TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  KET4-08 
   
   
   
   
   
   
  Ruin  
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Ket Regional Adventure 
  Gary Milakovic 
  Triad Edit: Stephen Baker 
  Circle Edit: Tim Sech 
   
  Rumor of the discovery of an ancient temple near the village of Masha’a has spread like wildfire and drawn many 
  adventurers North to investigate.  Will you brave the unknown and emerge with riches and fame? Or will you find only 
  doom? Be sure to meet with old friends…and don’t forget to write. An Adventure for APLs 2-12, and part One of the 
  “Revelations” series. Players who have played “Of Dragons, Demigods, and Ancient Times” are encouraged to play the 
  same characters. 
   
   
   
  
  Ket4-08 Ruin 
   
  Page 2 
   
   
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, 
  but does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback 
  on his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  
  Ket4-08 Ruin 
   
  Page 3 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  characters participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use 
  either the 
  higher or the 
  lower adjacent 
  APL. 
  APL also affects 
  the amount of 
  experience you 
  may gain at the 
  end 
  of 
  the 
  adventure. 
  If 
  your character is 
  three character 
  levels or more 
  either higher or 
  lower than the 
  APL 
  this 
  adventure 
  is 
  being played at, 
  that character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a Handle Animal or Charisma 
  check (DC 10). Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1 round Regional adventure, set in 
  Ket. Characters that are native to Ket pay one Time 
  Unit per round all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  
  Ket4-08 Ruin 
   
  Page 4 
   
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
      In the years before the great histories were written, 
  empires rose and fell, heroes were born, and died, and 
  Ket was home to a sect of cultists known as the Ur-flan 
  who were devoted to the dark worship of the Death 
  god, Nerull. Within their temples they devoted their 
  lives to the service of this god and they sacrificed their 
  very souls in exchange for nearly limitless power. 
  Nerull gave his dark priests power over the unliving, 
  and the ability to create powerful minions through 
  unnatural means; they were necromancers of the truest 
  order. Hateful of all things living as they embraced 
  their power over the dead.  
  However, when the emerging Faith of Al’Akbar caught 
  wind of this, a great many priests were dispatched to 
  the site to swiftly bring the justice of Al’Akbar to the 
  dark priests who served in the temple. The battle was 
  fierce, and raged ceaselessly for many nights, but in the 
  end the priests were able overwhelm the defenses of 
  the dark priests, and pacify the resistance. The victory 
  did not come without great cost to the true faith, 
  however, as the great Paladin Whalid el’Azib was slain 
  as he defended the remains of all of his brethren who 
  had fallen. Tradition dictates the corporeal remains be 
  burned, and burned they were. The surviving clerics, 
  however, fearing a resurgence of dark power in the 
  temple, cleansed the ruin of its darkness and interred 
  within it the remains of el’Azib so that his essence 
  would act as a ward should anyone ever seek to corrupt 
  the temple again. In addition to the Paladin’s remains 
  being interred within the sanctuary, so too was half of 
  his iron holy symbol, which had been cleanly broken 
  into two pieces by the mighty blow that felled him. 
  The other half was given to his brother so that the 
  sacrifice of this holy warrior would never be forgotten. 
  Of the hundred or so warriors that had first 
  approached the undead horde, only a handful survived 
  to bury el’Azib. Of those, only one survived the long 
  journey back to the holy town of Eskandrea, where he 
  regaled the gathered high clerics with tales of his own 
  gallantry…never once speaking of Whalid el’Azib’s 
  selflessness or bravery. As the years passed, the deeds 
  of Whalid were forgotten…and the true nature of a 
  simple iron holy symbol became legend…which 
  became nothing more than ancient family history. 
  In the current age, severe geologic activity forced the 
  cordoning off of the area, and eventually, the entrance 
  to the temple was buried under a protective barrier of 
  rubble, gradually forgotten.  
  That is until the most recent earthquake re-opened the 
  ancient passage to the temple’s entrance. Ordinarily 
  such an event would have passed under the notice of 
  the Threshers because the entrance is so far removed 
  from the nearest settled region. The local threshers, 
  drawn to the opening by curiosity, delved no deeper 
  than twenty yards before getting the feeling that 
  something unnatural stirred in the heart of the 
  mountain, and that it was something they were ill-
  equipped to handle. Undeterred by the feeling they 
  were being watched, the pair of Threshers did 
  investigate deeper, knowing that in order to rule out 
  fully any deviant activity they must follow the passage 
  to its termination. Deeper, and deeper into the 
  mountain they traveled until eventually the path upon 
  which they were opened up into a large cavern. The 
  cavern floor was littered with skeletal remains, but 
  more than that the two Threshers were struck by the 
  presence of a few broken falchions, as well as the 
  occasional holy symbol of Al’Akbar. More than that 
  they were struck by a sight which terrified them: at the 
  very back of the cavern could be seen a large stone 
  door…but more ominous than that was the depression 
  over it…that seemed as if it were a skeletal eye 
  socket…watching them.  
  Knowing for certain that they were not capable of 
  completing the investigation, the Threshers withdrew 
  from the temple and sent a detailed report to their 
  superiors in Lopolla.  
  They currently await word from their superiors as to 
  when, or even if a more specialized team will arrive in 
  Masha’a to investigate their mysterious finding.  
   A note on Total Party Kills (TPKs) 
  If a party should fall in their quest to explore the Ruin, 
  all is not lost. Their foes care nothing for their bodies 
  or goods and leave them in the cavern, having 
  completed their mission of preventing meddlers from 
  interrupting their master’s ceremony. However, the 
  Threshers are coming to investigate the area, and pick 
  up the bodies. Before raising any characters, the 
  Threshers speak with dead cast on each of the dead 
  characters, and ask them the following questions.  
  Questions: 
  What was their purpose in going to the temple? 
  Where do their loyalties lie? 
  Did your deaths have any criminal purpose, either on 
  your part or that of your attackers? 
  
  Ket4-08 Ruin 
   
  Page 5 
   
  Did anyone in your party commit any crimes during 
  the investigation of the Temple? 
  The Threshers assess time in the stocks or the mines 
  that befits the crimes if the character in question gets 
  raised. Should any character resist the True Faith’s 
  attempt to interrogate them through the speak with 
  dead spell, that character’s remains are discarded by the 
  clerics of the True Faith, and rendered unrecoverable 
  in game terms. Should a character elect to be raised by 
  the clerics of the True Faith, circle “Indebted to the 
  True Faith” on the AR and have them pay the gold and 
  TUs accordingly. 
  Introduction 
   
   The sun begins to rise over the Yatil Mountains as 
  morning breaks in Northern Ket. The road begins 
  to widen as you near your final destination. But 
  Masha’a, normally a quiet microcosm of Baklunish 
  culture, 
  seems 
  to 
  have 
  been 
  infested 
  by 
  adventurers, who, by their outward appearances, 
  hail from all over the Flaeness. As you pass the sign 
  of welcome and into the centre of town you see 
  what looks to be a recently re-built inn and tavern 
  no more than one hundred feet away. All outward 
  signs suggest that it was opened hastily; perhaps 
  converted in part to handle the massive new influx 
  of adventurers. As you ride nearer, a horse’s head 
  bobs up and down rhythmically, flanking the sign 
  above the open door; The Nodding Ninny. How 
  quaint. 
  It is at this point that you should establish whether 
  players are bringing in characters that played KetI04-
  01 “Of Dragons, Demigods, and Ancient Times.” If so, 
  certain encounters will play out differently if even one 
  character is returning to the village of Masha’a to lend a 
  hand once more. 
  After the introduction the characters have a few 
  different places that they may choose to investigate. 
  The first, (made most likely by the introduction) is the 
  Nodding Ninny Tavern. It’s obvious from its exterior 
  that the Nodding Ninny was not originally intended to 
  be a tavern. The proprietors have done an admirable 
  job sprucing up the place, but it’s still shown the wear 
  and tear of its former purpose: that of a dormitory for 
  silver miners. If the characters choose to enter the 
  tavern, advance to Encounter 1. 
  A more lawful set of characters may choose to head 
  directly to the Thresher outpost to gather information 
  directly from the authorities. If the characters choose 
  to speak first to the Threshers, advance to Encounter 
  2. 
  Characters who have played “Of Dragons…” may first 
  choose to speak to Azib el’Hamid, the NPC of primary 
  interaction during that module. If the characters elect 
  to first speak with Azib, advance to Encounter 3. 
  Encounter 1: Tavern Tango 
   
  The doors of the Nodding Ninny part easily as you 
  duck inside the recently established tavern, within 
  which all manner of denizens’ crowd around their 
  drinks paying you new arrivals little heed.  Many of 
  the tavern’s revelers are of the adventuring set, 
  though a few are obviously local; they’re easy to 
  spot as they are quite out of their element. Despite 
  that, they still seem to be having a good time as 
  they clap in time with the loud music turned out by 
  the band at the back of the room. As you walk 
  forward the barkeep eyes you and says in a 
  surprisingly non-Baklunish accent, “What can I get 
  yeh?”  
  �Sayed: Male Human Exp3; hp 15; See Appendix One  
  The Bartender’s name is Sayed. He’s reluctant to give 
  out any personal information to anyone, but he’s a 
  sucker for beautiful women - in game terms, female 
  characters with a charisma of 14 or higher. Should any 
  such character attempt to engage Sayed in a 
  conversation about his past he reveals the following 
  details about himself:  
  ♦ He grew up in Masha’a, but knew that his life was 
  elsewhere.  
  ♦ His father was a miner and he didn’t want that life.  
  ♦ He is primarily a sailor, having spent the majority 
  of his life working that trade.  
  ♦ His last position was on a Keoish merchant ship, 
  from which he was released six months ago.  
  He doesn’t have anything else to share, nor will he 
  share the above with any character who is male.  
  He does, however, have information relevant to the 
  adventure that all characters can access. He’s picked up 
  bits of pieces of information from conversations that 
  he’s overheard. If they offer him 15 gold, he’ll tell them 
  everything. If they offer more, he’ll accept it stoically. 
  If less than 15 gold is offered, Sayed gives them Rumor 
  #3, in addition to #1. Only the initial offer matters to 
  Sayed. If they offer less than 15 gp, but later increase 
  
  Ket4-08 Ruin 
   
  Page 6 
   
  their offer, he will also pass along #2, but he will no 
  share any other information. 
  1) The Nodding Ninny Inn and Tavern was 
  established two weeks ago in response to the 
  influx of adventurers following the discovery of 
  the temple. The collapse of the Silvermoon 
  mining company had left this current space 
  empty, and so when the adventurers began 
  pouring in the building was hastily converted 
  from a mining dorm and headquarters to a 
  bustling inn and tavern. 
  2) (Rumor) It seems that the Swordmarsh has been 
  acting strangely. Beasts of burden now refuse to 
  cross it (where once they only resisted) and it’s 
  beginning to emit a foul odor with which no man 
  can contend. (For the judge’s reference this rumor 
  is true) 
  3) (Rumor) 
  People’s 
  behavior 
  has 
  changed 
  dramatically 
  since 
  the 
  Silvermoon 
  mining 
  company went under. Many who had never before 
  had left Masha’a have now moved away to the 
  larger cities, and some of the town’s most 
  respected citizens have fallen into disrepute of late 
  because of odd changes to their personality. Azib 
  el’Hamid is one example. Prior to the dissolution 
  of the mining company Azib was the esteemed 
  Master Silversmith in all of northern Ket. 
  However, following the collapse of the mining 
  company, he began to lose his senses, quietly 
  raving about his strange dreams. (For the judge’s 
  reference this rumor is true) 
  4) (Rumor) The Threshers have already investigated 
  the temple and found nothing of great interest. 
  The only thing worth noting was a silver holy 
  symbol of Al’Akbar. They don’t believe it’s worth 
  investigating further. (For the judge’s reference 
  this rumor is half-true. They did find a silver holy 
  symbol, but they only entered the cavern outside 
  of the temple, they did not breach the structure 
  itself) 
  5) (Rumor) The Nodding Ninny tavern is run by a 
  shadowy figure from Lopolla. He hasn’t made 
  many appearances at the bar for fear of his identity 
  being spread around amongst the adventuring 
  community. (For the judge’s reference this rumor 
  is false. A local farmer named Osam, who earned a 
  substantial sum of lances gambling in Polvar, used 
  those funds to open Nodding Ninny Tavern.)  
  6) (Rumor) A year ago a group of archaeologists went 
  into the mountains looking for something and 
  never returned. Whispers of the return of 
  something darker are on the horizon. (For the 
  judge’s reference this rumor is half-true. There is 
  something darker on the horizon, but the 
  archaeologists in question were investigating near 
  Falwur, and didn’t actually disappear at all.) 
  7) (Rumor) Though it’s been spoken in only the most 
  hushed of undertones, it’s been suggested that 
  contained within the deepest parts of the temple 
  exists a great storehouse of the most ancient of 
  knowledge; though such gifts rarely come without 
  a price. (For the judge’s reference this rumor is 
  half-true. There is a storehouse of ancient 
  knowledge in Ket, but it isn’t near Masha’a.) 
  Sayed knows precious little else of value. If the 
  characters want to speak to the owner of the bar, Sayed 
  tells them he’s not currently available, and may be out 
  of town for the foreseeable future.  
  If the characters lowball Sayed and lose access to the 
  majority of the information he provides, allow the 
  characters to make a Listen check [DC 10]. Anyone 
  who makes this check can overhear an ongoing 
  conversation in the bar that may pique his or her 
  interest. Allow the characters to hear a very brief 
  snippet from one of the above rumors. If they wish to 
  continue listening in, the DC is far higher. The 
  characters can make a second Listen check, [DC 16 + 
  APL]. If they succeed at the Listen check, allow them 
  to learn one of the rumors, and allow them to roll 
  another Listen check to hear about a different rumor. 
  This second Listen check [DC 19 + APL]. If this second 
  check is successful allow them to learn a second rumor. 
  No more than two rumors can be learned in this 
  fashion. 
  Alternately, if a party possesses a fairly diplomatic 
  character, they may seek to interrupt the conversation. 
  A Diplomacy check [DC 14 + APL] and the purchase of 
  a few rounds of ale for the persons seated (1 gp of ale 
  total) at the table will allow the characters to learn one 
  additional rumor. This process may be repeated at a 
  different table, but no more than two rumors may be 
  learned in this fashion. 
  Essentially, the only way to learn all the available 
  information 
  is 
  through 
  Sayed, 
  otherwise, 
  the 
  characters will miss out on at least one piece of 
  information, if not more. 
  Sayed is able to give directions to the entrance to the 
  temple, to the home of Azib, to the Thresher outpost, 
  or to the Swordmarsh if asked. Sayed’s directions 
  
  Ket4-08 Ruin 
   
  Page 7 
   
  require neither a diplomacy check, nor a tip for the 
  service; though he wouldn’t turn down the latter. 
  Development: If the characters elect to go to the 
  Thresher outpost proceed to Encounter 2. If the 
  characters proceed to the home of Azib, proceed to 
  Encounter 3. If the characters elect to travel to the 
  entrance to the temple or the Swordmarsh, proceed to 
  Encounter 4. 
  Encounter 2: When in Ket… 
   
  The 
  Thresher 
  outpost 
  in 
  Masha’a 
  is 
  very 
  unobtrusive and blends well into its surroundings. 
  The small sign that says “Threshers” is clearly 
  demarcated 
  in 
  both 
  ancient 
  Baklunish 
  and 
  Common, to ensure that even the ignorant have no 
  excuse to the presence of the Threshers here in the 
  farthest reaches of settled territory. The door is 
  open…a sign of welcome for those who might 
  enter. 
  Read the following to any characters that elect to enter 
  the outpost: 
  As you enter, one Baklunish man is seated behind a 
  desk. He looks up at you and smiles as he 
  introduces himself. “I am Farzaan Ahmed Said, 
  Captain of the Threshers here in Masha’a. What 
  brings you to my door?” 
  If any of the characters present participated in “Of 
  Dragons…” add the following 
  “Oh! It’s you, I barely recognized you. You’ve 
  changed so much!” The Thresher said as he smiled 
  brightly before pausing and looking down at his 
  sash of office, “I suppose I’ve changed as well,” he 
  continued knowingly, as if recalling the days of his 
  impetuousness before being promoted to senior 
  Thresher for this region. Shaking his mind out of 
  thought he continued,  “How may I be of service to 
  you my friends?” 
  Farzaan Ahmed Said: Male Human War2/Exp1/Rgr1; 
  hp 25; See Appendix One.  
  Farzaan has some information that the characters may 
  find useful, but it isn’t nearly so easy to gather 
  information from Farzaan as it was from those in the 
  bar. He has gained much experience since he was 
  promoted to senior Thresher and has become 
  something of a canny thinker. In order to get 
  information the characters will need to succeed on a 
  special Diplomacy check. It is an opposed roll with the 
  characters making a Diplomacy check versus Farzaan’s 
  Sense Motive check which is +6. Only one character 
  may aid this check. For every character above two that 
  attempts to coerce Farzaan secretly assess a –2 penalty 
  to their check; this effect is cumulative. Farzaan doesn’t 
  like it when people talk over each other to get his 
  attention. Alternately, characters who played “Of 
  Dragons” and did not have “Insulted Farzaan” written 
  on their AR for that adventure have a +2 circumstance 
  bonus applied to their roll. 
  If the characters fail to exceed Farzaan’s by 5 or more 
  they get very little information from him. He’ll say 
  nothing more than the Threshers have the matter well 
  in hand and there’s very little near the ruin except 
  personal hazard so traverse it at your own risk. He says 
  that if an official investigation were launched, 
  interference would be grounds for time in the stocks 
  under the strict laws of Ket – note the later TU 
  punishment listed in this Encounter.  
  If the characters exceed Farzaan’s roll by 5 or more he 
  tells them that when he and his subordinate 
  investigated the cavern in which the temple was found, 
  he felt as though he was being watched by 
  something…less than human. He stayed only long 
  enough to gather the information necessary to process 
  his incident report completely and not a moment 
  longer. 
  If the characters exceed Farzaan’s result by 10 or more 
  he tells them that he BELIEVES a team IS being sent 
  to investigate though he isn’t sure exactly when they 
  might show up. When that team does arrive, however, 
  the official investigation will begin and the area of the 
  ruin will be off-limits to anyone who isn’t a member. 
  Contravention of that order is considered impeding an 
  official investigation and merits 8 TUs in the stocks. 
  If the characters exceed Farzaan’s result by 15 or more 
  he will tell them that the leader assigned to the team is 
  rumored to be Zahr Hassan. A Knowledge (local) or 
  Knowledge (nobility and royalty) check [DC 15] (or a 
  Bardic Knowledge check [DC 20]) will tell the 
  characters that Zahr Hassan is one of the foremost 
  experts on the history of the True Faith and is head of 
  the Theology department at the University in the 
  religious town of Eskandrea. A Knowledge (history) 
  check [DC 35] will tell the characters that Zahr Hassan 
  is actually descended from a family line that draws an 
  obscure connection to the very founding of the True 
  Faith religion itself.  
  If the characters ask about Farzaan’s brother Suleiman, 
  he tells them that he was promoted and is now 
  working at Eskandrea, in the Spire of Al’Akbar. 
  
  Ket4-08 Ruin 
   
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  If the characters ask about Azib el’Hamid, Farzaan goes 
  into more detail than did Sayed. He says that Azib has 
  been 
  complaining 
  about 
  bad 
  dreams 
  of 
  late…hauntingly bad dreams. He believes them to be a 
  portent of things to come. Many people in the village 
  believe than he’s been taken by madness, but Farzaan 
  believes that Azib is stronger than that and thinks 
  there must be another explanation for what’s come 
  over him. He suggests it might be worthwhile for the 
  characters to pay him a visit to determine if it is at all 
  related to the discovery of the temple. 
  If the characters ask questions about the temple leave 
  without inquiring over Azib, read the following 
  “If you’re interested in the temple, consider visiting 
  Azib el’Hamid. He seems to have…an odd 
  knowledge of it. He should be able to give you 
  more guidance than I.”  
  Farzaan is able to give directions to the entrance to the 
  temple, to the home of Azib, or to the Swordmarsh if 
  asked. He gives these directions freely. 
  Development: If the characters proceed to the home 
  of Azib, proceed to Encounter 3. If the characters elect 
  to travel to the entrance to the temple or the 
  Swordmarsh, proceed to Encounter 4. 
  Encounter 3: Old Friends 
   
  The directions to the home of Silversmith Azib 
  el’Hamid are quite accurate, and within moments 
  you find yourself outside of his door. You knock 
  lightly, but for some time nothing stirs within the 
  house. Soundlessly the door slides open just a 
  crack, and a man peers outward, regarding those 
  who have come to his doorstep. 
  If none of the characters have played “Of Dragons” 
  continue with the following: 
  From within the house the sounds of barking are 
  heard, and the man who peeks out through the 
  door crack quiets the animal before saying 
  hesitantly, “Yes? What do you want?”  
  If one or more of the characters have played “Of 
  Dragons” read instead the following 
  After a moment the man’s eyes widen from behind 
  the door and it is thrown open and he smiles 
  brightly, “My friends! My friends you have 
  returned! Come in! Come in! There is so much to 
  tell you, but so little time in which to do it!” The 
  man begins shuffling you into his home, and 
  offering you each seats in turn. A hale looking dog 
  curls about your feet as you sit, and Azib resumes 
  speaking as he too sits down. “I am so glad you 
  came! I have so much to tell you…surely, you have 
  returned because of the temple?” 
  �Azib el’Hamid; Male Human Exp3; hp 12; See 
  Appendix One. 
  It is easy for characters who have not played “Of 
  Dragons” to elicit a positive reaction from Azib. All 
  they need do is ask him about the temple. He is 
  bursting at the seams with the knowledge in his head, 
  and needs to tell someone as the villagers think him 
  crazy, and the adventurers have thus far paid him no 
  heed.  
  If the characters should happen to ask about the dog, 
  he was in fact the animal that they rescued from the 
  home of the criminal Finn in “Of Dragons.” Note any 
  special treatment of the animal by the characters while 
  in Azib’s home, but only if they played “Of Dragons” 
  with the same character. 
  Should the characters not mention the temple, Azib 
  gives them the cold shoulder and won’t respond to 
  their entreaties. They will need to sally forth unto the 
  temple without Azib’s advice. 
  Azib has the following information, not all of which is 
  freely available to the characters. 
  1) Since the temple was discovered, Azib has been 
  having horrible nightmares. At first they were 
  disjointed and seemingly made no sense. But as 
  days passed, they became clearer…despite that, 
  however, their clarity offered no insight into their 
  true meaning.  
  2) If the characters inquire about his dream, Azib will 
  give them a brief synopsis. The dream always 
  begins the same way, with Azib sleeping in his 
  bed. He wakes up to find himself floating over his 
  sleeping self. He’s torn from that position with 
  blinding speed up the road into the mountains 
  into a pass that he has never seen before and he 
  seems driven into the very heart of the mountain. 
  As he’s thrust into what seems to be a stone tomb, 
  he hears a very familiar voice repeating over and 
  over “when his eye is once again open, it is you 
  who will see.” The last thing he remembers is 
  something-dark rustling in the moonlight. Some 
  blackness that seems without shape, or form. He 
  sees a bright flash as if some beam of light had 
  caught 
  something 
  metallic 
  and 
  then 
  he 
  awakes…in a cold sweat.  
  
