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. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  
  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHE7-04 
   
   
   
   
  Out of Sight, Out of Mind 
  A One-Round D&D
  ® LIVING GREYHAWK
  TM  
  Sheldomar Valley Metaregional Adventure 
   
  by Steve Hess 
  Reviewers: Michael Moore, Sheldomar Valley Triads 
  Circle Reviewer: Steven Conforti 
   
  The discovery of an ancient temple dedicated to the benign Suel deity Lydia deep in the Jotens has brought 
  together many disparate elements in service to the greater good.  A community has been founded, offering the miners 
  and explorers gathered there shelter and rest from their work; such a project also requires adventurers to help keep the 
  darkness at bay.  Who knows what threats lurk just outside those comfortable confines?  A Sheldomar Valley meta-
  regional adventure for APLs 8-12 and Part Two of the “Not One of Us” series. 
   
  Resources: Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James 
  Wyatt], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Monster Manual IV 
  [various], Races of Stone [David Noonan, Jesse Decker, Michelle Lyons]. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  • 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  • 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 2 
  
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, must 
  buy new spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this adventure. 
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  # 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 
   
  It is highly recommended that judges running 
  this adventure should have already judged SHE6-07 Sight 
  Unseen, Part One of this series.  Those familiar with 
  SHE6-07 may skip this background briefing.  Those in 
  need of a refresher, read on. 
  Ethnic and religious tensions erupted in the city of 
  Westkeep in extreme southern Keoland a short while ago 
  when a group of Pelorites doing charity work in the 
  poorest districts of the city were assaulted by fire and 
  magic, leaving several dead and many dozens blinded.  A 
  small but vocal group of Pholtans were blamed for the 
  crime, and suspicions also fell upon certain followers of 
  the Suel deity Lydia, whose worship is popular among the 
  Keoish nobility. 
  The PCs chased a string of blindness-related 
  tragedies deep into the Hool Marshes, where they 
  stumbled upon evidence of the discovery of an ancient 
  relic by a Suel slaver of the old Hold of the Sea Princes.  
  The PCs also found isolated Olman communities deep in 
  the Hool, and hopefully aided them in finding a cure for 
  the plague of blindness. 
  Increased religious tension in the southern 
  Sheldomar Valley between deities with “light” in their 
  spheres of influence was one result of SHE6-07; a great 
  increase in the number of Olman-heritage humans 
  emigrating north into the Sheldomar was another. 
  ADVENTURE SUMMARY 
  From the blurb, or perhaps from the epilogue of 
  Sight Unseen, the PCs know that an ancient temple of 
  Lydia has been discovered in the Jotens.  The adventure 
  will put them in a position to care about its recovery and 
  eventually to fight to preserve its unique nature from 
  defilers.  The temple provides a setting for the physical 
  threats to be faced by the PCs; it also serves as a focal 
  point for the emotionally-charged issue of Olman 
  immigration into the Sheldomar Valley. 
  This adventure begins in Baransford, a town on the 
  west bank of the Sheldomar River in Keoland’s County of 
  Cryllor first described in SHE5-06, A Study in Contrasts.  
  Far from the typically sedate and conservative Keoish 
  town, Baransford is the largest human settlement in a 
  rapidly-growing frontier area, on the west bank of the 
  Javan River due east of the line that separates the Little 
  Hills from the Jotens.  Its population includes all of the 
  more common races and a smattering of everyone else. 
  A few weeks before the PCs step into the adventure, 
  a group of more than 200 Olman emigrants arrived at 
  Stranger’s Gate, the southern entrance into Baransford, 
  from out of the Yeomanry.  These newcomers, with their 
  very different looks, language, and ways, were viewed 
  with suspicion by many residents.  Certain Flan-heritage 
  humans, themselves relatively recent arrivals from the 
  troubles in the north, were quite vocal in their criticism 
  of these “outlanders.”  Only one Olman family stayed in 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 3 
  
  Baransford; the rest moved on to the north with a 
  promise of employment from a group of Lydian clerics. 
  Enter the PCs, who are in Baransford resting, 
  recuperating, and re-arming for the adventuring life.  The 
  bulk of the adventure in town is circular in nature, with a 
  set of non-sequential encounters whose order will change 
  depending on PC actions.  The PCs witness the 
  harassment of the Olman family; they are asked to 
  perform an “extermination” of monsters at Ladylight Pass, 
  the secret location of the lost temple of Lydia; they are 
  themselves victims of racist harassment as “outlander 
  allies”; they are enlisted to aid the town’s moderate 
  elements in containing the radicals’ increasingly-hostile 
  behavior.  The adventure approaches its conclusion as the 
  PCs discover the Lydians dead or badly wounded by a 
  teleportation mishap.  The PCs must go blindly into what 
  was once Ladylight Pass and defeat the creatures who 
  have occupied the Lydian temple for their own dark 
  purposes.  In so doing, they may discover that the power 
  behind the anti-Olman hysteria, and the power behind 
  the epidemic of blindness that began down in Westkeep, 
  is the Olman themselves.  The cult of Tezcatlipoca, 
  chaotic evil deity of sun and moon, darkness and light, 
  has been commanded by their dark god to reestablish the 
  purity of the Olman by forcing them back to the jungles 
  of the south, back to the ‘old ways’ of human sacrifice and 
  theocratic subjugation. 
   
