have crept in from the 
  surrounding wilderness, looking to prey on travelers. 
  As well, monsters and wild plant life from the 
  Bramblewood are starting to emerge from the eaves of 
  that dark forest. 
   
  This lack of law will also have an effect on PCs 
  with “Lawbreaker” status (formerly “Warrant of Ket”). 
  Normally such players would have to make a check at 
  the start of any adventure set in Ket to see if they are 
  arrested. However, because there are no Threshers or 
  Jurats at the moment, these PCs do not have to make 
  any check unless they enter the city of Molvar, which 
  is currently the only place in Ket with an active 
  judiciary. 
   
  Likewise, any PCs breaking any laws of Ket in this 
  adventure will not be arrested or charged with any 
  crime unless they commit the crime in or near the city 
  of Molvar. (See Appendix 4: Laws of Ket for the current 
  judicial code in force in the city of Molvar.)  
   
  SECRETS OF THE PAST 
  The Stones 
  Many decades ago, the Brotherhood of Sorcery came 
  into possession of a rather unprepossessing piece of 
  stone that had some incomprehensible runes and lines 
  engraved on it. Since the stone didn’t detect as magical 
  and the symbols upon it made no sense, it was left it to 
  gather dust in a storeroom in the Brotherhood’s 
  chapterhouse in Lopolla, performing only cursory 
  examinations on it from time to time. .  
   
  A sorcerer named Siroq ibn Hassan became 
  interested in the stone when discoveries at an 
  archaeological dig just outside Polvar (KET Intro 3-01 
  Secrets of the Past) suggested that there were two other 
  stones that, if combined with the Brotherhood’s stone, 
  would reveal a great secret of some sort. Divinatory 
  magic into what the secret might be came back unclear 
  or uncertain. 
   
  Siroq scraped enough money together to hire a 
  band of adventurers to investigate an abandoned 
  Vaste* stronghold in search of the second stone. 
  (KET5-07 Lifting the Latch). After the adventurers 
  found the stone, they were promptly attacked by 
  surviving members of the Vaste. The Vaste’s interest in 
  the stone prompted the Brotherhood to get officially 
  involved, and they located the third stone in the 
  safekeeping of the Farhunters, a tribe of wood elves 
  located in the Bramblewood.  
                                              
   
  * The Vaste was a group of evil wizards hidden within the 
  Archons of Ket. Their discovery and downfall was outlined in 
  KET3-03 Into Thin Air and KET4-07 The Darkeye Hour. 
  
   
  Working in concert with moderate members of 
  the Ket government, the Brotherhood initiated 
  diplomatic discussion with the Farhunter tribe. This 
  resulted in the recovery of the third stone (KET6-03 
  Closing the Deal). At that time, the elves told the 
  adventurers of a prophecy passed down by the 
  Farhunter tribe’s leaders from generation to generation 
  concerning a group of outsiders who would come to 
  claim an ancient guidestone that would unite all the 
  tribes of the Flanaess. 
   
  The stones reunited 
  Back in Lopolla, when Siroq joined the three stones, 
  they melded into one large circular tablet. The runes 
  became writings in a dialect of Elven not seen since 
  before the Twin Cataclysms; and the lines formed an 
  ancient map of some sort. 
   
  With the help of elves from the Farhunter tribe 
  and the Puppeteers, as well as sages, scholars and 
  historians within the Ket government, Siroq had been 
  able to translate the writings, which in turn enabled 
  him to start to decipher the map. 
   
  However political events ended his research. 
  When the army of Bissel sacked Lopolla in the fall of 
  CY597, Siroq managed to smuggle the tablet out of the 
  city in the confusion and hastened to the safe haven of 
  Molvar. There, he handed over the tablet to the 
  Archons.  
   
  With their resources, and working with the 
  Church of Istus, the Archons now know that the map 
  points to a dwarven stonghold in the Barrier Peaks 
  where, they presume, whatever is opened by the 
  tablet/key lies. 
   
  THE RELIQUARY DEMIPLANE 
  What lies in the dwarven stronghold is a portal leading 
  to The Reliquary, a small demiplane created to house a 
  collection of strange artifacts and magic items from a 
  multitude of worlds. It is entirely interior space—there 
  is no “outdoors”. The plane does not intersect with any 
  other plane, so there is no way to plane shift, 
  dimension 
  door, 
  teleport, 
  or 
  travel 
  in 
  any 
  instantaneous way. In addition, conjuration (teleport) 
  and transmutation magic are inhibited here.  
   
  Emsalani, an emerald dragon, is the demiplane’s 
  curator and its sole biological inhabitant. She lies in a 
  deep magical sleep in an unreachable chamber at the 
  heart of the plane, her life force sustaining the plane.  
  However her subconscious can still communicate with 
  visitors, and she has a number of construct guards to do 
  physical work.  
   
  Until recently, the demiplane consisted solely of 
  the Reliquary. However, due to a recent change, the 
  Reliquary is now only half of the entire demiplane, the 
  “up-side”. 
   
  The other half, the “down-side” was created by a 
  series of events that started when a strongly chaotic 
  object in the Reliquary induced sentience in one of the 
  construct guards whose duties frequently brought it 
  near the object. The object created a “down-side” to the 
  demiplane, and the now-sentient guard carried the 
  chaotic object to the down-side. Since conjuration 
  (teleport) and illusion magic do not operate on the 
  down-side,   Emsalani’s projected form is unable to 
  travel to it.  
   
  Annoyed that one of the objects in her care went 
  missing, Emsalani sent several more construct guards 
  to the down-side to retrieve the artifact. They did not 
  return.  
   
  Unbeknownst to her, they are no longer just 
  mindless constructs. The leader of the guards who has 
  been in proximity to the artifact the longest is 
  attempting to grant sentience to all of his ‘family’ by 
  bringing them close to the artifact. The result is that 
  they are now in various stages of sentience, from barely 
  self-conscious, up to the leader. They do not wish to go 
  back to the way they were before, and would rather 
  fight than turn over the artifact.  
   
  Emsalani is puzzled that none of her guards has 
  returned. However, she will not send more construct 
  guards to investigate, so the PCs are arriving at an 
  opportune moment for her. 
   
  IMPORTANT NPCS 
   
  Arad Darkeye 
  Arad Darkeye is an iconic name in Ket, first a hero of 
  the Greyhawk Wars, then a man reviled, then a 
  mystery, then a hero again. 
   
  His reputation was made during the invasion of 
  Bissel in the Greyhawk Wars. During one particular 
  engagement, he and his men ambushed a Bisselite 
  convoy. After a hard fight in which the Bisselites very 
  untypically fought to the death, Arad and his men 
  buried the convoy’s goods and swore to return together 
  after the war to recover the treasure. If any men didn’t 
  survive the war, their shares would be given to their 
  families. 
   
  At the end of the war, Arad and the survivors 
  made good on their word and returned to the site, only 
  to find that it had been swallowed up by the 
  Bramblewood Forest. They plunged into the evil forest, 
  only to die at the hands of Bezag, an agent of the Vaste. 
  Arad was the last survivor, and Bezag convinced him 
  before he died that Arad had been an unwitting part of 
  KET8-02 Crossing the Threshold 
   
  Page 5 
  
  one of their evil plots during the war, and that the 
  Beygraf approved of this.  
   
  In recognition of Arad’s services to Ket, Beygraf 
  Nadaid had him resurrected, but Arad was a changed 
  man. Haunted by the guilt of being the only survivor 
  of the Bramblewood massacre, as well as the belief that 
  he had done evil and that Nadaid condoned it, he 
  resigned his army commission and soon became a 
  forgotten man.  
   
  In CY 591, he recruited a small group of adventurers 
  to recover a map leading to the cache of goods he and his 
  men had buried during the war (KET1-02 Fallen Hero).  
   
  Once he had the map, he again enlisted the aid of 
  adventurers to find the treasure, in order to fulfill his vow 
  to give it to the families of his fallen men (KET2-04 
  Treasure Hunt). 
   
  Once this was accomplished, he retired in secret to a 
  contemplative 
  monastery. 
  However, 
  adventurers 
  investigating the Vaste discovered that he had not been 
  part of their evil plot, and cleared his name completely. In 
  addition, they discovered that the Beygraf who knew 
  about the Vaste’s plot was not Nadaid, but his predecessor 
  Zoltan (KET3-03 Into Thin Air). 
   
  Heartened by these findings, Arad returned to 
  military service in time for the invasion of Tusmit and the 
  siege of Vilayad. After Arad proved himself once again to 
  be a brilliant commander, the Beygraf was willing to 
  promote him right to the top. However, Arad was sure 
  enough of his experiences that he knew he wanted no part 
  of general command i.e. a desk job. He wanted to get back 
  in the saddle with men, but with a more strategic vision. 
  The Beygraf listened and liked what he heard and gave 
  Arad a roving commission, with the proviso that Arad is 
  now the Beygraf's direct pipeline to the common soldier.  
   
  Arad agreed to this, and has spent the past two years 
  moving from project to project as he sees a need. He 
  moves in, listens to the soldiers, works with them to 
  develop new tactics and command structures, and then 
  moves on. He takes his orders directly from the Beygraf 
  and reports directly back to the Beygraf.  
   
  Recently, since the Beygraf has taken a direct interest 
  in the stones recovered during previous adventures in this 
  series, he has been sent to act as the Beygraf and the 
  military’s representative in this matter. 
   
  Anoshan al’Hextor 
  Anoshan al’Hextor is the head of the church of The 
  Scourge of Battle (Hextor) in Ket. Not your stereotypical 
  arrogant Hextorite, he is a tall, pleasant-looking Baklunish 
  man in his mid-forties. His god is the Hextor of battle and 
  law, and he truly believes the doctrine that states “Order 
  must be forged out of chaos and law out of anarchy.”  
   
  Although rather stern and commanding, he is a 
  consummate 
  diplomat, 
  and 
  quite 
  charming 
  and 
  personable. His good looks are marred only by a small V-
  shaped scar at the corner of his right eye that turns red 
  when he is angry. It is the only reminder of brutal torture 
  he suffered at the hands of agents of the Old One (Iuz) –
  he will never forget their treatment of him. As a result he 
  has an almost fanatical hatred of Iuz and anything or 
  anyone connected with him. In fact, it was Ket’s dealings 
  with Iuz during the Greyhawk Wars that drove him to 
  seek out the posting of head of the Church of Hextor in 
  Ket – he saw this as a way to root out and deal with any 
  Iuz sympathizers still left in Ket.  
   
  Further to this, he believes the whole Cup and 
  Talisman “quest” is a plot by Iuz to take over Ket, and he 
  will do anything in his power to prevent that from 
  happening, which at the moment means providing 
  Nadaid with men and funds to protect him and hopefully 
  return him to the throne of Ket. On a smaller scale, he 
  agrees with Nadaid that whatever the tablet leads to could 
  be of utmost importance to the preservation and 
  protection of Ket and, as such, he has agreed to fund the 
  party’s expedition.  
   
  Rekah Granitefist 
  Rekah is the Principal Mage of the Archons, having been 
  named to the position in CY597. An ex-adventurer dwarf 
  and founder of the Granitefist Clan, she is an outspoken 
  supporter of ex-Beygraf Nadaid. 
   
  Emsalani 
  Emsalani is a 2,000-year-old emerald dragon who is the 
  curator of the Reliquary demiplane. As she slumbers, 
  her lifeforce binds the demiplane together and gives it 
  substance. Kept in an unnatural sleep, she lies at the 
  core of the demiplane, unreachable by even the most 
  persistent of adventurers. She is, however, able to 
  communicate with visitors to the Reliquary through a 
  very advanced projected image (voice only). 
   
  She bears her “imprisonment” well, understanding 
  that it is for the greater good. She is very curious, and 
  enjoys talking to visitors from far-off (to her) worlds. 
  She is the only one who can open a portal from The 
  Reliquary back to the PCs’ home plane – due to the 
  characteristics of the demiplane,  teleportation magics, 
  including plane shift, do not work. 
   
  Satar al’Vay 
  Satar al’Vay is perhaps the last member of the evil band 
  of wizards called the Vaste. As a young and promising 
  wizard during the Greyhawk Wars, he was seduced 
  into joining the Vaste by the promise of more power. 
  He ended up working on a doomsday device involving 
  insane air elementals, and had a hand in some of the 
  minor aspects of its design. However, he had a falling 
  out with the Vaste following the Greyhawk Wars, and 
  his name was removed from their scrolls. In CY594 he 
  reconciled with the Vaste as they attempted to destroy 
  Nadaid. The Vaste’s plot was uncovered and the Vaste 
  KET8-02 Crossing the Threshold 
   
  Page 6 
  
  destroyed (KET4-07 The Darkeye Hour). However, 
  there had not been enough time to add Satar’s name to 
  the Vaste’s membership scrolls, and he was one of the 
  few who went undiscovered and unpunished.  
   
  Continuing his work as a legitimate member of 
  the Vay Raste of the Archons, he has bided his time, 
  waiting for an opportunity to take his revenge on Ket.  
   
  He was recently approached by Paksima, a cleric 
  of Iuz, who told him of the prophecy of the tablet. She 
  convinced him that working together, they could 
  either seize and use the treasure unlocked by the tablet, 
  or at least deny Nadaid the opportunity to use it. In 
  turn, Satar has revealed his own allegiance to Iuz.  
   
  Satar agreed to this plan, and citing overwork, he 
  abruptly left Molvar with Paksima to put together a 
  strike force. Their plan is either get to the cavern first 
  and ambush anyone who enters it, or if they don’t 
  arrive in time for that, to ambush anyone coming out 
  of the cavern. 
   
  In his notebook, Satar expresses his belief that he 
  is the last of the Vaste. 
   
  ADVENTURE SUMMARY 
   
  Synopsis: While following a map, the PCs travel 
  to a demiplane museum of magical artifacts. In order to 
  leave, they must first recover an artifact that has been 
  taken by one of the guards. If they do so, they receive a 
  reward of great significance to the ex-Beygraf. 
   
   
  Introduction Roleplaying Encounter. The PCs 
  are summoned by Beygraf Nadaid or, in the case of 
  certain metaorgs, by the PC’s direct superior, to the 
  College of Archons, where they are tasked with 
  exploring the map inscribed on a small tablet. 
   
   
  1: The Eternal Guardians Combat Encounter. 
  After teleporting to the Barrier Peaks and searching for 
  the entrance to the outpost, the PCs and their dwarven 
  guides must deal with the guardians of the stronghold 
  before discovering a portal to another plane. 
   
   
  2: 
  The 
  Reliquary 
  Roleplaying 
  Encounter.  
  Traveling through the portal, the PCs discover a 
  museum of magical items guarded by constructs. After 
  talking with the curator, Emsalani, they explore the 
  complex while she decides whether to give them the 
  item they seek.  
   
   
  3: The Price Combat Encounter. Emsalani gives 
  them their task—one of her guards has malfunctioned 
  and taken an item from the reliquary to the “down 
  side” of the plane, and Emsalani wants the guard and 
  the item back. The PCs travel to the down-side, only to 
  discover that the guards are no longer just mindless 
  constructs. They must defeat the guards, or negotiate 
  the return of the artifact. 
   
   
  4: The Reward Roleplaying Encounter. If the PCs 
  successfully deal with the guards, one way or another, 
  Emsalani gives them the item that their tablet is the 
  key for: an ancient mutual defense treaty between the 
  Elves of the Bramblewood and the people of Ket, as 
  well as the good-will gifts that went along with the 
  treaty – Honor’s Guardian and Farhunter - two sentient 
  weapons. 
   
   
  5: Ambush! Combat Encounter. Arriving back on 
  their own plane, the PCs find a reception committee 
  waiting for them – an Iuz strike force. The Iuzians are 
  aware of the prophecy and the PCs’ journey, and want 
  whatever it is that the PCs have brought back from the 
  reliquary. 
   
   
  Conclusion: With the Iuzians dispatched, the PCs 
  can now head back to Molvar.  
   
  PREPARATION FOR PLAY 
   
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  • 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  • 
  Does anyone have any non-class-related animals? 
  If the DM feels these will be a significant factor in 
  combat, the animal’s CR should be added to the 
  owner’s level for purposes of calculating APL 
  • 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  • 
  Ask to see all spell lists. 
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? (If anyone is going to use the 
  Campaign 
  card 
  “Unsavory 
  Contacts”, 
  see 
  Appendix 3 for how use of this card is affected in 
  Ket.) 
  • 
  Check PCs’ lifestyle and upkeep.  
  • 
  Does anyone have outstanding Lawbreaker status 
  (formerly Warrant of Ket)? Although there are no 
  Threshers or Jurats in Ket at the moment, there is 
  still a functioning judicial system in the city of 
  Molvar. Anyone who is a Lawbreaker must make a 
  check at the start of the adventure, since the 
  adventure begins in Molvar. 
  In addition, this adventure will also require the 
  following information: 
  KET8-02 Crossing the Threshold 
   
  Page 7 
  
  • 
  Have any PCs played KETIN7-04 At the Beygraf’s 
  Pleasure and declared for the Cup & Talisman 
  quest, or played any parts of the Road to 
  Righteousness series? If so, they have helped 
  those opposed to the ex-Beygraf, and will not gain 
  The Benefit of Loyalty in this adventure (see 
  Adventure Background: Benefit of Loyalty.) 
  • 
  The recent events of Ket, as described in 
  Adventure Background, are well-known to any 
  Citizen, resident or traveler in Ket. Describe 
  current events (the fall of the Beygraf, the march 
  of the army off to Ekbir, the invasion by Bissel) to 
  all players before the start of the adventure. 
  • 
  Any favors from past adventures that were granted 
  by the Beygraf are only good while the PC is in the 
  city of Molvar. Any past favors from the True Faith 
  or the military (other than those for the 
  Stouthearts, the Veterans of Ket or the Beygraf’s 
  Pride) cannot be used during this adventure.  
  • 
  PCs that took part in KET5-07 Lifting the Latch 
  and/or KET6-03 Closing the Deal will know about 
  the recovery of the stones mentioned in the 
  Adventure Background.  
  • 
  PCs that took part in KET1-02 Fallen Hero, KET2-
  04 Treasure Hunt, KET3-03 Into Thin Air or 
  KET4-07 The Darkeye Hour know and are known 
  by Arad Darkeye. 
  • 
  PCs that took part in KET7-09 A Thorny Issue will 
  know and be known by Anoshan al’Hextor. 
  • 
  Are any PCs members of the Veterans of Ket, 
  Stouthearts and/or Archons Metaorganisations? If 
  so, in Introduction, they will be approached by 
  their metaorgs to take on the Beygraf’s mission. 
   
   
  INTRODUCTION 
  This adventure begins within the walls of the city of 
  Molvar. As such, PCs are not permitted to wear any 
  armor and may only carry a sap, dagger or quarterstaff 
  unless they have campaign documentation that states 
  otherwise. Mullahs of the True Faith are permitted to 
  carry a scimitar or falchion and wear armor. 
   
  Announce a loyalty bonus: Any PC who has 
  NOT played any adventures from the Road to 
  Righteousness series AND who either did not play 
  KETIA7-04 At the Beygraf’s Pleasure, or if they did play 
  it, chose to rescue the Beygraf, receives the following 
  benefit one time in this adventure as an immediate 
  action that can be requested at any time: a cure critical 
  wounds cast on the loyal PC (4d8+7 hp). This benefit 
  is not transferable to another PC i.e. a PC with this 
  benefit cannot request the spell be cast on another PC 
  or NPC. The spell is available to the PCs even while 
  they are on the demiplane of the Reliquary. 
   
  The Meeting: Since some (if not all) of the PCs 
  may have taken part in the earlier adventures of this 
  series, they were the logical choice to find out what the 
  map and key lead to. This became even more evident 
  when the Church of the Lady of Fate (Istus) was 
  brought into the matter to investigate the possible 
  importance of the Farhunter tribe prophecy. The 
  Church is very interested in this prophecy because it 
  dovetails with other prophecies that Istus has granted 
  her followers, the most recent involving the PCs 
  themselves. 
   
  As a result of this, the deposed Beygraf Nadaid 
  himself has requested the PCs’ presence at the College 
  of Archons in Molvar. Also in attendance are Rekah 
  Granitefist, Principal Mage of the Archons, and a 
  rather surprising ally in all this – Anoshan al’Hextor, 
  the head of the Church of Hextor in Ket.  The purpose 
  of the meeting will be to ask the PCs to take the tablet 
  to the Dwarven stronghold and find out what lies 
  there. 
   
  Read to all players: 
   
   You are in Molvar, having been asked by the 
  deposed Beygraf Nadaid himself to attend a 
  meeting at the College of Archons. As you stroll the 
  streets of the city, heading to your destination, it is 
  almost easy to forget that most of Ket is in chaos, its 
  capital city burnt to the ground by a vengeful Bissel 
  army, the people now the subjects of the Margrave 
  of Bissel. Here in Molvar, the streets are clean and 
  patrolled, and the shops are open and doing a brisk 
  business. 
   
   
  Read this only to members of the Veterans of Ket, 
  Stouthearts and/or Archons metaorganizations. 
   
  In addition to Nadaid’s request, you have also 
  been asked to attend by your superior in your 
  organization, who stressed that it was important to 
  Ket itself to undertake Nadaid’s mission. However, 
  even when pressed, your superior refused to tell 
  just exactly what that mission might be. 
   