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  At this point, Azib is holding something back. A 
  successful Sense Motive check [DC 15] will cause him 
  to open up further. DO NOT ask the characters to 
  make this check. Only allow them to make it if they 
  specifically request it.  
  With a sigh of resignation, the man looked up at 
  you. “The only thing I left out…was that when I 
  wake from this dream…I am always clutching this,” 
  he held up a simple iron holy symbol of Al’Akbar; 
  or rather, what appears to be half of a holy symbol 
  of Al’Akbar, cut cleanly down the centre. 
  Azib explains briefly that he doesn’t know from where 
  this half-destroyed holy symbol came, but he does 
  know that it has been passed down from father to son 
  for a long time.  
  If the characters ask what the significance may be he 
  explains that he doesn’t know. It is merely one half of 
  what used to be an unpainted iron holy symbol of 
  Al’Akbar.  
  Azib has never been to the temple, but he suspects that 
  he has seen fractured images of it in his dreams. He 
  saw a great open cavern in which was littered dozens of 
  falchions which were both rusted and battle-worn. He 
  also saw a great stone door that was built into a recess 
  in the caverns’ innermost wall. Beyond that he has 
  little else to offer in the way of guidance.  
  As the characters decide they are ready to leave, Azib 
  has a request to make of them. 
  “My friends…before you go, I have only one 
  request,” he says as he holds the holy symbol as he 
  had done earlier, though this time he steps forward 
  and says “would you take this with you? I can’t fight 
  the feeling that it may help in your endeavor.” 
  Azib is able to give directions to the entrance to the 
  temple, to the Thresher outpost, or to the Swordmarsh 
  if asked. 
  Development: If the characters proceed to the 
  Thresher outpost, proceed to Encounter 2. If the 
  characters elect to travel to the entrance to the temple 
  or the Swordmarsh, proceed to Encounter 4. 
   
  Encounter 4: Unto the 
  Swordmarsh and into the Fire 
   
  After hours of arduous travel, you round a bend and 
  you begin to leave the foothills behind; the Yatil 
  Mountains slowly begin to see the coming into 
  view on the horizon. The serenity of the quiet 
  scene is broken, however, by an overpowering 
  stench. It is the stench of death; of decay…and 
  whatever is producing it smells like it has been 
  rotting for the last thousand years. 
  The Swordmarsh is a huge bog of indeterminate size. It 
  dominates this part of the land and eclipses everything 
  nearby but the Mountains.  
  The stench is being produced by hundreds of corpses 
  that were once buried deep beneath the marsh. The 
  nearby temple has begun to awaken, and those fiendish 
  servants that once served it are being summoned once 
  more. They are not yet active, however, and thus the 
  hundreds of skeletons that are now near the surface of 
  the bog remain unmoving when the characters 
  approach. 
  If the characters move toward the marsh read the 
  following: 
  On the surface of the bog you can see what looks to 
  be the remains of some ancient battle. Hundreds of 
  corpses are half-mired in the bubbling filth, and for 
  many, their weapons rest near at hand…as if 
  waiting for something. 
  This was the site of an ancient battle. This is where the 
  first wave of Nerull’s forces met those servants of the 
  emerging Faith of Al’Akbar.  
  A Knowledge (history) check [DC 33] tells the 
  characters that there was a site of an ancient battle in 
  Northern Ket that was led by Al’Akbar himself against 
  the forces of Nerull as he sought to crush the existing 
  cult of the Ur-Flan and the forces of the Occluded 
  Empire. A Bardic Knowledge check [DC 38] gives the 
  same information. A Heal check [DC 18] tells the 
  characters that these corpses have been dead for 
  sometime between 150 and 200 years. 
  This site wasn’t actually ever visited by Al’Akbar in his 
  travels on the mortal coil. It was where Whalid el’Azib 
  began his quest to destroy the forces of Nerull in Ket, 
  and though Whalid’s name has been forgotten, his 
  deeds have not, and have been mostly attributed to 
  Al’Akbar in an allegorical fashion.  
  The bog has been churning of late (which is what 
  caused the corpses to rise) and with it brought a great 
  deal of once hidden toxins to the surface, in addition to 
  the pungent odor. Any character that steps into the 
  marsh must make a Fortitude save [DC 16], or be 
  infected with a mild poison. The poison is a diluted 
  
  Ket4-08 Ruin 
   
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  form of Terinav Root (see DMG) and does 1d3 Str 
  primary, 1d3 Str secondary.  
  The characters may make a Survival check [DC 19] to 
  know that the stench of the bog will be difficult to get 
  out of their clothing and gear – a possible very long-
  term effect if they stay in the marsh for a longer period 
  than one hour.  It takes 50 minutes to get through the 
  bog, giving characters a 10 minute window to avoid the 
  below effect. It’s up to the judge to decide whether the 
  character’s described actions would take more or less 
  than 10 minutes, and assess the consequences 
  accordingly. 
  If the characters elect to go through anyway, the 
  stench of the bog permeates the very pores of the skin, 
  and has embeds itself within. For the next 6 TUs the 
  stench of the character precedes them and provides a –
  6 penalty to any charisma based checks and it makes 
  them easier to track by scent. Creatures with the scent 
  special ability may pick out characters that have walked 
  through the bog at three times the normal range of that 
  ability. Characters may spend 750 gold on a special 
  bath to cut this to 1 TU.  
  A Craft (alchemy) check [DC 25] can brew a 
  concoction that can nullify the scent temporarily; just 
  long enough for the smell to go away on its own. 
  Ingredients for the bath must be purchased, however, 
  for 250 gold.    
  Point out to the characters in a later encounter, 
  perhaps Encounter 5 or Encounter 6 that they still 
  smell a great deal. No amount of washing will get rid of 
  the stench.  
  While in the bog characters may make a Search check, 
  with a varying DC. Characters may take 20 on this 
  check but it would take more than 17 hours to search 
  the entire bog in this manner – if this is done, the 
  official temple investigation party reaches the temple 
  area first and cordons it off, preventing an 
  investigation by the characters unless they expend one 
  Influence Point per character to bypass the officials (or 
  have other legitimate means listed on ARs to do so).  
  [DC 10] – The characters find a variety of different 
  types of skeletons. They are mostly humanoid, though 
  there are a few larger skeletons of unknown origin. A 
  Knowledge (nature) check [DC 12] tells the characters 
  that at least one of the large creatures was an owlbear, 
  and a second Knowledge (Nature) check [DC 15] 
  suggests to the characters that one of the larger 
  skeletons seems to be that of Jackal…one that walked 
  upright. No other check is able to determine any 
  details about this creature. 
  [DC 15] – The characters find a smattering of non-
  magical weapons, some masterwork, and some not, 
  including a vial of holy water. A Spellcraft check [DC 
  10] tells the characters of the vials’ true nature. They 
  also find one golden holy symbol of Nerull, and two 
  Falchions.  
  [DC 20] – The characters find a damaged scroll tube, 
  inside which is an intact piece of parchment. It seems 
  to be orders. A copy of the text is provided in Player’s 
  Handout #1. 
  [DC 25] – The characters find a magical shield (Heavy 
  Steel) that has the cup and talisman of Al’Akbar 
  engraved on the front of it. They also find a few more 
  weapons, and armor of the non-magical variety.  
  Treasure: 
  All APLs: 
  Search [DC 15] Reveals:  
  L: 85 gp; C: 0 gp; M: spiked chain, chain shirt, heavy 
  steel 
  shield, 
  two 
  falchions, 
  masterwork 
  flail, 
  masterwork chain mail, vial of holy water, golden holy 
  symbol of nerull (value 250 gp) 
  Loot (94 gp), Magic- (gp) 
  Search [DC 20] reveals all of the above as well as large 
  chain shirt barding, 2 masterwork falchions, +1 heavy 
  steel shield 
  L: 189 gp; C: 0 gp; M: +1 heavy steel shield (95 gp per 
  character) 
  Development:   The directions that the characters 
  were given suggest that after they exit the Swordmarsh 
  they should head west until they hit “The Forge;” one 
  of the mountains so named for its appearance. There is, 
  however, a fissure in the mountain just east of the bog 
  called “The Vault of Heaven,” which characters who 
  played “Of Dragons” likely investigated through the 
  course of that adventure. Tell the characters who 
  played “Of Dragons” that the fissure is the same as the 
  one from that module, and tell those who didn’t that 
  Azib mentioned that the “Vault of Heaven” was where 
  the talisman which is now in your possession was 
  recovered. If the characters choose to proceed on to the 
  temple, advance to Encounter 5. If they choose to take 
  a detour into the Vault of Heaven, advance to 
  Encounter 5a. 
  Encounter 5: And so it begins 
  The route on which you travel to the temple is not 
  heavily trafficked. After an hour or so of following 
  
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  this road it splits off toward the mountain pass to 
  which you were directed. And then, there it is 
  before you. There’s no mistaking the Forge. This 
  path leads right into its heart. Will you follow it to 
  its conclusion? 
  The path is clear and there are few obstacles in the 
  characters’ path. It leads deep into the mountain 
  through a small crack, no higher than a tall human, and 
  no wider than a skinny dwarf. Most medium sized 
  characters will need to squeeze to enter (any character 
  over 4’11 and 100 pounds). Small sized characters have 
  little difficulty descending, unless they’re more rotund 
  than most their size. There are small trees with sturdy 
  trunks that look like they could be used as tethers for 
  horses, if necessary. 
  As you descend deeper into the mountain the light 
  begins to leave you, and you are surrounded by the 
  pervasive darkness of the underground.  
  Those characters without the benefit of darkvision 
  must now declare what they are using as a light source. 
  At this point the characters are approximately 75 feet 
  underground.  
  At this point the characters now come upon an Alarm 
  spell, keyed to the approach of unwanted visitors. If 
  they trigger it, the enemies in the cavern will have four 
  rounds to prepare for their approach, as that is how 
  long it will take the characters to descend into the 
  cavern from the alarm. If the characters manage to 
  bypass the Alarm, only listen checks will alert the 
  enemies to the character’s approach. 
  As you delve deeper into the mountain the passage 
  abruptly opens into a large cavern. Large stalactites 
  and stalagmites have joined forming great, natural 
  pillars here. The cavern floor is difficult to see it is 
  littered with…bones…thousands of them.  
  A NOTE ABOUT THE TERRAIN: The Cavern is rife 
  with large stalagmites protruding from the floor. The 
  cultists use this terrain to their advantage whenever 
  possible, especially to separate characters from one 
  another. (See tactics below for more details.) The 
  stalagmites and any squares they border on are 
  considered difficult terrain, costing double movement 
  and preventing running and charging in the cavern.  
  APL 2 (EL 4) 
  �Jimah: Kobold Sor2; hp 8; See Appendix One. 
  �Blagnar: Kobold Bbn1; hp 13; See Appendix One. 
  APL 4 (EL 6) 
  �Jimah: Kobold Sor4; hp 16; See Appendix One. 
  �Blagnar: Kobold Bbn4; hp 33; See Appendix One. 
  APL 6 (EL 8) 
  �Jimah: Kobold Sor5; hp 20; See Appendix One. 
  �Blagnar: Ogre Bbn1/Ftr1; hp 63; See Appendix One. 
  �Dex: Human War1/Clr5; hp 43; See Appendix One. 
  APL 8 (EL10) 
  �Jimah: Kobold Sor7; hp 28; See Appendix One. 
  �Blagnar: Ogre Bbn1/Ftr1/FrBr2*; hp 126; See 
  Appendix One.  
  �Dex: Human War1/Clr7; hp 71; See Appendix One. 
  APL 10 (EL 12) 
  �Jimah: Kobold Sor9; hp 54; See Appendix One. 
  �Blagnar: Ogre Bbn1/Ftr1/FrBr4*; hp 126; See 
  Appendix One. 
  �Dex: Human War1/Clr9; hp 71; See Appendix One. 
  APL 12 (EL 14)  
  �Jimah: Kobold Sor10; hp 60; See Appendix One. 
  �Blagnar: Ogre Bbn1/Ftr1/FrBr5*; hp 139; See 
  Appendix One. 
  �Gwardok: Ogre Bbn1/Ftr1/FrBr5*; hp 139; See 
  Appendix One. 
  �Dex: Human War1/Clr10; hp 78; See Appendix One  
  Tactics (APL 2-4): The Sorcerer tries to keep himself 
  out of harm’s way, and thus try and weaken the 
  enemies threatening the barbarian. If the barbarian is 
  slain, the sorcerer does not stay and fight, he tries to 
  escape. 
  Tactics (APL 6-8): The first spell the cleric casts on the 
  barbarian is protection from good with the goal that he 
  won’t be turned against them. The cleric (and sorcerer) 
  prefer to cast invisibly and silently if they are able. 
  However, if he does get turned against them the cleric 
  uses one of his two scrolls of calm emotions against the 
  barbarian, and then attempts to flee with the Sorcerer. 
  The barbarian tries to use the stalagmites to separate 
  the characters so that he can take them one at a time. 
  At APL 8 the sorcerer casts fly both on himself and the 
  cleric so that they can make a hasty retreat if necessary, 
  and follows that up with invisibility. If possible, and 
  early in the combat, the cleric uses his oil of corrupt 
  weapon on the scythe of the barbarian. It functions like 
  the oil of bless weapon except it functions against good 
  creatures, not evil. The barbarian frenzies before 
  raging, and spends two rounds purely frenzied before 
  
  Ket4-08 Ruin 
   
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  he engages his rage. If the barbarian is slain, the 
  sorcerer and the cleric do not stay and fight, they try to 
  escape.  
  Tactics (APL 10): At APL 10, if the characters trigger 
  the alarm, the sorcerer uses bull’s strength on the 
  barbarian, using his other three rounds to then cast 
  invisibility sphere on himself and the cleric, and then 
  fly on himself and the cleric. The cleric casts magic 
  circle against good and protection from good on the 
  barbarian if he has the four rounds, but if not just casts 
  one of them. He follows that up with a freedom of 
  movement and invisibility. The sorcerer casts greater 
  invisibility on the cleric who then cast unholy blight 
  (not caring if he catches the barbarian in it), and his 
  two flame strikes, using his divine metamagic feat to 
  maximize them. The sorcerer also cast his two rapid 
  summon monster IV’s to aid the barbarian in taking 
  down their enemies. If the barbarian is slain, the 
  sorcerer and the cleric do not stay and fight, but try 
  and escape.  
  Tactics (APL 12): At APL 12, Gwardok, the second 
  barbarian only has protection from good cast on him, 
  to prevent mind control. The majority of the time is 
  spent buffing Blagnar out of the view of the characters. 
  The process is similar to APL 10, with the exception 
  that Gwardok gets the first protection from good, and 
  stands at the ready…waiting to soak up the damage 
  and resources that the characters are dishing out. If he 
  has no buffs left, the sorcerer casts a rapid Summon 
  Monster IV or two to aid Gwardok, but the primary 
  focus of the cleric and sorcerer is pumping up Blagnar, 
  following roughly the same buff order as in APL 10. If 
  both the barbarians are slain, the sorcerer and the cleric 
  do not stay and fight, but try and escape.  
  Treasure: 
  APL 2: L: 54 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 86 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp per character) 
  APL 6: L: 204 gp; C: 0 gp; M: (cloak of charisma +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), calm emotion scrolls (2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each)  
  APL 8: L: 389 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), +1 scythe (193 gp per character)  
  APL 10: L: 172 gp; C: 0 gp; M: cloak of charisma +2 
  (333 gp per character), periapt of wisdom +2 (333 gp 
  per character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), amulet of health +2 (333 gp per 
  character), +1 full plate (137 gp per character), cloak of 
  resistance +2 (333 gp per character), +1 keen scythe 
  (718 gp per character) 
  APL 12: L: 179 gp; C: 0 gp; M:  cloak of charisma +2 
  (333 gp per character), periapt of wisdom +2 (333 gp 
  per character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), amulet of health +2 (x2) (333 gp per 
  character each), +1 full plate (137 gp per character), 
  cloak of resistance +2 (333 gp per character), +1 keen 
  scythe (718 gp per character) 
  At the far end of the cavern, into what seems like a 
  purposeful recession in the stone at the rear of the 
  cavern is the temple façade. Upon a second glance 
  the recession seems to resemble…a huge skeletal 
  eye-socket. 
  Development: Should the characters take any of these 
  enemies alive and question them, only the cleric will 
  have any information the characters deem appropriate. 
  The Barbarian(s) are nothing more than a hired 
  thug(s), as is the sorcerer and neither know anything of 
  value beyond that they were hired by a man to take 
  orders from the cleric (Dex) and to hold the cavern 
  against intruders. They were to be paid 500 gold each 
  for their services. 
  Dex, however, has more insight. Diplomacy fails 
  automatically; Dex is a devout cleric of a death god. 
  Nothing any silver-tongued character can say will 
  make him betray his oaths and face Nerull’s wrath; for 
  a cleric of a death god there are far worse fates than 
  death.  
  Intimidate can work, though it takes a –5 penalty 
  because of Dex’s devotion to Nerull (fates worse than 
  death, again). If successfully intimidated, Dex tells the 
  characters that a Necromancer approached him some 
  time ago with information that suggested a lost temple 
  to Nerull was hidden in the Yatil mountains, but the 
  only clue as to its possible location was a vague 
  reference to Masha’a village. Having only that tidbit to 
  go on, Dex and Ranesh (the necromancer) secretly 
  purchased the Silvermoon mining company so that 
  they could direct excavations using the resources of 
  that company to cover more territory in their search. 
  After the earthquake opened the passageway to the 
  temple, keeping the company in operation was 
  pointless and they shut it down. 
  
  Ket4-08 Ruin 
   
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  He hasn’t yet been inside the temple, as he was tasked 
  with protecting the temple from intruders, so he has 
  no idea what may lie beyond the entrance.  
  Following the completion of the combat against the 
  forces of Nerull (and any questioning that may take 
  place) read the following to the characters: 
  As you tend to your wounds you notice something 
  that you did not in the heat of battle…bones. 
  Thousands of them lie beneath your feet and cover 
  the entire cavern floor. There is no mistaking it; 
  this was the scene of an epic battle. Into what 
  seems like a purposeful recession in the stone at 
  the rear of the cavern is the temple façade that 
  seems. Upon a second glance the recession seems 
  to resemble…a huge skeletal eye-socket.  
  A Search check [DC 17] finds a small leather satchel 
  containing a journal; Give them Players Handout #2. 
  There is little of value here as the majority of the 
  bodies have been stripped by the Kobolds over time. 
  About the handout 
  Knowledge (history) or Knowledge (religion) check 
  [DC 24] (or a Bardic Lore check [DC 29]) tells the 
  characters that Mar Masr was more than just a Mullah; 
  he was also a historian that composed many early epics 
  on the conquests of the True Faith. Obviously his 
  account was never published as the journal remained 
  in the cavern. The characters can find his remains near 
  the satchel, as it’s the only corpse that was propped up 
  against a wall. It is a Sense Motive check [DC 15] to 
  determine that he appears to have died in a posture 
  that indicates he was waiting for something.  
  No knowledge check gives any character insight into 
  the history of Whalid. His name has tragically been 
  forgotten. 
  The only thing left in the cavern for the characters now 
  is the door.  
  It is a large stone door that’s 12 feet high. It’s very 
  heavy requiring a Strength check [DC 20] to pull it 
  open. If any character chooses to break two flasks of 
  lamp oil on the hinges it becomes a Strength check 
  [DC 14]. 
  For the reference of Dwarves, this cavern is 
  approximately 250 feet beneath the surface, though it’s 
  deep into the mountain. 
  A Search check [DC 21] reveals a faded inscription on 
  one of the doorjambs. It’s obviously graffiti and not an 
  inscription in the truest sense. It’s not in any language 
  the characters can recognize. It seems a smattering of 
  letters and symbols from a variety of different 
  languages cobbled together to form a brief sentence. A 
  Decipher Script check [DC 24] reveals that the graffiti 
  says something along the following lines:  
  “look not on the face of the reaper lest ye be 
  judged.” 
  That is a general translation and because of the odd use 
  of signs, it won’t get any more specific – it is written in 
  poorly constructed Flan.  
  There is nothing else of interest at the door.  
  Development: If the characters elect to move into the 
  temple, advance to Encounter 6. 
  If the characters choose to turn back, and not enter the 
  very heart of evil, advance to the Conclusion. 
  Encounter 5a: Through the 
  Vault 
  This encounter only happens if the characters choose 
  to investigate the Vault of Heaven, in which the final 
  encounter of “Of Dragons” occurred. Note, it’s only a 
  modified version of the above. The only difference 
  between Encounters 5 and 5a is that there is no alarm 
  spell in the passageway through the Vault of Heaven. 
  The cultists didn’t place an alarm spell on this 
  passageway, which means that unless the characters are 
  excessively noisy going down the path, they get the 
  drop on their enemies in Encounter 5.  
  As you enter the cavern, you see off to one side 
  what looks to be a broken battering ram; perhaps 
  the remnant of some ancient trap. You stride 
  deeper into the fissure and you come to its 
  termination – a small circular cavern. By all 
  appearances it seems that no one has been this way 
  for quite some time.  
  A Spot check [DC 23] (secretly add +2 to the result for 
  any Dwarves present because of their Stone cunning 
  bonus) will reveal a passageway that is concealed by 
  fallen debris. If the passageway is cleared out read the 
  following 
  The passageway downward is extremely narrow, but 
  any normal humanoid can squeezed through with 
  only some difficulty. As you peer down into it you 
  can hear what sounds like chittering reverberating 
  from below – exactly how far down from which the 
  sound is coming is impossible to tell because of the 
  echo. 
  