  Without PC intervention, events in and around 
  Baransford will follow a very definite path.  The Olman 
  family and the Lydians for whom they work will become 
  increasingly isolated and will eventually leave Baransford 
  for points unknown.  The excavation at Ladylight Pass 
  will vanish without a trace, and the area around the 
  abandoned temple will gain a reputation as a haven for 
  vicious monsters and foul rites. 
  PREPARATION FOR PLAY 
  The DM first needs to find out if any of the PCs present 
  have played SHE6-07 Sight Unseen, and then determine 
  if any of these PCs has the AR item Sunblinded not 
  crossed off.  If the PC still suffers from the full effects of 
  this, they are blind in all conditions except total darkness 
  (where they possess blindsight out to 60 ft.). If a PC 
  suffered from sunblindness but had it cured, they still 
  must deal with light sensitivity (dazzled in bright 
  sunlight or within the radius of a daylight spell) unless 
  they have used miracle or wish to rid themselves of the 
  problem. 
  Any PC who suffers or at one time suffered from 
  sunblindness will gain special advantages in this 
  adventure: They will be able to clearly see the person who 
  bears the evil artifact holy to Tezcatlipoca, and they will 
  have a much better chance at identifying that person’s 
  hidden allies. 
  Please also note any unusual appearances or animal 
  companions.  PCs who do not resemble (at least to casual 
  inspection) the standard humanoid races while in town 
  might be stopped by the Guard of the County of Cryllor 
  on a regular basis and questioned politely yet firmly.  
  Persons with the Gratitude of Baransford from SHE5-06 
  A Study in Contrasts need only point this out to the 
  guards (by showing the AR to the judge) and the word 
  will be put out that they are to be trusted. 
  Animals size Large or smaller may be stabled or 
  boarded at any inn listed in Appendix 5; owners assume 
  all liability for the unusual appetites or habits of their 
  “pets.”  Non-herbivore Large animals are not allowed on 
  the side streets at any time.  No animal or companion 
  creature larger than Large size is permitted in town, and 
  overflights of the town by either magic or creature except 
  in time of emergency are illegal.  Persons who violate 
  these laws will be fined for each offense; see the AR for 
  details. 
  Finally, please make a note of each PCs alignment 
  and deity worshipped (if any), using initiative cards or 
  any other method of your choice.  There are effects in the 
  last two encounters that are alignment-dependent, with 
  special benefits for worshippers of the Suel deity Lydia. 
  INTRODUCTION: WHITHER 
  BARANSFORD? 
  The party may use this time to introduce themselves if 
  they’re not playing with characters known to each other.  
  The game starts in Baransford, a town of 2500 on the west 
  bank of the Javan River in the County of Cryllor in the 
  Kingdom of Keoland.  The setting is a crowded but 
  comfortable inn, the River Rest, a place on the waterfront 
  that caters mostly to transients. 
  Baransford is hospitable towards those in the 
  adventuring game, probably as friendly a town as can 
  be found within the borders of Keoland.  As long as 
  there’s coin to be spent, this place seems willing to 
  provide goods and services of both a quality and a 
  quantity sure to please.  
  See Appendix 5 for more information on Baransford.  
  Any player who requests it can have already made 
  purchases, keeping in mind the gp limit of the town. 
  ENCOUNTER 1: NOT TO 
  EVERYONE’S TASTE 
  The River Rest common room is crowded, noisy 
  and smoky tonight just like every night, but the 
  dwarven ale imported from the Rakers is of excellent 
  quality and the catch of the day, Javan catfish, was 
  done in a very new, very spicy style that strongly 
  encouraged beverage sales.  The entertainment for the 
  evening is at first hard to hear over the cacophony of 
  the room; still, the music eventually captures the 
  attention of nearly everyone.  As the crowd grows 
  silent and sits to listen, the source is revealed as a 
  group of Olman humans: three young men playing an 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 4 
  
  assortment of exotic wood drums, a twin flute, and a 
  deep-toned lute-like instrument, all led by a female 
  singer in her late teens.  The song alternates between 
  chanted choruses and a melodious refrain in a strange 
  language that showcases the young woman’s amazing 
  vocal range and soulful style. 
  Anyone who can understand Olman knows that she 
  is singing a song of mourning directed at the ancient 
  practice of sacrificing children to Tlaloc, the evil Olman 
  deity of rain.  The refrain translates poorly into Common: 
  “They were killed for a lie, they were murdered in vain / 
  Though the killing’s long stopped, still we see the rain / 
  Still we feel the rain / Still we drink the rain / Love and 
  hate the rain” 
  Respectful and enthusiastic applause greets the 
  end of the song, and the singer bows low to the 
  audience, smiling through her tears.  As the clapping 
  winds down, a single figure over by the main entrance 
  suddenly begins to applaud loudly and whistle.  “Let’s 
  all hear it for the outlanders and their so-called 
  ‘music’!  Fancy that, singin’ with a mouth full o’ 
  marbles and all!”  His voice drips with disdainful 
  sarcasm and outright hostility. 
  Knowledge (local – Sheldomar), Bardic Knowledge, 
  or Int check for Flan speakers, DC 15: The man’s accent is 
  that of Geoff.   
  Spot, DC 20: All things considered, the man is very 
  well dressed considering the informality of his 
  surroundings this evening.  His outfit would be more 
  appropriate up at the Lord’s Rest in the best part of town. 
  PCs with no Int penalty will recognize the speaker’s 
  pure Flan heritage.  (PCs with Int penalties are probably 
  too busy trying to calculate the correct tip for their 
  server.) 
  The man’s jeers are greeted by a chorus of angry 
  shouts and pleas for calm from patrons all around; the 
  din grows with alarming speed. The heckler 
  continues to rant at top volume against the 
  “outlanders and their alien ways.” He appears to have 
  a few tough-looking men with him as bodyguards, 
  and it looks like he might actually need them...when 
  the crowd suddenly becomes calm. 
  Spellcraft, DC 22 (20 plus spell level because the PCs 
  were unable to see the caster, only the effect): Someone 
  just cast calm emotions.  You were not targeted, but 
  almost everyone between yourselves and the door, 
  including the heckler, was affected. 
  Into the sudden calm, the reasonable and logical 
  discussion that was bordering on a riot only moments 
  before, an older Oeridian man steps.  He wears simple 
  black robes adorned with a heavy gold chain from 
  which hangs a symbol: two hands grasping a bag.    
  When he speaks, it is with conviction and confidence 
  and a decidedly unusual accent.  The heckler and his 
  henchmen seem unimpressed, but the bulk of the 
  crowd backs off respectfully as he speaks. 
  Int check or Bardic Knowledge, DC 15: The speaker 
  is a native of the realms once known as the Great 
  Kingdom. 
  Knowledge (religion): Hands grasping a bag?  That’s 
  the holy symbol of Zilchus. 
  “Harra, old fellow, I do believe that you’re better 
  off preaching to the converted.  These are decent folk 
  looking to share the rewards of their hard work and 
  support the many arts and crafts for sale here.  Where 
  is the profit in demanding that everyone think as 
  you?  I can see only loss in it, and hasn’t the 
  community been deep enough in the red lately?” 
  Uninterrupted stretches of read-aloud text are a 
  nightmare for most players, so we’re pausing here to give 
  the PCs time to react.  Since a person of obvious authority 
  in town is handling the situation, it would be grossly 
  inappropriate for the PCs to interfere...but allow them to 
  move closer if they wish. 
  Speaking in a calm tone that does not match his 
  words, the heckler referred to as Harra replies.  “It’s 
  easy for you to welcome all with open arms, Fastau.  
  You make money from us all, and the more, the 
  merrier.  But these...”  He gestures towards the stage.  
  “...that girl, singing her foreign filth...she’s not one of 
  us.  Her ways are dark and dangerous, and best kept 
  far from decent folk.”  Harra looks as though he’d 
  rather be shouting, but he keeps a relaxed, pleasant 
  tone as he motions to his men to go and turns to 
  leave.  “Mark my words, there will be blood in the 
  streets and it will be their fault.”  He continues 
  speaking as the door closes behind him; the noise of 
  the crowd continues at a low murmur. 
  Listen check, DC 25 (20 for any PC who moved over 
  to the scene of the altercation): As he leaves, Harra says to 
  his men “Imagine that...she was singing about killing 
  children.  I mean, killing children...how sick is that?” 
  Fastau, the man in black robes, turns to the crowd 
  as Harra and his men depart.  “They were just leaving, 
  apparently.  Maybe we can encourage our performers 
  to give us another song?”  He starts clapping slowly 
  and rhythmically, and the crowd starts clapping along 
  with him, albeit without passion.  Fastau urges the 
  crowd on, cajoling them to show their appreciation 
  for the talent onstage.   The applause picks up speed, 
  the musicians seem reassured by the display, and then 
  suddenly the whole crowd cheers wildly, shouting 
  out support for the young woman and her back-up 
  band.  The drummer launches into a flashy intro, and 
  soon the room is once again captivated by the strange 
  and wonderful music of the exotic south. 
  Spellcraft, DC 17: Apparently, calm emotions can be 
  dismissed, and that’s what Fastau did just now after 
  applying some deft diplomacy to get the crowd back into 
  a good mood. 
  PCs who played SHE5-06 A Study in Contrasts 
  might recognize Fastau, cleric of Zilchus and one of 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 5 
  