  Making a DC 10 Spot check reveals that all Ket 
  military members in Molvar have the same patch on 
  the left shoulder of their uniforms – a white horse, 
  rising phoenix-like from the flames of a burning city. If 
  this Spot is made, a DC 15 Gather Information reveals 
  that this is the symbol of army units that support ex-
  Beygraf Nadaid. 
   
  Read to all players: 
  KET8-02 Crossing the Threshold 
   
  Page 8 
  
   
  Arriving at the College of Archons, you are 
  greeted and swiftly taken to the main meeting 
  chamber. There is a large table surrounded by 
  enough chairs for all of you to have a seat. Seated 
  on the far side of the table is a Dwarven woman 
  wearing the robes of the Principal Mage of the 
  Archons and you realize that this must be Rekah 
  Granitefist. She is flanked by two Baklunish men. 
  The one on her right appears to be in his mid-
  forties, and has an ancient scar down his right 
  cheek. He is wearing the full regalia of the Ketite 
  army. However, unlike the usual uniform of the 
  army of Ket, his uniform has an addition to it – on 
  the left shoulder is a patch showing a white horse 
  rising phoenix-like from the flames of a burning 
  city.  
   
  The other man, on Rekah’s left, also appears to 
  be in his mid-forties. He wears the ceremonial 
  robes of a High Priest, and the holy symbol of the 
  Scourge of Battle. His clothes and symbol, although 
  obviously well-made and expensive, are tasteful and 
  utilitarian. His good looks are marred only by a 
  small V-shaped scar at the corner of his right eye.  He 
  seems quite relaxed in the company of the other 
  two, and smiles pleasantly in greeting as you enter. 
   
  Rekah and the first man also smile, and Rekah 
  gestures to you to have a seat before she starts 
  speaking. “I am Rekah Granitefist, Principal Mage 
  of the Archons, and I welcome you to this College 
  and thank you for coming. Some of you may know 
  my companions, but for those who do not, allow me 
  to introduce them. To my right is Arad Darkeye, 
  personal attaché to Beygraf Nadaid and head of 
  those forces still loyal to him. To my left is 
  Anoshan al’Hextor, High Priest of the Church of 
  the Scourge of Battle.” 
   
   
  PCs that have played KET1-02 Fallen Hero, KET2-
  04 Treasure Hunt, KET3-03 Into Thin Air or KET4-07 
  The Darkeye Hour know and are known by Arad 
  Darkeye, who will greet them by name and ask how 
  they are doing. If a PC was named Protector of Arad 
  al’Tomaz in Into Thin Air, Arad will tell him or her that 
  the child (now five years old) is doing well, and the PC 
  really should stop in and see him before heading out of 
  town. 
   
   PCs that took part in KET7-09 A Thorny Issue 
  may know and be known by Anoshan al’Hextor, and he 
  will greet them by name and ask how they are doing. 
   
  Detect evil reveals that none of the three is 
  (Anoshan is LN, Arad is LG. Rekah is LN). 
   
  Once introduced, Arad Darkeye takes over. 
  “Thank 
  you 
  for 
  accepting 
  Beygraf 
  Nadaid’s 
  invitation,” he says. “Over a year ago, a group of 
  adventurers working with a group of diplomats was 
  able to recover the last piece of an ancient stone 
  tablet 
  from 
  the 
  Farhunter 
  elves 
  of 
  the 
  Bramblewood. When that piece of the tablet was 
  reunited with two previously recovered pieces, the 
  three pieces instantly fused together to form one 
  single tablet, even though the three pieces had 
  been made from different types of stone. The new 
  tablet was covered with a map and elven writings in 
  a dialect that has not been used since before the 
  Twin Cataclysms. Although Siroq ibn Hassan, the 
  original Brotherhood of Sorcery researcher, had 
  been continuing his studies of the tablet in Lopolla, 
  recent events put an end to his work. When the 
  army of Bissel attacked Lopolla, he only just 
  managed to escape with the tablet and make his 
  way here. Knowing that his library with all his 
  research notes was in ruins, he gave the tablet to 
  the Archons. ” 
   
  Rekah speaks up at this point. “And a good 
  thing, too. Once we were able to study the map and 
  Siroq’s translations, we pinpointed what we believe 
  it leads to, or at least where we believe it leads to—
  a long-abandoned and long-forgotten dwarven 
  outpost in the Barrier Peaks. Unfortunately we 
  don’t know what’s in the outpost. We know it must 
  be something pretty important, given the magic 
  involved in creating the tablet – or rather, the key, 
  for that is what I believe it is, and the writings seem 
  to confirm my suspicions.” She looks to Anoshan. 
   
  “And then there’s the prophecy,” he drawls, 
  staring at each of you intently before he continues. 
  “The adventurers who recovered the last piece of 
  stone from the Bramblewood, spoke of an ancient 
  elven prophecy they had been told by Dasan, the 
  leader of the Farhunter tribe, a prophecy that Dasan 
  believed might refer to them. Naturally, since a 
  prophecy was involved, the Church of the Lady of 
  Our Fate was consulted. It turns out that they were 
  aware of the prophecy. Furthermore, two weeks ago 
  the High Priestess of Istus herself received a vision 
  from the Lady telling her that the time of the 
  Farhunters’ prophecy was at hand.” 
   
  Arad speaks up. “Given these developments, we 
  believe it is crucial to investigate this outpost. This 
  is not our only line of investigation—the Archons 
  are looking into every bit of magical research, every 
  unknown item, every bit of arcane doggerel, in the 
  hopes of uncovering something that might be of 
  use to Nadaid. We know of you and your 
  reputations. I ask you, on behalf of Beygraf Nadaid, 
  to go there and find out what this key unlocks. If 
  the elves’ prophecy is correct, it might be vital to 
  the survival of Ket itself. We will teleport you to 
  KET8-02 Crossing the Threshold 
   
  Page 9 
  
  the foothills, but you will have to make your own 
  way into the mountains.  
   
  We’ve also arranged for  a small squad from the 
  Stouthearts to accompany you to the stronghold.  
  They are actually on another mission in the same 
  area, and although they will assist you in finding it, 
  they will not be able to accompany you too far 
  within.” 
   
  Anoshan adds, “In addition, we, the Church of 
  the Scourge of Battle, have agreed to outfit you 
  with whatever supplies you need, within reason, of 
  course. We, too, believe that whatever is in this 
  stronghold could be the turning point for Nadaid 
  and for Ket.” 
   
  Assuming that PCs agree to the mission (and if they 
  don’t, then the adventure is over for them). Arad, 
  Rekah and Anoshan can tell them the following 
  information. 
   
  Rekah: 
  • The key radiates faint auras of all schools of magic, 
  with a slightly stronger aura of conjuration magic. 
  • The writing on the key was difficult to translate, 
  but turned out to be a dialect of elven that hasn't 
  been seen since before the Twin Cataclysms. It. 
  Once translated it turned out to be a series of 
  guideposts and landmarks that seem to lead to this 
  dwarven outpost. 
  • The entrance to the outpost is deep within the 
  Barrier Peaks, in an area that few people have 
  traveled to, and fewer have come back from. While 
  it is (barely) accessible by horse, it is a difficult and 
  treacherous path. If asked, Rekah provides the PCs 
  with a map of the area she and the others believe 
  the outpost is located in. (Give players Players 
  Handout 1: Map of Ket.) 
  • Rekah has talked to members of her clan, as well as 
  members of the Stouthearts, and other dwarves of 
  her acquaintance, and none of them have ever 
  heard of an outpost in the area that the key seems 
  to lead to. A human bard she knows, however, does 
  recall a scrap of a song that she heard from her 
  master, who heard it from his master, who heard it 
  from his master, and so on, which tells of a 
  stronghold deep within the mountains, where a 
  treasure that cannot be spent lies guarded by a 
  Guardian that cannot die. 
  • Although it may not be related, one of the wizards 
  working on this project disappeared a week ago. 
  Satar al’Vay left a note saying he was tired and 
  needed a rest, and no one has heard from him 
  since. If the PCs want to investigate, Rekah tells 
  them that she has her best people looking into it, 
  and the PCs are more needed for this mission. 
   
  Arad 
  • The Beygraf has no idea what the key protects. It is 
  his hope that it is some sort of weapon or magic 
  item that can aid him in his time of need. He does 
  find it very interesting that an elven map would 
  lead to a dwarven outpost. 
  • The Beygraf is well, and is currently trying to rally 
  allies to protect Ket and perhaps even take back 
  those areas that have been taken by Ket’s enemies. 
  Arad will not say where Nadaid intends to get these 
  allies from, nor will he reveal any concrete plans or 
  strategies. 
  • He will tell PCs that the Church of Hextor has 
  been most generous in contributing both funds and 
  men to the defense of Ket. 
  • There have been reports of rust monsters and other 
  aberrations in the area of the Barrier Peaks that the 
  PCs are going to. 
   
  Anoshan 
  • Divinations done by himself, the High Priestess of 
  Istus, and other members of his and her clergies 
  have come back clouded. Aside from the one vision 
  granted by Istus, they’ve got no useful information. 
  Divinations and detection magics other than detect 
  magic done on the key itself seemed to be blocked, 
  and trying to define anything about the dwarven 
  outpost or what it might contain have come back 
  with different answers each time, some of them 
  seemingly wildly at odds with each other. 
  • If asked “what’s in it” for him, Anoshan tells the 
  PCs that what’s in it for him as a possible means of 
  defending Ket. If the PCs are overly antagonistic 
  towards him he will not respond in kind, merely 
  reminding them that when others abandoned the 
  Beygraf and Ket itself, it was Anoshan and his 
  church that came to the rescue, providing men and 
  money to the Beygraf. 
  • Anoshan believes that the quest for the Cup and 
  Talisman is a fool’s quest, masterminded by the Old 
  One (Iuz). He hopes that this mission will lead to 
  something that can thwart the Old One’s plans, 
  which he believes to be nothing less than the total 
  subjugation of Ket and its peoples. 
  • If pressed, he will reveal the details of his torture 
  by agents of Iuz, his subsequent hatred of Iuz, and 
  his reasons for requesting the posting as head of 
  the Church of the Scourge of Battle in Ket. (See 
  Adventure Background: Important NPCs, for these 
  details.) 
  KET8-02 Crossing the Threshold 
   
  Page 10 
  
  • If any PC asks about payment for the mission, 
  Anoshan will offer 50 greatshields (gp) per APL. A 
  DC 20 Diplomacy check causes Anoshan to agree to 
  increase the amount to 75 greatshields per APL. 
   
   
  In addition, either Rekah or Arad is able to give 
  PCs backstory information from KET5-07 Lifting the 
  Latch or KET6-03 Closing the Deal, as detailed in 
  Adventure Background: Secrets of the Past. 
   
  Once the PCs have been briefed, Arad informs 
  them that they have the rest of the day to make any 
  preparations they need for the mission. Their 
  Stoutheart guides will meet them at the College at an 
  hour after dawn the next morning, where they will be 
  given their equipment and the key. 
   
  Molvar has a population of 16,000 (large city) for 
  purposes of calculating goods available as per Dungeon 
  Masters Guide 137. 
   
  FINDING OUT MORE 
  Skill Checks 
  The PCs can attempt the following Skill checks to 
  learn more: 
     
  Knowledge (history) 
   
  • 
  [DC 20] There were a number of dwarven 
  outposts scattered throughout the Barrier Peaks 
  and the Yatil Mountains to protect the dwarven 
  nation from encroachment from both above and 
  below. Few have been found and those that have 
  been mostly in ruins.  
  • 
  [DC 25] There is one known exception to the 
  above – a dwarven outpost maintained by the 
  Blackhammer clan that was the first bastion of 
  defense (unsuccessfully) against the Clockwork 
  Horrors in CY595. The outpost was sealed after 
  the initial battle and everything moveable was 
  stripped from it. (A DC 15 Intelligence check for 
  PCs who took part in KET5-02 Recruitment Drive 
  also reveals this information.) 
   
  Bardic Knowledge 
  • 
  [DC 30] The PC recalls a fragment of a story about 
  ancient dwarven outposts having fierce guardians 
  to protect them from any non-dwarves that might 
  try and break into the stronghold. 
   
  Attempting Divinations, etc. 
  If the PCs try to divine anything about where they are 
  going through divination, commune or similar spells 
  before they leave, they get no information of value. 
  This is due to the Reliquary portal that lies within the 
  outpost. 
   
  Gather Information 
  PCs who choose to Gather Information can find out 
  the following: 
  • 
  [DC 15] Anoshan and the Church of Hextor have 
  been staunch supporters of Beygraf Nadaid, and it 
  is in large part due to them that Molvar has been 
  able to withstand Bissel’s attacks. As such, the 
  residents of Molvar are very pro-Hextor at the 
  moment. 
  • 
  [DC 20] There have been few expeditions to the 
  Barrier Peaks in the past years, and those that have 
  gone have returned found only ruins. 
   
  1: THE ETERNAL GUARDIANS 
  When the PCs return to the College the next morning, 
  they are given the key, which is a stone tablet 
  comprised of three stone wedges (sandstone, basalt and 
  granite) fused together by some sort of magic. The 
  seams are completely smooth, and if it weren’t for the 
  color differences of the three stones, it would be 
  impossible to tell that the tablet was not carved out of 
  one piece of rock. There are various lines and other 
  shapes on the tablet, and writing in various spots. Any 
  PC who reads Elven can tell that the writing is Elven, 
  but an extremely old dialect that is almost 
  incomprehensible without magic. Fortunately, Rekah 
  also provides the PCs with a map and translation of the 
  writings. 
   
  In addition, Anoshan and the Church of Hextor 
  provide PCs with rations and water, rope, picks and 
  other equipment they might need in the mountains. 
  More importantly, he provides the PCs with a scroll of 
  sending so that they can let him or Rekah know when 
  they have returned. Once they do this, the PCs will be 
  teleported back to Molvar. Rekah reminds them that 
  they must get back to the area they are teleported to 
  initially, since that is what the wizard has visualized for 
  the teleport spell. Also present at the College are a 
  squad of four Stouthearts recruited to act as the PCs’ 
  guides. 
   
  The PCs are discouraged from bringing horses, 
  since they will be teleporting into mountainous 
  terrain, but if anyone is insistent, their wishes will be 
  respected.  
   
   
   
  As Arad promised, your party was teleported to 
  the foothills of the Barrier Peaks. After studying 
  the map, your guides were able to figure out the 
  least treacherous path to the area marked on the 
  map. It’s taken you about half a day to get to this 
  point. Now, surveying the mountainous landscape, 
  KET8-02 Crossing the Threshold 
   
  Page 11 
  
  you can see no sign of an outpost of any kind. You 
  are alone, except for your dwarven allies. Oeric 
  Granitefist, the leader of the squad, steps forward.  
   
  “Now we must search. The entrance will not be 
  easy to find, crafted as it was by Dwarven hands. 
  May take some time.” With that, he and his squad 
  fan out, surveying the area. 
   
  It is difficult but not impossible to get horses (or 
  centaurs) to the area marked on the map. 
   
  If the PCs insist on searching on their own, a DC 
  35 Search (+5 bonus for dwarven PCs) reveals an 
  extremely well-crafted and well-hidden secret entrance 
  in one of the slopes, which they find after an hour and 
  a half of searching.  If the PCs wish to take 20 on this 
  check, inform them it will take approximate four hours 
  to do the search.  
   
  If they do not wish to search on their own, or 
  simply assist the Stouthearts’ search, Oeric Granitefist 
  and his band find the entrance after an hour.  
   
  The stone door is not trapped, but is locked with a 
  Good lock that requires a DC 30 Open Lock check. If 
  none of the PCs are able to open the lock, Falwyn 
  Stonecudgel, Oeric’s female lieutenant, is able to 
  unlock it. 
   
  (See DM Map 1: The Dwarven Outpost) Once 
  the door is unlocked the PCs can enter the complex.  
   
  THE DWARVEN OUTPOST 
  Standard Features 
  The walls, floors and ceilings of the outpost, unless 
  otherwise stated, are made of finished stone (granite). 
  The ceilings in all the rooms are 20ft. high.  
   
   
  Entry Hall: A 10-ft. wide corridor widens and 
  slopes down gradually for 150 ft. to Room 1.  
   
   
  Room 1: The entryway to the complex-proper is 
  20 ft. wide and 50 feet long, ending in a pile of rubble 
  that appears to be the remains of a pair of stone doors 
  partially blocking the opening into the next room. 
   
   
  Room 2: Any PC looking into this room sees 
  several chests that were obviously once banded with 
  metal and had metal locks and hasps.  All that is left of 
  the metal is rusty outlines on the chests and piles of 
  rust-colored dust in front of them. 
   
  A DC 15 Knowledge (dungeoneering) or DC 20 
  Bardic Knowledge check reveals that a rust monster 
  could cause this damage.  A DC 20 (at APL 2) or DC 19 
  ( at APL 4+) Track check reveals insect-like track marks 
  at APLs 2 and 4, and large clawed tracks at APL 6+.  At 
  APLs 2 and 4 a DC 15 Knowledge (dungeoneering) 
  check reveals that the tracks were made by a rust 
  monster.  At APL 6+ a DC 19 Knowledge 
  (dungeoneering) check reveals that the tracks were 
  made by one or more lodestone marauders.   
   
  Once two PCs have crossed the opening of Room 
  2, or one PC has gone more than 15 feet into Room 2, 
  the monsters from Room 3 decide to investigate. 
   
  APL 2 
  As you enter what appears to be the remains of a 
  sentry room, you hear a noise from ahead of you. 
  Shuffling out of an opening in the corridor on the 
  other side of this room is a creature seems to be 
  about the size of a pony. It has four insect-like legs 
  and a squat, humped body protected by a thick, 
  lumpy hide. Its tail is covered with armor plates 
  and ends in a bony projection that looks like a 
  double-ended paddle. The creature sports two long 
  antennae on its head, one beneath each eye. 
  Hearing a noise from behind you, you spin about 
  only to see another of these creatures coming down 
  the hall you just came from. Oeric barks an order in 
  Dwarven to his squad. “We’ll take this one,” he says. 
  “You take the beastie that’s blocking our way.” 
   
  APL 4 
  As you enter what appears to be the remains of a 
  sentry room, you hear a noise from ahead of you. 
  Shuffling out of an opening in the corridor on the 
  other side of this room is a creature seems to be 
  about the size of a draft horse. It has four insect-like 
  legs and a squat, humped body protected by a thick, 
  lumpy hide. Its tail is covered with armor plates 
  and ends in a bony projection that looks like a 
  double-ended paddle. The creature sports two long 
  antennae on its head, one beneath each glowing red 
  eye. Hearing a noise from behind you, you spin 
  about only to see another of these creatures coming 
  down the hall you just came from. Oeric barks an 
  order in Dwarven to his squad. “We’ll take this 
  one,” he says. “You take the beastie that’s blocking 
  our way.” 
   
  APLs 6-8 
   
  As you enter what appears to be the remains of 
  a sentry room you hear a noise from ahead of you. A 
  frightful creature stalks out of an opening in the 
  corridor on the other side of this room on four 
  enormous legs. Its skin resembles dull metal and is 
  covered in rusty spikes. Hearing a noise from 
  behind you, you spin about only to see a creature 
  seems to be about the size of a draft horse coming 
  down the hall you just came from. It has four 
  insect-like legs and a squat, humped body protected 
  KET8-02 Crossing the Threshold 
   
  Page 12 
  
  by a thick, lumpy hide. Its tail is covered with 
  armor plates and ends in a bony projection that 
  looks like a double-ended paddle. The creature 
  sports two long antennae on its head, one beneath 
  each glowing red eye. Oeric barks an order in 
  Dwarven to his squad. “We’ll take this one,” he says. 
  “You take the beastie that’s blocking our way.” 
   
  APLs 10-14 
   
  As you enter what appears to be the remains of 
  a sentry room you hear a noise from ahead of you. 
  Two frightful creatures stalk out of an opening in 
  the corridor on the other side of this room, each on 
  four enormous legs. Their skin resembles dull 
  metal and is covered in rusty spikes.  
   
  [APL 12 and 14 only  
  Their eyes glow with a fiendish red hue. ]  
   
  APLs 10-14 
  Hearing a noise from behind you, you spin about 
  only to see a creature seems to be about the size of a 
  draft horse coming down the hall you just came 
  from. It has four insectlike legs and a squat, 
  humped body protected by a thick, lumpy hide. Its 
  tail is covered with armor plates and ends in a bony 
  projection that looks like a double-ended paddle. 
  The creature sports two long antennae on its head, 
  one beneath each glowing red eye. Oeric barks an 
  order in Dwarven to his squad. “We’ll take this 
  one,” he says. “You take the beastie that’s blocking 
  our way.” 
   
  APL 2 (EL 3) 
   
  Rust Monster: hp 27; Monster Manual 216 
   
  APL 4 (EL 7) 
   
  Advanced Fiendish Rust Monster: hp 85; 
  Appendix 1 
   
  APL 6 (EL 9) 
   
  Lodestone Marauder: hp 115; Appendix 1 
    
  APL 8 (EL 11) 
   
  Advanced 
  Lodestone 
  Marauder: 
  hp 
  202; 
  Appendix 1  
   
  APL 10 (EL 13) 
   
  Advanced Lodestone Marauders (2): hp 202; 
  Appendix 1  
   
  APL 12 (EL 15) 
   
  Half-Fiendish Lodestone Marauders (2): hp 148; 
  Appendix 1  
   
  APL 14 (EL 17) 
   
  Advanced Half-Fiendish Lodestone Marauders 
  (2): hp 202; Appendix 1 
   
   
  Once the PCs have defeated the monsters they can 
  search this room, however only rubble and splinters of 
  furniture remain. The Stouthearts will not venture any 
  further into the complex, as they have their own 
  mission they must complete elsewhere.  
   