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  A Knowledge (nature) check [DC 10] tells the 
  characters that the chittering is the sound of 
  centipedes, though exactly how many or what size is 
  impossible to determine – any character who 
  participated in Of Dragons may make an Intelligence 
  check [DC 5] to recall the same sounds during that 
  investigation.  
  If the characters elect to descend into the passageway 
  read aloud the following: 
  The passageway winds itself deep into the 
  mountain, with hundreds of small offshoots 
  running out of the main passage in a thousand 
  different directions. After what seems to be two or 
  three hundred feet it begins to open into a cavern. 
  On the right is the façade of the temple, and on the 
  other side of the cavern are a few individuals who 
  appear to be waiting for something. A dull grey 
  moss exudes a dim light in the cavern… 
  If the characters decide to enter the cavern, have them 
  make Move Silently checks versus the enemies Listen 
  checks. The characters have a –5 penalty imposed on 
  their move silently check because of the natural echo. 
  The cavern is bright enough for characters without 
  darkvision to see. 
  *DM NOTE: From this point forward Encounter 
  5a’s progression matches that of Encounter 5. For 
  full tactics, loot and development please see 
  Encounter 5. 
  Encounter 6: Eternal Slumber 
  Disturbed 
   
  As the entrance to the temple is breached, every 
  footfall seems to disturb an eternity of silence. The 
  perfectly smooth stone corridor terminates in a 
  circular room about forty feet away. It isn’t hard to 
  notice that the room is slightly elevated, and that a 
  step up will be required to get into it. On the 
  opposite side of the room, the corridor is barred 
  from ceiling to floor making it impossible to get 
  through without tampering. Perhaps the most 
  daunting feature of the room is the massive seal 
  that covers nearly the entire floor. 
  The massive seal is the symbol of Nerull. A Knowledge 
  (Religion) check [DC 12] determines this. 
  A note about detect evil: there is a faint aura of evil 
  pervading the entire temple. 
  The floor is actually a giant pit trap. The graffiti on the 
  door was actually a warning, but the word ‘look’ was 
  transposed with the word ‘step.’ It was a warning from 
  mostly illiterate workman to other mostly illiterate 
  workman to avoid stepping on the visage of Nerull in 
  this room less they meet an untimely end. There are 
  very few spaces upon which to walk to avoid triggering 
  the trap.  
  APL 2 (EL 2) 
  �Camouflaged Pit Trap: CR 2; mechanical; location 
  trigger; manual reset; Reflex save [DC 20] avoids; 20 
  feet deep (2d6, fall); multiple targets (each character in 
  the room at the time of triggering); Search [DC24]; 
  Disable Device [DC 20]. 
  APL 4 (EL 5) 
  �Pit Trap: CR 5; mechanical; location trigger; manual 
  reset; Reflex save [DC 20] avoids; 60 feet deep (6d6, 
  fall); multiple targets (each character in the room at the 
  time of triggering); Search [DC 24]; Disable Device 
  [DC 23]. 
  APL 6 (EL 5) 
  �Pit Trap: CR 5; mechanical; location trigger; manual 
  reset; Reflex save [DC 20] avoids; 70 feet deep (7d6, 
  fall); multiple targets (each character in the room at the 
  time of triggering); Search [DC 25;] Disable Device 
  [DC 24]. 
  APL 8 (EL 7) 
  �Well Camouflaged Pit Trap: CR 7; mechanical; 
  location trigger; repair reset; Reflex save [DC 25]  
  avoids; 70 feet deep (7d6, fall); multiple targets (each 
  character in the room at the time of triggering); Search 
  [DC 27]; Disable Device [DC 24]. 
  APL 10 (EL 9) 
  �Well Camouflaged Pit Trap: CR 9; mechanical; 
  location trigger; repair reset; Reflex save [DC 30]  
  avoids; 70 feet deep (7d6, fall); multiple targets (each 
  character in the room at the time of triggering); Search 
  [DC 29]; Disable Device [DC 25]. 
  APL 12 (EL 11) 
  �Well Camouflaged Pit Trap: CR 11; mechanical; 
  location trigger; repair reset; Reflex save [DC 33]  
  avoids; 70 feet deep (7d6, fall); multiple targets (each 
  character in the room at the time of triggering); Search 
  [DC 29]; Disable Device [DC 29]. 
  If a character falls into the pit, they fall through a 
  natural steam vent, which shoots across the breadth of 
  the pit continuously. The steam also obscures vision 
  
  Ket4-08 Ruin 
   
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  into the pit. There is also a stone of silence on a ledge 
  just below the steam vent that prevents any noise from 
  passing through it. So any scream will be drowned out 
  by it. The characters fall into the pit, right into the 
  clutches of an ooze that has been placed there to 
  devour any person so hapless as to enter its lair.  
  *DM NOTE: For the purposes of determining 
  encounter level the pit is considered to be a CR 3 
  creature. 
  Creatures  
  APL 2 (EL 4) 
  �Darkmantle: hp 6; see Monster Manual) 
  APL 4 (EL 5) 
  �Gelatinous Cube: Huge Ooze Ooze; hp 54; see 
  Monster Manual 
  APL 6 (EL 6) 
  �Advanced Gelatinous Cube: Huge Ooze, hp 108; 
  see Appendix One. 
  APL 8 (EL 8) 
  �Advanced Black Pudding: Huge Ooze; hp 161; see 
  Appendix One. 
  APL 10 (EL 10) 
  �Advanced Black Pudding: Gargantuan Ooze; hp 
  243; see Appendix One) 
  APL 12 (EL 12) 
  �Elder Black Pudding: Gargantuan Ooze; hp 290; see 
  Monster Manual. 
  There is nothing to salvage in the pit. The creatures 
  have devoured anything of value.  
  *DM NOTE: In APL 10 and 12 the pudding is 
  considered squeezing and taking penalties as such in 
  the pit. Please apply these penalties, -4 to AC and 
  attack. 
  If the characters overcome the pit trap they have 
  defeated Encounter 5 and should be given full 
  experience for the combat with the ooze. Intrinsic to 
  the purpose of the trap was that any hapless creature 
  that fell in would fight the oozes at a disadvantage; if 
  the trap doesn’t go off, the encounter is defeated.  
  Once the trap and the ensuing combat, the characters 
  still must get past the bars to advance deeper into the 
  temple. The mechanism is relatively simple to disable, 
  a Disable Device check [DC 15] pops the mechanism. 
  Likewise, a Strength check [DC 17] works. A crowbar 
  adds a +2 circumstance bonus to the Strength check if 
  used. A ranged touch attack of AC 5 (versus the bars) 
  can be made to attach a grappling hook to them. There 
  is nothing to which it can be tethered on the corridor 
  side, however. 
  Encounter 7: The Room of 
  Deeds 
   
  Behind the now open cage, the corridor leading 
  deeper into the temple has begun to narrow, and 
  your lights lick off the walls ominously. A 
  malevolent presence is near…though it cannot be 
  pinpointed. It is all around and every sense seems 
  to be tingling at once.  
  A Spot check [DC 15] alerts the characters to the fact 
  that there are diminutive inscriptions carved into the 
  walls. They are written in Infernal. For ease in drawing, 
  there is no more than one inscription per five foot 
  square.  
  Square 1’s inscription reads “Only the initiated will 
  prosper in the room of deeds” 
  Square 2’s inscription reads “Only those who are in 
  equilibrium with the dark balance of the reaper may 
  enter” 
  Square 3’s inscription reads “Accept the cleansing of 
  the faithful” 
  A Knowledge (architecture and engineering) check 
  [DC 17] (Dwarf’s Stonecunning applies) allows the 
  characters to notice that the floor is actually beginning 
  to get higher, while the ceiling is beginning to get 
  lower. The change is slight, and hard to notice at first, 
  but once it’s recognized, it’s obvious. 
  When the characters choose to enter the room read the 
  following 
  The focal point of this room is clearly the small 
  pedestal in the centre; it appears to be designed to 
  hold a heavy book. The floor of the room seems to 
  slope downward, ending in the centre at the 
  pedestal, which at second glance appears to be 
  surrounded at its base by a circular opening in the 
  floor. The walls are covered with detailed images of 
  gory rituals and historic events, though the two 
  seem to be similar in scope to one another. In some 
  places the floor is stained a faded pink…though 
  what could have caused such a stain isn’t evident in 
  the room currently.  
  
  Ket4-08 Ruin 
   
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  The pedestal has a trap on it. Since the characters don’t 
  know the bypass code, merely approaching it will 
  likely set it off. If the characters find the trap, and 
  before triggering it use divination to discover the 
  bypass, it’s the phrase (in Flan) “truth in pain.” The trap 
  is keyed to alignment, and thus only True Neutral 
  characters will not set it off.   
  APL 2 (EL 3) 
  �Extended Bane Trap: CR 3; magic device; proximity 
  trigger (detect good/law/chaos 15 foot radius); 
  automatic reset (7 minute delay); spell effect (extended 
  bane, 3
  rd level cleric, [DC 12] Will save negates; Search 
  [DC 27]; Disable Device [DC 27]. 
  APL 4 (EL 4) 
  �Castigate Trap: CR 4; magic device; proximity 
  trigger (detect good/law/chaos 15 foot radius); 
  automatic reset (7 minute delay); spell effect (castigate, 
  7th level cleric, [DC 16] Fort half; Search [DC 29]; 
  Disable Device [DC 29]. 
  APL 6 (EL 7) 
  �Widened Castigate Trap: CR 7; magic device; 
  proximity trigger (detect good/law/chaos 15 foot 
  radius); automatic reset (7 minute delay);  spell effect 
  (widened castigate, 11th level cleric, [DC 17] Fort half; 
  Search [DC 32]; Disable Device [DC 32]. 
  APL 8 (EL 9) 
  �Widened and Empowered Castigate Trap: CR 9; 
  magic 
  device; 
  proximity 
  trigger 
  (detect 
  good/law/chaos 15 foot radius); automatic reset (7 
  minute delay); spell effect (widened and empowered 
  castigate, 17th level cleric, [DC 18] Fort half; Search 
  [DC 34]; Disable Device [DC 34]. 
  APL 10 (EL 9) 
  �Widened and Empowered Castigate Trap: CR 9; 
  magic 
  device; 
  proximity 
  trigger 
  (detect 
  good/law/chaos 15 foot radius); automatic reset (7 
  minute delay); spell effect (widened and empowered 
  castigate, 17th level cleric, [DC 18] Fort half; Search 
  [DC 34]; Disable Device [DC 34]. 
  APL 12 (EL 10) 
  �Wail of the Banshee Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (7 minute 
  delay); spell effect (wail of the banshee, 17
  th level cleric, 
  [DC 23] Fort save negates); multiple targets (up to 17 
  creatures); Search [DC 34]; Disable Device [DC 34]. 
  After the trap is bypassed, characters may choose to 
  investigate the pedestal. It is made of a different type of 
  stone (basalt) than the rest of the temple. The pedestal 
  and its pillar seem to be made of one single piece of 
  stone that descends as far down as the characters can 
  see.  
  (DO NOT DESCRIBE THESE IF THE TABLE HAS 
  MINORS OR OTHERS WHO WOULD OBJECT):  
  The carvings on the walls are very graphic in their 
  depictions of the rituals that must have taken place 
  here. In some sections a figure larger than the rest 
  seems to be bonding different parts together. He 
  displays clearly a holy symbol of Nerull around his 
  neck and in every scene of flesh-craft he holds in his 
  grasp a large and thickly-bound tome, upon the cover 
  of which is crudely carved the head of an animal. He 
  seems to be directing smaller figures (also brandishing 
  openly symbols Nerull) as they rend the flesh of these 
  victims using scythes. 
  It also tells the story (in pictures) of victories and 
  subjugation by these clerics as they spread their 
  pestilence across the countryside. A Search check [DC 
  19] finds a crude map covertly painted beside the 
  images of victory; it was obviously not part of the 
  original drawing as it seems painted on in red ink, and 
  not carved into the stone. Knowledge (Geography) 
  check [DC 15] suggests that this is an ancient map of 
  Ket; some of the topographical features have changed, 
  but the check allows the characters to determine that it 
  is Ket. If the characters are unable to make the check, 
  they get only the following read aloud with no context 
  Tucked away in one corner of the room, you 
  discover a crudely painted map. It’s obviously of a 
  large geographical area. Five points are clearly 
  demarcated on it, but four of them have large red 
  strokes through them; the only one not struck 
  through seems tucked away in what looks to be a 
  large mountain range, and instead of a stroke, is 
  surrounded by a large red circle. 
  This was the map of the other focal points of Nerull’s 
  power in the surrounding regions. The four struck 
  through had been overrun previously, while the circle 
  represents the temple the characters are now in…the 
  last bastion of Nerull’s power in the region at that time. 
  The characters have no real way to discover this 
  knowledge, except a Bardic Knowledge check [DC 41]. 
  Beyond the fact there is no sign of the book here there 
  isn’t anything else of interest in this room.  
  Development: If characters at APLs 2-6 set off the trap, 
  allow their enemies in Encounter 8 (in the room 
  directly ahead) to make a Listen check [DC 10]. If 
  either of them hears the trap go off, they will advance 
  
  Ket4-08 Ruin 
   
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  into that room, and take the fight to the characters 
  instead of the other way around, or they will cast 
  buffing spells and wait for the characters to come to 
  them. At APLs 8-12 the foes in the sanctuary will not 
  leave if they hear the trap sprung. 
  Encounter 8: Into the Heart of 
  Evil 
   
  A note on Encounter 8; it’s broken into two sections, 
  high and low. Low takes place in front of tunnel into 
  the temple sanctuary (room A) and high takes place 
  through the tunnel, inside the sanctuary itself (room 
  B). The tunnel is considered to be a CR 4 creature for 
  the purposes of determining EL.  
  Past the ritual chamber, the ever-narrowing path 
  continues, leading deeper into the heart of the 
  temple. Ahead is another chamber, but oddly there 
  is no continuation of the corridor. Instead, there 
  looks to be a square tunnel where the corridor 
  should be. It’s approximately three feet high, and 
  two and a half feet wide. You cannot see where it 
  leads… 
  Room A 
  APL 2 (EL 4) 
  �Fekhri Hassan: Human Ftr2; hp 19; See Appendix 
  One. 
  �Mahmoud Hassan: Human Drd2; hp 14; See 
  Appendix One. 
  �Manesh: Riding Dog; hp 13; See Appendix One. 
  APL 4 (EL 7) 
  �Fekhri Hassan: Human Ftr5/OOBI1*; hp 54; See 
  Appendix One. 
  �Mahmoud Hassan: Human Drd5; hp 35; See 
  Appendix One. 
  �Manesh: Riding Dog; hp 27; See Appendix One. 
  APL 6 (EL 9) 
  �Fekhri Hassan: Human Ftr6/OOBI2*; hp 70; See 
  Appendix One. 
  �Mahmoud Hassan: Human Drd6; hp 42; See 
  Appendix One. 
  �Manesh: Riding Dog; hp 41; See Appendix One. 
  Tactics: The presence of the Druid and the Archer is 
  simple; they are a screen to allow the wizard (who 
  doesn’t appear in combat except at APL 12) enough 
  time to break the seal erected by Whalid to the inner 
  sanctuary. The longer they fight, the longer Ranesh has 
  to try and break the seal to the inner sanctuary. The 
  Druid and his animal companion wade into melee 
  trying to form a screen for the archer so that he can use 
  his bow without fear of being attacked in response. 
  Both the animal companion and the Druid are 
  formidable opponents in combat and form a bubble 
  around the archer to prevent characters from 
  circumventing them to attack the archer freely. 
  Room B 
  APL 8 (EL 11) 
  �Fekhri Hassan: Human Ftr6/OOBI2*/DpSn1*; hp 
  78; see Appendix One. 
  �Mahmoud Hassan: Human Drd9; hp 63; See 
  Appendix One. 
  �Manesh: Tiger; Large Animal; 45 hp; See Appendix 
  One. 
  APL 10 (EL 13) 
  �Fekhri Hassan: Human Ftr6/OOBI4*/DpSn2*; hp 
  102; See Appendix One. 
  �Mahmoud Hassan: Human Drd10; hp 70; See 
  Appendix One. 
  �Manesh: Tiger, Large Animal; hp 64; See Appendix 
  One. 
  APL 12 (EL 15) 
  �Ranesh: Human Wiz14; hp 85; See Appendix One. 
  �Mahmoud Hassan: Human Drd12; hp 84; See 
  Appendix One. 
  �Manesh: Tiger, Large Tiger; 80 hp; See Appendix 
  One. 
  Treasure: 
  Notes about the tunnel: There are two separate alarm 
  spells cast on the tunnel (one ten feet in and one 
  twenty feet in). Both are mental alarms. If they go off, 
  the Wizard’s contingency teleport is cast (see below) 
  and the druid casts a few spells. As well, the druid’s 
  tiger animal companion is actively spotting for any 
  creature that is coming through. He cannot, however 
  see them, though he does have the scent ability. A 
  small character less than three feet tall can walk 
  through the tunnel at their normal movement rate 
  without any hindrance. Medium characters can 
  squeeze through the tunnel at half their normal 
  movement, taking a –2 penalty on their move silently 
  
  Ket4-08 Ruin 
   
  Page 18 
   
  checks. Creatures larger than medium cannot enter the 
  tunnel except through magical means. Exiting the 
  tunnel does NOT provoke an attack of opportunity 
  from anyone inside of the room, but any subsequent 
  movement after the first five feet provokes attacks of 
  opportunity as normal. Only bows that can be fired 
  from prone may be used in the tunnel. 
  Notes about the sanctuary (room B) APL 8-10: There 
  are a few ongoing spell effects in the sanctuary that 
  need to be taken into account when running the final 
  combat. The room has also had two castings of 
  Mordenkainen’s private sanctum cast onto it. It 
  essentially blocks vision into the room (including 
  darkvision) and prevents line of sight into the room. It 
  does not, however, block sight OUT of the room, 
  though it does keep sound IN. A full description 
  follows in Appendix 2: New Rules Items. The room is 
  also subject to an unhallow effect (as it IS the central 
  chamber in the temple of an evil deity) and provides 
  freedom of movement for all evil beings in the room 
  (the animal companion of the Druid qualifying).  
  Note on the Wizard: He is present at all APLs, but 
  does not factor into combat at any APL but 12. He has a 
  contingency cast on himself that automatically 
  teleports him out of the room if he is in any danger. 
  That means if the alarm goes off, he’s targeted with 
  weapons or spells, or if enemies pass through the 
  private sanctum. He doesn’t factor into EL until APL 
  12. 
  Tactics (APL 8-10): The tactics at APL 8-10 are very 
  similar to those of 2-6. The tiger does NOT completely 
  block the entrance to the tunnel with his massive size, 
  however, because it affects his attacks (cover). He 
  prefers instead to hold back and attack characters when 
  they emerge from inside the tunnel. At APL 10, animal 
  growth is a forgone conclusion for the Druid to cast on 
  the tiger, and though he takes up most of the room, his 
  new prowess in combat is worth it. Balance the Druid’s 
  spell prowess with his combat ability, especially if the 
  animal companion is wounded. He’s more likely to 
  heal the animal companion than himself.  
  Tactics (APL 12): At APL 12 there is the following 
  additional spell effect in place on the sanctuary; the 
  room has had dimensional lock cast onto it from a 
  scroll. This spell lasts for days, and prevents all extra-
  dimensional transport into the room: teleport, dim 
  door, etc. A full description of barred spells follows in 
  Appendix 2: New Rules Items. 
  At APL 12, the tactics of the enemies are virulent. This 
  room must be held at all costs and anything it takes to 
  do so is done. If the enemies are alerted to the presence 
  of characters in the tunnel, the wizard will cast evard’s 
  black tentacles, to pin characters that are in the tunnel. 
  Once the characters are stuck in there he’ll use his 
  empowered lightning bolt, and try and hit as many of 
  the characters as possible. He also uses his sudden 
  maximize feat to further enhance the damaging power 
  of the spell. He’ll then use his heightened reduce 
  person to make it even more challenging for the 
  characters to make the grapple check versus the 
  evard’s. If the lead character should break free, he uses 
  one of his quickened true strikes and then launches an 
  empowered ray of enfeeblement, followed by an 
  enervation to further challenge. He won’t use either on 
  anyone grappled by the tentacles, however. If any 
  character should manage to penetrate the room despite 
  the barrage of offensive power displayed by the wizard, 
  he uses his heightened-chained grease on their 
  weapons, and those of their fellows in the tunnel. The 
  druid’s first two spells are mass bear’s endurance and 
  animal growth on the tiger. He does his best to support 
  the wizard and the tiger, using his healing spells where 
  necessary. He is more likely to heal the tiger than 
  himself. Note that Ranesh wears two rings of 
  Counterspells keyed to dispel magic in order to 
  prevent the dimensional lock and private sanctum 
  from being dispelled, among other things. If the 
  characters choose to circumvent the tunnel and instead 
  build their own (with an adamantine weapon, for 
  example) the Ranesh and Mahmoud will begin buffing 
  for combat. 
  APL 2: L:  272 gp; C: 0 gp; M: collar of resistance +1 (40 
  gp per character), bracers of quickstrike (150 gp per 
  character) 
  APL 4: L: 453 gp; C: 0 gp; M: dragonhide plate (275 gp 
  per character), +1 composite longbow [+3 Str] (216 gp 
  per character), +1 mithril chain shirt (175 gp per 
  character), bracers of quick strike (150 gp per 
  character)  
  APL 6: L: 453 gp; C: 0 gp; M: periapt of wisdom +2 (333 
  gp per character), dragonhide plate (275 gp per 
  character), ring of protection (166 gp per character), +1 
  composite longbow [+3 Str] (216 gp per character), 
  bracers of archery, lesser (416 gp per character), +1 
  anti-impact mithril chain shirt (341 gp per character) 
  APL 8: L: 387 gp; C: 0 gp; M: collar of resistance +2 (200 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), ring of protection +1 (166 gp per character), 
  goggles of night (1000 gp per character), dragonhide 
  plate (275 gp per character), +1 composite longbow of 
  shock (716.5 gp per character), bracers of archery, 
  