  Baransford’s most influential citizens.  Any PC who has 
  that AR and who did not earn the Enmity of Baransford 
  will find Fastau an enthusiastic ally.  If this is the case, 
  read the following and skip the next box-text section; if 
  not, skip this section. 
  Fastau notices the party and makes his way over 
  to you.  “It is good to see you again! The worth of a 
  coin lies in the many hands through which it travels, 
  it seems.  There have been miles and months since 
  your last visit, but the ledger balances out in the end.  
  Come to think of it, I have a job for talents such as 
  yours...but first, how have you been?” 
  If no PC has a previous history with Fastau: 
  With a practiced and educated eye, Fastau 
  examines your group and makes his way over to you.  
  “I must apologize to you, my friends: We are usually a 
  tolerant town, but persons of poor account have 
  grown loud lately.  You are new in town; I take it that 
  you are of the adventuring life, no?  I may know 
  someone who needs talents such as yours.  Would you 
  care to tell me about yourselves?” 
  If the PCs inquire about Harra: 
  “It is a story as old as human civilization: New 
  immigrants are always resented by the next-most-
  recent group.  Harra came here with many of his 
  people out of the northern mountain valleys during 
  the giant invasions seven years ago.  Dozens of Flan 
  families came to Baransford at just about the same 
  time the Keoish took over.  Some have moved on, and 
  some have moved up, but many still work low-paying 
  jobs requiring strong backs and little skill.  I’m not 
  sure where Harra’s money comes from, but there 
  seems to be no shortage of it.  He speaks for people 
  who fear that these Olman immigrants will flood the 
  area and work for even less than they do; they fear 
  that their families will starve and they will become 
  refugees again.” 
  On the Olman influx: 
  They’ve been coming north in small groups, 
  mostly single extended family groups, for years now.  
  Lately, though, with all the upset down in Westkeep 
  and that Sakatha thing in the Hool Marshes, their 
  numbers have increased greatly.  200 of them, with a 
  train of some thirty wagons, showed up at Stranger’s 
  Gate last week.  We haven’t seen an influx of 
  newcomers like that since that fake gold rush a while 
  back. 
  “That’s when the trouble started.  Harra began 
  speaking in any public forum he could, denouncing 
  the Olman as “outlanders” and saying that we’d all 
  suffer if we let them settle. He’s managed to convince 
  a good number of humans, mostly the poor and the 
  Originals that were here before the Keoish came.   
  “It’s not like the Olman stayed, though...I helped 
  them find work out towards the Little Hills with 
  some building site that needed a lot of labor.  There’s 
  but one family left in town. They mostly work here: 
  that’s one daughter singing so nicely up there, and 
  her father cooked the catfish special tonight.” 
  If the players ask questions about the town, consult 
  Appendix 5.  If they inquire as to the nature of the job, 
  Fastau keeps it simple. 
  Fastau leans in close, speaking in a low tone.  
  “There is a man in town, a scholar from Niole Dra 
  staying up at the Lord’s Rest for ten times the price 
  you’re paying here.  He and I had a fascinating 
  conversation on the topic of the religions of the old 
  Suel Imperium the other day; he has made this topic 
  his life’s work, apparently.  He asked me just this 
  morning if I knew of any reliable persons in the 
  business of ‘slaying monsters for profit.’  I was 
  considering taking on the task myself, but it’s plain to 
  see that your group provides many times my value in 
  that department. 
  “He is a short stout fellow who wanders the town 
  with a pair of scribes to record his every thought, all 
  three of them dressed in an outlandish whirl of 
  rainbow colors.  His name is Tar-orotal.  If you are 
  near the Lord’s Rest at noon, the hour he goes out and 
  about, you cannot miss him.” 
  ENCOUNTER 2: 
  TRANSPORTATION 
  INCLUDED 
  The PCs meet a Suel scholar who is in need of heroes, but 
  with a very special restriction: He must ask them to 
  teleport to the site where they are needed without 
  knowing precisely where it is.  This is an exercise in trust, 
  or the lack thereof.  The encounter starts with the 
  assumption that the PCs are following Fastau’s advice and 
  seeking out the Suel scholar Tar-orotal at the Lord’s Rest 
  Inn. 
  Conditions: The weather today in Baransford is cool, 
  with an early afternoon high around 17 C. (63 F.) and a 
  thin low cloud cover.  The wind is out of the northeast 
  and very light.  A DC 15 Survival check indicates that 
  there is rain on the way, probably by midnight tonight. 
  The neighborhood surrounding the Lord’s Rest 
  Inn rests on the slopes and crest of the last of a 
  narrow line of hills that fade back in the distance to 
  the west, all the way to the distant, looming Little 
  Hills.  It is here in Hilltop that the first families of 
  Baransford lay their heads, go about their business, 
  and ignore the less serene, more vulgar districts all 
  around them.  Patrols of the County Guard are all 
  around; their headquarters is the tallest building in 
  town, right next door to the Lord’s Rest. 
  Spot check, DC 15: The guards, who travel on 
  horseback in groups of at least three, keep a close eye on 
  SHE7-04 Out of Sight, Out of Mind 
   