   
  Room 3: The guard quarters. Nothing metal 
  remains in this room. There are five wooden chests, 
  one at the foot of each bed. They appear to have been 
  banded with metal at one time, but the metal has long 
  since been destroyed by the monsters the PCs just 
  fought. Searching this room, the PCs find some stone 
  and wooden personal items that might fetch a small 
  sum. There are articles of paper and cloth that are still 
  intact, although they’re very fragile. The papers are 
  written in a very old form of Dwarven – over 2,000 
  years old – and are personal journals, duty rosters, etc. 
  On one of the armor racks lining the wall opposite the 
  beds, the PCs find an intact suit of +1 stone plate 
  armor. 
   
   
  Room 4: The west wall of this room contains an 
  empty water basin flanked by three statues. The center 
  10’ tall statue is a representation of Dumathoin, Keeper 
  of Secrets Under the Mountain. His hands rest on the 
  shoulders of the statues on either side of him. The 6’ 
  statue to the north is a Dwarven Warrior in full 
  mountain plate, carrying a hammer and shield. The 7’ 
  statue to the south is a wood-elf warrior carrying a bow. 
  All three statues appear to be gazing up the corridor to 
  the east. 
   
   
  Room 5: A collapsed tunnel. This tunnel leads 
  further into the mountains, and eventually opens into 
  a much deeper area of the Barrier Peaks. It is 
  impassible without extensive use of magic, and is 
  outside the scope of this adventure. 
   
   
  Room 6: A training room. There are various stands 
  and posts that look like they may have held weapons 
  once, and may have been used for combat training, but 
  have long since fallen into disrepair. There is nothing 
  of value in this room. The north wall of this room has 
  partially collapsed. 
   
   
  Room 7: The library. The shelves in this room 
  have collapsed and most of the books have turned to 
  dust. The few remaining books are old and fragile, and 
  are written in a very old form of Dwarven (over 2000 
  KET8-02 Crossing the Threshold 
   
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  years old). If handled carefully, they can be read, and 
  give details on the various denizens of the 
  underground world, such as drow, beholders, and 
  grimlocks. There is also a one-page journal entry by the 
  head of Clan Lyerkam detailing the joint effort 
  between the elves and dwarves in manning the outpost 
  (Give players Player Handout 2: Journal). 
   
  The collapsed area in the northwest corner used to 
  lead to the elven wizard’s chamber and the outpost 
  commander’s personal quarters. However they’re 
  completely filled in with many tons of rubble and 
  nothing has survived. The only item of interest is a 
  pearl of speech (Dwarven), which can be found among 
  some rubble with a DC 25 Search check. The surviving 
  books could be sold to a collector for 500 gp. [DC 20 
  Appraise check reveals the value of the books.) 
   
   
  Room 8: A storage room/kitchen. Nothing of 
  value has survived in this room. 
   
   
  Room 9: A common area. The dominant feature of 
  this room is a large stone table with stone benches. 
  Nothing of value has survived in this room. 
   
  Teleportation, Transmutation and Divination magic 
  do not function in the following three rooms. 
   
   
  Room 10: The first chamber. The large door to 
  this room is made from sandstone. The door is 
  perfectly smooth except for a circular recess exactly the 
  same size as the key the PCs carry. Detect magic cast 
  upon on the door reveals strong auras of all schools and 
  an overwhelming abjuration aura. The door is not 
  trapped, and can only be unlocked with the key/tablet 
  the PCs were given. Once the PCs put the key in the 
  recess, read the following aloud. 
   
   
  As you place the key in the recess, it is almost 
  as if an invisible hand takes it, pulling the rest of 
  the way in. Once the key is flush with a door, green 
  flames begin dancing across the door. You hear a 
  massive crunching sound, as if giant gears and 
  tumblers are being turned. Then, with an almost 
  inaudible click, a lock disengages, the flames die 
  down, and the door opens slightly, the key popping 
  back out of the recess as it does so. 
   
  Once the door is open you can see that the 
  floor is made of the same sandstone as the door. In 
  an alcove in the north wall of this room is a statue 
  of a Dwarven warrior identical to the one you 
  found at the water basin. In an alcove on the south 
  wall of this room is a statue of an Elven warrior, 
  also identical to the one you found at the water 
  basin. 
   
  The only other remarkable thing about this 
  room is the large door in the east wall. It is 
  identical to the sandstone door, except it is made 
  from white marble. 
   
  There is nothing of monetary value in this room. 
   
   
  Room 11: The second chamber. The large door to 
  this room is made from white marble. The door is 
  perfectly smooth except for a circular recess exactly the 
  same size as the key the PCs carry. Detect magic cast 
  upon on the door reveals strong auras of all schools and 
  an overwhelming abjuration aura. The door is not 
  trapped, and can only be unlocked with the key/tablet 
  the PCs were given. Once the PCs put the key in the 
  recess, read the following aloud. 
   
   
  As you put the key in the recess the same thing 
  happens here as happened with the previous door. 
  The only difference is that the flames that dance 
  across this door are blue rather than green. 
   
  Once this door is open you can see a white 
  marble floor beyond. In alcoves in the north wall of 
  this room are two by now familiar Dwarven 
  statutes. In alcoves in the south wall are two Elven 
  statues. There is a door in the east wall of this room, 
  identical to the previous two except it is made from 
  basalt. 
   
  There is nothing of monetary value in this room. 
   
   
  Room 12: The third chamber. The large door to 
  this room is made from basalt. The door is perfectly 
  smooth except for a circular recess exactly the same 
  size as the key the PCs carry. Detect magic cast upon 
  on the door reveals strong auras of all schools and an 
  overwhelming abjuration aura. The door is not trapped, 
  and can only be unlocked with the key/tablet the PCs 
  were given. Once the PCs put the key in the recess, 
  read the following aloud. 
   
   
  Once 
  again 
  you 
  hear 
  the 
  now-familiar 
  unlocking process. The flames dancing across this 
  door are brilliant red. 
   
  Through this door you can see the floor is 
  basalt. There are three Dwarven statues in alcoves 
  on the north wall of this room and three Elven 
  statues in alcoves on the south wall. 
   
   
  Once all of the PCs have entered the room, read 
  the following aloud. 
   
   
  Once the last of you comes into the room, the 
  three doors you came through slam shut in quick 
  KET8-02 Crossing the Threshold 
   
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  succession. A pinprick of light appears on the east 
  wall. This pinprick soon grows into a swirling 
  pattern of liquid sandstone, marble and basalt 
  fifteen feet across. 
   
   
  The three stone doors open quite easily from 
  inside their respective rooms and don’t require the key 
  to open. 
   
  The portal leads to a demiplane known as The 
  Reliquary. 
   
  DC 15 Knowledge (the planes) or DC 20 Bardic 
  Knowledge reveals this is a planar portal. 
   
  DC 30 Knowledge (the planes) reveals that the 
  portal does not lead to a commonly-known plane. 
   
  Once the PCs go through the portal the PCs 
  appear in Room 1 of DM Map 2. 
   
  2: THE RELIQUARY 
   
  See Adventure Background: The Reliquary for 
  information about this demiplane Note that unless the 
  PCs made the Knowledge (planes) check in the 
  previous encounter they might not even realize they 
  are on a different plane.  
   
  Conjuration (teleport) and transmutation spells do 
  not operate on this part of the demiplane—the up-side.  
   
  General Room Description 
  With the exception of Room 2, all of the rooms in the 
  Reliquary are 30 ft. by 30 ft., with ceilings 30 ft. high. 
  All are made of the same bluish-green stone, which not 
  even a dwarf can identify. The rooms are all well-lit, but 
  there doesn’t seem to be any visible light source.  
   
  Rooms 5 through 9 have a permanent wall of force 
  across their entrances and, with the exception of Room 
  4, all these rooms also have two guardians within. The 
  walls of force cannot be dispelled or removed in any 
  way, not even by an argent savant.  
   
   
  Room 1: The entrance portal. Once all of the PCs 
  have come through the portal read the following aloud. 
   
   
  You exit the strange portal and find yourself in 
  a 15 ft. by 15 ft. room. The walls, ceiling and floor 
  are made of some sort of bluish-green stone. 
  Looking behind you, you see that the portal you 
  came through has vanished. Ahead of you, in the 
  south wall, is an entrance into a much larger room. 
  Two metal statues flank the entrance. Upon your 
  arrival they turn to look at you, but do nothing else. 
  There is a sign on the west wall with writing in 
  many different languages, some of which look like 
  no language you have ever seen before. Luckily one 
  of the languages is Common, and it reads: 
   
  “Welcome to The Reliquary. Please do not 
  annoy, harass, bother or assault the exhibit 
  guardians. Thieves and looters will be severely 
  punished.” 
   
  There are fifteen different languages on the sign. PCs 
  who speak Dwarven, Elven, Sylvan, Halfling, Gnome, 
  Draconic, Terran, Auran or Ignan recognize the same 
  welcome in those languages. The other five languages 
  resemble nothing on Oerth the PCs have ever heard of, 
  and are incomprehensible without magical aid.  
   
  The exhibit guardians are featureless 6’ tall 
  humanoids carved from some strange dark metal. Each 
  one wields a sword and shield. They are constructs and 
  will not harm the party unless they are attacked or the 
  party tries to steal or destroy any of the exhibits. Note 
  that trying to dispel or remove any of the walls of force 
  protecting the exhibits does not count as “stealing”, but 
  attempting to remove any items from any of the rooms 
  does. 
   
   
  Room 2: The main area. The first PC entering this 
  area will “awaken” Emsalani, the curator of The 
  Reliquary. Emsalani is an emerald dragon whose very 
  life force sustains this demiplane. She is actually in a 
  deep magical sleep at the center of this demiplane, 
  however her subconscious can still communicate with 
  the PCs. 
   
   
  This large 90 ft. by 90 ft. room has multiple 
  doorways. The floor and ceiling are covered with a 
  colorful mosaic, which seems enhanced by the 
  lighting coming from it. The walls are covered with 
  paintings, carvings, and bookshelves filled with 
  books. There are four more suits of animated armor 
  in this room and, as you watch, you see a whirring, 
  scuttling metal bug about the size of a large dog 
  scurry over to a small pile of debris, latch onto it 
  with its pincers, and spew a stream of acid on it, 
  destroying it completely. 
   
  As you gaze at these wonders, a husky, female 
  voice speaks out, seemingly from nowhere.  
   
  “Greetings, travelers from afar. I am Emsalani. 
  What may I do for you today?” 
   
  • 
  If the PCs ask who Emsalani is, she replies “the 
  curator of the Reliquary”. 
  • 
  If they ask what the Reliquary is, she explains that 
  it is a place where knowledge, magic and mundane 
  items are kept, partially so they will not be lost to 
  time, but also if they are considered too dangerous 
  to be kept on mortal worlds. If a PC asks if there 
  KET8-02 Crossing the Threshold 
   
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  are items from more than one world here, she 
  replies that she has visitors from many realms. 
  • 
  If they ask where she is, she replies “ah, that’s a 
  long and involved story”, and repeats her request. 
  • 
  If the PCs tell Emsalani they have been sent to 
  retrieve something and show her the key, she 
  recognizes it as the Oerth key. She tells the PCs 
  that “the Reliquary is not a lending library”.  
  • 
  If they mention the prophecy, she replies “what 
  care I of prophecies from your world and your 
  gods?” (If the PCs don’t already know they are on 
  another plane, this should be the big tipoff.) 
  • 
  If the PCs tell Emsalani they are from/working for 
  Ket, she says “ah, I know what it is you are after, 
  then.” However, she will not turn it over to them 
  right away, since she doesn’t know if they are 
  people who can be trusted. She says that she must 
  think upon the matter, and that they should feel 
  free to explore the rest of the Reliquary until she 
  comes to a decision. 
   
  PCs that spend time examining the mosaics recognize 
  many events from Oerth, such as the Twin Cataclysms, 
  the ether creatures invading Tenh, and Zazyg’s 
  imprisonment of the various powers beneath Castle 
  Greyhawk. However, there are also representations of 
  events and places that are completely unknown. 
   
  The books are histories of various lands, cities and 
  worlds, some of which the PCs have never heard of. 
  They’re written in a multitude of languages. PCs can 
  take the books off the shelves to examine them, but if 
  they put them in a bag, sack, backpack, etc., the guards 
  will assume they are trying to steal the books. The 
  guards will move to attack, but immediately putting 
  the books back will stop the guards and they will 
  return to their positions. 
   
  PCs with Knowledge (arcana) who examine the 
  metal bug can discover the following: 
  • [DC 11] the creature is a Clockroach, a mindless 
  construct incapable of independent thought. 
  • [DC 
  16] clockroaches are tough, buglike 
  automatons 
  equipped 
  with 
  magically 
  replenishing reservoirs of powerful acid, which 
  they can spray up to 30ft. 
  • [DC 21] clockroaches can burrow into stone and 
  earth, and they can climb at the same speed they 
  walk. 
  • [DC 26] a clockroach’s carapace contains an 
  indentation to hold a command amulet. When 
  the amulet is in place the clockroach can be 
  programmed. 
   
   
  Room 3: The exit portal. This room is where 
  Emsalani can activate an exit portal. She can key it to 
  any place she knows of, i.e., back to Oerth, or to the 
  “down side” of this plane (although she doesn’t know 
  what is there, since the illusion magic she uses to 
  communicate in the Reliquary is inhibited on the 
  “down side”. Currently, the portal is not active so this 
  room appears to be an empty 30ft. by 30ft room. 
   
   
  Room 4: Mostly empty room. This room used to 
  contain the Chaos item that infused the guards with 
  sentience. It currently resides (along with the missing 
  guards) on the down-side of the plane. The remainder 
  of the items in this room are books and writings on 
  various magic items which embody the concepts of 
  chaos, law, good and evil. This room is the only room, 
  other than the portal rooms and main area that does 
  not have a wall of force blocking the entrance. 
   
   
  Room 5: This room contains bookshelves with 
  many books (no discernable titles), mundane weapons 
  and armor of various designs, and various equipments 
  ranging from items whose use is readily determinable, 
  up to exotic items with unknown purpose. In addition 
  it contains the following items of note: 
  • 
  A statue of a warrior made entirely of crystal. 
  The warrior is human, but is of a race not 
  known on Oerth, wearing armor of a design 
  also unknown on Oerth. 
  • 
  A small green jewel, held in a cage that 
  appears to be made of elaborately plaited wire. 
  • 
  An obsidian dagger with three colorful 
  feathers tied around the hilt. 
  • 
  Three beautifully crafted harps, ranging in 
  size from a small hand harp, up to a normal 
  traveling harp. 
   
   
  Room 6: The Prophecy room. This room contains 
  a variety of containers. Chests, boxes, caskets, bags and 
  barrels, all of various sizes and all made from various 
  materials. 
   
   
  Room 7: This room contains bookshelves with 
  many books (no discernable titles), mundane weapons 
  and armor of various designs, and various equipments 
  ranging from items whose use is readily determinable, 
  up to exotic items with unknown purpose. In addition 
  it contains the following items of note: 
  • 
  A small metal device, with the grip of a hand-
  crossbow, but with a hollow tube instead of a 
  string and bow, and a larger variety which is 
  about the size of a spear. 
  KET8-02 Crossing the Threshold 
   
  Page 16 
  
  • 
  A beautifully carved chair with long snake-
  like dragons carved into the wood. 
  • 
  A tattered flag, depicting a strange golden 
  insect of some kind with large, sweeping 
  wings, on a forest-green background. It bears 
  some writing across the bottom in an odd 
  dialect 
  of 
  Elven 
  which 
  translates 
  to 
  “Kingfisher, Elven Imperial Navy”. 
   
   
  Room 8: This room contains bookshelves with 
  many books (no discernable titles), mundane weapons 
  and armor of various designs, and various equipments 
  ranging from items whose use is readily determinable, 
  up to exotic items with unknown purpose. In addition 
  it contains the following items of note: 
  • 
  A silver-tipped lance nearly 20’ in length, and 
  a saddle with many straps and buckles that is 
  designed for a huge-sized mount of some 
  kind. 
  • 
  An orb made of some kind of crystal, sitting 
  on a cushion on a pedestal. It contains 
  swirling patterns that seem to form words 
  inside of it, but it is impossible to tell what 
  language they are, if they are a language at all. 
  • 
  A 5-foot-long statue of a strange, serpent-like 
  dragon. The statue is crafted of some 
  unknown metal. 
   
   
  Room 9: This room contains many books, 
  mundane weapons and armor of various designs, 
  similar to the other rooms. However, the weapon and 
  armor designs are familiar to the PCs since many of 
  them are items that the PCs have encountered before. 
  Of course, these are antiques compared to those 
  currently in use by the various races of Oerth. Other 
  items of note are: 
  • 
  Various battle standards of the various nations 
  of Oerth, all of them more than 1,000 years 
  old. 
  DC 
  20 
  Knowledge 
  (history) 
  or 
  Knowledge (nobility and royalty) or [DC 25] 
  Bardic Knowledge reveals the approximate 
  age of the standards. 
  • 
  A beautifully crafted map of Oerth made of 
  hand-carved wood and stone, but one that 
  depicts the world as it was before the creation 
  of the Bright Desert and the Sea of Dust. DC 
  20 
  Knowledge 
  (geography) 
  or 
  Bardic 
  Knowledge, or DC 15 Knowledge (history) 
  reveals the age of the map. 
  • 
  A small insect-like mechanical device. A DC 
  15 Knowledge (arcana) or DC 12 Knowledge 
  (local-VTF) check determines that it is an 
  electrum clockwork horror, though of a 
  different design than the ones seen most 
  recently in Ket. 
   
  The PCs cannot gain access to any of the rooms. The 
  walls of force cannot be dispelled, removed or 
  destroyed by the PCs, and teleportation magic is 
  inhibited. Once the PCs have had a chance to explore 
  the Reliquary, Emsalani will summon them back to 
  room 2. 
   
  3: THE PRICE 
  “I will give you what you seek, however before I do 
  I require a gesture of goodwill from you,” Emsalani 
  says. “You will have noticed, no doubt, that one of 
  my rooms is unguarded and open. The item that 
  was there has been taken by one of my guards. In 
  order to prove yourself to me I require you to get it 
  and the guard back.” 
   
  If the PCs refuse to perform this task, Emsalani will 
  open a portal in Room 3 back to the outpost so that the 
  PCs can return to Oerth empty-handed. Proceed to 
  Encounter 5. 
   
  If the PCs agree to the task, Emsalani gives them 
  the following details: 
  • 
  The guard took the item a few weeks ago, a 
  small stone box, and somehow managed to 
  activate the portal in Room 3, traveling to the 
  underside of the plane. He used a command 
  word she had never heard before, and when 
  she tried to send her illusion through to see 
  where the resulting portal lead, she found she 
  couldn’t. 
  • 
  If the PCs ask what the box contains, 
  Emsalani tells them it contains a Chaos 
  artifact.  She has never opened the box, and 
  does not know what the artifact looks like. 
  • 
  She doesn’t know why the guard took the 
  item, or how it was able to activate the portal. 
  The guards are merely mindless constructs 
  under her command. [DMs’ Note: She 
  believes this to be true, and she is unaware 
  that close proximity to the chaos artifact has 
  imbued the guard with sentience and that is 
  why he took the box and how he was able to 
  activate the portal.] 
  • 
  Due to the fact her illusion magic does not 
  function on the underside of the plane, she 
  has not been able to see what is going on 
  down there. She sent a squad of six guards to 
  retrieve the errant guard and the item about 
  10 days ago, but they never returned so she 
  KET8-02 Crossing the Threshold 
   
  Page 17 
  
  doesn’t want to risk sending any more guards 
  down. 
  • 
  If the PCs ask whether Emsalani cares if the 
  guard is returned intact or not, she replies 
  that she doesn’t. 
   
   
  The PCs may cast any spells they wish, keeping in 
  mind that transmutation and conjuration (teleport) 
  spells do not work on the “up-side” of the demiplane. If 
  they wish to rest overnight before proceeding, 
  Emsalani will allow them to stay in the main area. If 
  they wish to cast any divination spells to get 
  information on what they may face, the spells work 
  normally as they would on their own plane. Once the 
  PCs are ready to proceed, Emsalani will give them the 
  command word to activate the portal in Room 3. This 
  portal is a dull gray in color. 
   
  Read to Chaotic PCs 
   
   
  Pausing to get your bearings once you are 
  through the portal (which has remained here), you 
  feel energized, as if all your senses were suddenly 
  sharper. Looking around, you see nothing but a dull 
  grey, flat expanse. Suddenly something moving off 
  in the distance catches your eye. 
   
  Chaotic PCs must make a DC 20 Will save due to 
  the influence of the chaos artifact. If they make their 
  save they gain a +1 morale bonus to all skill checks, 
  ability checks, attack rolls and saves for the remainder 
  of the mod.  
   
  Read to Lawful PCs 
   
   
  Pausing to get your bearings once you are 
  through the portal (which has remained here), you 
  hear the sound of hundreds of different voices 
  whispering in your ear, telling you all manner of 
  strange and disturbing things. Looking around, you 
  see nothing but a dull grey, flat expanse. Suddenly 
  something moving off in the distance catches your 
  eye. 
   