  Ket4-08 Ruin 
   
  Page 19 
   
  lesser (416 gp per character), +1 anti-impact mithril 
  chain shirt (341 gp per character) 
  APL 10: L: 129 gp; C: 0 gp; M: collar of resistance +2 
  (200 gp per character), periapt of wisdom +2 (333 gp 
  per character), ring of protection +2 (666 gp per 
  character), goggles of night (1000 gp per character), +2 
  dragonhide plate (591 gp per character), +1 composite 
  longbow of shock (716 gp per character), bracers of 
  archery, lesser (416 gp per character), +1 anti-impact 
  mithril chain shirt (341 gp per character), gauntlets of 
  ogre power (333 gp per character), boots of speed (1000 
  gp per character) 
  APL 12: L: 0 gp; C: 0 gp; M: collar of resistance +3 (367 
  gp per character), periapt of wisdom (333 gp per 
  character), ring of protection (666 gp per character), 
  goggles of night (1000 gp per character), +2 dragonhide 
  full plate (591 gp per character), headband of intellect 
  +6 (3000 gp per character), rings of counterspells (x2) 
  (666 gp per character), robe of bones (200 gp per 
  character) 
  Following Encounter 8’s combat, if the players either 
  choose to enter (APL 2-6), or are already in the 
  sanctuary read aloud the following: 
  The sanctuary is a very simple room. Unlike the 
  room of deeds that preceded it, it is not decorated 
  with carvings of any kind, nor are there any 
  inscriptions that you can see. There is, however, an 
  indentation on the floor; a slot that something once 
  stood in, but there is nothing remaining. Whatever 
  stood 
  in 
  this 
  slot 
  must 
  have 
  long 
  since 
  disintegrated under the assault of time. There is 
  also a roughly hewn stone opening, obviously not 
  cut with the same precision as the rest of the 
  temple.  
  A Search check [DC 24] on the slot reveals small 
  fragments of wood from the object that stood there 
  previously, as well as what looks to be drag marks, 
  though they end about three feet outside of the slot. 
  A Spot check [DC 15] alerts the characters to the fact 
  that there is a shimmering aura that covers the entire 
  opening into the small cave. It bars entry into the cave, 
  though any character who has the half-broken holy 
  symbol of Al’Akbar can pass through this barrier 
  without any difficulty. If the characters come up with 
  an inventive way for more than one of them to enter 
  Whalid’s chamber, allow them to do so. 
  The players also discover among the captured 
  belongings of their fallen foes a letter, give them 
  Player’s Handout #3. 
  Should a character attempt to step through the field, 
  advance to Encounter 9.  
  If the characters choose not to enter the field, advance 
  to the Conclusion. 
  Encounter 9: Against the Dying 
  of the Light 
   
  This room is a stark contrast from that which you 
  just left. Instead of walls of polished limestone, the 
  walls are hacked with pickaxes, and other 
  instruments. Propped up against one side of the 
  cave is a weary-looking Baklunish human, his form 
  shimmering much in the same way that the barrier 
  across the door was. He smiles when he sees you. “I 
  knew you would come,” he said in a quiet voice. “It 
  was Al’Akbar’s will. Sit…” He said softly before 
  adding politely, “if you will…I have…so little 
  time.”  
  This is Whalid el’Azib ibn Hamid, Paladin of Al’Akbar; 
  or rather, a spiritual representation of him of this plane 
  of existence. Around his neck is projected an image of 
  the cup and talisman, though only half of it…the other 
  half rests in the possession of the character who 
  entered the cave. 
  1) If the characters ask who this man is, he tells them 
  he is Whalid el’Azib ibn Hamid.  
  2) He was buried here sometime between 150 and 
  200 years ago by members of the expedition that 
  he led northward in order crush the last vestiges 
  of Nerull’s power in Ket. He fell, and his last order 
  was that his remains be placed in the temple in the 
  hopes that his power could prevent a resurgence 
  of evil.  
  3) If the characters ask about the cave in which he is 
  currently, Whalid knows little. He has assumed 
  over the years that this cave was dug out so that 
  his body would rest in a place not in the original 
  temple, but in a place that was still a part of the 
  complex. 
  4) If the characters ask about the final battle, Whalid 
  essentially recounts the last entry on Player 
  Handout #2, confirming much of what was 
  written therein. 
  5) If they ask him about Caritas’ distraction, he 
  doesn’t know whether it was Caritas’ intention to 
  distract him or whether he was genuine in his 
  concern. Whalid knows only that Caritas was 
  
  Ket4-08 Ruin 
   
  Page 20 
   
  bitter that he was not made general, feeling that 
  Whalid’s way of being and methods were not in 
  line with the True Faith or in accordance with the 
  path as laid down by Al’Akbar. 
  6) If the characters ask why his name or deeds are 
  not recorded, Whalid has no answer, but is 
  slightly saddened that his name has been 
  forgotten. 
  7) If the characters ask what Ranesh was trying to 
  acquire in the cave, Whalid suggests that it could 
  be nothing other than the large tome that they 
  captured from the room of deeds.  
  8) If the characters ask about the broken holy 
  symbol, he tells them that one half was left here as 
  a memorial and as a protective ward, and the other 
  half was supposed to have been given to his only 
  living relative; a brother. He asks for a description 
  of the man who owned this item. If the characters 
  describe Azib he says with a smile “A spitting 
  image of my youngest nephew.” He feels glad that 
  his family has been able to keep it safe for the past 
  many years. He asks the characters what his family 
  thinks of living at Eskandrea. Do they enjoy the 
  holy city? If the characters tell him that his family 
  does not live in the holy city, but instead a small 
  village in the north, he is taken aback; they should 
  have been given a place of honor in the holy town, 
  not be relegated to a small village.  
  Give the characters a chance to gather as much 
  information, but if it seems that they are out of 
  questions to ask, read the following aloud 
  Looking up at you the wearied paladin smiles, “I 
  have come to the end of my journey friend,” he 
  nodded. “Recover what you can of my belongings 
  and steel yourself for what is to come…I fear that 
  this is only the beginning. Spread what you have 
  learned to all who would hear it; especially those 
  who write our histories…so that the blood of my 
  brothers spilt here in bygone days will not be 
  forgotten by those who…might overlook their 
  sacrifices.”  
  His image flickered for a moment, but then he 
  looked up once more, “This book…is of purest 
  evil.” He said as he glanced down to the leather 
  bound tome beside him, “It must be protected at all 
  costs…to my former teachers, it must go…the 
  master clerics and Theologians at Eskandrea 
  University…they shall know what to do.” 
  With his final words, he smiled, and his image 
  faded, leaving behind only an urn full of his earthly 
  remains, and his other belongings…including the 
  other half of Azib’s broken holy symbol. 
  A Search check [DC 5] reveals the Urn, the half-broken 
  holy symbol (which fits seamlessly with the half 
  already possessed by the characters), Whalid’s falchion, 
  some letters of mark from the church of the True Faith 
  (they’re still good, though slightly out of date), and a 
  large thickly bound tome that resembles remarkably 
  that tome seen on the walls in the room of deeds.  
  The characters may retrieve everything from the cave 
  without difficulty, except the urn. If a character 
  attempts to pick up the urn tell them that a chill breeze 
  passes over them and they get a sense that removing it 
  wouldn’t be advisable.  
  Development: When the characters decide it’s time to 
  return to the village, let them know that they feel a 
  slight rumble from deep within the earth – if the 
  characters choose to spend the night here, it happens 
  close to midnight instead. It seems that the mountains 
  have shifted again. When they emerge from the 
  temple, let them know that a large rock fall has 
  completely covered the path up to the Vault of Heaven 
  (encounter 5a), and the only way out is through the 
  main fissure. Proceed to Encounter 10. 
  Encounter 10: Paths not easily 
  followed 
   
  The air outside the cavern is heavy, and warm. It is 
  a stark contrast from the cool air deep within the 
  mountain.  Fifty yards down the path, a group of 
  men seem to be setting up a large tent, just off to 
  the side of the road. The ground outside the tent is 
  littered with dig equipment, and one man more 
  than all the others, seems to be supervising.  
  If the characters elect to do so, they may bypass the 
  camp completely. They do, however, lose access to the 
  Talisman in so doing.  
  �Zahr Hassan al’Mullah: Male Human Exp3/Clr9; 
  hp 57; See Appendix One. 
  If the characters approach the tent, Professor Hassan 
  al’Mullah, head of the Theology department at 
  Eskandrea University, (one of the foremost experts on 
  the history of the True Faith) will notice them, and will 
  walk out to meet them. He notices (with some great 
  interest) that they are coming from the entrance that 
  leads to the temple.  
  
  Ket4-08 Ruin 
   
  Page 21 
   
  “Greetings travelers,” he says with a light smile. “I 
  couldn’t help but notice that you emerged from the 
  mountain. Did you…” he trails off, as if thinking 
  about his choice of words, “find what you were 
  looking for?” 
  The characters now have the opportunity to inform 
  Professor Hassan of the things they discovered in the 
  temple. The most important of which were the items 
  that they removed, which may include  
  ♦ The Tome of the Jackal, and the scenes of its use 
  during flesh-craft 
  ♦ The journal of Mar Masr which suggests that the 
  history of the foundation of the True Faith has 
  some errors, as this great hero has been forgotten; 
  seemingly purposefully. 
  ♦ The scroll tube of orders, though not found in the 
  temple, suggests that there was in fact a 
  purposeful cover-up of Whalid’s deeds. 
  ♦ The tomb of Whalid himself, as well as the other 
  half of the broken talisman. 
  Professor Hassan is particularly interested in the 
  journal of Mar Masr, as well as the scroll tube of orders. 
  He would very much like to keep both for further 
  study.  
  Professor Hassan is also curious to know about the 
  origins of the broken talisman of Al’Akbar. If told 
  about Azib, and his protection of the “family heirloom,” 
  Professor Hassan excuses himself for a moment, and 
  dart into the tent. He emerges quickly with a rolled up 
  sheet of parchment, and asks the characters to deliver 
  it to Azib on his behalf.  
  When the characters finish talking to Professor 
  Hassan, if, and only if they haven’t told him about their 
  recovery of the tome he says, 
  “Before you go, I have one final question…did you 
  see a large book, thickly bound, and carved into it 
  the head of a jackal? If you have recovered such an 
  item, I’m afraid I must confiscate it. Possession of 
  such a book by an individual may be considered 
  unlawful, and recovering it is pivotal to my 
  research.”    
  Professor Hassan won’t order them to answer under a 
  zone of truth, but if they deny that they obtained a 
  book in the temple, they must make a Bluff check 
  opposed by his Sense Motive, which is +10 (see 
  Appendix One for a full description of Professor 
  Hassan). If they chose to conceal the Tome’s presence 
  and they fail their Bluff check, he orders the Threshers 
  to divest them of the object. No other action is taken 
  against them so long as they surrender the book 
  without question. If they resist, they are arrested and 
  spend 8 TUs in the stocks for obstructing an official 
  investigation and disorderly conduct. 
  Two dozen Threshers guard the archaeological team. 
  They 
  don’t 
  interfere 
  with 
  Professor 
  Hassan’s 
  conversation with the characters unless it is requested 
  of them to do so by him. 
  If they question Professor Hassan about the book, the 
  temple, or the note to Azib, all he says is that the 
  investigation is ongoing and that it’s too early to draw 
  any conclusions based on the evidence available. 
  Development: When the characters decide to return 
  to Masha’a, advance to the Conclusion. 
  Conclusion 
  The trip back to Masha’a is uneventful; the frenetic 
  happenings of the last hours in the temple have 
  now passed, leaving only quiet reflection in their 
  wake. Azib is seated on his porch, nervously 
  waiting for news of any discoveries.  
  If the characters choose to move toward him, read the 
  following 
  Azib rises, and runs out to greet you. “My friends; 
  my brave and noble friends, what news?” 
  If the characters met with Zahr Hassan, and give Azib 
  the note, as well as tell him what they found in the 
  temple, read the following 
  Azib takes the letter, and reads it slowly, seeming to 
  carefully read, and re-read each line so as not to 
  misinterpret its meaning. The emotion on his face 
  undeniable as he read more and more. He looked 
  up as he finished reading, speaking to you in a 
  quiet, but almost reverent tone. “It seems that 
  Professor Hassan al’Mullah believes that I may have 
  some insight into the history of someone that may 
  be a great hero of Ket, and has asked me to come to 
  his camp for an interview to gather details about 
  my talisman. Thank you for bringing this to me, my 
  friends. You have helped me a great deal.” The 
  echoes of barking from around Azib’s house can be 
  heard, as his dog trots out and advances toward the 
  group. 
  If the characters try and return both halves of the 
  Talisman read the following 
  Smiling, Azib raised his hands, “Based upon what 
  you have told me, I believe that my stewardship of 
  
  Ket4-08 Ruin 
   
  Page 22 
   
  this heirloom has passed.” He said confidently. “It 
  would be an honor if you would consider having it 
  re-forged so that you might use it to aid you in 
  whatever way the Restorer of Righteousness deems 
  appropriate…though that final decision rests with 
  you.” 
  Stroking the scruff of the dog’s neck, Azib 
  continued. “I also feel that it is time my friend and I 
  parted ways.” He again rubbed the dog gently, 
  somewhat wistfully. “I believe that his destiny lies 
  along a path upon which I cannot follow. Would 
  one of you consider taking him as a friend and ally? 
  Protecting him in my stead?”    
  Only one character may leave the table with “Mauler.” 
  First preference goes to those characters that played 
  “Of Dragons.” If no character at the table played “Of 
  Dragons” the dog should go to a ranger or druid that 
  will take the animal as a companion or to a halfling that 
  will use him as a mount. Preference given to good 
  characters if multiple such characters exist. 
  “I thank you again, my friends, for…everything.” 
  He began to turn away, but took only one step 
  before turning back, “I would consider it a blessing 
  if the Restorer of Righteousness saw fit to allow us 
  to meet again. May he speed your travel to 
  wherever your feet take you.”  
  If the characters don’t attempt to return the Talisman, 
  did not meet with Professor Hassan, or turned back 
  before reaching the tomb of Whalid el’Azib, read the 
  following instead 
  “Thank you for your help, my friends. I would have 
  hoped to have found more answers…but it seems 
  that I have found only more questions regarding 
  the part I may play in this. My past, is as unknown 
  to me as is the future; though I have faith the 
  Restorer of Righteousness will one day show me 
  the path upon which he wishes me to walk. Safe 
  travels.” 
  Note: If the characters did not attempt to return the 
  Talisman, meet with Professor Hassan, or turned back 
  before finding Whalid’s tomb, cross Talisman re-forged 
  and the riding dog stat block off of the AR.  
  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 role playing) to each character. 
  Encounter 1: Tavern Tango 
  Obtain at least 4 of the 7 available rumors (through any 
  combination of measures) 
  APL 2  
   
  30 XP 
  APL 4    
  45 XP 
  APL 6    
  60 XP 
  APL 8  
   
  75 XP 
  APL 10   
  90 XP 
  APL 12    
  105 XP 
  Encounter 5: And so it Begins 
  OR 
  Encounter 5a: Through the Vault 
  Defeat the enemies in the cavern 
  APL 2  
   
  60 XP 
  APL 4  
    
  90 XP 
  APL 6  
   
  120 XP 
  APL 8  
   
  150 XP 
  APL 10   
  180 XP 
  APL 12    
  210 XP 
  Encounter 6: Eternal Slumber Disturbed 
  Overcome the pit trap 
  APL 2  
   
  30 XP 
  APL 4  
   
  75 XP 
  APL 6  
   
  75 XP 
  APL 8  
   
  105 XP 
  APL 10   
  135 XP  
  APL 12    
  165 XP 
  Defeat the pit creatures 
  APL 2  
   
  60 XP 
  APL 4  
   
  75 XP 
  APL 6    
  90 XP 
  APL 8    
  120 XP 
  APL 10    
  150 XP 
  APL 12    
  180 XP 
  
  Ket4-08 Ruin 
   
  Page 23 
   
  Encounter 7: The Room of Deeds 
  Defeat the pedestal trap 
  APL 2  
   
  45 XP 
  APL 4  
    
  60 XP 
  APL 6  
   
  105 XP 
  APL 8  
   
  135 XP 
  APL 10   
  135 XP 
  APL 12   
  150 XP 
  Encounter 8: Into the Heart of Evil 
  Defeat the Wizard and/or his forces 
  APL 2  
   
  60 XP 
  APL 4  
   
  105 XP 
  APL 6  
   
  135 XP 
  APL 8  
   
  165 XP 
  APL 10   
  195 XP 
  APL 12   
  225 XP 
  Discretionary Roleplaying 
  APL 2 
   
   90 XP 
  APL 4  
   
  135 XP 
  APL 6  
   
  180 XP 
  APL 8  
   
  225 XP 
  APL 10   
  270 XP 
  APL 12   
  315 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 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 4 
  All APLS 
  L: 94 gp; C: 0 gp; M: 0 gp 
  L: 189 gp; C: 0 gp; M: +1 heavy steel shield (95 gp per 
  character) 
  
  Ket4-08 Ruin 
   
  Page 24 
   
  Encounter 5/5A: And so it Begins/Through the 
  Vault 
  Loot the Corpses of Fallen Foes 
  APL 2: L: 54 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 86 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp per character) 
  APL 6: L: 204 gp; C: 0 gp; M: (cloak of charisma +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), calm emotion scrolls (2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each)  
  APL 8: L: 389 gp; C: 0 gp; M: cloak of charisma +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), +1 scythe (193 gp per character)  
  APL 10: L: 172 gp; C: 0 gp; M: cloak of charisma +2 
  (333 gp per character), periapt of wisdom +2 (333 gp 
  per character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), amulet of health +2 (333 gp per 
  character), +1 full plate (137 gp per character), cloak of 
  resistance +2 (333 gp per character), +1 keen scythe 
  (718 gp per character) 
  APL 12: L: 179 gp; C: 0 gp; M:  cloak of charisma +2 
  (333 gp per character), periapt of wisdom +2 (333 gp 
  per character), calm emotion scrolls (x2) (25 gp per 
  character each), vials of corrupt weapon (x2) (16 gp per 
  character each), amulet of health +2 (x2) (333 gp per 
  character each), +1 full plate (137 gp per character), 
  cloak of resistance +2 (333 gp per character), +1 keen 
  scythe (718 gp per character) 
  Encounter 8: Into the Heart of Evil 
  Loot the Corpses of Fallen Foes 
  APL 2: L:  272 gp; C: 0 gp; M: collar of resistance +1 (40 
  gp per character), bracers of quickstrike (150 gp per 
  character) 
  APL 4: L: 453 gp; C: 0 gp; M: dragonhide plate (275 gp 
  per character), +1 composite longbow [+3 Str] (216 gp 
  per character), +1 mithril chain shirt (175 gp per 
  character), bracers of quick strike (150 gp per 
  character)  
  APL 6: L: 453 gp; C: 0 gp; M: periapt of wisdom +2 (333 
  gp per character), dragonhide plate (275 gp per 
  character), ring of protection (166 gp per character), +1 
  composite longbow [+3 Str] (216 gp per character), 
  bracers of archery, lesser (416 gp per character), +1 
  anti-impact mithril chain shirt (341 gp per character) 
  APL 8: L: 387 gp; C: 0 gp; M: collar of resistance +2 (200 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), ring of protection +1 (166 gp per character), 
  goggles of night (1000 gp per character), dragonhide 
  plate (275 gp per character), +1 composite longbow of 
  shock (716.5 gp per character), bracers of archery, 
  lesser (416 gp per character), +1 anti-impact mithril 
  chain shirt (341 gp per character) 
  APL 10: L: 129 gp; C: 0 gp; M: collar of resistance +2 
  (200 gp per character), periapt of wisdom +2 (333 gp 
  per character), ring of protection +2 (666 gp per 
  character), goggles of night (1000 gp per character), +2 
  dragonhide plate (591 gp per character), +1 composite 
  longbow of shock (716 gp per character), bracers of 
  archery, lesser (416 gp per character), +1 anti-impact 
  mithril chain shirt (341 gp per character), gauntlets of 
  ogre power (333 gp per character), boots of speed (1000 
  gp per character) 
  APL 12: L: 0 gp; C: 0 gp; M: collar of resistance +3 (367 
  gp per character), periapt of wisdom (333 gp per 
  character), ring of protection (666 gp per character), 
  goggles of night (1000 gp per character), +2 dragonhide 
  full plate (591 gp per character), headband of intellect 
  +6 (3000 gp per character), rings of counterspells (x2) 
  (666 gp per character), robe of bones (200 gp per 
  character) 
  
  Ket4-08 Ruin 
   
  Page 25 
   
  Appendix One: NPCs
  ALL APLs 
  Encounter 1: Tavern Tango 
  Sayed: Male Baklunish Human Exp3; CR 2; Medium 
  Humanoid; HD 3d6+3; hp 15; Init +2; Spd 30ft.; AC 12, 
  Touch 12, Flat-footed 10;  Base Atk +2; Grp +4; Atk +4 
  melee (1d6+3, Broken table-leg (club); AL CG; SV Fort +2, 
  Ref +3, Will +3; Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Use Rope +11, Profession: Sailor +6, 
  Craft: Rigging +7, Spot +6, Jump +8, Swim +11, Tumble 
  +7, Speak Language Dwarven, Elven, Oeridian, Flan, 
  Ancient Baklunish, Common, Draconic, Ancient Suloise, 
  Rheenee, Sahuagin; Skill Focus: Swim, Skill Focus: Use 
  Rope. 
   