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  you.  (This scrutiny might increase if the PCs are 
  obviously heavily armed or if they have one or more very 
  unusual-looking members.) 
  DC 36: Something odd catches your eye: Three 
  young Keoish men, all very well-dressed, stroll past the 
  front of the Lord’s Rest towards Guardhall, and just as you 
  glance at them, the center of the three changes for an 
  instant, looking very unlike the Suel-Oeridian mix so 
  common in Keoland of just a moment before...and 
  looking a lot like that rabble-rouser Harra from the 
  altercation at the inn last night.   
  Spellcraft, DC 21 (only applies to those who 
  succeeded at the DC 36 Spot check): You just got a 
  glimpse through an ongoing disguise self spell. 
  At this precise moment a short, stout man in 
  multicolored finery erupts from the elegant, glass-
  doored front of the Lord’s Rest Inn in a flourish of 
  silk.  He is closely followed by two younger 
  attendants, one male and one female: Both carry large 
  leather-bound 
  books 
  and 
  plumed 
  writing 
  instruments.  All are of mostly Suel ancestry. 
  Tar-orotal: Male Human (Suel) Expert5 (Decipher 
  Script +16, Knowledge (arcana) +11, (arch & eng) +11, 
  (geography) +11, (history) +11, (nobility) +11, (religion) 
  +11, Search +11, Spot +8). 
  Neisa and Elish: 1 Female, 1 Male Human (Suel) 
  Expert1 (Listen +5, Spot +5). 
  If anyone made the DC 36 Spot check earlier, inform 
  them that the trio moves around the corner and out of 
  sight at this point.  If anyone tries to follow, the men are 
  gone by the time any PC can get to the corner. 
  “Today, my children, we will listen to the ancient 
  wisdom of the gnome community.”  The large Suel 
  man announces this in an overly loud voice, as if his 
  comings and goings were of vital importance to all 
  those within fifty feet or so.  “Coincidentally, our path 
  to the Downside neighborhood will take us past the 
  Sign of the Rising Moons, the only pastry shop in 
  town licensed to provide for the Lord Mayor’s family 
  and thus, a highly appropriate spot for us to continue 
  our studies of the baking traditions in the Javan 
  valley...”   
  If the PCs decide to follow discreetly, they get a lot 
  more of this, a self-important but obviously learned man 
  pontificating on whatever comes to mind.  When they 
  decide to approach him, he will drag them into the large 
  back booth at the pastry shop to talk amid a mountain of 
  flaky, incredibly rich goodness.   
  “I am Tar-orotal of Niole Dra; these are my 
  apprentices Neisa and Elish.”  He indicates the girl 
  first, her manner a study in late-teenage awkwardness, 
  and then the boy, who barely looks up from his 
  scrawling.  Anyone can see that he is expertly copying 
  down every syllable uttered by his master. 
  After much comment on the apple strudel (“Not the 
  Perrenlander recipe, mind you, but still, a classic.”) and 
  the variety of teas on the menu (“And where is the 
  Spendlowe Silverleaf?  So the Hold of the Sea Princes has 
  collapsed into anarchy and genocidal civil war: Is that any 
  reason to be uncivilized?”), the PCs might begin to 
  wonder about him just a bit. 
  Sense Motive, DC 10: Apparently this man has no 
  “inner monologue.”  He says out loud whatever is on his 
  mind. 
  DC 15: You get the feeling that he’s telling the truth 
  at every turn...telling a great deal of truth. 
  DC 20: Even in mundane descriptions, he is 
  achingly, compulsively honest about everything.  
  DC 25: He is clearly under an enchantment that 
  compels him to be absolutely truthful.  Add that to his 
  wide body of knowledge and his obvious love for the 
  sound of his own voice, and you get a real earful. 
  After the very attentive servers have left, and 
  more than a few morsels have been utterly 
  demolished, Tar-orotal leans in and speaks softly: 
  “Fastau is a reliable friend, and he tells me that you 
  may be trusted.  I need help in clearing a nest of 
  unnatural, monstrous things that lies in the path of 
  great, perhaps even holy work...but I cannot tell you 
  where this place is.  So that you might come to trust 
  me and my friends in this matter, I come to you 
  bearing a ring of truth: I cannot lie, and it is very 
  difficult to tell an undetected lie in my presence.  I 
  invite you to test this thing so that you will know that 
  I am truthful.”  He removes a simple gold band from 
  his left ring-finger and offers it across the table. 
  If a PC takes him up on the offer, the item proves to 
  be a ring of truth as he said.   
  Knowledge (arcana) DC 19: The wearer of this ring 
  cannot knowingly tell a lie, and as per discern lies, 
  anyone within 30 ft. of the wearer who knowingly and 
  deliberately tells a lie must succeed on a DC 16 Will save 
  or have that fact revealed to the wearer.   
  Tar-orotal puts the ring back on his finger and 
  continues.  “I am the least part of a great effort by the 
  faith of Lydia, Lady of Light, to recover a long-lost 
  temple to her glory.  The faith of Lydia teaches many 
  things: the nobility of learning and music, the dignity 
  of all beings who respect the dignity of others, and a 
  balance between structure and freedom are but a few 
  of her precepts.  This temple is many miles from here, 
  and we do not wish to reveal its location to the world 
  until we are sure of its authenticity. 
  “Unfortunately, entry to the temple is blocked by 
  murderous creatures of darkness.  They have killed or 
  kidnapped several of our people and we do not have 
  the means to fight them.  I have been asked to find 
  heroes who will do so...but these heroes must agree to 
  teleport to the temple location blindly, so we may 
  SHE7-04 Out of Sight, Out of Mind 
   