   
  Lawful PCs must make a DC 20 Will save due to 
  the influence of the chaos artifact. If they fail their save 
  they gain a -1 morale penalty to all skill checks, ability 
  checks, attack rolls and saves for the remainder of the 
  mod. 
   
  Read to Neutral PCs 
   
   
  Pausing to get your bearings once you are 
  through the portal (which has remained here), you 
  see nothing but a dull grey, flat expanse. Suddenly 
  something moving off in the distance catches your 
  eye. 
   
   
  The chaos artifact has no effect, positive or 
  negative on Neutral PCs. 
   
  Conjuration (teleport) and Illusion spells do not work 
  on this side of the demiplane.  
   
  The sentient guardian(s) are approximately 2,000 
  ft. from the portal. Once the PCs get within 500 ft., 
  they can see several sentient guards building 
  something, while two of them seem to be having a 
  heated argument. 
  • 
  DC 
  15 
  Knowledge 
  (architecture 
  and 
  engineering) reveals that the structure is 
  more than just a simple building – there is an 
  artistic flow to the building that is 
  aesthetically pleasing as well as being 
  functional. 
  • 
  DC 10 Sense Motive reveals that the 
  guardians’ behavior is not normal for a 
  construct. 
  • 
  [DC 20] Knowledge (arcane) check reveals 
  that the sentient guardians are moving with 
  much 
  more 
  independence 
  than 
  the 
  constructs on the up-side of this demiplane. 
  • 
  [DC 20] Bardic Knowledge reveals that the 
  sentient 
  guardians 
  share 
  similar 
  characteristics with a rogue modron that 
  achieved sentience several years ago. (A DC 
  15 Intelligence check for PCs who played 
  COR3-14 Hunt for the Rogue reveals the 
  same thing.) 
   
   
  If the PCs approach peacefully, they see that the 
  sentient guardians are indeed erecting a building. 
  Visiyani, the leader of the sentient guardians will 
  approach the PCs warily and ask what they want. If 
  they tell him that Emsalani has sent them to take him 
  and the artifact back, he will tell them that, thanks to 
  “The Bringer of Life” (as he calls it), he and his 
  companions have gained self-awareness, and they 
  would rather be destroyed than go back.  
   
  If the PCs continue speaking to Visiyani, he tells 
  them the following: 
  • 
  He “awoke” a month ago, and decided to take the 
  chaos artifact away before Emsalani discovered 
  what had happened to him. He knew of the exit 
  portal room and when he got there a word 
  appeared in his head. He said the word; the portal 
  formed, and led him here. 
  • 
  He was going to try and go back to get more 
  guards, to see if the artifact would grant them 
  sentience as well, when Emsalani’s squad came 
  through the gate. Due to his rapidly growing 
  KET8-02 Crossing the Threshold 
   
  Page 18 
  
  intelligence, he was able to avoid the guards until 
  they, too, were affected by the chaos artifact. 
  • 
  He and his companions are building a shrine to 
  house “The Bringer of Life”, but work is going 
  slowly since the other sentient guardians aren’t as 
  intelligent as he is – they follow orders well, but 
  they have no “vision”. If the PCs would like to 
  help out, he would greatly appreciate it. 
  • 
  If the PCs ask to see the chaos artifact, he refuses, 
  telling them only that it is in a safe place. 
  • 
  He absolutely refuses to even consider the 
  possibility of him or his companions going back to 
  the “up side”. Now that they have their freedom, 
  they refuse to be enslaved again. He also refuses to 
  turn over the chaos artifact, believing that if it is 
  gone they will return to being mindless 
  automatons. He is not interested (at this time) in 
  converting any more guards – he just wants to be 
  left alone with the ones he has. 
   
  If the PCs offer to intercede with Emsalani on the 
  sentient guardians’ behalf, Visiyani is not convinced 
  that it would even work. It is a DC 20+APL Diplomacy 
  check to get him to agree and all PCs may try to assist 
  the check. Under no circumstances will he agree to 
  any deal that involves him and his companions or the 
  chaos artifact being returned to the Reliquary. The 
  following modifiers may apply (and are cumulative): 
  • 
  The PCs have made no hostile overtures towards 
  the sentient guardians: +2 
  • 
  The PCs attacked the sentient guardians first: -5 
  • 
  The PCs offered/agreed to help build the shrine: 
  +2 per PC 
  • 
  The PCs offered to take the place of the sentient 
  guardians in the Reliquary: +4 
   
   
  If the PCs’ Diplomacy check succeeds, the 
  sentient guards will allow the PCs to negotiate with 
  Emsalani on their behalf. 
   
  If the PCs Diplomacy check fails, the sentient 
  guards will not allow the PCs to leave, and attack them. 
  See DM Map 3. 
   
  APL 2 (EL 4) 
   
  Sentient Guardians (2): hp 23, 23; Appendix 1 
   
  APL 4 (EL 4) 
   
  Sentient Guardians (2): hp 23, 23; Appendix 1 
   
  APL 6 (EL 6) 
   
  Sentient Guardians (4): hp 23, 23, 23, 23; 
  Appendix 1 
   
  APL 8 (EL 8) 
   
  Sentient Guardians (7): hp 23, 23, 23, 23, 23, 23, 
  23; Appendix 1 
   
  APL 10 (EL 10) 
   
  Sentient Guardians (7): hp 36, 36, 36, 36, 36, 36, 
  36; Appendix 1 
   
  APL 12 (EL 12) 
   
  Sentient Guardians (2): hp 49, 49, 49, 49, 49, 49, 
  49; Appendix 1 
   
  APL 14 (EL 14) 
   
  Sentient Guardians (2): hp 62, 62, 62, 62, 62, 62, 
  62; Appendix 1 
   
   
  If the PCs defeat the sentient guards, a DC 25 
  Search check finds in the shrine the stone box 
  containing the chaos artifact. The box is indestructible 
  and cannot be opened by any means (or at least by any 
  methods to which the PCs have access.) 
   
  Once the PCs have either diplomacized or 
  defeated the sentient guards, they can return through 
  the portal to collect their reward. If the PCs do not kill 
  the sentient guardians, they receive the Favor of the 
  Sentient Guardians reward on the AR. 
   
  4: THE REWARD 
  If the PCs destroyed the sentient guardians and 
  retrieved the chaos artifact 
   
  “You have honored your part of our bargain, 
  and now I shall honor mine,” says the voice of 
  Emsalani. Two of the guards walk out of the 
  southeast [Room 6] exhibit room carrying a large 
  chest, which they place in front of you. 
   
  “This chest contains a declaration of friendship 
  and treaty of mutual defense between the nation 
  known as Ket and the nation known as the elves of 
  the Bramblewood. It also contains the friendship 
  gifts exchanged at the time of the treaty signing. 
  These were deposited in the Reliquary almost a 
  millennium ago, at which time I was told that they 
  would be retrieved when one of the nations had the 
  need. That is why they were placed in the Prophecy 
  Room. I now turn them over to you.” 
   
  If the PCs agreed to negotiate for the sentient 
  guardians 
   
  “It appears that you were not able, or were not 
  willing, to honor your part of the bargain. What 
  have you to say to this?” Emsalani asks. 
   
  KET8-02 Crossing the Threshold 
   
  Page 19 
  
   
  Once the PCs have explained the guards’ sentience 
  to Emsalani, she will continue. Modify the text below 
  if one or more of the PCs offer to serve in place of the 
  guards before Emsalani asks. 
   
   
  “Of course I would not wish to force the guards 
  into servitude when they have become sentient, 
  nor would I wish to take that which gave them 
  sentience. I would hope, though, that one day they 
  may wish to come here of their own free will – not 
  to serve, but to visit. It would be fascinating to 
  speak with them of this experience, and I would 
  welcome the company. It is rare these days that I 
  find myself with someone to talk to. 
   
  “However, that does not solve my problem. 
  While you have acted honorably in this matter, I 
  still cannot turn over the items you seek without 
  recompense of some sort. Do you have anything 
  you could offer in trade?” 
   
   
  Emsalani is not interested in anything other than 
  companionship. If the PCs don’t come up with the idea 
  of one or more of them coming back to stay with 
  Emsalani after they have completed their mission, 
  Emsalani herself will suggest it. Emsalani will ask for 
  six months’ service (26 TUs) from any PC who is 
  willing to return. Any PC who agrees receives the 
  Favor of Emsalani on the AR. 
   
  DM’s Note: it is possible that a PC may agree to 
  return and stay with Emsalani and then renege on the 
  deal once he’s back on his own plane. Only a PC whose 
  player marks off 26 TUs in the Added TU Cost section 
  of his AR may claim the Favor of Emsalani. 
   
  If the PCs refuse to spend the six months with 
  Emsalani, she will not turn over the chest. If they do, 
  she will happily turn the chest over to them. 
   
    
  Two of the guards walk out of the southeast 
  [Room 6] exhibit room carrying a large chest, which 
  they place in front of you. 
    
  “This chest contains a declaration of friendship 
  and treaty of mutual defense between the nation 
  known as Ket and the nation known as the elves of 
  the Bramblewood. It also contains the friendship 
  gifts exchanged at the time of the treaty signing. 
  These were deposited in the Reliquary almost a 
  millennium ago, at which time I was told that they 
  would be retrieved when one of the nations had the 
  need. That is why they were placed in the Prophecy 
  Room. I now turn them over to you.” 
   
   
  The chest contains the friendship declaration and 
  treaty, embossed on a thin sheet of pure mithral, in a 
  very old dialect of Baklunish and a very old dialect of 
  Elven. The treaty basically says that the Ketite people 
  and all their descendents are considered to be elf-kin, 
  and as such either nation may call upon the other in 
  times of need. If the call goes forth, the ones called are 
  honor-bound to commit men, arms and supplies to the 
  defense of the other as they would to their own people. 
  As a token of this pledge, the Ketites gave the elves a 
  scimitar named Honor’s Guardian, and the elves gave 
  the Ketites a longbow named Farhunter. Both weapons 
  have their names inscribed on them in Baklunish and 
  Elven. These are intelligent weapons, and anyone 
  wielding them must accept the consequences – see 
  Appendix 2: New Items for details. 
   
  Emsalani opens a portal back to Oerth for the PCs, 
  which manifests in Room 12 of the Dwarven outpost. 
  She asks them if they will stay and converse with her a 
  while before they leave, since she doesn’t get many 
  visitors, and would like to hear stories of other worlds. 
  However, if the PCs wish to go back right away, she 
  does not stop them. 
   
  If the PCs do stay and talk to her, she tells them 
  the history of the Reliquary. She has no qualms about 
  telling them she is a 2,000-year-old emerald dragon, 
  nor that it is her lifeforce and that of her lineage that 
  sustains the demiplane. She views this as a noble 
  calling. 
   
  In addition to the chest, Emsalani gives the PCs a 
  deactivated clockroach to take back with them. She 
  does not have a spare command amulet to give them, 
  however. 
   
  5: AMBUSH! 
  Satar al’Vay (see Adventure Background: Important 
  NPCs for details) and Paksima, a priestess of Iuz, 
  entered the dwarven cavern after the PCs went 
  through the portal, and now await the PCs’ return. 
   
  When the PCs return to the Dwarven outpost they 
  come out in Room 12. The doors to Rooms 10, 11, and 
  12 are all shut, but easily (and noisily) open without the 
  key from this side of the door. It is a full round action 
  to open one of these doors, and Conjuration (Teleport), 
  Transmutation and Divination magic does not work in 
  these three rooms.  
   
  As soon as the PCs open the door to Room 12, the 
  Iuzian strike force waiting in Rooms 7 and 9 hear 
  them, and begin to buff themselves and take up 
  advantageous positions. They have at least two rounds 
  (and perhaps more, depending on whether the PCs do 
  anything other than open the doors) to buff 
  themselves. They will start with hour-per-level buff 
  spells, knowing that the PCs might hear the 
  spellcasting and decide to wait before opening the final 
  door.   
  KET8-02 Crossing the Threshold 
   
  Page 20 
  
   
  Once the strike force hears the PCs coming out of 
  Room 10 they attack. The members of the strike force 
  aren’t trying to hide, since they know they’re not very 
  good at it, but they are also not standing in the middle 
  of the hallway waiting for the PCs. The strike force 
  wants whatever the PCs are bringing back, and has no 
  qualms about using lethal force, since they don’t expect 
  the PCs to live to report it. 
   
  In the event any of the PCs are wielding Honor’s 
  Guardian or Farhunter, Satar will recognize those as 
  weapons of great power and will command his 
  companions to concentrate on destroying the PCs 
  wielding the weapons.   Satar does not know all of the 
  powers the weapons have though, so they are not 
  expecting the weapons to be able to cast true 
  resurrection upon a slain wielder. 
   
   
  APL 2 (EL 5) 
   
  Troll skeleton: hp 39; Monster Manual 227 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 2; hp 14; Appendix 1 
   
  Paksima: medium human cleric of Iuz 1; hp 11; 
  Appendix 1 
   
  APL 4 (EL 7) 
   
  Boneclaw: hp 105; Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 3; hp 19; Appendix 1 
   
  Paksima: medium human cleric of Iuz 3; hp 27; 
  Appendix 1 
   
  APL 6 (EL 9) 
   
  Boneclaws (2): hp 105, 105; Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 5; hp 29; Appendix 1 
   
  Paksima: medium human cleric of Iuz 5; hp 43; 
  Appendix 1 
   
   
  APL 8 (EL 11) 
   
  Huge Air Necromental hp 150; Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 7; hp 39; Appendix 1 
   
  Paksima: medium human cleric of Iuz 7; hp 59; 
  Appendix 1 
  APL 10 (EL 13) 
   
  Huge Air Necromental (2): hp 150, 150; 
  Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 9; hp 58; Appendix 1 
   
  Paksima: medium human cleric of Iuz 9; hp 75; 
  Appendix 1 
   
   
  APL 12 (EL 15) 
   
  Greater Advanced Air Necromental (2): hp 150, 
  150; Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 11; hp 70; Appendix 1 
   
  Paksima: medium human cleric of Iuz 11; hp 91; 
  Appendix 1 
   
   
   
  APL 14 (EL 17) 
   
  Elder Air Necromental (2): hp 210, 210; 
  Appendix 1 
   
  Satar 
  al’Vaste: 
  medium 
  human 
  wizard 
  (necromancer) 13; hp 95; Appendix 1 
   
  Paksima: medium human cleric of Iuz 13; hp 107; 
  Appendix 1 
   
   
   
  If the PCs search the captured/slain strike force, 
  they find that the wizard is Satar al’Vay, the wizard that 
  abruptly left the Archons a week ago. However, it 
  appears that he is actually Satar al’Vaste, a member of 
  the evil Air Archon sect that plagued Ket over the past 
  few years. The PCs discover Satar’s personal notebook, 
  which seems to indicate he was a minor Vaste wizards 
  responsible for a small part of the design of the 
  elemental WMD in KET4-07 The Darkeye Hour. Satar 
  also believed he was the last of the Vaste to survive 
  discovery and execution following The Darkeye Hour. 
   
  Once the PCs have defeated the Iuz strike force, 
  they can return to the teleport point and use the scroll 
  of sending to contact Rekah, Anoshan or Arad and ask 
  to be retrieved. It will take Rekah 20 rounds (2 
  minutes) or Anoshan or Arad 150 rounds (15 minutes) 
  to summon the wizard to teleport the PCs back. 
   
  CONCLUSION 
   
  There may be some PCs who don’t wish the treaty 
  to come to light. If the PCs try to destroy or otherwise 
  prevent the treaty from coming to light, Istus takes this 
  as a personal affront, since she sees the PCs trying to 
  thwart fate. PCs receive the Curse of Istus on their AR, 
  which cannot be removed except with an atonement 
  cast by a cleric of Istus. 
   
  If the PCs decide to take the treaty and gifts to the 
  elves of the Bramblewood (and/or, more specifically, to 
  the Farhunter tribe form KET6-03 Closing the Deal, 
  Dasan (the leader of the tribe) will request the PCs take 
  him to Molvar to meet with the Beygraf, whom he 
  trusts. In this case the Conclusion is the same, just 
  delayed for a week or so – modify the text to reflect 
  that the Farhunters have already been contacted. 
   
   
  Rekah, Arad and Anoshan stare at the contents 
  of the chest. “I never dreamed that you might find 
  KET8-02 Crossing the Threshold 
   
  Page 21 
  
  something like this,” Arad says softly, brushing his 
  fingers across the writings on the treaty.  
   
  “Nor I,” Rekah adds. “I thought perhaps a 
  weapon of some sort, but never this.” She too, 
  seems  
   
  Anoshan speaks up. “What you have done may 
  change – will change – the course of Ketite history, 
  and may very well turn the tide for us and for the 
  Beygraf. Well done!” 
   
  Arad turns to the others. “There is much to do. 
  I must inform Nadaid of this immediately, and then 
  we must send messengers to the Farhunters. The 
  elves must be informed of this.” He turns to you. 
  “Allow me to add my congratulations to that of my 
  colleague. I know we would all like to hear more of 
  your journey to this Reliquary and the wonders you 
  saw there, but that will have to wait for another day 
  – as you can see, there is much to be done. I look 
  forward to the day when my Beygraf can thank you 
  himself from his rightful place in the Copper 
  Palace. Until that day, know that you have his 
  gratitude, and the gratitude of Ket.” 
   
  EXPLANATION OF AR REWARDS 
   
  Respect of the Dwarves: The PCs get this for 
  returning with information about the lost dwarven 
  stronghold. 
   
  Friendship of the Guardians: The PCs get this if the 
  sentient constructs survived the adventure, and the 
  PCs negotiated a “treaty” between Emsalani and the 
  sentient constructs. 
   
  Friendship of Emsalani: Any PC who either stays in 
  the demiplane for 26 TUs, or leaves to finish the 
  adventure and then returns and stays with Emsalani 
  for 26 TUs gains this reward. 
    
  Archons: Only for members of the Archons metaorg, if 
  the adventure is successfully completed. Cannot be 
  awarded if “Interfering with Fate” was gained. 
   
  Veterans: Only for members of the Veterans metaorg, 
  if the adventure is successfully completed. Cannot be 
  awarded if “Interfering with Fate” was gained. 
   
  Stouthearts: Only for members of the Stouthearts 
  metaorg, if the adventure is successfully completed. 
  Cannot be awarded if “Interfering with Fate” was 
  gained. 
   
   
  Interfering with Fate: If the PCs destroy the treaty or 
  otherwise refuse to give it to Nadaid and his associates, 
  they gain this. 
   
  Satar’s Notebook: If Satar is captured or killed, the 
  PCs gain this. 
   
  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. 
   
  1: Eternal Guardians 
  Defeat the guardians 
  APL 2 
  90 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  3: The Price 
  Defeat or negotiate with the sentient guards 
  APL 2 
  120 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
   
  6: Ambush! 
  Defeat the minions of Iuz 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  Story Award 
  Return with the treaty and the gifts: 
  APL 2 
  60 XP 
  APL 4 
  90 XP 
  APL 6  
  120 XP 
  KET8-02 Crossing the Threshold 
   
  Page 22 
  
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
   
  Discretionary roleplaying award 
  APL 2 
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  1: The Eternal Guardians 
  All APLs: Loot: 42 gp; Magic 208 gp; +1 stone plate 
  armor (158 gp), pearl of speech (dwarven) (50 gp); Total 
  250 gp. 
   
  5: Ambush 
   
  APL 2: Loot 229 gp; Coin 25 gp; Magic 218 gp; 
  scroll of grease (2 gp), +1 spear (192 gp), wand of 
  benign transposition (10 charges) (12 gp), wand of 
  protection from good (10 charges) (12 gp); Total 472 
  gp. 
   
   
  APL 4: Loot 229 gp; Coin 25 gp; Magic 218 gp; 
  scroll of grease (2 gp), +1 spear (192 gp), wand of 
  benign transposition (10 charges) (12 gp), wand of 
  protection from good (10 charges) (12 gp); Total 472 
  gp. 
   
   
  APL 6: Loot 229 gp; Coin 125 gp; Magic 384 gp; 2 
  cloaks of protection +1 (83 gp each), scroll of grease (2 
  gp), +1 spear (192 gp), wand of benign transposition (10 
  charges) (12 gp), wand of protection from good (10 
  charges) (12 gp); Total 738 gp. 
   
   
  APL 8: Loot 50 gp; Coin 125 gp; Magic 1313 gp; 2 
  cloaks of resistance +1 (83 gp each), headband of 
  intellect +2 (333 gp), +1 heavy plate armor (263 gp), 
  periapt of wisdom +2 (333 gp), +1 spear (192 gp), scroll 
  of grease (2 gp wand of benign transposition (10 
  charges) (12 gp), wand of protection from good (10 
  charges) (12 gp); Total 1488 gp. 
   