  Possessions: Broken table-leg (club) 
  Encounter 2: When in Ket.. 
  Farzaan 
  Ahmed 
  Said: 
  Male 
  Baklunish 
  Human 
  War2/Exp1/Rgr1; CR 3; Medium Humanoid; HD 
  2d8+1d8+1d6+8; hp 26; Init +0; Spd 20ft; AC 15 Touch 10, 
  Flat-footed 15; Base Atk +3; Grp +5; Atk +7 melee (2d4+3, 
  masterwork falchion) SQ wild empathy, favored enemy 
  (humans); AL LN; SV Fort +5, Ref +0, Will +3; Str 15, Dex 
  10, Con 14, Int 12, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Jump +2, Climb 
  +2, Ride +5, Sense Motive +6, Search +5, Survival +9; 
  Weapon Focus (falchion), Track, Skill Focus (survival), 
  Close Quarters Fighting* 
   
  Possessions: Masterwork falchion, breastplate 
  * See Appendix 2: New Rules Items 
  Encounter 3: Old Friends 
  Azib el’Hamid; Male Baklunish Human Exp3; CR 2; 
  Medium Humanoid; HD 3d6; hp 12; Init +1; Spd 30ft; AC 
  11, Touch 11, Flat-footed 10; Base Atk +2; Grp +2; Atk +2 
  melee (1d3, unarmed); AL LN; SV Fort +1, Ref +2, Will 
  +3; Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (silver) +12, Appraise +12, 
  Profession (silversmith) +11, Sleight of Hand +7, 
  Concentration +6, Decipher Script +9, Heal +8, 
  Knowledge (geography) +9, Search +9, Swim +6; Skill 
  Focus (Craft Silver), Skill Focus (Profession Silversmith), 
  Skill Focus (Appraise). 
  Encounter 10 
  Encounter 10: Paths not Easily Followed 
  Zahr Hassan al’Mullah: Male Baklunish Human 
  Exp3/Clr9; CR 7; Medium Humanoid; HD 3d6+9d8; hp 
  57; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10; Base 
  Atk +5; Grp +5; Atk +5 melee (1d3, unarmed) SA Turn 
  Undead; AL LN; SV Fort +5, Ref +2, Will +11; Str 10, Dex 
  10, Con 10, Int 14, Wis 19, Cha 14. 
   
  Skills and Feats: Sense Motive +10, Profession 
  (archaeologist) +17, Profession  (teacher) +13, Knowledge 
  (religion) +17, Knowledge (history) +20, Use Magic 
  Device +10, Concentration +8, Gather Information +8, 
  Appraise +12, Decipher Script +15; Skill Focus 
  (Knowledge (history), Skill Focus (Decipher Script), 
  Diligent, Improved turning, Skill Focus (Profession 
  (Teacher) 
   
  Spells prepared (6/5+1/5+1/4+1/3+1/1+1; Base DC = 
  14 + Spell Level); 1
  st - protection from chaos*, hide from 
  undead, comprehend languages (2), detect evil, cure light 
  wounds, 2
  nd - calm emotions*, consecrate, cure light 
  wounds, augury, find traps (2); 3
  rd - magic circle against 
  chaos*, locate object, dispel magic (2); 4
  th order’s wrath*, 
  divination, discern lies, sending; 5
  th spell resistance*, true 
  seeing. 
  APL 2 
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor2; CR 2; Small Humanoid (reptilian); 
  HD 2d4+2; hp 8; Init +2; Spd 30 ft; AC 14, Touch 13, Flat-
  footed 12; Base Atk +1; Grp –6; Atk or Full Atk -1 melee 
  (1d3-2, dagger) or +3 ranged (1d3-2, sling); SQ Light 
  Sensitivity, darkvision 60 ft; AL CN; SV Fort +1, Ref +2, 
  Will +4; Str 6, Dex 12, Con 12, Int 10, Wis 12, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Craft 
  (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +5; 
  Silent Spell. 
   
  Spells Known (6/5; Base DC = 13 + Spell Level) 0
  th – 
  prestidigitation, detect magic, daze, dancing lights; 1
  st – 
  ray of enfeeblement, color spray 
   
  Possessions: dagger, scroll of alarm (4
  th level caster) 
  Blagnar: Kobold Bbn1; CR 1; Small Humanoid; HD 
  1d12+1; hp 13; Init +2; Spd 40 ft; AC 18, Touch 13, Flat-
  footed 16; Base Atk +1; Grp -1; Atk or Full Atk +4 melee 
  (1d4+2, heavy pick/x4) or Atk +3 ranged (1d3+2, sling). 
  
  Ket4-08 Ruin 
   
  Page 26 
   
   
  Skills and Feats: Craft (trapmaking) +2, Hide +7, 
  Listen +2, Move Silently +2, Search +2, Spot +2, 
  Profession (miner) +2; Power Attack. 
   
  Possessions: masterwork heavy pick, masterwork 
  leather armor, masterwork heavy steel shield, sling. 
   
  When Raging - Atk +6 melee (1d4+4, heavy pick/x4) 
  AC 16, hp 17; SA Rage; SQ Light Sensitivity, darkvision 
  60 ft; AL CN; SV Fort +3, Ref +2, Will +0; Str 14, Dex 14, 
  Con 12, Int 8, Wis 10, Cha 8. 
  Encounter 8: Into the Heart of Evil 
  Fekhri Hassan: Human Ftr2; CR 2; Medium Humanoid; 
  HD 2d10+6; hp 18; Init +4; Spd 30 ft; AC 18, Touch 14, 
  Flat-Footed 14; Base Atk +2; Grp +5; Atk or Full Atk +5 
  melee (2d4+4, masterwork falchion/18-20x2) or +7 
  ranged (1d8+3, masterwork composite longbow [+3 Str]); 
  AL NE; Saves: Fort +5, Reflex +4, Will +2; Str 16, Dex 18, 
  Con 16, Int 10, Wis 10, Cha 8; 
         Skills and Feats: Craft (bowmaking) +4, Hide +6, 
  Knowledge (religion) +2; Iron Will, Point Blank Shot, 
  Precise Shot, Weapon Focus (composite longbow),  
   
  Possessions: Masterwork composite longbow [+3 
  Str], masterwork falchion, mithril chain shirt, bracers of 
  quick strike, 100 flight arrows. 
  Mahmoud Hassan: Drd2; CR 2; Medium Humanoid; 
  HD 2d8+4; hp 14; Init +1; Spd 20 ft; AC 14, Touch 11, 
  Flat-footed 13;  Base Atk +1; Grp +3; Atk or Full Atk +3 
  melee (1d10+3, great club) or +2 ranged (1d4+2, sling); SA 
  wild empathy; SQ Nature sense, animal companion; AL 
  NE; Saves: Fort: +9, Reflex +4, Will +11; Str 14, Dex 12, 
  Con 14, Int 10, Wis 18, Cha 10; 
   
  Skills and Feats: Concentration +4, Handle Animal 
  +4, Listen +4, Spot +4, Survival +4; Power Attack, Weapon 
  Focus (greatclub). 
          Spells prepared (4/3; DC 14 + spell level) 0
  th – light, 
  guidance, flare, flare; 1
  st – cure light wounds, magic fang, 
  cure light wounds.  
   
  Possessions: Hide armor, greatclub 
  Manesh; Riding Dog; CR 2; Medium Animal; HD 2d8+4; 
  hp 14; Init +2; Speed 40 ft; AC 16, Touch 12, Flat-footed 
  16; Base Atk +1; Grp +3; Atk or Full Atk +4 melee (1d6+3 
  bite); SQ low-light vision, scent, link, share spells, tricks 
  attack, attack unnatural creatures, come, stay, guard, 
  defend, heel; AL N; SV Fort +6, Ref +6, Will +2; Str 15, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6; 
      Skills and Feats: Jump +8, Listen +3, Spot +3, Swim +3, 
  Survival +1; Improved Natural Attack (Bite), Track 
   
  Possessions: collar of resistance +1 
  APL 4  
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor4; CR 4; Small Humanoid; HD 4d4+4; 
  hp 16; Init +1; Spd 30ft; AC 14, Touch 13, Flat-footed 12; 
  Base Atk +2; Grp –4; Atk or Full Atk +0 melee (1d3-2, 
  dagger) or Atk +3 ranged [(1d3-2, sling); SQ light 
  sensitivity, darkvision 60’; AL CN; SV Fort +2, Ref +2, 
  Will +5; Str 6, Dex 12, Con 12, Int 10, Wis 12, Cha 19. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Craft 
  (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +5; 
  Silent Spell, Arcane Spell Preparation*.  
   
  Spells Known (6/7/4; Base DC = 14 + Spell Level) 0
  th 
  - prestidigitation, detect magic, daze, dancing lights; 1
  st - 
  ray of enfeeblement, color spray, reduce person; 2
  nd - 
  summon swarm 
   
  Spells Memorized: 2
  nd - silent ray of enfeeblement, 
  silent reduce person 
   
  Possessions: Dagger, scroll of alarm (4
  th Level Caster), 
  cloak of charisma +2 
  * See Appendix 2: New Rules Items 
  Blagnar: Kobold Bbn4; CR 4; Small Humanoid; HD 
  4d12+4; hp 32; Init +2; Spd 40 ft; AC 20, Touch 13, Flat-
  footed 18; Base Atk +4; Grp +2; Atk +8 melee (1d6+2, 
  heavy pick/x4) or Atk +5 ranged (1d3+2, sling); SA Rage 
  2/day; SQ light sensitivity, darkvision, Uncanny Dodge, 
  Trap Sense +1, 60 ft; AL CN; SV Fort +2, Ref +1, Will +0; 
  Str 15, Dex 14, Con 12, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +2, Hide +6, 
  Listen +5, Move Silently +2, Search +2, Spot +2, 
  Profession (miner) +2; Power Attack, Weapon Focus  
  (heavy pick). 
   
  Possessions: Masterwork heavy pick, masterwork 
  chain shirt, masterwork heavy steel shield, sling, cold 
  iron heavy pick 
   
  While Raging - Atk +10 melee (1d4+4, heavy 
  pick/x4) AC 18; Hp 40. 
  Encounter 8: Into the Heart of Evil 
  Fekhri Hassan: Human Ftr5/OOBI1*; CR 6; Medium 
  Humanoid; HD 6d10+18; hp 54; Init +5; Speed 30 ft; AC 
  20, Touch 15, Flat-footed 15; Base Atk +6; Grp +9; Atk +9 
  melee (2d4+4, masterwork falchion/18-20) or +13 ranged 
  (1d8+6, +1 composite longbow [+3 Str]); Full Attack 
  +9/+4 melee (2d4+4, masterwork falchion/18-20) or 
  +13/+8 ranged (1d8+4/x3, +1 composite longbow [+3 Str]) 
  
  Ket4-08 Ruin 
   
  Page 27 
   
  or +11/+11/+6 ranged (1d8+4/x3, +1 composite longbow 
  [+3 Str]); SA ranged precision +1d8; AL NE; SV Fort +7, 
  Reflex +11, Will +5; Str 16, Dex 20, Con 16, Int 10, Wis 
  10, Cha 8. 
         Skills and Feats: Craft (bowmaking) +6, Hide +9, 
  Knowledge (religion) +2, Move Silently +8; Far Shot, Iron 
  Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow) 
   
  Possessions: +1 composite longbow [+3 Str], 
  masterwork falchion, +1 mithril chain shirt, bracers of 
  quick strike,  100 flight arrows 
  * See Appendix 2: New Rules Items 
  Mahmoud Hassan: Human War1/Drd4; CR 4; Medium 
  Humanoid; HD 1d8+4d8+10; hp 35; Init +1; Spd 30 ft; AC 
  20, Touch 12, Flat-footed 19;  Base Atk +4; Grp +5; Atk or 
  Full Atk +6 melee (1d10+3, great club) or +5 ranged 
  (1d4+2, sling); SA wild empathy, woodland stride, wild 
  shape; SQ trackless step, venom immunity, animal 
  companion; AL NE; SV Fort: +9, Ref +4, Will +11; Str 14, 
  Dex 13, Con 14, Int 10, Wis 18, Cha 10; 
          Skills and Feats: Concentration +9, Handle Animal 
  +4, Knowledge (nature) +3, Listen +10, Spot, +10, Survival 
  +5; Combat Reflexes, Power Attack, Weapon Focus 
  (greatclub) 
   
  Spells prepared (5/4/3; Base DC = 14 + spell level)  0
  th 
  – light, guidance, flare, flare; 1
  st – cure light wounds, cure 
  light wounds, magic fang, longstrider; 2
  nd – barkskin, 
  bear’s endurance, cat’s grace.  
   
  Possessions: Masterwork dragonhide full plate 
  Manesh; Riding Dog; CR 4; Medium Animal; HD 4d8+8; 
  hp 28; Init +2; Speed 40 ft; AC 23, Touch 13, Flat-footed 
  20; Base Atk +3; Grp +6; Atk +7 melee (1d6+3, bite); SQ 
  low-light vision, scent, link, share spells, evasion, tricks 
  attack, attack unnatural creatures, come, stay, guard, 
  defend, heel, seek; SV Fort +8, Ref +9, Will +6; Str 16, Dex 
  16, Con 15, Int 2, Wis 12, Cha 6; 
   
  Skills and Feats: Jump +8, Listen +3, Spot +3, Swim 
  +3, Survival +3; Improved Natural Attack (Bite), Track, 
  Iron Will 
   
  Possessions: collar of resistance +2, chain shirt 
  barding 
  APL 6  
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor5; CR 5; Small Humanoid; HD 5d4+5; 
  hp 20; Init +1; Spd 30 ft; AC 14, Touch 13, Flat-footed 12; 
  Base Atk +2; Grp –4; Atk +0 melee (1d3-2, dagger) or Atk 
  +3 ranged (1d3-2, sling); SQ Light Sensitivity, darkvision 
  60ft; AL CN; SV Fort +2, Ref +2, Will +5; Str 6, Dex 12, 
  Con 12, Int 10, Wis 12, Cha 19. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Craft 
  (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +5; 
  Silent Spell, Arcane Spell Preparation* 
   
  Spells Known (6/7/5; Base DC = 14 + Spell Level) 0
  th 
  - prestidigitation, detect magic, daze, dancing lights; 1
  st - 
  ray of enfeeblement, color spray, reduce person, magic 
  missile; 2
  nd - summon swarm, glitterdust 
   
  Spells Memorized - 2
  nd - silent ray of enfeeblement, 
  silent reduce person 
   
  Possessions: Dagger, scroll of alarm (4
  th Level Caster), 
  cloak of charisma +2, scroll of haste 
  * See Appendix 2: New Rules Items 
  Blagnar; Ogre Bbn1/Ftr1; CR 5; Large Giant; HD 
  4d8+1d12+1d10+30; hp 63; Init +1; Spd 50ft; AC 19, 
  Touch 10, Flat-footed 18; Base Atk +5; Grp +17; Atk +13 
  melee (2d6+12, scythe/x4) or Atk +7 ranged (1d8+8, 
  javelin); Space/Reach 10/10; SA  Rage 1/day; SQ 
  darkvision 60ft, low-light vision; AL CN; SV Fort +13, Ref 
  +2, Will +3; Str 26, Dex 12, Con 20, Int 4, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +9; Power Attack, Cleave, 
  Intimidating Rage*, Destructive Rage* 
   
  Possessions: Masterwork scythe, masterwork chain 
  shirt (Large), 5 masterwork javelins, and cold iron scythe 
   
  While Raging - Atk +15 melee (2d6+15, scythe/x4), 
  AC 15; hp 77. 
  * See Appendix 2: New Rules Items 
  Dex; War1/Clr5; Male Baklunish Human; CR 5; Medium 
  Humanoid; 1d8+5d8+12; hp 43; Init +1; Spd 20 ft; AC 19, 
  Touch 11, Flat-footed 18;  Base Atk +4; Grp +4; Atk +5 
  melee (2d4, masterwork scythe/x4) or +5 ranged (1d8, 
  light crossbow); SA cast evil spells at +1 caster level; AL 
  NE; SV Fort +8, Ref +2, Will +7; Str 10, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 12. 
  Skills and Feats: Concentration +12, Knowledge 
  (History) +6, Knowledge (Religion) +4, Spellcraft +4, 
  Swim +2; Maximize Spell, Reach Spell, Skill Focus 
  (concentration) 
  Spells prepared (5/4+1/3+1/2+1; Base DC = 14 + spell 
  level) 0
  th - create water (3), detect magic (2); 1
  st - protection 
  from good*, shield of faith (2) bane, bless; 2
  nd - 
  invisibility*, cure moderate wounds, bear's endurance, 
  
  Ket4-08 Ruin 
   
  Page 28 
   
  bull’s strength; 3
  rd - magic circle against good*, cure 
  serious wounds, wind wall  
   
  Possessions: Masterwork full plate, +2 periapt of 
  wisdom, masterwork scythe, 2 scrolls of calm emotions, 2 
  iron holy symbols, 2 vials of oil of corrupt weapon 
  Encounter 6: Eternal Slumber Disturbed 
  Advanced Gelatinous Cube: Huge Ooze; CR 5; HD 
  8d10+64; hp 108; Spd 15 ft; AC 4, Touch 4, Flat-footed 3;  
  Base Atk +6; Grp +14; Atk +4 melee (1d6 plus 1d6 acid, 
  slam); Full Atk +4 melee (1d6 plus 1d6 acid, slam); 
  Space/Reach 15/10; SA Acid, engulf, paralysis; SQ 
  blindsight 60’ft, immunity to electricity, ooze traits, 
  transparent; SV Fort +9, Ref –3, Will –3; Str 10, Dex 2, 
  Con 26, Int -, Wis 1, Cha 1. 
  Encounter 8: Into the Heart of Evil 
  Fekhri Hassan: Male Baklunish Human Ftr6/OOBI2*; 
  CR 8; Medium Humanoid; HD 6d10+2d8+24; hp 70; Init 
  +5; Spd 30 ft; AC 20, Touch 15, Flat-footed 15; Base Atk 
  +8; Grp +11; Atk +12 melee (2d4+4, masterwork 
  falchion/18-20) or +16 ranged (1d8+6, +1 composite 
  longbow [+3 Str]/x3); Full Attack +12/+7 melee (2d4+4, 
  masterwork 
  falchion/18-20) 
  or 
  +16/+11 
  ranged 
  (1d8+6/x3, +1 composite longbow [+3 Str]) or +14/+14/+9 
  ranged (1d8+6/x3 +1 composite longbow [+3 Str]); SA 
  ranged precision +1d8; SQ close combat shot; AL NE; SV 
  Fort +8, Ref +10, Will +8;  Str 16, Dex 20, Con 16, Int 10, 
  Wis 12, Cha 8. 
         Skills and Feats: Craft (bowmaking) +6, Hide +9, 
  Knowledge (religion) +2, Move Silently +9, Spot +4; Far 
  Shot, Iron Will, Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow) 
         Possessions: +1 Composite longbow, masterwork 
  falchion, bracers of archery, +1 anti-impact mithril chain 
  shirt*, 100 flight arrows 
  * See Appendix 2: New Rules Items 
  Mahmoud Hassan; Male Baklunish Human War 
  1/Drd6; CR 6; Medium Humanoid; HD 1d8+6d8+14; hp 
  49; Init +1; Spd 30 ft; AC 20, Touch 12, Flat-footed 19;  
  Base Atk +5; Grp +6; Atk +7 melee (1d10+3, great club) or 
  +6 ranged (1d4+2, sling); SA wild empathy, woodland 
  stride, wild shape; SQ trackless step, venom immunity, 
  animal companion; AL NE; SV Fort: +9, Ref +4, Will +11; 
  Str 14, Dex 13, Con 14, Int 10, Wis 20, Cha 10. 
          Skills and Feats: Concentration +11, Handle Animal 
  +4, Knowledge (nature) +6, Listen +10, Survival +5; 
  Combat Reflexes, Natural Spell, Power Attack, Weapon 
  Focus (greatclub). 
          Spells prepared (5/4/4/3; Base DC = 14 + spell level); 
  0
  th – light, guidance, flare, flare; 1
  st – cure light wounds, 
  cure light wounds, cure light wounds, magic fang; 2
  nd – 
  barkskin, bear’s endurance, cat’s grace, lesser restoration;  
  3
  rd – cure moderate wounds, spikes*, greater magic fang 
   
  Possessions: periapt of wisdom +2, masterwork 
  dragonhide full plate, ring of protection +1 
  * See Appendix 2: New Rules Items 
  Manesh: Riding Dog; CR 4; Medium Animal; HD 
  6d8+12; hp 48; Init +3; Spd 40 ft; AC 25, Touch 13, Flat-
  footed 22;  Base Atk +4; Grp +7; Atk +8 melee (1d6+4, 
  bite); SQ low-light vision, scent, link, share spells, 
  evasion, devotion, tricks attack, attack unnatural 
  creatures, come, stay, guard, defend, heel, seek, down; SV 
  Fort +9, Ref +9, Will +7; Str 17, Dex 17, Con 15, In 2, Wis 
  12, Cha 6; 
   
  Skills and Feats: Balance +4, Hide +4, Listen +9 Move 
  Silently +8, Swim +11; Improved Natural Attack (Bite), 
  Iron Will, Track, Improved Toughness 
   
  Possessions: Collar of resistance +2, chain shirt 
  barding 
  APL 8  
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor7; CR 7; Small Humanoid; HD 7d4+7; 
  hp 28; Init +1; Spd 30 ft; AC 14, Touch 13, Flat-footed 12; 
  Base Atk +2; Grp –4; Atk +0 melee (1d3-2, dagger) or Atk 
  +3 ranged (1d3-2, sling); SQ light sensitivity, darkvision 
  60ft; AL CN; SV Fort +2, Ref +2, Will +5; Str 6, Dex 12, 
  Con 12, Int 10, Wis 12, Cha 19. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +7; 
  Silent Spell, Arcane Spell Preparation*, Rapid Spell*  
   
  Spells Known (6/7/7/5; Base DC = 14 + Spell Level); 
  0
  th - prestidigitation, detect magic, daze, dancing lights; 1
  st 
  - ray of enfeeblement, hold person, reduce person, magic 
  missile, true strike; 2
  nd - bull’s strength, glitterdust, 
  invisibility; 3
  rd - wind wall, fly 
   
  Spells Memorized: 2
  nd - silent ray of enfeeblement, 
  silent true strike 
   
  Possessions: Dagger, Scroll of Alarm (4
  th Level 
  Caster), cloak of charisma +2, scroll of haste. 
  * See Appendix 2: New Rules Items 
  Blagnar: Ogre Bbn1/Fgr1/FrBr2; CR 7; Large Giant; HD 
  4d8+1d12+1d10+2d12+40; hp 87; Init +1; Spd 50 ft; AC 
  
  Ket4-08 Ruin 
   
  Page 29 
   
  19, Touch 10, Flat-footed 18;  Base Atk +7; Grp +19; Atk 
  +16 melee (2d6+13, scythe/x4) or Atk +9 ranged (1d8+8, 
  javelin); Full Attack +16/+11 melee (2d6+13, scythe/x4) 
  or Atk +9 ranged (1d8+8, javelin); Space/Reach 10/10; SA 
  Rage 1/day, Frenzy 1/day; SQ darkvision 60ft, low-light 
  vision; AL CN; SV Fort +16, Ref +2, Will +3; Str 26, Dex 
  12, Con 20, Int 4, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +11; Power Attack, Cleave, 
  Destructive Rage*, Diehard Intimidating Rage, Supreme 
  Cleave.  
   