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  keep our efforts secret until it is time to reveal the 
  sacred mysteries to the world entire.  We have set up 
  a small settlement to house our workers and explorers 
  nearby; there is a place here in town from where we 
  can access that hamlet magically.  Please tell me that I 
  have found the heroes we require.” 
  We will assume that the PCs will agree to Tar-orotal’s 
  proposition.  If they do not, then they lose the XP and 
  treasure for Encounter 3 and do not gain the AR item 
  “Lydian Friendship”; the encounter ends here for them. 
  At any point in this encounter the PCs may want to 
  verify the veracity of Tar-orotal and his fellows via their 
  own spells or skills.  This is perfectly acceptable to the 
  Lydians: They understand full well that they are asking 
  the PCs to put an enormous amount of trust in them.  
  They will cooperate with any divination or respectful 
  interrogation, and in every case the PCs will be reassured 
  that they are putting themselves in the hands of honest, 
  decent folk in dire need. 
  If the PCs accept Tar-orotal’s offer, he will proceed to 
  the west into Downside, the largest of Baransford’s 
  neighborhoods and home to the bulk of the town’s 
  gnomes and halflings.  Only about one in four persons 
  seen on these streets is not one of the small folk.  At one 
  point he turns off of the main road into a maze of narrow 
  side-streets and alleys, and becoming uncharacteristically 
  quiet, enters a nondescript house without knocking. 
  It is a house like many others in the area, with a 
  stone foundation up to about four feet in height 
  topped by plastered timber walls.  It is three stories 
  tall with ceilings a bit low for a tall human, and 
  doorways through which most humans would need to 
  duck.  A few pieces of badly-used furniture are 
  scattered around the place. 
  “This is how we move in and out of town without 
  attracting attention.  The gnome who owns the place 
  is sympathetic to our cause.  No one in the 
  neighborhood questions the coming and going of a 
  few 
  humans, 
  especially 
  when 
  those 
  humans 
  generously patronize local businesses for all manner 
  of supplies.” 
  A woman in conservative, scholarly clothing 
  steps to the top of the stairs at the far side of the main 
  room.  The contrast between her jet black hair and 
  her china-white skin is remarkable.  Tar-orotal greets 
  her in a serious tone.  “These are our volunteers, 
  Illumia.  We are to see them off immediately.”  The 
  woman nods gravely and motions for all to come up 
  the stairs. 
  Illumia: 
  Female 
  Human 
  (Suel) 
  Wizard5/ 
  DivineOracle2 (Knowledge (arcana) +14, (religion) +14 
  There are three doorways at the top of the stairs: 
  open to the left and right, and closed straight ahead.  
  Your guide gestures to the right and goes into the 
  room before you; to the left you glimpse a simply-
  furnished bed-chamber in which a young woman 
  with white-blonde hair wearing rough hides sits.  She 
  looks up from her reading and smiles as you pass. 
  The room into which you are led is 10 ft. by 20 ft.; 
  you enter at the center point of one long side.  This 
  room is bare of furniture.  Its only features are a 
  single boarded-up window and a loop of silken rope 
  that encircles a 10 ft. diameter area on the floor to the 
  right of the door.  The woman previously called 
  Illumia speaks.  “We thank you for your aid in this 
  very delicate matter.  It pains us to keep you in the 
  dark, so to speak, concerning our efforts, but please be 
  assured that you are aiding a noble cause...and that we 
  have no interest in whatever treasure you might find 
  in the possession of those, those monsters.  Please, all 
  must stand in the circle.” 
  If any PCs voice doubts at this point, the Lydians will 
  do their best to convince them of their sincere need.  
  Once the PCs are all within the circle (crowding is 
  required, and naturally, no mounts may be taken), Illumia 
  steps up to it, places her foot against the rope and speaks: 
  “To Ladylight Pass!” 
  It is suddenly very dark and quite cold. 
  Knowledge (arcana) DC 22: How interesting: A 
  device that allows anyone with the teleport spell 
  memorized to relocate other willing targets without 
  making the trip herself... 
  ENCOUNTER 3: MINER 
  DIFFICULTIES 
  The dark is dispelled a moment later as a door opens 
  into the room in which the party finds itself.  The 
  bright light of midday streams into the larger space 
  beyond from many windows and skylights; so much 
  sunlight also heats the room beyond, and a wave of 
  warmth sweeps over you.  The room is an empty 20 ft. 
  by 30 ft. rectangle; its only feature is a loop of silken 
  rope that encircles the 10 ft. diameter space in which 
  you arrived.  A human woman steps into the doorway.  
  Her Suel ancestry is unmistakable, but her age is a 
  puzzle: She is athletic and graceful, yet the crinkling 
  about her eyes and mouth as she smiles at you are 
  sure indicators of the accumulation of wisdom 
  through a long life. 
  “Welcome to Ladylight Pass, my friends.  My 
  name is Scintilla.  I have only moments ago had a 
  message from Tar-Orotal that he had recruited you.  
  Again I apologize for the ignorant state in which we 
  must keep you; such secrecy is a violation of my 
  beliefs for which I must surely atone.”  She seems 
  genuinely upset at needing to keep information from 
  the party. 
  Sense Motive, DC 15: There is no deception here: 
  Scintilla is genuinely sorry. 
  SHE7-04 Out of Sight, Out of Mind 
   
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  “There is no time to lose and innocent lives to be 
  saved.  I will answer such questions of yours as I can 
  while we walk.”  She gestures for you to follow 
  behind.  The room into which you teleported looks to 
  be at one end of a long log structure with a nearly-
  seamless granite-block foundation.  At least thirty 
  persons, mostly humans of Olman ancestry, work in 
  the large main room; most are cooking, weaving 
  cloth, or sewing. 
  Scintilla leads you outside and the lower 
  temperature is suddenly explained: Wherever you are 
  on Oerth, you are high up in the mountains, just 
  below the tree-line.  The sun stands almost directly 
  overhead, but the air is thin and chilly.  Close by all 
  around you are small structures fashioned of well-cut 
  stone or fresh pine logs or both.  The only other large 
  structure aside from the hall in which you arrived is a 
  low, wide all-stone building boasting nine tall 
  chimneys belching smoke that lies just to the right of 
  Scintilla’s path: The sounds of smithy-work emerge 
  noisily from it. 
  There are people all around, mostly humans of 
  either Suel or Olman ancestry going about the work 
  one might associate with a small, thriving mining 
  hamlet.  A good many dwarves are also present, along 
  with a few gnomes and halflings.  As you pass, 
  however, everyone stops to look at you, their faces a 
  mixture of sorrow and dim hope.  All, except for some 
  of the dwarves, whisper as you pass and gesture in 
  your direction, an upraised left hand with fingers 
  spread. 
  Listen, DC 16: In Common, Ancient Suel, and even 
  Gnomish, you hear over and over again “Lady light your 
  way.” 
  Knowledge (religion) DC 15: The gesture is imitative 
  of the spray of colors that is the holy symbol of Lydia; the 
  saying is the most common blessing of her faith. 
  Further out, the town is surrounded by tall 
  conifers that climb the steep slopes around you.  To 
  the left of Scintilla’s path is the only obvious exit 
  from this narrow valley.  The land drops steeply away 
  but the view is blocked by the sheer sides of the next 
  peak. 
  Knowledge (nature) or Survival, DC 15: The party is 
  easily 5,000 ft. or more above sea level, given the chill and 
  the thin air.  A great many mountain ranges in the 
  Flanaess might have valleys like this one, at this altitude 
  and containing these kinds of plants. 
  DC 20 plus success at a DC 20 Knowledge (arcana) 
  check as well by the same PC: Given the angle of the sun 
  when you left Baransford, it’s only a little earlier in the 
  day here.  You may have been teleported thousands of 
  miles to the north or south, but you definitely moved no 
  more than two hundred miles or so to the west. 
  Remember that Scintilla cannot answer too many 
  questions in detail if the PCs decide to be inquisitive.  For 
  the most part, she will repeat what Tar-orotal said earlier 
  in response to questions concerning the discovery of the 
  temple.   
  If asked about the Olman workers, she laughs and 
  smiles knowingly: “I understand that we caused a bit of 
  a stir back in Baransford with their arrival, yes?  I 
  myself adventured a bit back during the so-called 
  Greyhawk Wars; it was on the front lines against the 
  hordes of the Old One that I met Thurak Stonebrow, 
  and in the far south that I met Onextlal and his 
  people.  Finding this place and knowing from the 
  songs of old how difficult it would be to unearth it, I 
  called upon them both to repay that which they owed 
  to Lydia and aid me. 
  “Thurak brought a few dozen of his clan to coax 
  secrets out of the stone; perhaps you noticed the 
  quality of the masonry back in town?  Onextlal’s folk 
  proved to be quite ready to flee the chaos of the Hold 
  of the Sea Princes and come north to serve our noble 
  cause: A great many Olman folk were already entering 
  Keoland and the Yeomanry, and more were moving 
  north every day.  They are the children of cruel 
  inhuman deities, slaves to dark tradition every bit as 
  much as are the Scarlet Brotherhood, and the gentle 
  light of Lydia must come as a relief to those Olman 
  who remember and fear the old ways.” 
  She knows nothing of the true nature of the threat to 
  her expedition, if asked.   
  Scintilla leads the company past the forges, 
  which ring with the combined efforts of a dozen 
  crafts-dwarves, and onto a well-trodden path that 
  angles steeply up through the rapidly-thinning trees.  
  At a point a little more than a hundred yards beyond 
  the settlement, the path levels off somewhat: Scintilla 
  stops and gestures to her right. 
  Note for the judge: Scintilla is delivering a clue for 
  the PCs to follow later in the adventure, a clue that she 
  herself will not remember discussing with the PCs if the 
  topic is brought up after they continue walking.  She is 
  channeling the will of Lydia at this moment and is 
  completely unaware of all that she says. 
  “There is an inscription on the flat stones just off 
  of the path here...it was the first discovery that led us 
  to believe that we had stumbled across Lydia’s Hall of 
  Light after so many centuries.  Like all of the Lady’s 
  lessons, it is rhymed for easier memorization.”  She 
  points to a recently-cleared area of flat stone; spidery 
  carvings in the dark grey surface are readily visible.  
  Scintilla reads the Ancient Suel poem aloud in 
  Common: 
  “The Light can only guide you if you 
  Open up and use your eyes: 
  A willful blindness renders useless 
  Brightest sun and clearest skies.” 
   