   
  APL 10: Loot 50 gp; Coin 125 gp; Magic 2063 gp; 
  amulet of health +2 (333 gp), cloak of resistance +1 (83 
  gp), cloak of resistance +2 (333 gp), headband of 
  intellect +2 (333 gp), +1 heavy plate armor (263 gp), 
  periapt of wisdom +2 (333 gp), ring of protection +1 
  KET8-02 Crossing the Threshold 
   
  Page 23 
  
  (167 gp), +1 spear (192 gp), scroll of grease (2 gp), wand 
  of benign transposition (10 charges) (12 gp), wand of 
  protection from good (10 charges) (12 gp);Total 2238 
   
   
  APL 12: Loot 50 gp; Coin 125 gp; Magic 3563 gp; 
  amulet of health +2 (333 gp), cloak of resistance +1 (83 
  gp), cloak of resistance +2 (333 gp), headband of 
  intellect +4 (1333 gp), +1 heavy plate armor (263 gp), +1 
  impaling spear (692 gp), periapt of wisdom +2 (333 gp), 
  ring of protection +1 (167 gp), scroll of grease (2 gp), 
  wand of benign transposition (10 charges) (12 gp), 
  wand of protection from good (10 charges) (12 gp); 
  Total 3738 gp. 
   
   
  APL 14: Loot 50 gp; Coin 125 gp; Magic 8688 gp; 
  amulet of health +4 (1333 gp), cloak of resistance +1 (83 
  gp), cloak of resistance +3 (750 gp), gauntlets of ogre 
  power (333 gp), headband of intellect +6 (3000 gp), +1 
  heavy plate armor (263 gp), +1 impaling spear (8302), 
  periapt of wisdom +2 (333 gp) ring of protection +1 
  (167 gp); tunic of steady spellcasting (208), scroll of 
  grease (2 gp), wand of benign transposition (10 
  charges) (12 gp), wand of protection from good (10 
  charges) (12 gp); Total 8863 gp 
   
  Treasure Cap 
  APL 2: 
  450 gp 
  APL 4: 
  650 gp 
  APL 6: 
  900 gp 
  APL 8: 
  1,300 gp 
  APL 10: 
  2,300 gp 
  APL 12: 
  3,300 gp 
  APL 14: 
  6,600 gp 
   
  Total Possible Treasure 
  APL 2: 
  722 gp 
  APL 4: 
  722 gp 
  APL 6: 
  988 gp 
  APL 8: 
  1738 gp 
  APL 10: 
  2488 gp 
  APL 12: 
  3988 gp 
  APL 14: 
  9113 gp 
   
  ADVENTURE RECORD ITEMS 
  Respect of the Dwarves: For exploring a long lost 
  dwarven stronghold, the dwarves offer to craft this PC 
  any weapon, armor or shield out of adamantine.  It 
  must be made mostly of metal and has to be from the 
  PHB or RoS, Open Access. The PC still pays the regular 
  cost. 
   
  Friendship of the Guardians: For negotiating on their 
  behalf with Emsalani, the now-sentient guardians offer 
  this PC their friendship.  If you have the leadership 
  feat, you can take one of the sentient guardians as your 
  cohort: it is a living construct (use the warforged from 
  MM2); can only advance as the warrior NPC class; level 
  1 and 3 feats are: adamantine body (MM2) and weapon 
  focus (longsword); starts with Str 13, Dex 11, Con 14, 
  Int 9, Wis 8, Cha 6, adamantine longsword, 
  masterwork heavy steel shield. 
  ------------------------------------- 
  Friendship of Emsalani: For agreeing to keep 
  Emsalani company (26 TUs must be spent on this AR), 
  she has offered to teach this PC any of the following: 
  PrCs: Dragonheart Mage PrC (RoD), Dragon Devotee 
  PrC (RoD), Dragonsong Lyrist (Dr) 
  Feats: Draconic Toughness (RoD), Dragonfriend (Dr), 
  Dragonsong (Dr), Sense Weakness (Dr) 
  You may immediately utilize the retraining rules to 
  take one of these feats.  The retraining still costs the 
  standard character level x 100 in gold, but there is no 
  extra TU cost, as it is considered to be included in the 
  time spent with Emsalani. 
  ---------------------------------------- 
  Archons: You gain Ket regional access to the following 
  spells: (from SpC) electric loop, slapping hand, 
  suppress breath weapon, chain missile, snake’s 
  swiftness, snake’s swiftness, mass, dimension door, 
  greater, aura of evasion, stone shape, greater. (From 
  PHB2) insight of good fortune, regroup, celerity, 
  lesser, celerity, celerity, greater, dimension shuffle 
  ---- 
  Veterans: You gain Ket regional access to the 
  following magic items (all from MIC): armbands of 
  might, counterstrike bracers, gloves of fortunate 
  striking, 
  greatreach 
  bracers, 
  sacred 
  scabbard, 
  transposer cloak 
  ---- 
  Stouthearts: You gain Ket Regional access to the 
  following 
  armor 
  enhancements 
  (from 
  MIC): 
  anchoring, anchoring, greater, blueshine, commander. 
   Armor crystal: iron ward diamond (least, lesser and 
  greater)  You also have Ket regional access to the 
  following 
  weapon 
  enhancements 
  (from 
  MIC): 
  everbright, metalline, terran.  Weapon crystal: crystal 
  of security (least, lesser and greater) 
   
  Interfering with Fate: Istus herself has cursed this PC 
  for destroying or attempting to conceal the treaty 
  between the Ketites and the elves of the Bramblewood, 
  thus thwarting the destiny of the region.  You lose 6 
  points of Wisdom immediately. This curse can only be 
  removed via an atonement cast by a 17
  th level or higher 
  KET8-02 Crossing the Threshold 
   
  Page 24 
  
  KET8-02 Crossing the Threshold 
   
  Page 25 
  cleric or favored soul of Istus. The cost of this removal 
  is 3,000 gp and 8 TUs. 
   
  Satar’s Notebook: This PC saw the notebook carried 
  by the evil wizard Satar. 
   
  ITEM ACCESS 
   
  APL 2 
  Clear spindle ioun stone(Adventure; DMG) 
  Badge of valor (Adventure; MIC 208) 
  Pearl of speech (dwarven) (Adventure; MIC 118) 
  Wand of benign transposition (10 charges) (Adventure; SpC) 
   
  APL 4 
  Anklet of translocation (Adventure; MIC 47) 
  Helm of tactics (Adventure; MIC 208) 
  Pink rhomboid ioun stone (Adventure; DMG) 
   
  APL 6 
  Deep red sphere ioun stone (Adventure; DMG) 
  Horn of resilience  (Adventure; MIC 208) 
  Tome of worldly memory (Adventure; MIC 190) 
   
  APL 8 
  Battle bridle (Adventure; MIC 151) 
  Bracers of blinding strike (Adventure; MIC 197) 
  Pale blue rhomboid ioun stone (Adventure; DMG) 
   
  APL 10 
  Ring of negative protection  (Adventure; MIC 126) 
  Sandals of light step (Adventure; MIC 197) 
  Dark blue rhomboid ioun stone (Adventure; DMG) 
   
  APL 12 
  +1 impaling spear (Adventure; MIC 37) 
  Vest of free movement (Adventure; MIC 197) 
  Orange prism ioun stone (Adventure; DMG) 
   
  APL 14 
  Shirt of angels (Adventure; MIC 134) 
  Tunic of steady spellcasting (Adventure; MIC 144) 
  Pale green prism ioun stone (Adventure; DMG) 
   
   
  
  APPENDIX 1: APL 2
  3: THE PRICE 
  SENTIENT CONSTRUCT GUARD     CR 4  
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  hp 23 (3 HD); DR 2/adamantine 
  Immune: poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist: light fortification (25% chance to ignore a 
  critical hit or sneak attack)  
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +6 (1d8+2/19-20x2) 
  Base Atk +3; Grp +4  
  Abilities Str 13, Dex 11, Con 14, Int 9, Wis 8, Cha 6 
  Feats: Adamantine Body, Weapon focus (longsword) 
  Skills: Knowledge (arcana) +2. 
  Possessions: +1 adamantine longsword, masterwork 
  heavy steel shield 
   
  5: AMBUSH! 
  SATAR AL’VASTE 
   
  NE medium human Wizard (Necromancer) 2 
  Init +1; Senses Listen +3, Spot +3 
  Languages common, draconic, auran 
  AC 15, touch 11, flat-footed 14 
  (+4 Mage Armor (precast from scroll), +1 Dex) 
  HP 14 (2 HD), toad familiar 
  Fort +2, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +2 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Wizard Spells Prepared (CL 2nd) 
     1st – backbiter (DC 14), magic missile x2, orb of 
  electricity, lesser (+2 ranged touch) 
     0 – acid splash (+2 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 13) 
  Abilities Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 
  8 
  Feats Scribe Scroll, Skill Focus (concentration), Spell 
  Focus (necromancy) 
  Skills Concentration +10, Knowledge (arcana) +7, 
  Knowledge (nobility and royalty) +7, Knowledge 
  (the planes) +7, Spellcraft +9 
  Possessions spell component pouch x2, masterwork 
  dagger, 
  scroll 
  of 
  grease, 
  wand 
  of 
  benign 
  transposition (10 charges), 25 gp 
   
  PAKSIMA 
  NE medium human Cleric 1 
  Init +0; Senses Listen +2, Spot +2 
  Languages common 
  AC 19, touch 9, flat-footed 18 
  (+9 armor) 
  HP 11 (1 HD) 
  Fort +5 (+7 vs. poison), Ref +0, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 spear +2 (1d8+2/x3) 
  Space 5ft; Reach 5ft 
  Base Atk +0; Grp +1 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (Cl 1st) 
     1st – bless, command D (DC 14), divine favor 
     0 – detect magic, resistance, guidance 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
   
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 15, Cha 
  10 
  Feats Willing Deformity*, Deformity* (Obese) 
  Skills Concentration +7, Intimidate +2, Knowledge 
  (Religion) +3 
  Possessions 
  +1 
  spear, 
  masterwork 
  spear, 
  masterwork heavy plate, wooden holy symbol (Iuz) 
  x 5, spell component pouch x 2, wand of protection 
  from good (10 charges) 
  * See Appendix 2: New Rules Items 
  KET8-02 Crossing the Threshold 
   
  Page 26 
  
  APPENDIX 1: APL 4 
  1: THE ETERNAL GUARDIANS 
   
   
  ADVANCED FIENDISH RUST MONSTER
   
  CR 7  
  NE Large aberration 
  Init +2; Senses Listen +9, Spot +9, darkvision 60 ft., 
  scent 
  Aura  
  Languages --  
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +7 natural) 
  hp 85 (9 HD); DR 5/magic 
  Resist cold 10, fire 10; SR 15 
  Fort +7, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee antennae touch +9 (rust) and bite +4 (1d4+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14  
  Special Actions Rust, smite good 3/day 
  Abilities Str 18, Dex 15, Con 18, Int 3, Wis 13, Cha 8 
  Feats 
  Alertness, 
  Extra 
  Smiting, 
  Improved 
  Toughness*, Track 
  Skills Listen +9, Spot +9  
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target 
  metal to corrode, falling to pieces and becoming 
  useless immediately. The touch can destroy up to a 
  10-foot cube of metal instantly. Magic armor and 
  weapons and other magic items made of metal 
  must succeed on a DC 20 Reflex save or be 
  dissolved.  The save DC is Constitution-based and 
  includes a +4 racial bonus. A metal weapon that 
  deals damage to a rust monster corrodes 
  immediately. Wooden, stone, and other nonmetallic 
  weapons are unaffected. 
  * See Appendix 2: New Rules Items 
   
  3: THE PRICE 
  SENTIENT CONSTRUCT GUARD     CR 4  
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  hp 23 (3 HD); DR 2/adamantine 
  Immune poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist light fortification (25% chance to ignore a 
  critical hit or sneak attack)  
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +6 (1d8+2/19-20x2) 
  Base Atk +3; Grp +4  
  Abilities Str 13, Dex 11, Con 14, Int 9, Wis 8, Cha 6 
  Feats Adamantine Body, Weapon focus (longsword) 
  Skills Knowledge (arcana) +2. 
  Possessions +1 adamantine longsword, masterwork 
  heavy steel shield 
   
  5: AMBUSH! 
  BONECLAW 
  CR 5 
  *Monster Manual III 17 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  Languages common, abyssal 
  AC 16, touch 13, flat-footed 12   (-1 size, +4 Dex, +3 
  natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9 
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +9 (2d6+5) 
  Space 10 ft; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Reaching claws 
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 
  19 
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
   
  SATAR AL’VASTE 
   
  NE medium human Wizard Necromancer 3 
  Init +1; Senses Listen +3, Spot +3 
  Languages common, draconic, auran 
  AC 15, touch 11, flat-footed 14 
  (+4 Mage Armor (precast from scroll), +1 Dex) 
  HP 19 (3 HD), toad familiar 
  Fort +3, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +2 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Wizard Spells Prepared (CL 3rd) 
     2nd – blindness/deafness (DC 16), curse of 
  impending blades, glitterdust (DC 14) 
     1st – backbiter (DC 15), magic missile x2, orb of 
  electricity, lesser (+2 ranged touch) 
     0 – acid splash (+2 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 14) 
  Abilities Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 
  8 
  Feats Scribe Scroll, Skill Focus (concentration), Spell 
  Focus 
  (necromancy), 
  Greater 
  Spell 
  Focus 
  (necromancy) 
  Skills Concentration +11, Knowledge (arcana) +8, 
  Knowledge (nobility and royalty) +8, Knowledge 
  (the planes) +8, Spellcraft +10 
  KET8-02 Crossing the Threshold 
   
  Page 27 
  
  Possessions spell component pouch x2, masterwork 
  dagger, 
  scroll 
  of 
  grease, 
  wand 
  of 
  benign 
  transposition (10 charges), 25 gp 
   
  PAKSIMA 
  NE medium human Cleric 3 
  Init +0; Senses Listen +2, Spot +2 
  Languages common 
  AC 18, touch 9, flat-footed 18 
  (+9 armor, -1 Deformity (Tall)) 
  HP 27 (3 HD) 
  Fort +6 (+8 vs. poison), Ref +1, Will +5 
  Speed 20 ft. (4 squares) 
  Melee +1 spear +4 (1d8+2/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +2; Grp +3 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (Cl 3rd) 
     2nd – death knell (melee touch +3, DC 14), hold 
  person (DC 15), invisibility D 
     1st – bless, command D (DC 14), divine favor, shield 
  of faith 
     0 – detect magic, resistance, guidance (x 2) 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
   
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 15, Cha 
  10 
  Feats Willing Deformity*, Deformity* (Tall), Deformity* 
  (Obese) 
  Skills Concentration +9, Intimidate +4, Knowledge 
  (religion) +5 
  Possessions 
  +1 
  spear, 
  masterwork 
  spear, 
  masterwork heavy plate, wooden holy symbol (Iuz) 
  x 5, spell component pouch x 2, wand of protection 
  from good (10 charges) 
  * See Appendix 2: New Rules Items 
   
  KET8-02 Crossing the Threshold 
   
  Page 28 
  
  KET8-02 Crossing the Threshold 
   
  Page 29 
   
  APL 6 
  1: THE ETERNAL GUARDIANS 
  LODESTONE MARAUDER   
  CR 9 
  *Monster Manual IV 90 
  N Large aberration 
  Init +5; Senses darkvision 60 ft.; Listen +8, Spot +8 
  Languages -- 
  AC 24, touch 10, flat-footed 23; magnetic defense 
  (-1 size, +1 Dex, +14 natural) 
  HP 115 (11 HD) 
  Resist stability (+4 against bull rush and trip) 
  Fort +9, Ref +4, Will +8 
  Speed 30 ft. (6 squares), burrow 20 ft., climb 20 ft. 
  Melee bite +15 (1d8+7) and 2 claws +12 (1d6+3) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options Power Attack 
  Special 
  Actions 
  magnetic 
  attraction, 
  magnetic 
  repulsion 
  Abilities Str 24, Dex 13, Con 22, Int 2, Wis 12, Cha 8 
  SQ magnetic defense, stability 
  Feats Improved Initiative, Multiattack, Power Attack, 
  Weapon Focus (bite) 
  Skills Climb +15, Listen +8, Spot +8 
  Magnetic Defense (Su) A lodestone marauder gains 
  a +4 deflection bonus to AC against all attack s from 
  sources made wholly or substantially or metal 
  Stability (Ex) A lodestone marauder has a +4 bonus 
  on ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but now when 
  climbing, flying, or otherwise not standing firmly on the 
  ground). 
  Magnetic Attraction (Su) A lodestone marauder can 
  create a pulse of magnetic energy within a 30-foot-
  radius emanation that sends metal objects hurtling 
  toward it. An affected creature carrying such an object 
  must succeed on a DC 21 Reflex save or drop the 
  object in its space. Objects fastened down in some 
  way, such as properly donned armor, automatically 
  succeed on the save. At the marauder’s option, held 
  or unattended objects that fail this save are drawn in a 
  straight line toward it. Such objects stick to the body, 
  and they can be removed only on the marauder’s 
  death or with a DC 21 Strength check. The save and 
  check are Constitution-based. 
  Magnetic Repulsion (Su) This ability works like 
  magnetic attraction, except repulsion pushes objects 
  away from the marauder within a 30-foot-radius burst. 
  An affected creature carrying such an object must 
  succeed on a DC 21 Reflex save or drop the object in 
  its space. All creatures wearing metal armor or 
  carrying metal shields within the area of the marauder 
  must succeed on DC 21 Reflex save or be knocked 
  prone. The save DC is Constitution-based. 
  Skills Lodestone marauders have a +8 racial bonus 
  on Climb checks. A lodestone marauder can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
   
  3: THE PRICE 
  SENTIENT CONSTRUCT GUARD  CR 6 
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20  
  (+8 armor, +2 shield) 
  HP 23 (3 HD); DR 2/adamantine 
  Immune poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist light fortification (25% chance to ignore a 
  critical hit or sneak attack) 
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +6 (1d8+2/19-20x2) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 11, Con 14, Int 9, Wis 8, Cha 6; 
  Feats Adamantine Body*, Weapon focus (longsword) 
  Skill: Knowledge (arcana) +2. 
  Possessions: +1 adamantine longsword, masterwork 
  heavy steel shield 
  * See Appendix 2: New Rules Items 
   
  5: AMBUSH! 
  BONECLAW 
   CR 7 
  *Monster Manual III 17 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  Languages common, abyssal 
  AC 16, touch 13, flat-footed 12  
  (-1 size, +4 Dex, +3 natural) 
  HP 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9 
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +9 (2d6+5) 
  Space 10 ft; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Reaching claws 
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 
  19 
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
   
  SATAR AL’VASTE 
  CR 5 
  NE medium human (bakluni) Wizard 5 (Necromancer) 
  Init +1; Senses Listen +3, Spot +3 
  
  Languages common, draconic, auran 
  AC 15, touch 11, flat-footed 14 
  (+4 mage armor pre-cast from scroll, +1 Dex) 
  HP 29 (5 HD), toad familiar 
  Fort +4, Ref +3, Will +6 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +3 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Wizard Spells Prepared (CL 5th) 
     3rd – fell drain magic missile, haste, undead torch 
     2nd – blindness/deafness (DC 17), curse of 
  impending blades, glitterdust (DC 15), see invisibility 
     1st – backbiter (DC 16), magic missile (x 2), orb of 
  electricity, 
  lesser 
  (+3 
  ranged 
  touch), 
  ray 
  of 
  enfeeblement (+3 ranged touch) 
     0 – acid splash (+3 ranged touch), detect magic, 
  message, touch of fatigue (x 2)(DC 15) 
  Abilities Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 
  8 
  Feats 
  Fell 
  Drain*, 
  Scribe 
  Scroll, 
  Skill 
  Focus 
  (concentration), Spell Focus (necromancy), Greater 
  Spell Focus (necromancy) 
  Skills Concentration +13, Knowledge (arcana) +11, 
  Knowledge (nobility and royalty) +11, Knowledge 
  (religion) +5, Knowledge (the planes) +11, Spellcraft 
  +13 
  Possessions +1 cloak of resistance, spell component 
  pouch x 2, masterwork dagger, scroll of grease, wand 
  of benign transposition* (10 charges,) 125 gp 
  * See Appendix 2: New Rules Items 
   
  PAKSIMA 
  CR 5 
  NE medium human (bakluni) Cleric of Iuz 5 
  Init +0; Senses Listen +3, Spot +3 
  Languages common 
  AC 18, touch 9, flat-footed 18 
  (+9 armor, -1 Deformity (Tall)) 
  HP 43 (5 HD) 
  Fort +8 (+10 vs. poison), Ref +2, Will +8 
  Speed 20 ft. (4 squares) 
  Melee +1 spear +5 (1d8+2/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +3; Grp +4 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (Cl 5th) 
     3rd – dispel magic, nondetectionD, prayer 
     2nd – bull’s strength, death knell (melee touch +4, 
  DC 15), hold person (DC 16), invisibilityD 
     1st – bless, commandD (DC 15), divine favor, 
  obscuring mist, shield of faith 
     0 – detect magic, resistance x2, guidance x2 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 16, Cha 
  10 
  Feats Willing Deformity*, Deformity* (Tall), Deformity* 
  (Obese) 
  Skills Concentration +11, Intimidate +4, Knowledge 
  (Religion) +7 
  Possessions cloak of resistance +1, +1 spear, 
  masterwork spear, masterwork heavy plate, wooden 
  holy symbol (Iuz) x5, spell component pouch x2, wand 
  of protection from good  (10 charges) 
  * See Appendix 2: New Rules Items 
   