  While Frenzied and Raging Atk +21 melee (2d6+20, 
  scythe/x4) AC 13, hp 101 or Full Atk +21/+21/+16 melee 
  (2d6+20 scythe/x4) AC 13, HP 116; 
   
  Possessions: +1 scythe, masterwork chain shirt 
  (large), 5 masterwork javelins, cold iron scythe 
  * See Appendix 2: New Rules Items 
  Dex: War1/Clr7; Male Baklunish Human; CR 7; Medium 
  Humanoid; 1d8+7d8+16; hp 57; Init +1 (Dex); Spd 20 ft; 
  AC 19, Touch 11, Flat-footed 18; Base Atk +5; Grp +4; Atk 
  +5 melee (2d4, masterwork scythe); Atk +5 ranged (1d8, 
  light crossbow); SA cast evil spells at +1 caster level; SQ 
  trickery and evil; AL NE; SV Fort +9, Ref +3, Will +10; Str 
  10, Dex 12, Con 14, Int 10, Wis 20, Cha 12. 
  Skills and Feats: Concentration +14, Knowledge 
  (history) +7, Knowledge (religion) +5, Spellcraft +4, Swim 
  +2; 
  Maximize 
  Spell, 
  Reach 
  Spell, 
  Skill 
  Focus 
  (concentration), Divine Spell Power* 
  Spells prepared (6/6+1/4+1/3+1/2+1; Base DC = 15 + 
  spell level); 0 - create water (4), detect magic (2); 1st - 
  protection from good*, protection from good, shield of 
  faith (2), resurgence bane, bless; 2
  nd - invisibility*, cure 
  moderate wounds, bear's endurance, bull’s strength, 
  shatter; 3
  rd - magic circle against good*, cure serious 
  wounds, prayer, dispel magic; 4
  th - unholy blight*, 
  dismissal, reach cure moderate wounds 
   
  Possessions: Masterwork full plate, periapt of 
  wisdom +2, masterwork scythe, 2 iron holy symbols, 2 
  scrolls of calm emotions, 2 vials of oil of corrupt weapon 
  * See Appendix 2: New Rules Items 
  Encounter 6: Eternal Slumber Disturbed 
  Advanced Black Pudding: Huge Ooze; CR 8; HD 
  14d10+84; hp 161; Spd 20ft, Climb 20ft; AC 3 touch 3, 
  flat-footed 3; Base Atk +10; Grp +22; Atk +12 (2d6+5 plus 
  2d6 acid, slam); Full Atk +12 (2d6+5 plus 2d6 acid, slam); 
  Space/Reach 15/10; SA acid, constrict 2d6+5 plus 2d6 
  acid, improved grab; SQ blindsight 60ft, split, ooze traits; 
  SV Fort +9, Ref –2, Will –2; Str 18, Dex 1, Con 22, Int -, 
  Wis 1, Cha 1; 
   
  Skills and Feats: Climb +11 
  Encounter 8: Into the Heart of Evil 
  Fekhri 
  Hassan: 
  Male 
  Baklunish 
  Human 
  Ftr6/OOBI2*/DpSn2*; CR 10; Medium Humanoid; HD 
  6d10+4d8+30; hp 86; Init +9; Spd 30 ft; AC 20 Touch 15, 
  Flat-footed 15; Base Atk +10; Grp +13; Atk +14 melee 
  (2d4+4, masterwork falchion) or +18 ranged (1d8+6 plus 
  1d6 electricity, +1 composite longbow of shock [+3 
  Str]/19-20x4); Full Attack +14/+9 melee (2d4+4, 
  masterwork falchion) or +19/+14 ranged (1d8+6 plus 1d6 
  electricity, +1 composite longbow of shock [+3 Str/19-
  20x4]) or +17/+17/+12 ranged (1d8+6 plus1d6 electricity, 
  +1 composite longbow of shock [+3 Str]19-20/x4); SA 
  ranged precision +1d8, keen arrows, concealment 
  reduction 10%, projectile improved critical +1; SQ close 
  combat shot; AL NE; SV Fort +10, Ref +13, Will +8;  Str 
  16, Dex 20, Con 16, Int 10, Wis 12, Cha 8; 
         Skills and Feats: Craft (bowmaking) +6, Hide +11, 
  Knowledge (religion) +2, Move Silently +12, Spot +10; 
  Far Shot, Iron Will, Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow), Improved Initiative 
   
  Possessions: +1 composite longbow of shock [+3 Str], 
  masterwork falchion, bracers of archery, +1 anti-impact 
  mithril chain shirt*, 100 flight arrows  
  * See Appendix 2: New Rules Items 
  Mahmoud Hassan; Human War1/Drd8; CR 8; Medium 
  Humanoid; HD 1d8+8d8+16; hp 56; Init +2; Spd 30 ft; AC 
  20, touch 14, flat-footed 21; Base Atk +7; Grp +9; Atk +9 
  melee (1d10+3, great club) or +9 ranged (1d4+2, sling); 
  Full Atk +10/+3 melee (1d10+3, great club) or +10/+5 
  ranged (1d4+2, sling); SA wild empathy, woodland stride, 
  wild shape; SQ trackless step, venom immunity, animal 
  companion; AL NE; SV Fort: +9, Ref +5, Will +11; Str 14, 
  Dex 14, Con 14, Int 10, Wis 21, Cha 10; 
          Skills and Feats: Concentration +15, Handle Animal 
  +6, Knowledge (nature) +13, Listen +18, Survival +12; 
  Combat Reflexes, Elephant’s Hide*, Natural Spell, Power 
  Attack, Weapon Focus (greatclub). 
   
  Spells prepared (6/6/4/4/3; Base DC = 14 + Spell 
  Level)  0
  th – light, light, guidance, flare, flare, flare; 1
  st – 
  cure light wounds, cure light wounds, cure light wounds, 
  cure light wounds, magic fang, faerie fire; 2
  nd – barkskin, 
  bear’s endurance, cat’s grace, lesser restoration, spider 
  climb;  3
  rd – cure moderate wounds, spikes*, greater 
  magic fang, protection from energy, wind wall; 4
  th – cure 
  serious wounds, cure serious wounds, flame strike, flame 
  strike; 5
  th – animal growth, cure critical wounds, insect 
  plague;  
  
  Ket4-08 Ruin 
   
  Page 30 
   
   
  Possessions: Periapt of wisdom +2, +1 dragonhide 
  full plate, ring of protection +1, goggles of night   
  * See Appendix 2: New Rules Items 
      Manesh: Tiger; CR 4; Large Animal; HD 6d8+18; hp 45; 
  Init +3; Spd 40 ft; AC 16, Touch 11, Flat-footed 16;   Base 
  Atk +6; Grp +17; Atk +12 melee (1d8+6, claw); Full Atk 
  +12 melee (1d8+6, 2 claws) and +7 melee (2d6+3, bite); 
  Space/Reach 10 ft/5 ft; SA Improved Grab, pounce, rake 
  1d8+3; SQ low-light vision, scent, link, share spells, tricks 
  attack, attack unnatural creatures, come, stay, guard, 
  defend, heel; SV Fort +11, Ref +11, Will +7; Str 23, Dex 
  15, Con 17, In 2, Wis 12, Cha 6; 
      Skills and Feats: Balance +6, Hide +3, Listen +1, Move 
  Silently +9, Spot +1, Swim +11; Improved Natural Attack 
  (bite), Improved Natural Attack (claw), Iron Will 
      Possessions: Collar of resistance +2 
  APL 10  
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor9; CR 9; Small Humanoid; HD 9d4+27; 
  hp 54; Init +1; Spd 30 ft; AC 14, Touch 13, Flat-footed 12; 
  Base Atk +4; Grp –2; Atk +2 melee (1d3-2, dagger) or Atk 
  +5 ranged (1d3-2, sling); SQ light sensitivity, darkvision 
  60 ft; AL CN; SV Fort +2, Ref +2, Will +5; Str 6, Dex 12, 
  Con 14, Int 10, Wis 12, Cha 20. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +7; 
  Silent Spell, Arcane Spell Preparation*, Rapid Spell*, 
  Improved Toughness  
   
  Spells Known (6/7/7/7/5; Base DC = 15 + Spell 
  Level); 0
  th - prestidigitation, detect magic, daze, dancing 
  lights; 1
  st - ray of enfeeblement, hold person, reduce 
  person, magic missile, true strike; 2
  nd - bull’s strength, 
  glitterdust, invisibility, see invisibility; 3
  rd - wind wall, fly, 
  invisibility sphere 4
  th - summon monster IV, invisibility, 
  greater; 
   
  Spells Memorized: 2
  nd - silent ray of enfeeblement, 
  silent true strike; 3
  rd - silent see invisibility (2), silent 
  bull’s strength; 4
  th - silent invisibility sphere, silent wind 
  wall 
   
  Possessions: Dagger, scroll of alarm (4
  th Level Caster), 
  cloak of charisma +2, scroll of haste 
  * See Appendix 2: New Rules Items 
  Blagnar: Ogre Bbn1/Ftr1/FrBr4*; CR 9; Large Giant; HD 
  4d8+1d12+1d10+4d12+60; hp 126; Init +1; Spd 50 ft; AC 
  19, Touch 10, Flat-footed 18;   Base Atk +9; Grp +21; Atk 
  +18 melee (2d6+13, scythe/19-20/x4) or Atk +11 ranged 
  (1d8+8, javelin); Full Atk +18/+13 melee (2d6+13, 
  scythe/19-20/x4) or Atk +11 ranged (1d8+8, javelin); 
  Space/Reach 10/10; SA Rage 1/day, frenzy 2/day; SQ 
  darkvision 60ft, low-light vision, deathless frenzy; AL 
  CN; SV Fort +21, Ref +6, Will +8; Str 27, Dex 12, Con 22, 
  Int 4, Wis 14, Cha 6 
   
  Skills and Feats: Listen +11; Power Attack, Cleave, 
  Destructive Rage*, Intimidating Rage*, Supreme Cleave, 
  Diehard, Iron Will 
   
  Possessions: +1 keen scythe, masterwork chain shirt 
  (Large), 5 masterwork javelins, amulet of health +2, cold 
  iron scythe, cloak of resistance +2 
   
  While Frenzied and Raging - Atk +23 melee (2d6+20, 
  scythe/19-20x4); Full Atk +23/+23/+18 melee (2d6+20, 
  scythe/19-20x4); AC 13; hp 144. 
  * See Appendix 2: New Rules Items 
   
   
  Dex: War1/Clr9; Male Baklunish Human; CR 9; Medium 
  Humanoid; 1d8+9d8+20; hp 71; Init +1; Spd 20 ft; AC 20, 
  Touch 11, Flat-footed 19; Base Atk +6; Grp +6; Atk +6 
  melee (2d4, masterwork scythe) or +7 ranged (1d8, light 
  crossbow); Full Atk +6/+1 melee (2D4, masterwork 
  scythe); SA cast evil spells at +1 caster level; AL NE; SV 
  Fort +10, Ref +4, Will +12; Str 10, Dex 12, Con 14, Int 10, 
  Wis 22, Cha 12. 
  Skills and Feats: Concentration +16, Knowledge 
  (history) +8, Knowledge (religion) +6, Spellcraft +4, Swim 
  +2; 
  Maximize 
  Spell, 
  Reach 
  Spell, 
  Skill 
  Focus 
  (concentration), Divine Spell Power (Maximize)*,  
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; Base DC = 
  15 + spell level); 0
  th - create water (4), detect magic (2) 1
  st - 
  protection from good*, protection from good, shield of 
  faith (2), resurgence bane, bless; 2
  nd - invisibility*, 
  restoration (lesser), bear's endurance, bull’s strength, 
  remove paralysis, shatter; 3
  rd - magic circle against good*, 
  cure serious wounds (2), prayer, dispel magic; 4
  th - unholy 
  blight*, dismissal, reach cure moderate wounds, freedom 
  of movement; 5
  th - dispel good*, break enchantment, 
  flame strike 
   
  Possessions: +1 full plate, periapt of wisdom +2, 
  masterwork scythe, 2 iron holy symbols, 2 vials of oil of 
  corrupt weapon, 2 scrolls of calm emotions 
  * See Appendix 2: New Rules Items 
  Encounter 6: Eternal Slumber Disturbed 
  
  Ket4-08 Ruin 
   
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  Squeezing Advanced Black Pudding: Gargantuan Ooze; 
  CR 10; HD 18d10+144; hp 243; Spd 20 ft, Climb 20 ft; AC 
  -2, touch -2, Flat-footed –2;  Base Atk +13; Grp +33; Atk 
  +10 melee (3d6+8 plus 3d6 acid, slam); Full Atk +10 melee 
  (3d6+8 plus 3d6 acid, slam); Space/Reach 15ft/10ft; SA 
  acid, constrict 2d6+8 plus 2d6 acid, improved grab; SQ 
  Blindsight 60 ft, split, ooze traits; SV Fort +14, Ref +1, 
  Will +1; Str 27, Dex 1, Con 26, Int -, Wis 1, Cha 1; 
    Skills and Feats: Climb +15 
  Encounter 8: Into the Heart of Evil 
  Fekhri 
  Hassan: 
  Male 
  Baklunish 
  Human 
  Ftr6/OOBI4*/DpSn2*; CR 12; Medium Humanoid; HD 
  6d10+6d8+36; hp 102; Init +9; Spd 30 ft; AC 20, Touch 15, 
  Flat-footed 15; Base Atk +12; Grp +16; Atk +17 melee 
  (2d4+6, masterwork falchion) or +21 ranged (1d8+7 plus 
  1d6 electricity, +1 composite longbow of shock [+4 
  Str]/19-20x4); Full Atk +17/+12/+7 melee (2d4+6, 
  masterwork falchion) or +21/+16/+11 ranged (1d8+7 plus 
  1d6 electricity, +1 composite longbow of shock [+4 
  Str]/19-20x4) or +19/+19/+14/+9 ranged (1d8+7 plus 1d6 
  electricity, +1 composite longbow of shock [+4 Str]/19-
  20x4); SA ranged precision +2d8, keen arrows, 
  concealment reduction 10%, projectile improved critical 
  +1; SQ close combat shot; AL NE; SV Fort +9, Ref +14, 
  Will +9;  Str: 18, Dex: 20, Con: 16, Int: 10, Wis: 12, Cha: 8; 
         Skills and Feats: Craft (bowmaking) +5, Hide +10, 
  Knowledge (religion) +2, Move Silently +10, Spot +12; 
  Far Shot, Greater Weapon Focus (composite longbow), 
  Improved Initiative, Improved Precise Shot, Iron Will, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow), Weapon Specialization 
  (composite longbow) 
   
  Possessions: +1 composite longbow of shock [+4 Str], 
  masterwork falchion, gauntlets of ogre power, bracers of 
  archery, +1 anti-impact mithril chain shirt*, boots of 
  speed, 100 flight arrows 
  * See Appendix 2: New Rules Items 
  Mahmoud Hassan: Male Baklunish Human War 
  1/Drd10; CR 10; Medium Humanoid; HD 1d8+10d8+20; 
  hp 70; Init +2; Spd 30 ft; AC 22, Touch 14, Flat-footed 20; 
  Base Atk +8; Grp +10; Atk +10 melee (1d10+3, great club) 
  or +9 ranged (1d4+2, sling); Full Atk +10/+5 melee 
  (1d10+3, greatclub) or +10/+5 ranged (1d4+2, sling); SA 
  wild empathy, woodland stride, wild shape; SQ trackless 
  step, venom immunity, animal companion; AL NE; SV 
  Fort: +9, Ref +5, Will +11; Str 14, Dex 14, Con 14, Int 10, 
  Wis 21, Cha 10. 
          Skills and Feats: Concentration +15, Handle Animal 
  +6, Knowledge (nature) +13, Listen +18, Survival +12; 
  Combat Reflexes, Elephant’s Hide*, Natural Spell, Power 
  Attack, Weapon Focus (greatclub). 
          Spells prepared (6/6/5/4/4/3; Base DC = 15 + Spell 
  Level); 0
  th – light, light, guidance, flare, cure minor 
  wounds, flare; 1
  st – cure light wounds, cure light wounds, 
  cure light wounds, cure light wounds, magic fang, faerie 
  fire; 2
  nd – barkskin, bear’s endurance, cat’s grace, lesser 
  restoration, spider climb;  3
  rd – cure moderate wounds, 
  spikes*, greater magic fang, protection from energy, wind 
  wall; 4
  th – cure serious wounds, cure serious wounds, 
  flame strike, flame strike; 5
  th – animal growth, cure 
  critical wounds, insect plague;  
  Possessions: periapt of wisdom +2, +1 dragonhide full 
  plate, ring of protection +1, goggles of night   
  * See Appendix 2: New Rules Items 
  Manesh: Tiger; CR 4; Large Animal; HD 8d8+24; hp 64; 
  Init +3; Spd 40 ft; AC 17, Touch 12, Flat-footed 16;  Base 
  Atk +7; Grp +18; Atk +13 melee (1d8+7, claw); Full Atk 
  +13 melee (1d8+7, 2 claws) and +8 melee (2d6+3, bite); 
  Space/Reach 10 ft/5 ft; SA Improved Grab, pounce, rake 
  1d8+3; SQ low-light vision, scent, link, share spells, 
  evasion, tricks attack, attack unnatural creatures, come, 
  stay, guard, defend, heel, down; SV Fort +12, Ref +13, 
  Will +8; Str 24, Dex 16, Con 17, In 2, Wis 12, Cha 6; 
   
  Skills and Feats: Balance +6, Hide +3, Listen +3, 
  Move Silently +9, Spot +1, Swim +11; Improved Natural 
  Attack (bite), Improved Natural Attack (claw), Iron Will 
      Possessions: Collar of resistance +3 
  APL 12  
  Encounter 5 or 5a: And so it Begins/Through the 
  Vault 
  Jimah: Kobold Sor10; CR 10; Small Humanoid; HD 
  10d4+30; hp 60; Init +1; Spd 30 ft; AC 14, Touch 13, Flat-
  footed 12; Base Atk +4; Grp –2; Atk +2 melee (1d3-2, 
  dagger) or +5 ranged (1d3-2, sling); SQ light sensitivity, 
  darkvision 60 ft; AL CN; SV Fort +2, Ref +2, Will +5; Str 6, 
  Dex 12, Con 14, Int 10, Wis 12, Cha 20. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Craft 
  (trapmaking) +2, Hide +7, Listen +2, Move Silently +2, 
  Search +2, Spot +2, Profession (miner) +2, Spellcraft +7; 
  Silent Spell, Arcane Spell Preparation*, Rapid Spell*, 
  Improved Toughness. 
   
  Spells Known (6/7/6/6/6/4; Base DC = 15 + Spell 
  Level); 0
  th - prestidigitation, detect magic, daze, dancing 
  lights; 1
  st - ray of enfeeblement, hold person, reduce 
  person, magic missile, true strike; 2
  nd - bull’s strength, 
  glitterdust, invisibility, see invisibility; 3
  rd - wind wall, fly, 
  
  Ket4-08 Ruin 
   
  Page 32 
   
  invisibility sphere; 4
  th - summon monster IV, greater 
  invisibility; 5
  th - summon monster V. 
   