  SHE7-04 Out of Sight, Out of Mind 
   
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  The Lydian cleric keeps walking without further 
  comment; she seems lost in thought and unwilling to 
  converse lightly.  Perhaps half a mile from the small 
  settlement, she stops and softly calls out a greeting.  
  “Thurak! Our heroes are here!  What news?” 
  Two breastplate-clad dwarves bearing war-axes 
  step out from behind some large rocks just up ahead a 
  dozen yards or so; the path seems to level off as you 
  approach them.  The older of the two bows to 
  Scintilla.  “My lady, we are still attacked by well-
  aimed daggers out of the dark if we pass out of the 
  sunlight at the entrance.  There is no sign from the 
  miners except...except for this, which was thrown out 
  of the entrance only a few minutes ago.”  The younger 
  dwarf reaches beneath his cloak and produces a clever 
  bit of stonework that resembles, in exquisite detail 
  and full scale, a human arm clutching a pickaxe. 
  Int check, DC 10, failure: Who would threaten these 
  people with a replica of a human arm clutching a pickaxe? 
  Success: Hmmm...maybe this isn’t a replica of an arm 
  carved in stone.  It looks like a petrified human arm. 
  Knowledge (arcana, dungeoneering,. or nature), DC 
  15: There are many monsters with petrification attacks, 
  and almost all of them can be found underground. 
  Thurak continues grimly.  “Two o’ my men here 
  recognized the ring on the least finger.  This is Thom 
  Farl’s arm, broken off after he was turned to stone.”  
  He turns the arm over to reveal a carved message in 
  crude Common: LEAVE OR MORE DIE.  “I hope for 
  all of our sakes that you’re prepared for something 
  like this.”  The elder dwarf looks at you appraisingly.  
  “The entrance is right up ahead.” 
  The PCs might be interested in casting some 
  defensive or informational spells at this point; indeed, the 
  EL of the encounter assumes that the PCs will put their 
  foreknowledge to good use. 
  The trail levels off and leads to a low, wide fissure 
  in the face of the mountain, an opening that has 
  obviously been expanded recently.  The cave recedes 
  into darkness past the fifty-foot point.  Thurak 
  retrieves a small sheet of paper from his belt-pouch 
  and offers it to you. “We call the first room the Well-
  house; you’ll see why when you’re inside.  We’d been 
  past it for weeks, cleaning out the chambers along the 
  long stairs to the peak, when our miners were first 
  attacked.  It looks like these things have a liking for 
  that first room; that’s where they came up in force and 
  cut us off from our workers.”  He gives a glance 
  towards Scintilla. “I’d be dead and my corpse would 
  be one of Iuz’s own zombies if it weren’t for the lady 
  here.  It shames me to know that what’s in that cavern 
  there is a problem beyond the weight of my axe to 
  solve. I don’t know why you’re volunteerin’ to do this 
  for all of us...but you have my thanks as well.” 
  There is no player handout for the map that Thurak 
  is handing them; instead, draw what appears in Appendix 
  6 (Thurak’s Map). 
  Conditions: This entire room is cut out of pale grey 
  granite that has been polished to a high shine.  The 
  ceiling is 20 ft. overhead at the walls, angling up to 50 ft. 
  high at the center where the “well” goes up a further 50 ft.  
  The shaded squares represent floor-to-ceiling pillars that 
  are fashioned from the original stone of the cavern.  
  Every square within 10 ft. of the room’s walls (but not the 
  corridors leading in and out) is affected by a deeper 
  darkness spell heightened to 9th level. 
  Creatures: Dark leapers (tauric dark creeper-blink 
  dogs) and earth whispers share a hatred of the light and 
  the 
  inhabitants 
  of 
  the 
  outside 
  world.    
  Together for many years they have conducted dark rituals 
  in this place to celebrate for the absence of the Lydians.  
  They’re infuriated at the return of surface-dwellers to 
  “their” home, and have captured six miners in order to 
  drive away the others.  One is already dead, petrified and 
  smashed to pieces to send a message; the others huddle at 
  the bottom of the “well” awaiting their fate. 
  APL 8 (EL 10) 
  Dark Leaper, Male Tauric Dark Creeper-Blink 
  Dog Rogue3/Master Thrower2: hp 70; see 
  Appendix 1. 
  Advanced Earth Whisper: hp 99; see Appendix 1. 
  APL 10 (EL 12) 
  Dark Leaper, Male Tauric Dark Creeper-Blink 
  Dog Rogue3/Master Thrower2 (2): hp 70; see 
  Appendix 2. 
  Advanced Earth Whisper (2): hp 99; see Appendix 
  2. 
  APL 12 (EL 14) 
  Dark Leaper, Male Tauric Dark Creeper-Blink 
  Dog Rogue3/Master Thrower2 (4): hp 70; see 
  Appendix 3. 
  Advanced Earth Whisper (4): hp 99; see Appendix 
  3. 
  Tactics: These monsters will use tactics designed to 
  maximize the dark leapers’ sneak attack damage. 
  Creatures running in panic lose their Dex bonus, so the 
  earth whispers will attempt to force PCs to flee deeper 
  underground using their cavern fear ability.  These 
  creatures are intimately familiar with the passages leading 
  into the mountain, so they will have no trouble using 
  dimension door to arrive within easy striking distance of 
  their panicked foes.  The dark leapers may also sneak-
  attack from within the deeper darkness using their 
  blindsense.  The earth whispers will use their incorporeal 
  nature and the Flyby Attack feat to keep out of harm’s 
  way while they attack. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 10 
  