   
  KET8-02 Crossing the Threshold 
   
  Page 30 
  
  KET8-02 Crossing the Threshold 
   
  Page 31 
  APL 8 
  1: THE ETERNAL GUARDIANS 
  ADVANCED LODESTONE MARAUDER 
   
  CR 11 
  *Monster Manual IV 90 
  N Large aberration 
  Init +6; Senses darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Dwarven 
  AC 25, touch 11, flat-footed 23; magnetic defense 
       (-1 size, +2 Dex, +14 natural) 
  HP 202 (15 HD) 
  Resist stability (+4 against bull rush and trip) 
  Fort +13, Ref +7, Will +10 
  Speed 30 ft. (6 squares), burrow 20 ft., climb 20 ft. 
  Melee bite +20 (2d6+9) and 2 claws +17 (1d6+4) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +11; Grp +24 
  Atk Options Power Attack 
  Special 
  Actions 
  magnetic 
  attraction, 
  magnetic 
  repulsion 
  Abilities Str 29, Dex 15, Con 26, Int 4, Wis 12, Cha 6 
  SQ magnetic defense, stability 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness*, Multiattack, Power 
       Attack, Weapon Focus (bite) 
  Skills Climb +17, Listen +10, Spot +10 
  Magnetic Defense (Su) A lodestone marauder gains 
  a +4 deflection bonus to AC against all attack s from 
  sources made wholly or substantially or metal 
  Stability (Ex) A lodestone marauder has a +4 bonus 
  on ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but now when 
  climbing, flying, or otherwise not standing firmly on the 
  ground). 
  Magnetic Attraction (Su) A lodestone marauder can 
  create a pulse of magnetic energy within a 30-foot-
  radius emanation that sends metal objects hurtling 
  toward it. An affected creature carrying such an object 
  must succeed on a DC 23 Reflex save or drop the 
  object in its space. Objects fastened down in some 
  way, such as properly donned armor, automatically 
  succeed on the save. At the marauder’s option, held 
  or unattended objects that fail this save are drawn in a 
  straight line toward it. Such objects stick to the body, 
  and they can be removed only on the marauder’s 
  death or with a DC 23 Strength check. The save and 
  check are Constitution-based. 
  Magnetic Repulsion (Su) This ability works like 
  magnetic attraction, except repulsion pushes objects 
  away from the marauder within a 30-foot-radius burst. 
  An affected creature carrying such an object must 
  succeed on a DC 23 Reflex save or drop the object in 
  its space. All creatures wearing metal armor or 
  carrying metal shields within the area of the marauder 
  must succeed on DC 23 Reflex save or be knocked 
  prone. The save DC is Constitution-based. 
  Skills Lodestone marauders have a +8 racial bonus 
  on Climb checks. A lodestone marauder can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
  * See Appendix 2: New Rules Items 
   
  3: THE PRICE 
  SENTIENT GUARD  
  CR 8 
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  HP 23 (3 HD); DR 2/adamantine 
  Immune poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist light fortification (25% chance to ignore a 
  critical hit or sneak attack) 
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +6 (1d8+2/19-20x2) 
  Base Atk +3; Grp +4 
  Abilities Str 13, Dex 11, Con 14, Int 9, Wis 8, Cha 6; 
  Feats Adamantine Body*, Weapon focus (longsword) 
  Skills: Knowledge (arcana) +2. 
  Possessions: +1 adamantine longsword, masterwork 
  heavy steel shield 
  * See Appendix 2: New Rules Items 
   
  5: AMBUSH!  
  HUGE AIR NECROMENTAL  
  CR 9 
  *Libris Mortis 112 
  NE 
  Huge 
  undead 
  (augmented 
  elemental, 
  air, 
  extraplanar) 
  Init +14; Senses darkvision 60 ft.; Listen +13, Spot 
  +14 
  Languages Auran 
  AC 24, touch 18, flat-footed 14; Dodge, Mobility (-2 
  size, +10 Dex, +6 natural) 
  HP 150 (20 HD) Improved Toughness, Fast Healing 
  3; DR 5/- 
  Fort +8, Ref +22, Will +6 
  Speed Fly 100 ft. (perfect); Flyby Attack, Spring 
  Attack 
  Melee 2 slams +23 (2d8+4) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +15; Grp +27 
  Atk Options Combat Reflexes, Energy Drain 
  Special Actions Air mastery, whirlwind 
  Abilities Str 18, Dex 30, Con --, Int 1, Wis 10, Cha 1 
  SQ elemental traits, undead traits 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Initiative, Mobility, Spring Attack,      
  Weapon Finesse, Weapon Focus 
  Skills Listen +11, Spot +12 
  
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one 
  negative level. A    necromental can use its energy 
  drain ability once per round, regardless of the number 
  of 
  natural 
  weapon 
  attacks 
  the 
  necromental 
  possesses. The save DC to remove the negative level 
  24 hours later is 20. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit points 
  last for up to 1 hour. 
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of air. 
   
  SATAR AL’VASTE 
  CR 7 
  NE medium human Wizard 7 (Necromancer) 
  Init +1; Senses Listen +3, Spot +3 
  Languages common, draconic, auran 
  AC 17, touch 11, flat-footed 14 
  (+6 Mage Armor, Greater pre-cast from scroll, +1 
  Dex) 
  HP 39 (7 HD), toad familiar 
  Fort +5, Ref +4, Will +7 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +4 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Wizard Spells Prepared (CL 7th) 
     4th –enervation x2 (+4 ranged touch), dimension 
  door,  
     3rd –fell drain magic missile x2, haste, undead torch 
     2nd – blindness/deafness (DC 18), curse of 
  impending blades, glitterdust x2 (DC 16), see 
  invisibility 
     1st – backbiter (DC 17), magic missile x2, orb of 
  electricity, 
  lesser 
  (+4 
  ranged 
  touch), 
  ray 
  of 
  enfeeblement x2 (+4 ranged touch) 
     0 – acid splash (+4 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 16) 
  Abilities Str 10, Dex 13, Con 14, Int 18, Wis 12, Cha 
  8 
  Feats 
  Fell 
  Drain*, 
  Scribe 
  Scroll, 
  Skill 
  Focus 
  (concentration), Spell Focus (Necromancy), Greater 
  Spell Focus (Necromancy), Sudden Maximize* 
  Skills Concentration +15, Knowledge (arcana) +13, 
  Knowledge (geography) +7, Knowledge (nobility and 
  royalty) +14, Knowledge (religion) +8, Knowledge (the 
  planes) +12, Spellcraft +16 
  Possessions +1 cloak of resistance, headband of 
  Intellect +2,  spell component pouch x2, masterwork 
  dagger, 
  scroll 
  of 
  grease, 
  wand 
  of 
  benign 
  transposition* (10 charges), 125 gp 
  * See Appendix 2: New Rules Items 
   
  PAKSIMA 
  CR 7 
  NE medium human Cleric of Iuz 7 
  Init +0; Senses Listen +4, Spot +4 
  Languages Common 
  AC 19, touch 9, flat-footed 18 
  (+10 armor, -1 Deformity (Tall)) 
  HP 59 (7 HD) 
  Fort +9 (+11 vs poison), Ref +3, Will +10 
  Speed 20 ft. (4 squares) 
  Melee +1 spear +7 (1d8+2/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +5; Grp +6 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (Cl 7th) 
     4th – confusionD (DC 19), divine power, recitation 
     3rd 
  – 
  cure 
  serious 
  wounds, 
  dispel 
  magic, 
  nondetectionD, prayer 
     2nd – bull’s strength, death knell (melee touch +6, 
  DC 16), hold person x2 (DC 17), invisibilityD 
     1st – bless, commandD (DC 16), cure light wounds, 
  divine favor, obscuring mist, shield of faith 
     0 – detect magic, resistance (2 x), guidance x2, 
  virtue 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 18, Cha 
  10 
  Feats Power Attack, Willing Deformity*, Deformity* 
  (Tall), Deformity* (Obese) 
  Skills Concentration +13, Intimidate +4, Knowledge 
  (religion) +7, Spellcraft +1 
  Possessions cloak of resistance +1, periapt of 
  wisdom +2, +1 spear, masterwork spear, +1 heavy 
  plate, wooden holy symbols (Iuz) x5, spell component 
  pouch x2, wand of protection from good (10 charges) 
  * See Appendix 2: New Rules Items 
  KET8-02 Crossing the Threshold 
   
  Page 32 
  
  KET8-02 Crossing the Threshold 
   
  Page 33 
   
   
   
   
   
  APL 10 
  1: THE ETERNAL GUARDIANS 
  ADVANCED LODESTONE MARAUDER  
   
  CR 13 
  *Monster Manual IV 90 
  N Large aberration 
  Init +6; Senses darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Dwarven 
  AC 25, touch 11, flat-footed 23; magnetic defense 
       (-1 size, +2 Dex, +14 natural) 
  HP 202 (15 HD) 
  Resist stability (+4 against bull rush and trip) 
  Fort +13, Ref +7, Will +10 
  Speed 30 ft. (6 squares), burrow 20 ft., climb 20 ft. 
  Melee bite +20 (2d6+9) and 2 claws +17 (1d6+4) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +11; Grp +24 
  Atk Options Power Attack 
  Special 
  Actions 
  magnetic 
  attraction, 
  magnetic 
  repulsion 
  Abilities Str 29, Dex 15, Con 26, Int 4, Wis 12, Cha 6 
  SQ magnetic defense, stability 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness*, Multiattack, Power 
  Attack, Weapon Focus (bite) 
  Skills Climb +17, Listen +10, Spot +10 
  Magnetic Defense (Su) A lodestone marauder gains 
  a +4 deflection bonus to AC against all attack s from 
  sources made wholly or substantially or metal 
  Stability (Ex) A lodestone marauder has a +4 bonus 
  on ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but now when 
  climbing, flying, or otherwise not standing firmly on the 
  ground). 
  Magnetic Attraction (Su) A lodestone marauder can 
  create a pulse of magnetic energy within a 30-foot-
  radius emanation that sends metal objects hurtling 
  toward it. An affected creature carrying such an object 
  must succeed on a DC 23 Reflex save or drop the 
  object in its space. Objects fastened down in some 
  way, such as properly donned armor, automatically 
  succeed on the save. At the marauder’s option, held 
  or unattended objects that fail this save are drawn in a 
  straight line toward it. Such objects stick to the body, 
  and they can be removed only on the marauder’s 
  death or with a DC 23 Strength check. The save and 
  check are Constitution-based. 
  Magnetic Repulsion (Su) This ability works like 
  magnetic attraction, except repulsion pushes objects 
  away from the marauder within a 30-foot-radius burst. 
  An affected creature carrying such an object must 
  succeed on a DC 23 Reflex save or drop the object in 
  its space. All creatures wearing metal armor or 
  carrying metal shields within the area of the marauder 
  must succeed on DC 23 Reflex save or be knocked 
  prone. The save DC is Constitution-based. 
  Skills Lodestone marauders have a +8 racial bonus 
  on Climb checks. A lodestone marauder can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
  * See Appendix 2: New Rules Items 
   
  3: THE PRICE 
  SENTIENT GUARD 
  CR 10 
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  HP 36 (5 HD); DR 2/adamantine 
  Immune poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist light fortification (25% chance to ignore a 
  critical hit or sneak attack) 
  Fort +6, Ref +1, Will +0 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +9 (1d8+2/19-20x2) 
  Base Atk +5; Grp +7 
  Abilities Str 14, Dex 11, Con 14, Int 9, Wis 8, Cha 6; 
  Feats Adamantine Body*, Weapon focus (longsword) 
  Skills Knowledge (arcana) +3. 
  Possessions: +1 adamantine longsword, masterwork 
  heavy steel shield 
  * See Appendix 2: New Rules Items 
   
  5: AMBUSH!  
  HUGE AIR NECROMENTAL  
  CR 11 
  *Libris Mortis 112 
  NE 
  Huge 
  undead 
  (augmented 
  elemental, 
  air, 
  extraplanar) 
  Init +14; Senses darkvision 60 ft.; Listen +13, Spot 
  +14 
  Languages Auran 
  AC 24, touch 18, flat-footed 14; Dodge, Mobility 
       (-2 size, +10 Dex, +6 natural) 
  HP 150 (20 HD) Improved Toughness, Fast Healing 
  3; DR 5/- 
  Fort +8, Ref +22, Will +6 
  Speed Fly 100 ft. (perfect); Flyby Attack, Spring 
  Attack 
  Melee 2 slams +23 (2d8+4) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +15; Grp +27 
  Atk Options Combat Reflexes, Energy Drain 
  Special Actions Air mastery, whirlwind 
  Abilities Str 18, Dex 30, Con --, Int 1, Wis 10, Cha 1 
  SQ elemental traits, undead traits 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  Attack, Improved Initiative, Mobility, Spring Attack, 
  Weapon Finesse, Weapon Focus 
  Skills Listen +11, Spot +12 
  
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one 
  negative level. A    necromental can use its energy 
  drain ability once per round, regardless of the number 
  of 
  natural 
  weapon 
  attacks 
  the 
  necromental 
  possesses. The save DC to remove the negative level 
  24 hours later is 20. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit points 
  last for up to 1 hour. 
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of air. 
   
  SATAR AL’VASTE 
  CR 9 
  NE medium human Wizard 9 (Necromancer) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Auran 
  AC 17, touch 11, flat-footed 14 
  (+6 Mage Armor, Greater pre-cast from scroll, +1 
  Dex) 
  HP 58 (9 HD), toad familiar 
  Fort +8, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +5 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Wizard Spells Prepared (CL 9th) 
     5th – Fell Drain fireball (DC 17), wrack* (DC 21) 
     4th – burning blood* (DC 20), enervation x2 (+5 
  ranged touch), dimension door 
     3rd – 3 x fell drain magic missile, haste, undead 
  torch* 
     2nd – blindness/deafness (DC 18), curse of 
  impending blades* x2, glitterdust x2 (DC 16), see 
  invisibility 
     1st – backbiter (DC 17), magic missile x2, orb of 
  electricity, 
  lesser 
  (+5 
  ranged 
  touch), 
  ray 
  of 
  enfeeblement x2 (+5 ranged touch) 
     0 – acid splash (+5 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 16) 
  Abilities Str 10, Dex 13, Con 16, Int 19, Wis 12, Cha 
  8 
  Feats 
  Fell 
  Drain*, 
  Scribe 
  Scroll, 
  Skill 
  Focus 
  (concentration), Spell Focus (necromancy), Greater 
  Spell 
  Focus 
  (necromancy), 
  Sudden 
  Empower*, 
  Sudden Maximize* 
  Skills Concentration +18, Decipher Script +10, 
  Knowledge (arcana) +13, Knowledge (geography) +7, 
  Knowledge (nobility and royalty) +14, Knowledge 
  (religion) +10, Knowledge (the planes) +12, Spellcraft 
  +18 
  Possessions amulet of health +2, +2 cloak of 
  resistance, headband of Intellect +2,  spell component 
  pouch x2, masterwork dagger, scroll of grease, wand 
  of benign transposition* (10 charges), 125 gp 
  * See Appendix 2: New Rules Items 
   
  PAKSIMA, 
  CR 9 
  NE medium human Cleric of Iuz 9 
  Init +0; Senses Blindsense 30 ft., Listen +4, Spot +4 
  Languages Common 
  AC 20, touch 9, flat-footed 18 
  (+10 armor, +1 deflection, -1 Deformity (Tall)) 
  HP 75 (7 HD) 
  Fort +10, Ref +4, Will +11 
  Speed 20 ft. (4 squares) 
  Melee +1 spear +8/+3 (1d8+2/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +6; Grp +7 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (CL 9th) 
     5th – command, greater (DC 20)D, slay living (melee 
  touch +7, DC 19) 
     4th – confusionD (DC 19), divine power, recitation, 
  wrack (DC 18) 
     3rd – bestow curse (melee touch +7, DC 17), cure 
  serious wounds, dispel magic, nondetectionD, prayer 
     2nd – bull’s strength, bear’s endurance, death knell 
  (melee touch +7, DC 16), hold person x2 (DC 17), 
  invisibilityD 
     1st – bless, commandD (DC 16), cure light wounds, 
  divine favor, obscuring mist, shield of faith 
     0 – detect magic, resistance x2, guidance x2, virtue 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 19, Cha 
  10 
  Feats Power Attack, Willing Deformity*, Deformity* 
  (Tall), Deformity* (Obese), Deformity* (Tongue) 
  Skills Concentration +15, Intimidate +4, Knowledge 
  (religion) +7, Spellcraft +3 
  Possessions cloak of resistance +1, periapt of 
  wisdom +2, ring of protection +1, +1 spear, 
  masterwork spear, +1 heavy plate, wooden holy 
  symbols (Iuz) x5, spell component pouches x2, wand 
  of protection from good (10 charges) 
  * See Appendix 2: New Rules Items 
   
  KET8-02 Crossing the Threshold 
   
  Page 34 
  
  KET8-02 Crossing the Threshold 
   
  Page 35 
  APL 12 
  1: THE ETERNAL GUARDIANS 
  HALF-FIENDISH LODESTONE 
  MARAUDER 
  CR 15 
  *Monster Manual IV 90 
  NE Large outsider (augmented aberration) 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  Languages Dwarven 
  AC 28, touch 13, flat-footed 24; magnetic defense  
  (-1 size, +4 Dex, +15 natural) 
  HP 148 (11 HD); DR 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; stability 
  (+4 against bull rush and trip); SR 21 
  Fort +12, Ref +7, Will +8 
  Speed 30 ft. (6 squares), burrow 20 ft., climb 20 ft., fly 
  30 ft. (average) 
  Melee bite +19 (1d8+11) and 
      2 claws +16 (1d6+5) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +8; Grp +23 
  Atk Options Power Attack 
  Special Actions smite good, magnetic attraction, 
  magnetic repulsion 
  Spell-like Abilities (CL 11) 
       3/day – darkness, poison (DC 13) 
       1/day – desecrate, unholy blight (dc 13), contagion 
  (DC 12), blasphemy (DC 16) 
  Abilities Str 32, Dex 19, Con 28, Int 8, Wis 12, Cha 8 
  SQ magnetic defense, stability, spell-like abilities 
  Feats Improved Initiative, Multiattack, Power Attack, 
  Weapon Focus (bite) 
  Skills Balance +13, Climb +29, Concentration +16, 
  Jump +16, Listen +15, Spot +15, Tumble +13 
  Magnetic Defense (Su) A lodestone marauder gains 
  a +4 deflection bonus to AC against all attacks from 
  sources made wholly or substantially or metal 
  Stability (Ex) A lodestone marauder has a +4 bonus 
  on ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but now when 
  climbing, flying, or otherwise not standing firmly on the 
  ground). 
  Magnetic Attraction (Su) A lodestone marauder can 
  create a pulse of magnetic energy within a 30-foot-
  radius emanation that sends metal objects hurtling 
  toward it. An affected creature carrying such an object 
  must succeed on a DC 24 Reflex save or drop the 
  object in its space. Objects fastened down in some 
  way, such as properly donned armor, automatically 
  succeed on the save. At the marauder’s option, held 
  or unattended objects that fail this save are drawn in a 
  straight line toward it. Such objects stick to the body, 
  and they can be removed only on the marauder’s 
  death or with a DC 24 Strength check. The save and 
  check are Constitution-based. 
  Magnetic Repulsion (Su) This ability works like 
  magnetic attraction, except repulsion pushes objects 
  away from the marauder within a 30-foot-radius burst. 
  An affected creature carrying such an object must 
  succeed on a DC 24 Reflex save or drop the object in 
  its space. All creatures wearing metal armor or 
  carrying metal shields within the area of the marauder 
  must succeed on DC 24 Reflex saves or be knocked 
  prone. The save DC is Constitution-based. 
  Skills Lodestone marauders have a +8 racial bonus 
  on Climb checks. A lodestone marauder can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
   
  3: THE PRICE 
  SENTIENT GUARD 
  CR 12 
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  HP 49 (7 HD); DR 3/adamantine 
  Immune: poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist: light fortification (25% chance to ignore a 
  critical hit or sneak attack) 
  Fort +7, Ref +2, Will +1 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +11/+6 (1d8+2/19-
  20x2) 
  Base Atk +7; Grp +9 
  Abilities Str 14, Dex 11, Con 14, Int 9, Wis 8, Cha 6; 
  Feats: Adamantine Body*, Greater Resiliency*, 
  Weapon focus (longsword) 
  Skills: Knowledge (arcana) +4. 
  Possessions: +1 adamantine longsword, masterwork 
  heavy steel shield 
  * See Appendix 2: New Rules Items 
   
  5: AMBUSH! 
  GREATER ADVANCED AIR 
  NECROMENTAL 
  CR 13  
  *Libris Mortis 112 
  NE 
  Huge 
  undead 
  (augmented 
  elemental, 
  air, 
  extraplanar) 
  Init +16; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  Languages Auran 
  AC 30, touch 20, flat-footed 18; Mobility 
       (-2 size, +12 Dex, +10 natural) 
  HP 150 (23 HD) Fast Healing 3; DR 10/- 
  Fort +9, Ref +25, Will +9 
  Speed Fly 100 ft. (perfect); Flyby Attack, Spring 
  Attack 
  Melee 2 slams +27 (2d8+7) 
  Space 15 ft; Reach 15 ft. 
  