  Spells Memorized: 2
  nd - silent ray of enfeeblement, 
  silent true strike; 3
  rd - silent see invisibility (2) silent bull’s 
  strength; 4
  th - silent invisibility sphere, silent wind wall; 
  5
  th - silent greater invisibility, silent summon monster IV, 
  rapid summon monster IV (2)* 
   
  Possessions: Dagger, scroll of alarm (4
  th Level Caster), 
  cloak of charisma +2, scroll of haste 
  * See Appendix 2: New Rules Items 
  Blagnar: Ogre Bbn1/Ftr1/FrBr5*; CR 10; Large Giant; 
  HD 4d8+1d12+1d10+5d12+66; hp 139; Init +1; Spd 50 ft; 
  AC 19, Touch 10, Flat-footed 18;   Base Atk +10; Grp +22; 
  Atk +19 melee (2d6+13, +1 keen scythe/19-20/x4); Full 
  Atk +19/+14 melee (2d6+13, +1 keen scythe/19-20/x4); 
  Space/Reach 10ft/10ft; SA Rage 1/day, frenzy 3/day; SQ 
  darkvision 60ft, low-light vision, deathless frenzy; AL 
  CN; SV Fort +21, Ref +6, Will +10; Str 27, Dex 12, Con 22, 
  Int 4, Wis 14, Cha 6 
   
  Skills and Feats: Listen +12; Improved Power Attack, 
  Cleave, Destructive Rage*, Intimidating Rage*, Supreme 
  Cleave, Diehard, Iron Will 
   
  Possessions: +1 keen scythe, masterwork chain shirt 
  (large), amulet of health +2, cold iron scythe, ring of 
  counterspells (dispel magic), cloak of resistance +2 
   
  While Frenzied and Raging - Atk +24 melee (2d6+20, 
  +1 keen scythe/19-20/x4); Full Atk +24/+24/+19 melee 
  (2d6+20, +1 keen scythe/19-20/x4); AC 13; hp 157. 
  * See Appendix 2: New Rules Items 
  Gwardok: Ogre Bbn1/Ftr1/FrBr5*; CR 10; Large Giant; 
  HD 4d8+1d12+1d10+5d12+66; hp 139; Init +1; Spd 50 ft; 
  AC 19, Touch 10, Flat-footed 18;   Base Atk +10; Grp +22; 
  Atk +19 melee (2d6+13, +1 scythe/19-20/x4); Full Atk 
  +19/+14 
  melee 
  (2d6+13, 
  +1 
  scythe/19-20/x4); 
  Space/Reach 10ft/10ft; SA Rage 1/day, frenzy 3/day; SQ 
  darkvision 60ft, low-light vision, deathless Frenzy; AL 
  CN; SV Fort +21, Ref +6, Will +10; Str 27, Dex 12, Con 22, 
  Int 4, Wis 14, Cha 6 
   
  Skills and Feats: Listen +12; Improved Power Attack, 
  Cleave, Destructive Rage*, Intimidating Rage*, Supreme 
  Cleave, Diehard, Iron Will 
   
  Possessions: +1 scythe, masterwork chain shirt 
  (large), amulet of health +2, cold iron scythe, cloak of 
  resistance +2 
   
  While Frenzied and Raging - Atk +24 melee (2d6+20, 
  +1 scythe/19-20/x4); Full Atk +24/+24/+19 melee 
  (2d6+20, +1 scythe/19-20/x4); AC 13; hp 157. 
  * See Appendix 2: New Rules Items 
  Dex: War1/Clr10; Male Baklunish Human; CR 10; 
  Medium Humanoid; 1d8+10d8+22; hp 78; Init +1; Spd 20 
  ft; AC 21, Touch 11, Flat-footed 20; Base Atk +4; Grp +4; 
  Atk +5 melee (2d4, masterwork scythe) or +5 ranged (1d8, 
  light crossbow); SA Cast Evil Spells at +1 Caster Level; AL 
  NE; SV Fort +10, Ref +4, Will +13; Str 10, Dex 12, Con 14, 
  Int 10, Wis 22, Cha 12. 
  Skills and Feats: Concentration +16, Knowledge 
  (history) +8, Knowledge (religion) +6, Spellcraft +4, Swim 
  +2; 
  Maximize 
  Spell, 
  Reach 
  Spell, 
  Skill 
  Focus 
  (concentration), Divine Spell Power (Maximize)* 
  Spells prepared (6/6+1/6+1/4+1/4+1/3+1; Base DC = 
  16 + spell level); 0
  th - create water (4), detect magic (2) 1
  st - 
  protection from good*, protection from good, shield of 
  faith (2), resurgence bane, bless; 2
  nd - invisibility*, 
  restoration (lesser), bear's endurance, sound burst, bull’s 
  strength, remove paralysis, shatter; 3
  rd - magic circle 
  against good*, cure serious wounds (2), prayer, dispel 
  magic; 4
  th - unholy blight*, dismissal, reach cure moderate 
  wounds, freedom of movement (2) 5
  th - dispel good*, 
  break enchantment, flame strike (2) 
   
  Possessions: +1 full plate, periapt of wisdom +2, 
  masterwork scythe, 2 iron holy symbols, 2 vials of oil of 
  corrupt weapon, rod of silence 
  * See Appendix 2: New Rules Items 
  Encounter 8: Into the Heart of Evil 
  Ranesh: Male Human Wiz14; CR 14; Medium 
  Humanoid; HD 13d4+39+14 temporary; hp 99; Init +2; 
  Spd 30 ft; AC 16, Touch 12, Flat-footed 14; Base Atk +7; 
  Grp +6; Atk +6 melee (1d4-1, dagger) or +9 ranged (1d8, 
  light crossbow); Full Atk +6/+1 melee (1d4-1, dagger) or 
  +9 ranged (1d8, light crossbow); AL NE; SV Fort +7, Ref 
  +6, Will +9; Str 8, Dex 14, Con 16, Int 27, Wis 12, Cha 8 
   
  Skills and Feats: Concentration +20, Knowledge 
  (arcana) +19, Knowledge (history) +19, Knowledge 
  (religion) +25, Listen, +10, Spellcraft +25, Tumble +11; 
  Combat Casting, Chain Spell*, Empower Spell, Heighten 
  Spell, Quicken Spell, Scribe Scroll, Sudden Empower*, 
  Sudden Maximize*, Twin Spell*. 
   
  Spells prepared (4/6/6/6/6/4/4/3; Base DC = 18 + 
  Spell Level); 0
  th – ghost sound, resistance, light, ray of 
  frost; 1
  st – alarm, alarm, lesser sonic orb, magic missile, 
  mage armor, enlarge person; 2
  nd  – scorching ray, 
  scorching ray, false life, blur, blur, resist energy; 3
  rd – 
  empowered ray of enfeeblement, heroism, lightning bolt, 
  empowered scorching ray, dispel magic, fly; 4
  th – 
  enervation, enervation, Evard’s black tentacles, Evard’s 
  black tentacles, mass reduce person, empowered 
  
  Ket4-08 Ruin 
   
  Page 33 
   
  lightning bolt; 5
  th – quickened true strike, quickened true 
  strike, quickened true strike, twinned magic missile; 6
  th - 
  mass bull’s strength, heightened empowered lightning 
  bolt (DC 22), disintegrate, imbue familiar with spell 
  ability; 7
  th – heightened chain grease (DC 22 primary 
  target, 18 per target thereafter), heightened mass reduce 
  person (DC 25), energy immunity* 
   
  Possessions: Headband of intellect +6, dagger, light 
  crossbow, ring of counterspells (dispel magic), ring of 
  counterspells (dispel magic), spellbook, scroll of enlarge 
  person, scroll of scorching ray, scroll of dimensional lock, 
  robe of bones 
  * See Appendix 2: New Rules Items 
  Nary; Toad Familiar; CR -; Diminutive Animal; HD 13; 
  hp 37; Init +1; Spd: 5 ft; AC 22, Touch 15, Flat-footed 21;  
  Base Atk +7; Grp -15; SQ Improved evasion, share spells, 
  empathic link, SR 18; AL NE; SV Fort +4, Ref +5, Will + 
  10; 
   
  Skills and Feats: Hide +21, Listen +9, Spot +4;  
   
  Imbued Spells: 2
  nd – mirror image; 3
  rd – empowered 
  ray of enfeeblement, haste; 4
  th – wind wall 
  Mahmoud Hassan: Male Baklunish Human War 
  1/Drd12; CR 12; Medium Humanoid; HD 1d8+12d8+24; 
  hp 84; Init +2; Spd 30 ft; AC 24, Touch 14, Flat-footed 22; 
  Base Atk +10; Grp +12; Atk +12 melee (1d10+3, greatclub) 
  or +12 ranged (1d4+2, sling); Full Atk +12/+7 melee 
  (1d10+3, greatclub) or +12/+6 ranged (1d4+2, sling); SA 
  wild empathy, woodland stride, wild shape; SQ trackless 
  step, venom immunity, animal companion; AL NE; SV 
  Fort: +10, Ref +8, Will +12; Str 14, Dex 14, Con 14, Int 10, 
  Wis 21, Cha 10; 
   
  Skills and Feats: Concentration +17, Handle Animal 
  +7, Knowledge (nature) +15, Listen +20, Survival +15; 
  Combat Reflexes, Elephant’s Hide*, Natural Spell, Power 
  Attack, Weapon Focus (greatclub), Lightning Reflexes 
         Spells prepared (6/7/5/5/4/4/2; Base DC = 15 + Spell 
  Level);  0
  th – light, light, guidance, flare, cure minor 
  wounds, flare; 1
  st – cure light wounds, cure light wounds, 
  cure light wounds, cure light wounds, magic fang, faerie 
  fire, longstrider; 2
  nd – barkskin, bear’s endurance, cat’s 
  grace, lesser restoration, spider climb;  3
  rd – cure 
  moderate wounds, spikes*, greater magic fang, protection 
  from energy, wind wall; 4
  th – cure serious wounds, cure 
  serious wounds, flame strike, flame strike; 5
  th – animal 
  growth, cure critical wounds, insect plague, baleful 
  polymorph; 6
  th – mass bear’s endurance, fire seeds. 
   
  Possessions: periapt of wisdom +2, +2 dragonhide 
  full plate, ring of protection +2, goggles of night.   
  * See Appendix 2: New Rules Items 
  Manesh: Tiger; CR 4; Large Animal; HD 10d8+30; hp 80; 
  Init +3; Spd 40 ft; AC 19, Touch 12, Flat-footed 16; Base 
  Atk: +9; Grp +20; Atk +15 melee (1d8+7, claw); Full Atk 
  +15 melee (1d8+7, 2 claws) and +10 melee (2d6+3, bite); 
  Space/Reach 10 ft/5 ft; SA Improved Grab, pounce, rake 
  1d8+3; SQ low-light vision, scent, link, share spells, 
  evasion, devotion; AL N; SV Fort +12, Ref +13, Will +8; 
  Str 25, Dex 17, Con 17, In 2, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +7, Hide +4, Listen +11 
  Move Silently +10, Swim +11; Alertness, Improved 
  Natural Attack (bite), Improved Natural Attack (claw), 
  Iron Will. 
   
  Possessions:  Collar of resistance +3 
  
  Ket4-08 Ruin 
   
  Page 34 
   
  Appendix Two: New Rules Items
  Arcane 
  Spell 
  Preparation 
  [General], 
  as 
  presented in Tome and Blood 
  You can prepare an arcane spell ahead of time as a 
  wizard does. 
  Prerequisite: You must be able to cast spells as a bard 
  or sorcerer before you can take this feat. 
  Benefit: Each day, you are able to prepare one or more 
  spells as a wizard does. If you are a sorcerer or bard, this 
  means you can prepare a spell with a metamagic feat 
  ahead of time, instead of casting it as a full round 
  action. The prepared spell remains in your mind and 
  occupies one of your spell slots until you cast it, or 
  change it. A prepared spell uses up a spell slot of the 
  spell’s normal level, modified by any other metamagic 
  feats. 
  Reach Spell [Metamagic], as presented in 
  Complete Divine 
  You can cast touch spells without touching the spell 
  recipient. 
  Benefit: You may cast a spell that normally has a range 
  of touch at any distance up to 30 feet. The Spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
  Rapid Spell [Metamagic], as presented in 
  Complete Divine 
  You can cast spells with long casting times more 
  quickly. 
  Benefit: Only spells with a casting time greater than 1 
  standard action may be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard 
  action. A rapid spell with a casting time with a casting 
  time measured in rounds can be cast in rounds can be 
  cast in one full round. Rapid spells with casting times 
  measured in minutes can be cast in one minute, and 
  rapid spells with casting times measured in hours can 
  be cast in one hour. A rapid spell uses up a spell slot 
  one level higher than the spell’s actual level. 
  Special: A spell can be made rapid and quickened only 
  if it’s original casting time was 1 full round. This feat 
  can be applied to a spell cast spontaneously as long as 
  its original casting time was longer than 1 full round. 
  Close Quarters Fighting [General], as presented 
  in Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass 
  the attack.  If you deal damage with this attack, the 
  enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab.  If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage.  Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek.  He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature.  Tordek then 
  adds +10 to his opposed check to resist being grappled. 
  Normal: Creatures with the Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
  Special: A fighter may select Close Quarters Fighting 
  as a one of his fighter bonus feats. 
  Spikes [Spell] as presented in Complete Divine 
  Conjuration 
  Level: Cleric 3, druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target:  Wooden weapon touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  
  Ket4-08 Ruin 
   
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  Spell Resistance: No  
  As brambles, except that the affected weapon gains a +2 
  enhancement bonus on its attack, and its threat range 
  is doubled. 
  Anti-Impact Armor as presented in Complete Warrior 
  Armor with the anti-impact quality is designed to 
  cushion the blow from massive blunt traumas.  Anti-
  impact armor doesn’t give extra protection against 
  weapon damage (beyond its AC bonus), but 
  bludgeoning damage that affects all or most of the 
  entire body (such as constriction and falling damage) is 
  halved. 
   
  Faint Abjuration: CL 4
  th; Craft Magic Arms and 
  Armor, feather fall; Price +2,000 gp. 
  Resurgence [Spell] as presented in Complete 
  Divine 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature Touched 
  Duration: Instantaneous 
  Saving Throw: Yes (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief prayer, 
  you can convince a higher power to grant a second 
  chance to one of your allies. The target of resurgence 
  can make a second attempt to save against an ongoing 
  spell, spell-like ability, or supernatural ability, such as 
  dominate person, a chaos beat’s corporeal instability, or 
  the sickening effect (but not the damage) from unholy 
  blight. If the target of resurgence us subject to more 
  than one ongoing magic effect, the target chooses one 
  of them to retry the save against. If the subject 
  succeeds at the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that were caused by the spell, spell-like ability, or 
  supernatural ability. 
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word: stun), then 
  resurgence won’t help the subject recover. 
  Divine Metamagic [Metamagic], as presented in 
  Complete Divine 
  Prerequisite: Ability to turn undead or rebuke undead. 
  Benefit: When you take this feat, choose a metamagic 
  feat. This feat applies only to that metamagic feat. As a 
  free action, you can take the energy from turning or 
  rebuking undead and use it to apply a metamagic feat 
  to spells that you know. You must spend one turn or 
  rebuke attempt, plus an additional attempt for each 
  level increase in the metamagic feat you’re using. For 
  example, Jozan the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting. Because 
  you’re using positive or negative energy to augment 
  your spells, the spell slot for the spell doesn’t change. 
  Special: This feat may be taken multiple times. Each 
  time you take this feat choose a different metamagic 
  feat to which to apply it. 
  Castigate [Spell] as presented in Complete 
  Divine 
  Evocation (Sonic) 
  Level: Cleric 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 feet 
  Target: 10-ft. radius emanation 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell allows you to verbally rebuke foes. By 
  shouting 
  your 
  deity’s 
  teachings 
  about 
  other 
  alignments, you inflict pain on those who hear, and 
  those in the area need not understand your divine 
  words to be affected. This spell has no effect on 
  creatures that cannot hear. Otherwise you deafen foes 
  of the same alignment for 1d4 rounds (Save for half). 
  Foes within one alignment step of your alignment 
  (lawful, neutral, chaotic, good, evil) take one point of 
  damage per caster level (maximum 10). Foes whose 
  alignment is more than one step different from yours 
  take 1d4 points of damage per caster level (maximum 
  10d4). A Fortitude saving throw is allowed for half 
  damage from this spell.   
  Chain Spell [Metamagic] as presented in Tome 
  and Blood 
  Prerequisite: Any other metamagic feat. 
  
  Ket4-08 Ruin 
   
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  Benefit: You can chain any spell that has a range 
  greater than touch. The chained spell affects that target 
  (the primary target) normally, then arcs to a number of 
  secondary targets as you like, but they must all be 
  within 30 feet of the primary target, and no target can 
  be affected more than once. You can affect fewer 
  secondary targets than the maximum. 
  If the chained spell deals damage, the secondary targets 
  each take half as many dice of damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half the secondary damage. For spells that 
  do not deal points of damage, the save DCs against 
  arcing effects are reduced by four.  
  A chained spell uses up a spell slot three levels higher 
  than the spell’s actual level. 
  Sudden Maximize [Metamagic], as presented in 
  Miniatures Handbook 
  Prerequisite: Any other metamagic feat 
  Benefit: Once per day, you may apply the Maximize 
  Spell feat to any spell you can cast, without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You may still use the  Maximize Spell feat if you 
  have it. 
  Sudden Empower [Metamagic], as presented in 
  Miniatures Handbook 
  Prerequisite: Any other metamagic feat 
  Benefit: Once per day, you may apply the Empower 
  Spell feat to any spell you can cast, without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You may still use the Empower Spell feat if you 
  have it. 
  Elephant’s 
  Hide 
  [Wild], as presented in 
  Complete Divine 
  Prerequisite: Ability to wild shape into a Large 
  creature. 
  Benefit: You can spend one wild shape to give yourself 
  a natural armor bonus of 7. This does not stack with 
  any natural armor you current have. The effect lasts for 
  10 minutes. 
  Twin Spell [Metamagic], as presented in Tome 
  and Blood 
  Prerequisite: Any other metamagic feat 
  Benefit:  Casting a spell altered by this feat causes the 
  spell to take effect twice on the target, as if you were 
  simultaneously casting the same spell two times on the 
  same location or target. Any variables in the spell (such 
  as targets, shaping an area, and so on) apply to both of 
  the resulting spells. The target suffers all of the effects 
  of both spells individually and receives a saving throw 
  for each if applicable. 
  As with other metamagic feats, twinning a spell dos 
  not affect its vulnerability to counterspelling (for 
  example an untwinned form of the spell doesn’t negate 
  only half of the twinned spell). 
  A twinned spell uses up a slot four levels higher than 
  the spell’s actual level. 
  Intimidating Rage [General], as presented in 
  Complete Divine 
  You activate your rage instantly. 
  Prerequisites: Rage or frenzy ability. 
  Benefit: Your rage begins at any time you wish, even 
  when its not your turn or when you’re surprised.  You 
  can activate your rage as a free action in response to 
  another’s action.  Thus you gain the benefits of rage in 
  time to prevent or ameliorate an undesirable event. For 
  example, you can choose to enter a rage when an 
  enemy attacks you, or casts a spell at you (to gain the 
  benefits of a higher Constitution or your bonus to Will 
  saves) before you know the results of the attack.  You 
  must be aware of the attack, but you may be flat-footed. 
  Normal: You enter a rage only during your turn.   
  Destructive Rage [General], as presented in 
  Complete Divine 
  You can shatter barriers and objects when enraged. 
  Prerequisites: Rage or frenzy ability. 
  Benefit: While you are in a rage or frenzy, you gain a 
  +8 bonus on any Strength checks you make to break 
  down doors or break inanimate immobile objects.  
  Dimensional Lock [Spell], as presented in Tome 
  and Blood 
  Abjuration 
  Level: Sorc/Wiz 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft. per level) 
  Target:  15 ft. radius emanation centered on a point in 
  space 
  Duration: 1 day/level 
  Saving Throw: None 
  
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  Spell Resistance: Yes  
  You create a shimmering emerald field that completely 
  blocks physical extra-dimensional travel. Forms of 
  movement barred include astral projection, blink, 
  dimension door, ethereal jaunt, etherealness, maze, 
  phasing, plane shift, shadow walk, teleport, and similar 
  spell-like and psionic abilities. Once the spell is in 
  place, extra-dimensional travel into or out of the area is 
  not possible. 
  The dimensional lock does not interfere with the 
  movement of creatures already in ethereal or astral 
  form when the spell is cast, nor does it block extra-
  dimensional perception or attack forms such as the 
  basilisk’s gaze. It also does not prevent summoned 
  creatures from disappearing at the end of a summoning 
  spell. 
  Energy Immunity [Spell], as presented in Tome 
  and Blood 
  Abjuration 
  Level: Sorc/Wiz 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature Touched 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: Yes  
  This abjuration grants a creature complete protection 
  against damage from whichever one of five energy 
  types you select: acid, cold, electricity, fire, sonic. The 
  spell protects the recipient’s equipment as well. Energy 
  immunity absorbs only damage. The recipient could 
  still suffer unfortunate side effects, such as drowning 
  in acid, (since drowning damage results from the lack 
  of oxygen), being deafened by a sonic attack, or being 
  encased in ice. 
  Note: Energy immunity overlaps (and does not stack 
  with) endure elements, resist elements, and protection 
  from elements. If a character warded with energy 
  immunity and one or more of the other spells, the 
  energy immunity spell makes the others irrelevant. 
  Imbue Familiar with Spell Ability [Spell], as 
  presented in Tome and Blood 
  Universal 
  Level: Sorc/Wiz 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target:  Your familiar 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You transfer some of your currently prepared spells, 
  and the ability to cast them, to your familiar. If you are 
  a sorcerer, you imbue your familiar with spells you 
  know how to cast. 
    You can imbue a maximum of one spell per three 
  levels. The maximum level of the spells imbued is one-
  third of your level, rounded down (max 5
  th). Multiple 
  castings of the same spell do not increase these limits. 
    The transferred spell’s variable characteristics (range, 
  duration, area, etc) function according to your level. 
  Once you cast imbue familiar with spell ability on your 
  familiar, you cannot prepare a new 6
  th level spell to 
  replace it until the familiar uses up the transferred 
  spells or is slain. (If you are a sorcerer, you simply 
  cannot cast imbue familiar with spell ability again until 
  the familiar uses the spells.) In either case the spell 
  slots you transfer are not available until your familiar 
  uses them. 
  If the transferred spells require foci or material 
  components, the familiar must have them to use the 
  spells. Any XP costs from a transferred spell are 
  deducted from your total when the familiar casts the 
  spell. 
  