  One last note: Cavern fear always forces its victims to 
  flee deeper into the ground.  A PC so affected who is 
  closer to the well than the far passage will attempt to 
  climb down rather than run for the far end of the room.  
  The Climb DC is 30: 25 for a rough vertical natural wall, 
  +5 for rushing. The pit is 50 ft. deep. 
  Treasure: 
  APL 8: L: 1006 gp, C: 0 gp, M: Gloves of dexterity +4 
  (1333 gp), mithral chain shirt +1 (175 gp). 
  APL 10: L: 2012 gp, C: 0 gp, M: 2 gloves of dexterity 
  +4 (2666 gp), 2 mithral chain shirts +1 (350 gp). 
  APL 12: L: 4024 gp, C: 0 gp, M: 4 gloves of dexterity 
  +4 (5332 gp), 4 mithral chain shirts +1 (700 gp). 
  After the combat, the cries of the hostages can be 
  clearly heard from the bottom of the well.  There are 3 
  humans and 4 dwarves, all Expert1 miners, trapped there 
  along with the sadly-shattered rocky remains of Thom 
  Farl.  All have taken massive Dexterity damage from the 
  repeated attentions of earth whispers; they will have to be 
  helped to the surface.  Thurak and half-a-dozen other 
  dwarves will rush in with ropes and other rescue 
  equipment as soon as the PCs indicate that the coast is 
  clear. 
  Development: The PCs earn the AR item “Lydian 
  Gratitude” simply for attempting to drive off the creatures 
  that prevent the further exploration of the lost temple.  If 
  at least half of the creatures present are slain, there will be 
  no further visits from the denizens of the dark to this 
  place. 
  If at least half the defending creatures are slain, the 
  “well” into the ceiling and floor lights up with a daylight 
  spell heightened to 9th level.  This effect results in a 10 ft. 
  square beam of bright light passing from floor to ceiling, 
  with the outer edges of the room shrouded in darkness. 
   
  ENCOUNTER 4: ALL AROUND 
  THE TOWN 
  Regardless of their level of success in combatting the 
  creatures in Encounter 3, the PCs are not allowed to rest 
  or recuperate in Ladylight Pass.  They are rushed into the 
  unlit room and sent back to the Baransford home from 
  which they arrived.  Scintilla cannot spare her limited 
  healing spells for the party’s use, but remember, if the 
  PCs earned the AR item “Lydian Gratitude”, it applies if 
  they need to seek healing in Baransford. 
  The Lydians in the Baransford home are much more 
  welcoming.  Given their late-afternoon arrival back in 
  town, the PCs are invited to dine with them: Tar-orotal 
  arranged the meal ahead of time with several of Hilltop’s 
  most prominent inn-keepers and chefs; the repast is both 
  hearty and of the finest quality.  All of the Lydians based 
  in Baransford will be in attendance, including Tar-orotal, 
  his assistants Neisa and Elish, the mage Illumia, and 
  Luxani, the young woman glimpsed as they left the house 
  earlier in the day. 
  Luxani: Female human (Suel) Adept6 (Heal +13, 
  Knowledge (religion) +11, Survival +13) 
  Luxani is one of the Frutzii, called the Frost 
  Barbarians by ignorant southerners; her Common is 
  accented curiously.  She heard the call of Lydia at a young 
  age, and has wandered far in search of the voice in her 
  dreams. 
  The meal and the conversation go far into the night.  
  One comment made at the very end of the evening might 
  arouse the PCs’ interest: 
  “I don’t mean to be a bother, but as long as you’re 
  still in Baransford, do you think you could speak to 
  that horrible Harra person?”  Tar-orotal sips from his 
  mug of Olman-spiced chocolate and grimaces.  You 
  haven’t known him for long, but you know that he’s 
  not making a face at the exotic heat of the drink, but 
  rather at the thought of the man who heckled the 
  Olman musicians at the River Rest Inn last night.  
  “He’s still going about town lying to anyone who’ll 
  listen about the sinister intentions of our Olman 
  friends, and I think he or one of his thugs have been 
  following me.  We don’t advertise that this house is 
  our base of operations, and it might make things 
  difficult for us should he follow me here.  My friends 
  and I are all going to Ladylight Pass in the morning, 
  but we’ll be back in a day.  I trust you’ll be available 
  for dinner tomorrow night?” 
  If the PCs attempt to locate Harra at this late hour, 
  they will be unsuccessful.  No useful information can be 
  found at the few taverns that are still open this late. 
  4A: Harassing the Harasser 
  If the PCs choose to pursue Harra, they must seek him 
  out in either the Stranger’s Gate or Downside 
  neighborhoods, the areas where Flan refugees are known 
  to live.  A DC 15 Gather Information check will reveal 
  this.  Further checks, involving visits to local merchants 
  and lots of dead ends, will reveal the following: 
  DC 10: Harra is disliked by most, who think of him 
  as a troublemaker whose “head has grown more than a 
  few hat-sizes lately.” 
  DC 15: Harra is out of town this morning, having left 
  last night to visit friends in the nearby farm-country.  No 
  one can say specifically who these friends are or where 
  they might live, but it is well-known that he intends to 
  return to Baransford by mid-day. 
  DC 20: Harra has spent a good bit of cash in town 
  lately, mostly on clothes and some nice pieces of silver 
  jewelry.  One cobbler tells you that he’s placed an order 
  for a pair of alligator-hide boots just like a set the Lord 
  Mayor had done a few months ago, complete with a 200 
  gp deposit. 
  SHE7-04 Out of Sight, Out of Mind 
   