  Base Atk +17; Grp +32 
  Atk Options Blind-Fight, Combat Reflexes, Power 
  Attack, Energy Drain 
  Special Actions Air mastery, whirlwind 
  Abilities Str 24, Dex 35, Con --, Int 1, Wis 10, Cha 1 
  SQ elemental traits, undead traits 
  Feats Alertness, Blind-Fight, Combat Reflexes, Flyby 
  Attack, Great Fortitude, Improved Initiative, Iron Will, 
  Mobility, Power Attack, Spring Attack, Weapon 
  Finesse 
  Skills Listen +14, Spot +14 
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one 
  negative level. A    necromental can use its energy 
  drain ability once per round, regardless of the number 
  of 
  natural 
  weapon 
  attacks 
  the 
  necromental 
  possesses. The save DC to remove the negative level 
  24 hours later is 21. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit points 
  last for up to 1 hour. 
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of air. 
   
  SATAR AL’VASTE 
  CR 11 
  NE medium human Wizard 11 (Necromancer) 
  Init +1; Senses Listen +3, Spot +3 
  Languages common, draconic, auran 
  AC 17, touch 11, flat-footed 14 
  (+6 mage armor, Greater pre-cast from scroll, +1 Dex) 
  HP 70 (11 HD), toad familiar 
  Fort +8, Ref +6, Will +10 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +6 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Wizard Spells Prepared (CL 11th) 
     6th – fleshshiver* (DC 23), fires of purity* 
     5th – fell drain fireball (DC 18), quicken magic 
  missile x2, wrack* (DC 22) 
     4th – burning blood* x2 (DC 21), enervation x2 (+6 
  ranged touch), dimension door 
     3rd –fell drain magic missile x3, fireball (DC 18), 
  haste, undead torch* 
     2nd – blindness/deafness (DC 19), curse of 
  impending blades* x2, glitterdust x2 (DC 16), see 
  invisibility 
     1st – backbiter* (DC 18), magic missile x2, orb of 
  electricity* x2, lesser (+6 ranged touch), ray of 
  enfeeblement x2 (+5 ranged touch) 
     0 – acid splash (+6 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 17) 
  Abilities Str 10, Dex 13, Con 16, Int 21, Wis 12, Cha 
  8 
  Feats Fell Drain*, Quicken Spell, Scribe Scroll, Skill 
  Focus (concentration), Spell Focus (necromancy), 
  Greater 
  Spell 
  Focus 
  (necromancy), 
  Sudden 
  Empower*, Sudden Maximize* 
  Skills Concentration +20, Decipher Script +11, 
  Knowledge (arcana) +14, Knowledge (dungeoneering) 
  +9, Knowledge (geography) +8, Knowledge (history) 
  +9,  Knowledge (nobility and royalty) +15, Knowledge 
  (Religion) +11, Knowledge (the planes) +13, Spellcraft 
  +21 
  Possessions amulet of health +2, +2 cloak of 
  resistance, headband of Intellect +4,  spell component 
  pouch x2, masterwork dagger, scroll of grease, wand 
  of benign transposition* (10 charges,) 125 gp 
  * See Appendix 2: New Rules Items 
   
  PAKSIMA 
  CR 11 
  NE medium human Cleric of Iuz 11 
  Init +0; Senses Blindsense 30 ft., Listen +4, Spot +4 
  Languages Common 
  AC 20, touch 9, flat-footed 18 
  (+10 armor, +1 deflection, -1 Deformity (Tall)) 
  HP 91 (11 HD) 
  Fort +11, Ref +4, Will +14 
  Speed 20 ft. (4 squares) 
  Melee +1 impaling spear +10/+5 (1d8+2/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +8; Grp +9 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (CL 11th) 
     6th – harm (melee touch +9, DC 20), heal, misleadD 
  (DC 21) 
     5th – command, greaterD (DC 20), flame strike (DC 
  19), slay living (melee touch +9, DC 19), righteous 
  wrath of the faithful* 
     4th – confusionD (DC 19), divine power, freedom of 
  movement, recitation, wrack (DC 18) 
     3rd – bestow curse (melee touch +9, DC 17), cure 
  serious wounds, dispel magic, nondetectionD, magic 
  circle against good, prayer 
     2nd – bull’s strength, bear’s endurance, death knell 
  (melee touch +9, DC 16), hold person x2 (DC 17), 
  invisibility D 
     1st – bless, commandD (DC 16), cure light wounds, 
  divine favor, obscuring mist, shield of faith x2 
     0 – detect magic, resistance x2, guidance x2, virtue 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
  Abilities Str 13, Dex 10, Con 16, Int 8, Wis 19, Cha 
  10 
  Feats Power Attack, Willing Deformity*, Deformity* 
  (Tall), Deformity* (Obese), Deformity* (Tongue) 
  Skills Concentration +17, Intimidate +4, Knowledge 
  (religion) +7, Spellcraft +5 
  Possessions cloak of resistance +1, periapt of 
  wisdom +2, ring of protection +1, +1 impaling spear, 
  masterwork spear, +1 heavy plate, wooden holy 
  symbols (Iuz) x5, spell component pouches x2, wand 
  of protection from good (10 charges) 
  * See Appendix 2: New Rules Items 
   
  KET8-02 Crossing the Threshold 
   
  Page 36 
  
  KET8-02 Crossing the Threshold 
   
  Page 37 
  APL 14 
  1: THE ETERNAL GUARDIANS 
  ADVANCED HALF-FIENDISH LODESTONE 
  MARAUDER 
  CR17 
  *Monster Manual IV 90 
  NE Large outsider (augmented aberration) 
  Init +9; Senses darkvision 60 ft.; Listen +19, Spot 
  +19 
  Languages Dwarven 
  AC 29, touch 14, flat-footed 24; magnetic defense 
       (-1 size, +5 Dex, +15 natural) 
  HP 202 (15 HD); DR 10/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; stability 
  (+4 against bull rush and trip); SR 25 
  Fort +14, Ref +10, Will +10 
  Speed 30 ft. (6 squares), burrow 20 ft., climb 20 ft., fly 
  30 ft. (good) 
  Melee bite +22 (1d8+11) and 
      2 claws +19 (1d6+5) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +11; Grp +26 
  Atk Options Power Attack 
  Special 
  Actions 
  smite 
  good 
  3/day, 
  magnetic 
  attraction, magnetic repulsion 
  Spell-like Abilities (CL 15) 
       3/day – darkness, poison (DC 13), unholy aura 
  (DC 17) 
       1/day – desecrate, unholy blight (DC 13), 
  contagion (DC 12), blasphemy (DC 16), unhallow, 
  horrid wilting (DC 17) 
  Abilities Str 32, Dex 20, Con 28, Int 8, Wis 12, Cha 8 
  SQ magnetic defense, stability, spell-like abilities 
  Feats Extra Smiting, Improved Flight, Improved 
  Initiative, Multiattack, Power Attack, Weapon Focus 
       (bite) 
  Skills Balance +16, Climb +33, Concentration +18, 
  Jump +18, Listen +19, Spot +19, Tumble +16 
  Magnetic Defense (Su) A lodestone marauder gains 
  a +4 deflection bonus to AC against all attack s from 
  sources made wholly or substantially or metal 
  Stability (Ex) A lodestone marauder has a +4 bonus 
  on ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but now when 
  climbing, flying, or otherwise not standing firmly on the 
  ground). 
  Magnetic Attraction (Su) A lodestone marauder can 
  create a pulse of magnetic energy within a 30-foot-
  radius emanation that sends metal objects hurtling 
  toward it. An affected creature carrying such an object 
  must succeed on a DC 24 Reflex save or drop the 
  object in its space. Objects fastened down in some 
  way, such as properly donned armor, automatically 
  succeed on the save. At the marauder’s option, held 
  or unattended objects that fail this save are drawn in a 
  straight line toward it. Such objects stick to the body, 
  and they can be removed only on the marauder’s 
  death or with a DC 24 Strength check. The save and 
  check are Constitution-based. 
  Magnetic Repulsion (Su) This ability works like 
  magnetic attraction, except repulsion pushes objects 
  away from the marauder within a 30-foot-radius burst. 
  An affected creature carrying such an object must 
  succeed on a DC 24 Reflex save or drop the object in 
  its space. All creatures wearing metal armor or 
  carrying metal shields within the area of the marauder 
  must succeed on DC 24 Reflex save or be knocked 
  prone. The save DC is Constitution-based. 
  Skills Lodestone marauders have a +8 racial bonus 
  on Climb checks. A lodestone marauder can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
   
  3: THE PRICE 
  SENTIENT GUARD 
  CR 14 
  CN Medium Construct (Living Construct) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield) 
  HP 62 (9 HD); DR 3/adamantine 
  Immune poison, sleep effects, paralysis, disease, 
  nausea, fatigue, exhaustion, and energy drain. 
  Resist light fortification (25% chance to ignore a 
  critical hit or sneak attack) 
  Fort +8, Ref +3, Will +2 
  Speed 20 ft. (4 squares)  
  Melee +1 adamantine longsword +13/+8 (1d8+3/17-
  20x2) 
  Base Atk +9; Grp +11 
  Abilities Str 14, Dex 11, Con 14, Int 10, Wis 8, Cha 6; 
  Feats 
  Adamantine 
  Body*, 
  Greater 
  Resiliency*, 
  Improved 
  Critical 
  (longsword), 
  Weapon 
  focus 
  (longsword) 
  Skills Knowledge (arcana) +4, Spellcraft +3 
  Possessions +1 adamantine longsword, masterwork 
  heavy steel shield 
  * See Appendix 2: New Rules Items 
   
  5: AMBUSH! (EL 17) 
  ELDER AIR NECROMENTAL 
  CR 15 
  *Libris Mortis 112 
  NE 
  Huge 
  undead 
  (augmented 
  elemental, 
  air, 
  extraplanar) 
  Init +16; Senses darkvision 60 ft.; Listen +33, Spot 
  +33 
  Languages Auran 
  AC 30, touch 20, flat-footed 18; Mobility 
       (-2 size, +12 Dex, +10 natural) 
  hp 210 (28 HD), Improved Toughness, Fast Healing 
  3; DR 10/- 
  Fort +11, Ref +28, Will +11 
  
  Speed Fly 100 ft. (perfect); Flyby Attack, Spring 
  Attack 
  Melee 2 slams +31 (2d8+6) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +21; Grp +35 
  Atk Options Blind-Fight, Cleave, Combat Reflexes, 
  Power Attack, Energy Drain 
  Special Actions Air mastery, whirlwind 
  Abilities Str 22, Dex 34, Con --, Int 1, Wis 10, Cha 1 
  SQ elemental traits 
  Feats 
  Alertness, 
  Blind-Fight, 
  Cleave, 
  Combat 
  Reflexes, Flyby Attack, Great Fortitude, Improved 
       Initiative, Improved Toughness, Iron Will, Mobility, 
  Power Attack, Spring Attack, Weapon Finesse 
  Skills Listen +33, Spot +33 
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one 
  negative level. A    necromental can use its energy 
  drain ability once per round, regardless of the number 
  of 
  natural 
  weapon 
  attacks 
  the 
  necromental 
  possesses. The save DC to remove the negative level 
  24 hours later is 24. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit points 
  last for up to 1 hour. 
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of air. 
   
  SATAR AL’VASTE 
  CR 13 
  NE medium human Wizard 13 (Necromancer) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Auran 
  AC 17, touch 11, flat-footed 14 
  (+6 mage armor, greater pre-cast from scroll, +1 Dex) 
  HP 95 (11 HD), toad familiar 
  Fort +11, Ref +8, Will +12 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +7 (1d4) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Wizard Spells Prepared (CL 13th) 
     7th – finger of death (DC 26), avasculate* (DC 26), 
  quicken fell drain magic missile 
     6th – fleshshiver* x2 (DC 25), fires of purity*, dispel 
  magic, greater 
     5th – fell drain fireball (DC 20), quicken magic 
  missile x2, quicken true strike, wrack* (DC 24) 
     4th –burning blood* x2 (DC 23), enervation x2 (+7 
  ranged touch), dimension door x2 
     3rd –fell drain magic missile x4, fireball (DC 20), 
  haste, undead torch* 
     2nd –blindness/deafness x2 (DC 21), curse of 
  impending blades* x2, glitterdust x2 (DC 18), see 
  invisibility 
     1st – backbiter* (DC 20), magic missile x2, orb of 
  electricity* x2, lesser (+7 ranged touch), ray of 
  enfeeblement x2 (+7 ranged touch) 
     0 – acid splash (+7 ranged touch), detect magic, 
  message, touch of fatigue x2 (DC 19) 
  Abilities Str 10, Dex 13, Con 18, Int 24, Wis 12, Cha 
  8 
  Feats Fell Drain*, Mobile Spellcasting*, Quicken 
  Spell, Scribe Scroll, Skill Focus (concentration), Spell 
  Focus 
  (necromancy), 
  Greater 
  Spell 
  Focus 
  (necromancy), Sudden Empower*, Sudden Maximize* 
  Skills Concentration +28, Decipher Script +13, 
  Knowledge (arcana) +16, Knowledge (architecture 
  and engineering) +11, Knowledge (dungeoneering) 
  +11, 
  Knowledge 
  (geography) 
  +10, 
  Knowledge 
  (history) +11, Knowledge (local VTF) +10, Knowledge 
  (nature) +10,  Knowledge (nobility and royalty) +17, 
  Knowledge (religion) +13, Knowledge (the planes) 
  +15, Spellcraft +25 
  Possessions amulet of health +4, +3 cloak of 
  resistance, headband of Intellect +6,  spell component 
  pouch x2, masterwork dagger, scroll of grease, tunic 
  of steady spellcasting*, wand of benign transposition 
  *(10 charges), 125 gp 
  * See Appendix 2: New Rules Items 
   
  PAKSIMA 
  CR 13 
  NE medium human Cleric of Iuz 
  Init +0; Senses Blindsense 30 ft., Listen +5, Spot +5 
  Languages Common 
  AC 20, touch 9, flat-footed 18 
  (+10 armor, +1 deflection, -1 Deformity (Tall)) 
  HP 107 (13 HD) 
  Fort +12, Ref +4, Will +14 
  Speed 20 ft. (4 squares) 
  Melee +1 impaling spear +13/+8 (1d8+4/x3) 
  Space 5ft; Reach 10 ft. Deformity (Tall) 
  Base Atk +9; Grp +11 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, spontaneous 
  casting (inflict spells) 
  Cleric Spells Prepared (CL 13th) 
     7th – bigby’s grasping handD, radiant assault* (DC 
  21) 
     6th – harm (melee touch +11, DC 20), heal, misleadD 
  (DC 21) 
     5th – command, greaterD (DC 20), divine agility*, 
  flame strike (DC 19), slay living (melee touch +11, DC 
  19), righteous wrath of the faithful  
     4th – confusionD (DC 19), divine power, freedom of 
  movement, negative energy aura*, recitation*, wrack* 
  (DC 18) 
     3rd – bestow curse (melee touch +11, DC 17), cure 
  serious wounds, dispel magic, nondetectionD, magic 
  circle against good, prayer 
     2nd – bull’s strength, bear’s endurance, death knell 
  (melee touch +11, DC 17), hold person x2 (DC 17), 
  invisibilityD, silence (DC 17)  
     1st – bless, commandD (DC 17), cure light wounds, 
  divine favor, obscuring mist x2, shield of faith x2 
     0 – detect magic, resistance x2, guidance x2, virtue 
     D: domain spell; Deity: Iuz, Domains: Trickery, 
  Tyranny 
  Abilities Str 15, Dex 10, Con 16, Int 8, Wis 20, Cha 
  10 
  KET8-02 Crossing the Threshold 
   
  Page 38 
  
  Feats Power Attack, Weapon Focus (spear), Willing 
  Deformity*, Deformity* (Tall), Deformity* (Obese), 
  Deformity* (Tongue) 
  Skills Concentration +19, Intimidate +4, Knowledge 
  (religion) +9, Spellcraft +5 
  Possessions cloak of resistance +1, periapt of 
  wisdom +2, gauntlets of ogre power,  ring of 
  protection +1, +1 impaling spear, masterwork spear, 
  +1 heavy plate, wooden holy symbol (Iuz) x5, spell 
  component pouch x2, wand of protection from good 
  (10 charges) 
  * See Appendix 2: New Rules Items 
  KET8-02 Crossing the Threshold 
   
  Page 39 
  
  KET8-02 Crossing the Threshold 
   
  Page 40 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
  Adamantine Body 
  At the cost of mobility, a warforged character’s body can 
  be crafted with a layer of adamantine that provides 
  formidable protective armor and some damage reduction. 
  Prerequisites: Warforged, 1st level only. 
  Benefit: Your armor bonus is increased to +8, and 
  you gain damage reduction 2/adamantine. However, 
  your base land speed is reduced to 20 feet, and you are 
  considered to be wearing heavy armor. You have a +1 
  maximum Dexterity bonus to AC, a –5 penalty on all skill 
  checks that armor check penalties apply to (Balance, 
  Climb, Escape Artist, Hide, Jump, Move Silently, Sleight 
  of Hand, Swim, and Tumble), and an arcane spell failure 
  chance of 35%. 
  Normal: Without this feat, a warforged character has 
  an armor bonus of +2. 
  Special: Unlike most feats, this feat must be taken at 
  1st level, during character creation. Warforged druids 
  who take this feat cannot cast druid spells or use any of 
  the druid’s supernatural or spell-like class features. 
  Warforged characters with this feat do not gain the 
  benefit of any class feature prohibited to a character 
  wearing heavy armor. 
  Source: Monster Manual III 192 
   
  Willful Deformity 
  Through scarification, self-mutilation, and supplication 
  to dark powers, you intentionally mar your own body. 
   
  Benefit: You gain a +2 deformity bonus on 
  Intimidate checks. 
   
  Source: Book of Vile Deeds 50 
   
  Deformity (Obese) 
  Through intentional gorging and general gluttony, you 
  are obese. Grossly overweight, you are now at least triple 
  the normal weight for creatures of your kind. 
   
  Benefit: You gains a +2 deformity bonus to 
  Constitution, a –2 deformity penalty to Dexterity and a 
  +2 circumstance bonus on Intimidate checks and saving 
  throws against poison. 
   
  Source: Book of Vile Deeds 48 
   
  Deformity (Tall) 
  Through long and painful stints on the rack, bolstered by 
  the surgical implantation of various splints and struts, 
  you have stretched yourself to well over 7 feet in height. 
   
  Benefit: Your improved height and lanky limbs 
  grant you an additional 5 feet to your reach, thereby 
  allowing you to strike nonadjacent squares with 
  nonreach weapons. 
   
  Source: Heroes of Horror 121 
   
  Deformity (Tongue) 
  Through 
  protracted 
  self-mutilation 
  that 
  involves 
  frequently piercing your tongue and dipping it in acid, 
  your tongue becomes hideous to behold but oddly 
  sensitive to the environment. 
   
  Benefit: You gain the blindsense ability out to a 
  range of 30 feet. 
   
  Source: Heroes of Horror 121 
   
  Fell Drain 
  Living foes damaged by your spell also gain a negative level. 
   
  Benefit: You can alter a spell that deals damage to foes 
  so that any living creature that is dealt damage also gains a 
  negative level. 
   
  Source: Libris Mortis 27 
   
  Greater Resiliency (General) 
  Your extraordinary resilience to damage increases. 
  Prerequisites: Damage reduction as a class feature or 
  innate ability. 
  Benefit: Your damage reduction increases by 1. If it 
  would normally rise thereafter with level, it does so at its 
  previous rate, adding the +1 normally. For example, a 
  13th-level barbarian has damage reduction 3/–. By taking 
  this feat, he raises it to 4/–. When he reaches 16th level, 
  his damage reduction becomes 5/– and at 19th level, it 
  becomes 6/–. You may not take this feat more than once. 
  This feat has no effect on the type of weapon or damage 
  that overcomes your damage reduction. If you have more 
  than one form of damage reduction, choose which to 
  increase when you take this feat. 
  Source: Complete Warrior 99 
   
  Improved Toughness (General) 
  You are significantly tougher than normal. 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
  Special: A fighter may select Improved Toughness 
  as one 
  Source: Complete Warrior 101 
   
  Mobile Spellcasting 
  
  Your focused concentration allows you to move while 
  casting a spell. 
   
  Benefit: You can make a special Concentration 
  check (DC 20 + spell level) when casting a spell. If 
  the check succeeds, you can cast the spell and move 
  up to your speed as a single standard action. (You 
  can’t use this ability to cast a spell that takes longer 
  than 1 standard action to cast.) If the check fails, you 
  lose the spell and fail to cast it, just as if you had 
  failed a Concentration check to cast the spell 
  defensively. You still provoke attacks of opportunity 
  for casting spells from any creatures who threaten 
  you at any point of your movement. You can cast 
  defensively while using this feat, but doing so 
  increases the Concentration DC to 25 + spell level  
   
  Source: Complete Adventurer 111 
   
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially 
  preparing it ahead of time. You can still use 
  Empower Spell normally if you have it. 
  Source: Complete Adventurer 83 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially 
  preparing it ahead of time. You can still use 
  Maximize Spell normally if you have it. 
  Source: Complete Adventurer 83 
   
  SPELLS 
  All come from Spell Compendium. 
  Avasculate 
  Necromancy [Death, Evil] 
  Level: sorcerer/wizard 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  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. If the attack succeeds, the subject is 
  reduced to half of its current hit points (rounded down) 
  and stunned for 1 round. On a successful Fortitude 
  saving throw, the subject is not stunned. 
   