  Ket4-08 Ruin 
   
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  Deepwood 
  Sniper 
  [Prestige 
  Class] 
  as 
  presented in Masters of the Wild 
  An arrow flies from a high mountain aerie, unerringly 
  striking a paladin’s mount.  Expecting only a flesh 
  wound, the paladin is stunned to watch his companion 
  of many adventures crumple to the earth.  This 
  unfortunate knight has trespassed into the domain of 
  the deepwood sniper, and he may not make it out alive. 
  A deepwood sniper is patient, careful, quiet, and deadly 
  accurate.  She is a stealthy, long-range terminator 
  whose arrows sail accurately from much longer ranges 
  than those of other archers.  In addition, she has 
  magical abilities to help her shafts fly true. 
  Because of their alertness, dexterity, patience, and 
  affinity for the bow, elves of almost any character class 
  make excellent deepwood snipers.  For a long time, 
  elves would train only those of their own race in these 
  techniques, but more recently some half-elves, 
  halflings, and humans have joined the ranks of the 
  deepwood sniper. 
  Hit Die: d8 
  Requirements 
  To qualify as a deepwood sniper, a character must 
  fulfill the following criteria. 
  Base Attack Bonus:  +5 
  Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 
  ranks. 
  Feats:  Far Shot, Point Blank Shot, Weapon Focus (any 
  bow or crossbow) 
  Class Skills 
  The deepwood sniper’s class skills (and the key ability 
  for each skill) are Balance (Dex), Climb (Str), Craft 
  (Bowyer) (Int), Escape Artist (Dex), Hide (Dex), Jump 
  (Str), Knowledge (nature) (Int), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Search (Int), Sense 
  Motive (Wis), Spot (Wis), Survival (Wis) and Swim 
  (Str). See Chapter 4 of the Player’s Handbook for all 
  skill descriptions. 
  Skill Points at Each Level: 4 + Int Modifier 
  Class Features 
  The following are class features of the deepwood sniper 
  prestige class. 
  Weapon and Armor Proficiency: Deepwood snipers 
  gain no proficiency with any weapon or armor. All 
  weapon-related abilities of this prestige class apply only 
  to projectile ranged weapons with which the character 
  is proficient. 
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
  Range Increment Bonus (Ex): With each level the 
  deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all 
  multipliers).  Thus, a 10
  th-level deepwood sniper who 
  has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
  Concealment Reduction (Ex): When the deepwood 
  sniper reaches 2
  nd level, her miss chance against 
  opponents with concealment drops by 10%.  Thus, she 
  has a miss chance of 10% rather than 20% against an 
  opponent with one-half concealment.  Her miss 
  chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
  Magic Weapon (Sp): At 2
  nd level, the character can 
  produce an effect identical to that of a magic weapon 
  spell cast by a cleric of her deepwood sniper level.  This 
  ability is usable once per day on projectile weapons 
  only 
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
  Safe Poison Use (Ex): At 3
  rd level, a deepwood sniper 
  can use poison without any chance of poisoning 
  herself (see Perils of Using Poison in Chapter 3 of the 
  Dungeon Master’s Guide).  
  Take Aim (Ex): A 4
  th-level deepwood sniper can gain a 
  +2 bonus on her attack rolls against a stationary target 
  by aiming carefully.  Taking aim is a full-round action, 
  and if the target moves more than 5 feet during that 
  period, the bonus is lost.  No additional benefit exists 
  
  Ket4-08 Ruin 
   
  Page 39 
   
  for spending more than 1 round aiming. This bonus 
  increases to +4 at 8
  th level. 
  Consistent Aim (Ex): Once per day, a 5
  th-level 
  deepwood sniper can reroll one attack roll that she has 
  just made with a projectile weapon. She must keep that 
  result, even if it worse than the original roll.  She can 
  use this ability twice per day at 7
  th level and three times 
  per day at 10
  th level, though each use must relate to a 
  different attack roll. 
   
  True Strike (Ex): At 10
  th level, the deepwood sniper 
  can produce an effect identical to that of a true strike 
  spell cast by a cleric of her deepwood sniper level.  This 
  ability is usable once per day on projectile weaons only. 
    
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 ft./level 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile improved 
  critical +1 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20% 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
   
  Frenzied Berzerker [Prestige Class] as 
  presented in Complete Warrior) 
  The random madness of the thunderstorm and the 
  unpredictability of the slaadi come together in the soul 
  of the frenzied berzerker. Unlike most other 
  characters, she does not fight to achieve some heroic 
  goal or defeat a loathsome villain. Those are mere 
  excuses – it is the thrill of combat that draws her. For 
  the frenzied barbarian, the insanity of battle is much 
  like an addictive drug-she must constantly seek out 
  more conflict to feed her craving for battle.  
  Along the wild borderlands and in the evil kingdoms 
  of the world, frenzied berzerkers often lead warbands 
  that include a variety of character types-and even other 
  frenzied berzerkers. Some such groups turn to banditry 
  and brigandage; other serve as specialized mercenaries. 
  Whatever their origin, such warbands naturally 
  gravitate toward situations of instability and conflict, 
  because wars and civil strife are their bread and butter. 
  Indeed, the coming of a frenzied berzerker is the most 
  obvious herald of troubled times. 
  The frenzied berzerker’s path is unsuited for most 
  adventurers-a fact for which the peace lovers of the 
  world can be thankful. Because of their tradition love 
  for battle, orc and half orc barbarians are the ones who 
  most frequently adopt this prestige class, though 
  human and dwarf barbarians also find it appealing. It 
  might seem that elves would be good candidates 
  because of their chaotic nature, but the elven aesthetic 
  and love of grace are at odds with the frenzied 
  berzerker’s devaluation of the self. Spellcasting 
  
  Ket4-08 Ruin 
   
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  characters and monks almost never become frenzied 
  berzerkers. 
  NPC frenzied berzerkers often lead tribal warbands or 
  raiders made up of fighters, barbarians, or other martial 
  classes. Some fall in with humanoids or even giantish 
  tribes, but not all frenzied berzerkers turn their chaotic 
  strength to evil. A few have found homes in small 
  villages or in rural areas, acting as members of the 
  settlement’s defenses. Most people give even such 
  well-intentioned frenzied berzerkers a wide berth, 
  however, and they often find themselves wandering 
  alone in the wilderness.  
  Hit Die: d12 
  Requirements 
  To qualify to become a frenzied berzerker, a character 
  must fulfill the following criteria: 
  Alignment: Any nonlawful 
  Base Attack Bonus:  +6 
  Feats: Cleave, Destructive Rage*, Intimidating Rage*, 
  Power Attack 
  (*New Feats found in Chapter 3 of Complete Warrior) 
  Class Skills 
  The frenzied berzerker’s class skills (and the key ability 
  for each skill) are Climb (Str), Intimidate (Cha), Jump 
  (Str), Ride (Dex), and Swim (Str). See Chapter 4 of the 
  Player’s Handbook for all skill descriptions. 
  Skill Points at Each Level: 2 + Int Modifier 
  Class Features 
  The following are class features of the frenzied 
  berzerker prestige class. 
  Weapon and Armor Proficiency: Frenzied berzerkers 
  gain no proficiency with any weapon or armor.  
  Frenzy (Ex): A frenzied berzerker can enter a frenzy 
  during combat. While frenzied, she gains a +6 bonus to 
  Strength and, if she makes a full attack action, gains a 
  single extra attack each round at her highest bonus. 
  (This latter effect is not cumulative with haste or other 
  effects that grant additional attacks.) However, she also 
  takes a –4 penalty to Armor Class and takes 2 points of 
  non-lethal damage per round. A frenzy lasts for a 
  number of rounds equal to 3+the frenzied berzerker’s 
  Constitution modifier. To end the frenzy before its 
  duration expires, the character may attempt a DC 20 
  Will save once per round as a free action.  Success ends 
  the frenzy immediately; failure means it continues. The 
  effects of frenzy stack with those from any rage ability 
  the character may have.  
  At 1
  st level, the character can enter a frenzy once per 
  day. Thereafter, she gains one additional use per day of 
  this ability for every two frenzied berzerker levels she 
  acquires (but she can’t ever use the ability more than 
  once in any encounter). The character can enter a 
  frenzy as a free action. Even though this takes no time, 
  she can only do it during her turn, not in response to 
  another’s action. In addition, if she takes damage from 
  an attack, spell, trap, or any other source, she 
  automatically enters a frenzy at the start of her next 
  action, as long as she still has at least one daily usage of 
  this ability left. To avoid entering a frenzy in response 
  to a provoking effect the character must make a Will 
  save (DC 10+points of damage taken since last action) 
  at the start of her next turn. 
  While frenzied, the character cannot use any 
  Charisma-, Dexterity-, or Intelligence- based skills 
  (except for Intimidate), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  she cast spells, drink potions, activate magic items, or 
  read scrolls. She can use any feat she has except 
  Combat Expertise, item creation feats, or metamagic 
  feats. She can use her special ability to inspire frenzy 
  (see below) normally. 
  During a frenzy, the frenzied berzerker must attack 
  those she perceives as foes to the best of her ability. 
  Should she run out of enemies before her frenzy 
  expires, her rampage continues. She must then attach 
  the nearest creature (determine randomly if several 
  potential foes are equidistant) and fight that opponent 
  without regard to friendship, innocence, or health (the 
  target’s or her own). 
  When a frenzy ends, the frenzied berzerker is fatigued 
  (-2 penalty to Strength and Dexterity, unable to charge 
  or run) for the duration of the encounter. If the 
  character is still under the effect of a rage ability, the 
  fatigued condition does not apply until the rage ends-at 
  which point the character is exhausted, not merely 
  fatigued. 
  Diehard: A frenzied berzerker gains Diehard as a 
  bonus feat even if she does not meet the prerequisites. 
  Supreme Cleave:  At 2
  nd level and higher, a frenzied 
  berzerker can take a five foot step between attacks 
  when using the Cleave or Great Cleave feat. She is still 
  limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
  
  Ket4-08 Ruin 
   
  Page 41 
   
  Deathless Frenzy (Ex): At 4
  th level and higher, a 
  frenzied 
  berzerker 
  can 
  scorn 
  death 
  and 
  unconsciousness while in a frenzy. As long as her 
  frenzy continues, she is not treated as disabled at 0 hit 
  points, nor is she treated as dying at –9 to –9 hit points. 
  Even if reduced to –10 hit points or less, she continues 
  to fight normally until her frenzy ends. At that point, 
  the effects of her wounds apply normally if they have 
  not been healed. This ability does not prevent death 
  from massive damage or from spell effects such as slay 
  living or disintegrate.  
  Improved Power Attack: Beginning at 5
  th level, a 
  frenzied berzerker gains a +3 bonus on her melee 
  damage rolls for every –2 penalty she takes on her 
  melee attack rolls when using the Power Attack feat (or 
  +3 for every –1 if wielding a two-handed weapon other 
  than a double weapon). This benefit does not stack 
  with the normal effects of Power Attack. 
  Inspire Frenzy (Su): Beginning at 6
  th level, a frenzied 
  berzerker can inspire frenzy in her allies while she 
  herself is frenzied. When she uses this ability, all 
  willing allies within 10 feet of her gain the benefits and 
  disadvantages of frenzy as if they had that ability 
  themselves. The frenzy of affected allies lasts for a 
  number of rounds equal to 3+ the frenzied berzerker 
  Constitution modifier, regardless of whether or not 
  they remain within 10 feet of her. 
  A frenzied berzerker gains one additional use of this 
  ability for every two additional frenzied berzerker 
  levels she acquires, though the ability is still usable 
  only once per encounter. 
  Greater Frenzy (Ex): Starting at 8
  th level, the 
  character’s bonus to Strength during a frenzy becomes 
  +10 instead of +6.  
  Supreme 
  Power 
  Attack: A 10
  th-level frenzied 
  berzerker gains a +2 bonus on her melee damage rolls 
  for every –1 penalty she takes on her melee attack rolls 
  when using the Power Attack feat (or +4 for every –1 
  penalty if wielding a two-handed weapon other than a 
  double weapon). This benefit does not stack with the 
  effects of Power Attack or Improved Power attack. 
  Tireless Frenzy: A 10
  th-level frenzied berzerker no 
  longer becomes fatigued after a frenzy, though she still 
  takes the non-lethal damage each round it lasts. 
   
   
   
   
  
  Ket4-08 Ruin 
   
  Page 42 
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Frenzy 1/day, Diehard 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Supreme Cleave 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Frenzy 2/day 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Deathless Frenzy 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Frenzy 3/day, improved power attack 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  Inspire Frenzy 1/day 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  Frenzy 4/day 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Greater frenzy, inspire frenzy 2/day 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  Frenzy 5/day 
  10
  th 
  +10 
  +7 
  +3 
  +3 
  Inspire frenzy 3/day, tireless frenzy, supreme power attack 
   
  Order of the Bow Initiate [Prestige Class] as 
  presented in Complete Warrior) 
  When asked “What is Truth?,” an initiate of the Order 
  of the Bow picks up his bow, fires an arrow and, 
  without saying a word, lets his mastery of the weapon 
  serve as the gauge of the archer’s progress along the 
  way. By learning the meditative art of the Way of the 
  Bow, the archer improves his discipline, and 
  spirituality. Order of the Bow initiates see their 
  weapons as extensions of their being, and the use of a 
  bow as a spiritual experience. 
  Fighters are the most common initiates of the Order of 
  the Bow. Rangers, paladins, and even barbarians utilize 
  these skills and philosophies as well. Some rogues and 
  bards have been known to enter the order, but they are 
  rare indeed. 
  NPC initiates are often encountered teaching others 
  the ways of archery or wandering the lands looking for 
  true challenges to their skill. 
  Hit Die: d8 
  Requirements 
  To qualify to become an Order of the Bow initiate, a 
  character must fulfill the following criteria: 
  Base Attack Bonus:  +5 
  Skills: Craft (bowmaking) 5 ranks, Knowledge 
  (religion) 2 ranks. 
  Feats:  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow, shortbow, or the composite 
  version of either.) 
  Class Skills 
  The Order of the Bow initiate’s class skills (and the key 
  ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and 
  Swim (Str). See Chapter 4 of the Player’s Handbook for 
  all skill descriptions. 
  Skill Points at Each Level:  2 + Int Modifier 
  Class Features 
  The following are class features of the Order of the 
  Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the Bow 
  gain no proficiency with any weapon or armor.  
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack using 
  a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target. An initiate’s ranged precision only works 
  against living creatures with discernible anatomies. 
  Any creature that is immune to critical hits (including 
  undead, constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision 
  attack, and any item or ability that protects a creature 
  from critical hits (such as armor with the fortification 
  ability) also protects a creature from the extra damage. 
  
  Ket4-08 Ruin 
   
  Page 43 
   
  Unlike with a rogue’s sneak attack, the initiate’s target 
  does not have to be flat-footed or denied its Dexterity 
  bonus, but if it is, the initiate’s extra damage stacks 
  with sneak attack damage. Treat the initiate’s ranged 
  precision as a sneak attack in all other ways. 
  The initiate’s bonus to damage on ranged precision 
  attacks increases by 1d8 every two levels. 
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
    
  Close Combat Shot (Ex): At 2
  nd level, an initiate can 
  attack with a ranged weapon while in a threatened 
  square without provoking an attack of opportunity. 
  Greater Weapon Focus (Ex): At 4
  th level, an Order of 
  the Bow initiate gains the Greater Weapon Focus feat 
  with a single ranged weapon for which he has taken 
  the Weapon Focus feat even if he has not attained 8
  th 
  level as a fighter. 
  Sharp Shooting: At 6
  th level, an initiate gains the 
  Sharp-Shooting feat (see Chapter 3 of Complete 
  Warrior) even if he does not meet the prerequisites.  
  Extended Precision (Ex): A 10
  th-level Order of the 
  Bow initiate’s senses and feel for “the shot” become so 
  attuned that he may make ranged precision attacks 
  (and sneak attacks if he has the ability) at a range of up 
  to 60 feet. 
    
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +2 
  Ranged precision +1d8 
  2
  nd 
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3
  rd 
  +3 
  +1 
  +3 
  +3 
  Ranged precision +2d8 
  4
  th 
  +4 
  +1 
  +4 
  +4 
  Greater Weapon Focus 
  5
  th 
  +5 
  +1 
  +4 
  +4 
  Ranged precision +3d8 
  6
  th 
  +6 
  +2 
  +5 
  +5 
  Sharp-Shooting 
  7
  th 
  +7 
  +2 
  +5 
  +5 
  Ranged precision +4d8 
  8
  th 
  +8 
  +2 
  +6 
  +6 
  ------ 
  9
  th 
  +9 
  +3 
  +6 
  +6 
  Ranged precision +5d8 
  10
  th 
  +10 
  +3 
  +7 
  +7 
  Extended precision 
   
   
   
  
  Ket4-08 Ruin 
   
  Page 44 
   
  Appendix Three: Maps 
   
   
  
  Ket4-08 Ruin 
   
  Page 45 
   
  
  Ket4-08 Ruin 
   
  Page 46 
   
  Player’s Handout #1 
   
  /////////// broken text 
   
          /////////… infidels have begun preparing for their last stand. 
  We had hoped that you would not be detected until far later, but it 
  was not meant to be. You must strike hard and strike fast for our 
  foes are massing in the west and though we know not exactly 
  when they will reinforce their position in the north, we know for 
  certain that the time it will take them will be measured in days, 
  not weeks. Be cautious.  
     
        I know, my brother, you disapprove of your old rival’s 
  ascension to command, but we the Mullahs had no option, Whalid 
  was /////////////////////   
   
   
  The text breaks off here 
  
  Ket4-08 Ruin 
   
  Page 47 
   
  Players Handout #2 
  Excerpts from the Journal of Mar Masr, Mullah of the True Faith 
  Reaping, 3: The trip north was hard. It was less of a troop movement and more of a forced march, 
  though nobody had the courage to say it. Our commander’s second says it shouldn’t take more than 
  a week to get to the mountains; I’m unconvinced.  
  Two weeks later: We can see the mountains in the distance now, it shouldn’t take more than a day 
  or two to reach the temple. We’re stripping down to the essentials now; we’re only allowed to carry 
  our armor, our falchions, and enough food to last two days. The survivors will come back for the rest 
  of the food for the march south. 
  One day later: We’ve just been told that the infidels have built a camp just across the bog, and 
  should be ready for battle when the order was given. Say what you want about those flesh-
  worshipping sons of death they aren’t stupid. Our cavalry is going to be useless through that mire. 
  Commander Whalid came to our tent to see how our nerves were holding; I think he was going to 
  do that for all of the men. He won’t get much sleep tonight, but the men will know he’s behind 
  them.  
  One day later: We’ve pushed them back into the cavern, but we lost many men to their seemingly 
  limitless horde. We’re pushing forward. If I don’t survive, I hope that this history of our deeds will 
  somehow find its way home so that no one will forget what happened here. May Al’Akbar protect 
  us. 
  Same Day: We have taken the temple, but not without great cost. Our great commander was struck 
  down on the steps of the temple as he single-handedly prevented their clerics from moving forth 
  and raising our fallen brothers to fight against us. He faced hundreds of creatures of all kinds but he 
  was imbued with the righteous might of the restorer and could not be hindered. As our enemies 
  were diverted, we regained our strength…the moments he spared us were not wasted. It was then 
  that a creature of purest evil emerged from the foul temple; he wore a dark cloak, and had a long 
  green beard…it was as if his skin was pulled taut over his bones after having been dried out for all 
  time! He was tall, double the size of Whalid and that scythe…that Scythe glowed malevolently in 
  the dim light of the cavern, as if it had a will of its own. He opposed Whalid with great skill and 
  their battle raged for what seemed like an eternity; Whalid was in a frenzy his blade finding his foe 
  often – if such a creature could bleed, I would say he bled a river on those steps! But he possessed 
  such an evil power; he touched Whalid, and our General cried out, as if his very life force was being 
  drained from him. And then it was Caritas that cried out, and Whalid turned to look at his second in 
  command; it was then that the Scythe did its work, driving deep into the breastplate of our General. 
  When it did a great white light burst forth from Whalid, bathing the cavern. It was as if a holy dam 
  had burst forth from his chest to stem the tide of evil. While the creature was confused, Whalid 
  grabbed the Scythe, pinning the creature momentarily while he raised his falchion and struck down 
  the evil creature. It was only then that we conquered our fear and were buoyed by his strength, 
  dispatching the now leaderless sons of death. Though, I will not escape this place of evil – I have 
  been afflicted by some great unknown curse that cannot be cured by any of our restorative magic. I 
  will stay here so as to do no harm to my fellows on the journey south to Eskandrea. I will give this 
  account to Caritas so that the deeds of General Whalid el’Azib’ Paladin of Al’Akbar will never be 
  forgotten. My only regret is that I will not see his funeral pyre …it will burn brightly.  
  
  Ket4-08 Ruin 
   
  Page 48 
   
  Player’s Handout #3 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/594/Normal Scenarios/KET4-08 - Ruin (APL 2-12)/KET4-08 - Ruin.pdf