  Backbiter 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until 
  discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any melee weapon. The 
  next time that weapon is used to make a melee attack, its 
  shaft twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack roll 
  is made. The wielder gets no warning or knowledge of 
  the spell’s effect on his weapon, and although he makes 
  the attack, the self-dealt damage can’t be consciously 
  reduced (though damage reduction applies) or changed 
  to nonlethal damage. Once the weapon attacks its wielder 
  (whether successfully or not), the spell is discharged. 
  Magic weapons targeted by this spell receive a Will save. 
  An item in a creature’s possession uses its own Will save 
  bonus or its wielder’s bonus, whichever is higher. Focus: 
  A dagger. 
   
  Benign Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two willing creatures of up 
  to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The movement 
  is instantaneous and does not provoke attacks of 
  opportunity. 
   
  Burning Blood 
  Necromancy 
  Level: Sorcerer/ wizard 4 
  Components: V, S, M 
  Ca sting Time: 1 standard action 
  KET8-02 Crossing the Threshold 
   
  Page 41 
  
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  You taint a living creature’s blood with a hot, 
  corrosive infusion, dealing 1d8 points of acid damage and 
  1d8 points of fire damage per round. The subject can 
  attempt a Fortitude save each round to negate the 
  damage, but a successful save does not prevent damage in 
  future rounds. Searing pain limits the subject to a single 
  move action in any round when it fails its Fortitude save. 
  Burning blood does not affect creatures of the construct, 
  elemental, ooze, plant, or undead types. 
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
   
  Curse of Impending Blades 
  Necromancy 
  Level: Bard 2, ranger 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  The target of the spell has a hard time avoiding 
  attacks, sometimes even seeming to stumble into harm’s 
  way. The subject takes a –2 penalty to AC. The curse 
  cannot be dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, or 
  wish spell. 
  Arcane Material Component: A nail through a piece of 
  leather. 
   
  Divine Agility 
  Transmutation 
  Level: Cleric 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  You grant the subject a +10 enhancement bonus to 
  Dexterity 
   
  Fires of Purity 
  Evocation [Fire] 
  Level: Druid 6, sorcerer/wizard 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless); see text 
  The creature you touch bursts into magical 
  flames that do not harm the subject, but are capable of 
  harming anyone else who comes into contact with the 
  creature. With a successful melee attack, the subject deals 
  an extra 1 point of fire damage per caster level (maximum 
  +15). If the defender has spell resistance, it applies to this 
  effect. Creatures that make successful melee attacks 
  against the subject are susceptible to the same damage 
  unless they attack with weapons that have reach, such as 
  longspears. The subject of fires of purity takes only half 
  damage from fire-based attacks. If such an attack allows a 
  Reflex save for half damage, the subject takes no damage 
  on a successful save 
   
  Fleshshiver 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  A creature with Hit Dice less than or equal to 
  your caster level is automatically stunned for 1 round (no 
  saving throw). A creature with Hit Dice greater than your 
  caster level is allowed a saving throw to negate the 
  stunning effect. In the following round, the target must 
  make a Fortitude save or take 1d6 points of damage per 
  caster level (maximum 15d6) and be nauseated by the 
  pain for 1d4+2 rounds. 
  Material Component: A bone, which is snapped during 
  the casting of the spell. 
   
  Negative Energy Aura 
  Necromancy 
  Level: Cleric 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Area: 10-ft.-radius emanation centered on you 
  Duration: 1 round/level 
  Each round on your turn, every living creature 
  within 10 feet of you loses 1 hit point per three caster 
  levels (maximum 5). Undead creatures instead gain 2 hit 
  points per round (though they can’t exceed their full 
  KET8-02 Crossing the Threshold 
   
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  normal hit point total from this effect). Characters with 
  immunity to negative energy effects are not affected by 
  this aura. The aura does not affect you. 
   
  Orb of Electricity, Lesser 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of electricity about 2 inches across 
  shoots from your palm at its target, dealing 1d8 points of 
  electricity damage. You must succeed on a ranged touch 
  attack to hit your target. For every two caster levels 
  beyond 1st, your orb deals an additional 1d8 points of 
  damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, 
  and the maximum of 5d8 at 9th level or higher. 
   
  Radiant Assault 
  Evocation [Light] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.- radius burst 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  This spell releases energy in the form of a 
  multitude of rainbow-colored beams that erupt in every 
  direction within the area designated by you. This 
  kaleidoscopic burst of energy deals 1d6 points of damage 
  per caster level (maximum 15d6), and all creatures within 
  the burst are dazed for 1d6 rounds. Those that succeed on 
  a Will save take only half normal damage and are dazzled 
  for 1d6 rounds instead. Sightless creatures are unaffected 
  by this spell. 
  Focus: An eye from any outsider that has 4 or more Hit 
  Dice. 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  The spell affects all allies within the spell’s area 
  at the moment you cast it. Your allies gain a +2 luck 
  bonus to AC, on attack rolls, and on saving throws, or a +3 
  luck bonus if they worship the same deity as you. 
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus. 
   
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) 
  [Mind-Affecting] 
  Level: Cleric 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  Allies gain one additional melee attack each 
  round, at their highest attack bonus, when making a full 
  attack. (This additional attack is not cumulative with 
  other effects that grant extra attacks, such as a haste 
  spell.) They also gain a +3 morale bonus on melee attack 
  rolls and damage rolls. (This bonus on melee attack rolls 
  does stack with the bonus provided by haste.) 
   
  Undead Torch 
  Necromancy 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One corporeal undead/ 
  level, no two of which are more 
  than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject creature deals an extra 2d6 points of 
  damage on melee attacks against living creatures. If an 
  attacked creature has spell resistance, the resistance is 
  checked the first time the undead subject attacks it. If 
  your caster level check fails, the creature is unaffected by 
  that casting of the undead torch. If the undead creature is 
  destroyed, the undead torch continues to burn at the 
  location of its destruction until the duration ends, and 
  living creatures that pass through that area take 2d6 
  points of damage. If the undead creature assumes a 
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  KET8-02 Crossing the Threshold 
   
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  nonphysical state (such as a vampire assuming gaseous 
  form), the spell disperses harmlessly. 
  Material Component: A living or dead firefly or 
  glowworm. 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
  MAGIC ITEMS 
  Pearl of Speech (Dwarven) 
  This large blue pearl is shot through with criss-crossing 
  brown, green and gold veins. 
   
  Benefit: Speak Dwarven.  Command spell once per 
  day (DC11 Will save) 
   
  Source: Magic Item Compendium 118 
   
  Honor's Guardian 
  This +5 keen, defending, merciful scimitar was a gift from 
  the elves of the Bramblewood to the Bakluni, and its 
  special purpose is to defend the Bakluni. 
   
  Abilities: Int 17 Wis 17 Cha 10 Ego 21 
   
  Special Qualities: Telepathic 
   
  Languages: Common, Elven, Ancient Baklunish, 
  Draconic 
   
  Skills: Diplomacy +10, Knowledge (nobility) +10  
   
  Spell-like abilities: zone of truth 3x/day 
   
  Special Purpose: defend the Bakluni 
   
  Dedicated power: can use true resurrection on 
  wielder 1x/month 
   
  Farhunter 
  This +5 holy, distance composite longbow (+2 strength) 
  was a gift from the Bakluni to the elves of the 
  Bramblewood, and its special purpose is to defend elves 
   
  Abilities: Int 17 Wis 10 Cha 17 Ego 21 
   
  Special Qualities: Telepathic 
   
  Languages: Common, Elven, Ancient Baklunish, 
  Draconic 
   
  Skills: Diplomacy +10, Knowledge (nature) +10  
   
  Spell-like abilities: detect magic at will 
   
  Special purpose: defend elves 
   
  Dedicated power: can use true resurrection on 
  wielder 1x/month 
  
  APPENDIX 3: UNSAVOURY CONTACTS 
   
  The new Living Greyhawk Campaign Card "Unsavory Contacts" can create forged documents (DC 25 Forgery) 
  that allow the player to carry one illegal weapon within a city. This is obviously in contravention of Ket's laws 
  against carrying weapons other than dagger, sap or staff into a walled town or city.  
   
   
  With the Circle's approval, the following policy will apply to this use of "Unsavory Contacts" within Molvar:  
   
   
  If the person with the document is a Ket Citizen, and is trying to bring in a light weapon or scimitar or 
  falchion, then the guards at the gate examine the document with a total bonus of +6 (+2 unusual documents, +2 
  familiarity, +2 skill ranks). If the above conditions don't apply—-i.e. the person is a non-Citizen, or is trying to 
  bring in a heavy, missile or exotic weapon—-then the guards fetch a Jurat to look more closely. The Jurat will 
  have an adjusted bonus of +11 (+2 Int, +2 familiarity, +2 suspicious documents, +5 ranks). Other modifiers can 
  be added at the DM`s discretion, depending on circumstances. In any case, the documentation is likely to be 
  examined again by any Thresher that is encountered within the city (with a bonus of +6 again). In no case will 
  this allow anyone to bear weapons within the Copper Palace without specific campaign documentation.  
   
   
  As per already-established Ket laws, the punishment for being caught with forged documents and 
  illegal weapons will be 10 TUs in the stocks, with the usual option for fleeing with a Warrant of Ket. Those 
  that choose to take the 10 TUs are escorted to the city gates at the end of their sentence, given their weapon 
  back and told to leave the city.  
   
  The above information will be well-known to all Ket residents, so if a Ket resident wants to use "Unsavory 
  Contacts" for this purpose, the DM will inform the player about the above information before the card is used. 
  If a party is entirely composed of out-of-region players, the DM will give anyone wanting to use "Unsavory 
  Contacts" a DC 10 Gather Information check to know about the above info. (If there is at least one Ket resident 
  in the party, the DM can assume that the Ketite has informed the out-of-region PCs about this, so the DM can 
  give any PCs wanting to use "Unsavory Contacts" the above info.) 
  KET8-02 Crossing the Threshold 
   
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  APPENDIX 4: KET LAWS 
   
  Due to the invasion buy Bissel and subsequent breakdown of the justice system in most of Ket, the following laws are only in 
  force within 10 miles of Molvar. In the absence of Threshers, all persons charged with crimes are turned over to a formal court 
  hearing before a Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and murder, will largely 
  depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-nothing" aspect of the 
  justice system had become a burden to the common people. The solution was to introduce "mitigating circumstances" to sentencing--
  given certain predetermined circumstances during the commission of the crime, the convicted person will receive a reduced 
  sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence when there are no 
  mitigating circumstances, or in place of mitigating circumstances. However, if a adventurer attempts legal wrangling, then he or she 
  cannot call upon mitigating circumstances as well. By making a Diplomacy or Profession (Lawyer) check at DC 20 + APL, execution 
  will be reduced to life in the mines, life in the mines will be reduced to 2 years in the mines, and all other sentences reduced to half 
  their length or half the fine, whichever is applicable. 
   
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to become ushdar 
  (indentured servant) in household of creditor until Jurat has 
  determined that worth of labour performed has matched 
  debt.  
   
  Mitigating Circumstances: None 
  Unpaid debt obtained with Fraudulent Collateral (Non-
  Citizen): Upon determination that collateral did not match 
  worth of loan, sentenced to become qashar (mine slave) until 
  Jurat has determined that worth of labor performed has 
  matched debt.  
   
  Mitigating Circumstances: None 
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the property 
  damage, plus repair costs to owner of property; or if unable to 
  pay fine, 1 TU of court-appointed indentured servitude per 10 
  greatshields of property damage.*  
   
  Mitigating Circumstances: None 
  Tax evasion: Fine equal to double the value of the tax owed, 
  or if unable to pay fine, court-appointed indentured servitude 
  to a Citizen of Jurat’s choice, 1 TU per 10 greatshields of tax 
  owed.*  
   
  Mitigating Circumstances: None 
  Break & Enter: 2 TUs in stocks for unauthorized entry, in 
  addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; Effect: No 
  fine or conviction 
  Theft: Fine equal to double the value of the item stolen owed, 
  plus restitution to owner of property; or if unable to pay fine, 
  court-appointed indentured servitude to owner of property, 1 
  TU of per 10 greatshields of property value*  
   
  Mitigating Circumstances: None  
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation of any 
  materials dedicated to Olidamarra (including holy symbols)  
   
  Mitigating Circumstances: None  
   
   
   
  CRIMES AGAINST “MONSTERS”  
  Killing of "monster": Fine (typically 100 greatshields); or if 
  unable to pay fine, court-appointed indentured servitude to 
  Citizen of Jurat’s choice, 1 TU per 10 greatshields of fine 
  owed.*  
   
  Mitigating Circumstances: Any reasonable excuse; 
  Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in stocks.  
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Lethal Assault (resulting in death): 10 TUs in stocks 
  [Paying for a successful raise dead reduces conviction to 
  Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No fine or 
  conviction 
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  5 TUs in stocks 
         
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Kidnapping or Torture: 1 year in mines** 
   
  Mitigating Circumstances: None  
  Manslaughter: 1 year in mines** 
  Mitigating Circumstances: Self defense. Effect: 10 TUs in 
  stocks 
   
  KET8-02 Crossing the Threshold 
   
  Page 46 
  
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse; Effect: No 
  fine or conviction 
  Aggravated Assault (lethal damage): 5 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse, and cured all 
  lethal damage at end of combat. Effect: 2 TUs in stocks, 
  convicted of simple assault 
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse, and cured all 
  lethal damage at end of combat. Effect: 5 TUs in stocks, 
  convicted of aggravated assault  
  Horse Theft: 52 TU in stocks and fine equal to double the 
  value of the horse plus restitution to owner of horse. If 
  unable to pay fine, 52 TUs in stocks or 1 year in mines** plus 
  1 TU of court-appointed indentured servitude per 
  10 greatshields of value of the horse* 
  Mitigating Circumstances: To save the life of the Beygraf. 
  Effect: No penalty 
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
  Horseslaughter: 2 years in mines** 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse. Effect: 10 
  TUs in stocks, convicted of deadly assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 5 TUs in 
  stocks, convicted of aggravated assault  
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: Life in mines** [Paying for a 
  successful raise dead reduces conviction to Deadly Assault] 
  Mitigating Circumstances: Self defense. Effect: 26 TUs in 
  mines** 
  Murder, premeditated: Execution. [Paying for a successful 
  raise dead reduces conviction to Murder, unpremeditated]  
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled city or town: 
  10 TUs in stocks 
   
  Mitigating Circumstances: None 
  Impersonation for criminal purposes***:  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
  Impersonation of member of military unit except Threshers: 
  10 TUs in stocks 
  Impersonation of Thresher or Jurat: 1 year in mines** 
   
  Impersonation of Bey or Graf: Life in mines** 
   
  Impersonation of the Beygraf: Execution 
  Attack on military officer, government official or Jurat: 
  Look up same type of assault against Citizen and double the 
  penalty. 
   
  Mitigating Circumstances: None 
  Theft of Beygraf's property: Execution 
  Mitigating Circumstances: As determined by Jurat . Effect: 
  Life in the mines 
  Crimes against the Beygraf:  Execution 
  Mitigating Circumstances: As determined by Jurat. Effect: 
  Life in the mines 
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured servant). 
  Residents and non-residents unable to pay fine are sentenced 
  to labor in the mines, value of their work (minus cost of food) 
  used to pay off fine. This typically works out to about 30 
  greatshields per year. 
  **Any sentence of time in the mines includes branding on 
  right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or satire, 
  either public or private, is not judged to be a crime. 
  KET8-02 Crossing the Threshold 
   
  Page 47 
  
   
  DM MAP 1: THE DWARVEN OUTPOST 
   
  The Dwarven Outpost 
   
  KET8-02 Crossing the Threshold 
   
  Page 48 
  
  DM MAP 2 
   
   
  KET8-02 Crossing the Threshold 
   
  Page 49 
  
  DM MAP 3 
   
  The Shrine of The Bringer of Life 
   
   
  KET8-02 Crossing the Threshold 
   
  Page 50 
  
  PLAYER HANDOUT 1: MAP OF KET 
   
   
   
   
   
   
   
  KET8−02 Crossing the Threshold 
  Map of Ket 
   
   �  Approximate location of the Dwarven Outpost 
   
   
   
  KET8-02 Crossing the Threshold 
   
  Page 51 
  
  PLAYER HANDOUT 2: JOURNAL 
   
  An undated journal entry, written in a very old form of Dwarven. The journal belongs to an Arut 
  Lykreram. 
   
   
  …and it has not been easy forming a new clan since our fair 
  city of Gartelem fell. Would that I and my men had been 
  there to protect the king! But it was not meant to be, and 
  now Clan Damgarath is nothing but a memory. 
   
  The last thing the king bade me to do was make this alliance 
  with the elves work, and so I shall do that, in memory of my 
  king. The portal must be protected, and we must do it 
  together with the elves. It is strange, though - these elves 
  are not entirely what I expected. Or perhaps they are on 
  their best behavior, as are my men. It is nice to know that 
  they have clans - tribes they call them - just as we do. 
  Farhunter is what they call their clan, for they hunt the 
  width and breadth of this place they call the Bramblewood. 
   
  I’ve actually had several conversations with that wizard 
  fellow, Dasan - his dwarven is passable, although the accent 
  is a bit …off. I suspect he thinks the same of the little 
  amount of Elven he’s managed to teach me. Languages never 
  were my strong suit. He was quite surprised to find that I 
  play a mean game of chess -- I think he and the other elves 
  took us as little more than savages.  
   
  Perhaps the duty of guarding this portal will not be as 
  onerous as I thought. 
   
   
  KET8-02 Crossing the Threshold 
   
  Page 52 
  
  PLAYERS HANDOUT 3:  
  SATAR’S NOTEBOOK−SELECTED ENTRIES 
  CY581 
  …a proud moment when Ashrab al’Vay stopped me in the hall and told me he was impressed with my 
  research. Me, the most junior member of the Vay Raste! Perhaps this will lead to new… 
   
  CY582 
  …as the demon touched me, I suddenly saw with a brilliance and clarity that made my former mental powers 
  seem backward and dull. What despair the next morning as I realized I was fallen back to my previous state. I 
  know the daily gift of the demon is but a bribe, a seduction to make me do someone else’s bidding. But if that 
  is the cost, I shall willingly join the Vaste and pay the price… 
   
  CY583 
  …but the concept is brilliant—rend an air elemental into a thousand smaller elementals. Each one could force 
  its way down a man’s throat and tear out his lungs from the inside. If Pilfir’s numbers are correct, a large 
  elemental could be torn into enough “pieces” to depopulate an entire city…  
   
  CY584 
  …easily finished the tincture for Ashrab in an hour. I should be working on some more important part of the 
  experiment, perhaps the algorithmic arc for corrupting the air elementals as they emerge from the 
  summoning circle. But I remain stuck in this lab, brewing potions… 
   
  CY587 
  …news of Zoltan’s assassination, just as I finally convinced Ashrab that the key was to corrupt the air 
  elemental first and then tear it apart! Alas, too late! If he had only listened sooner, the army of Ket would right 
  now be at the gates of Greyhawk City… 
   
  CY589 
  …the fools sent assassins. I let one survive—sort of—and sent him back to the Vaste as a lesson. If I wish to 
  leave the Vaste, I will leave the Vaste. Let them huddle in hiding, waiting for “the proper time”. They are 
  cowards and fools! They should topple this upstart Nadaid from his new throne before he has a chance to 
  consolidate… 
   
  CY594 
  …now it is all “Please, Satar, we need your expertise” and “Master Satar, only you can help us rebuild the 
  Pyramid of Rending.” Very well, I will rejoin the Vaste and build their precious weapon. But I care not for 
  them or their needs, I only wish to feel the caress of the demon and feel the power flow through me again… 
   
  CY595 
  … six months since those adventurers stopped Bezag from unleashing the evil elementals on Lopolla. The list 
  of Vaste members hidden within the Archons and government that was found on Assessa Khadir has 
  destroyed us—Vaste wizards have been arrested at their desks in the Copper Palace, in the Hall of Jurats, 
  dragged from Archon headquarters. I surmise that the only reason I am still alive is because my name must 
  have been expunged from the Vaste’s lists when I left, and had not yet been re-appended when our plot against 
  Lopolla was uncovered… 
   
  CY596 
  …a year of hiding in this Molvar lab, completing plodding dull experiments for the Archons, earning the 
  money I needed to continue my search for other Vaste survivors. In the end, it was a fruitless search. I have 
  finally come to accept the hard truth: I am the last of the Vaste. As I gaze upon the dullards around me, I 
  remember the brilliant and powerful minds that we gathered together. Evil? What does evil mean when one is 
  KET8-02 Crossing the Threshold 
   
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  KET8-02 Crossing the Threshold 
   
  Page 54 
  probing the secrets of Power? How I long to scream at these fools as they wade through this dark swamp that 
  once upon a time I flew across the sky… 
   
  CY597 
  …finally Nadaid has fallen. What I urged my now-dead companions to do ten years ago has finally come to 
  pass. Now for the final humiliation—if only I can find some way of removing him from even this shadow of 
  power he possesses here in Molvar…    
   
  CY598 
  …chance happening or not? Paksima is a priestess of the Old One, therefore I believe she was meant to find 
  me. She comes bearing stories of ancient and powerful treasure, and there in the next room, a stone that is the 
  key to an ancient treasure. Suddenly I see with a clarity that I have not felt since the demon left. If Nadaid 
  needs whatever this stone leads to, then the Old One needs it more. Let those that seek its treasure beware of 
  Paksima and me.. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/598/Normal Scenarios/KET8-02 - Crossing The Threshold (APL 2-14)/KET8-02 - Crossing The Threshold.pdf