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  When Harra returns to town, the PCs may attempt to 
  confront him in any one of several places, from the 
  Stranger’s Gate when he reenters the town to the Broken 
  Spear Inn where he intends to spend the balance of the 
  day.  In the event that the PCs failed all of the previous 
  Gather Information checks, they’ll run into him and a 
  few of his toughs on the street. 
  In a very real sense, this is a trap encounter.  Harra is 
  a nasty, greedy, self-centered bigot...but he’s not truly evil, 
  he’s a pawn being manipulated by powers he can’t 
  comprehend, and he’s of so low a level that he and his 
  thugs do not even pose a measurable challenge to the 
  PCs.  The trap is this: Will the PCs over-react?  Will they 
  commit crimes against the town, county, and Keoland 
  while illegally engaging in an interrogation of a Keoish 
  citizen, or will they give subtlety a chance? 
  The first task of the judge in this encounter is to 
  gauge the effectiveness of the PCs in isolating Harra and 
  his henchmen so that they can be interrogated.  If an 
  NPC witnesses magic being used to do this, they will 
  most certainly inform the authorities, and the PCs will 
  gain the AR item “Fined” as a result. 
  The judge’s second task is to ascertain if the PCs 
  commit a crime against Harra’s person or property that 
  can be proven in a Keoish court.  If the PCs inflict lethal 
  damage to Harra or his men and do not heal it via magic, 
  or if they are found to be in possession of any of Harra’s 
  property, they will face an additional “Fined” penalty and 
  lose 4 TUs to community service as well.  If they kill 
  Harra or any of his thugs or any bystanders, they will 
  have committed an overtly evil act that must be reported 
  to their home Triad.  By RPGA rules, PCs about to 
  perform such an act must be given the chance to “undo” it 
  and choose another course of action.  If the PCs use lethal 
  force, they will feel the full weight of Keoish justice.  The 
  adventure ends here for them; they lose any previously-
  gained “Lydian Friendship” or “Lydian Gratitude” AR 
  items, and they gain the AR item “Wanted in Keoland.”   
  Harra, Male Human (Flan) Bard2/Marshal1: hp 
  21; see Appendix 4. 
  Dewey, Killum, and Howe, 3 Male Human (Flan) 
  Warrior1: hp 8; see Appendix 4. 
  For the purposes of resisting the Intimidate skill, 
  Harra has a modified level check of 1d20+6 (+3 for level, -
  1 for Wisdom, and a +4 morale bonus from his “secret 
  friends”); his thugs have modified level checks of 1d20+6 
  as well. 
  Here is the truth to which Harra will grudgingly 
  admit if successfully interrogated:  
  He was approached by three men in red robes a 
  month ago who paid him a thousand Keoish lions (gold 
  pieces) to incite hatred against the Olman.  He describes 
  these three men as having blond, nearly white hair and 
  pale complexions, the pure Suel stereotype.  He also 
  describes their private conversations as taking place in 
  Ancient Suel, a language he recognizes (thanks to his 
  bardic knowledge ability) but does not speak.  Harra has 
  no personal knowledge of the Scarlet Brotherhood and 
  has drawn no conclusions about the motives of his 
  employers: To him, this was a job and nothing more. 
  4B: Spoils of War 
  There is no reason to role-play the conversion of the 
  loot gained in Encounter 3 to cash: It can be assumed that 
  Baransford’s 375,000 gp cash limit will hardly be stressed 
  by the resale of a few used magical mithral chain shirts 
  and a stack of masterwork daggers.  However, 
  transactions of this size most certainly will attract the 
  attention of the local clergy of Zilchus, and our friend 
  Fastau will approach the PCs as they put together their 
  final deals in the late afternoon. 
  “I trust everything went well with our mutual 
  friends?”  Fastau steps out from the money-changer’s 
  back room with a knowing smile as the staff of 
  smartly-dressed halflings rushes to process your 
  accounts.  “I have not heard from the scholar today, 
  but I understand that he and his friends will be back 
  in town tonight.” 
  Give the PCs a chance to brief Fastau on the events at 
  Ladylight Pass.  If they press him for further information 
  on the place, he will truthfully say that he knows less 
  than they. 
  Fastau appears as a man immersed in his greatest 
  joy, nodding in approval as coins are counted and 
  gems bagged for easy, safe transport.  “Of course you 
  recall the musicians from the unfortunate incident 
  down at the River Rest Inn the night before last?  It 
  seems that the Lord Mayor’s two children saw the 
  show last night, without any impolite interruptions.  I 
  have heard that his daughter has demanded a cloak of 
  feathers from her father’s most skilled tailors, and his 
  son has already acquired a most unusual tattoo.  It 
  seems that the whims of fashion might just aid the 
  Olman in their quest for acceptance.” 
  4C: Full Circle 
  Make sure that the players are done with their 
  actions for the business day in Baransford.  By now, the 
  minor threat of Harra should have been dealt with and 
  the 
  PCs 
  should 
  be 
  feeling 
  wealthy 
  and 
  confident...provided they kept within the letter of the law 
  and didn’t overdo things with Harra.  Their business in 
  town concluded, they have an invitation to dinner with 
  the Lydians on their schedule. 
  Once again you find yourselves at that house like 
  many others, the simple and secret base of the 
  followers of Lydia in Baransford.  You knock, but no 
  one answers the door. 
   No one answers any knock or call.  The PCs may 
  make Listen checks, but all they hear are the indistinct 
  noises of the street.  The door is closed but unlocked.  
  SHE7-04 Out of Sight, Out of Mind 
   
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  Use the floor-plan in Appendix 7 as a guide; it is 
  probably not necessary to sketch it out for the players.  A 
  search of the house reveals nothing unusual until the PCs 
  reach the room on the second floor that holds the 
  teleportation device.  There they find Tor-orotal the 
  scholar, his two assistants Neisa and Elish, the barbarian 
  adept Luxani, and the wizard Illumia... 
  ...all dead on the floor, slumped across the 
  circumference of the teleportation device. 
  Heal check, DC 15: There are no marks on the 
  bodies, no sign of violence or even pain, no evidence of 
  poisoning.  The bodies are all cold to the touch: These 
  poor people have been dead for many hours. 
  Search check, DC 15, and at least 10 minutes of time: 
  There is no sign of a struggle in this room or in any other, 
  and no valuables appear to be missing. 
  Detect magic: The teleportation loop radiates strong 
  conjuration magic, and various small items in the 
  Lydians’ possession do as well, including Tar-orotal’s ring 
  of truth, Illumia’s headband, and a periapt worn by 
  Luxani. 
  Detect evil: Nothing. 
  Spellcraft, DC 20: On a success, allow the players to 
  peruse the PHB teleport spell entry, and guide them to 
  the conclusion that these persons died as a result of a 
  teleportation mishap.  On a failure, allow them to 
  speculate only. 
  If at least one party member succeeds at the 
  Spellcraft roll, allow a DC 20 Knowledge (arcana) check.  
  PCs who succeed are convinced that the odds against 
  such massive damage being inflicted by a teleportation 
  mishap are extreme...unless the Lydians were trying to 
  reach a “false destination” as defined by the spell text. 
  In the end, there is only one even remotely-logical 
  conclusion that the assembled PCs can reach: Ladylight 
  Pass is not there anymore. 
  Attempts at divinations at this point will all have the 
  same result: Any divination spell of 2nd level or higher 
  will result in the caster hearing a soft feminine voice 
  speak the words of the poem etched in the rock on the 
  path to the hidden temple of Lydia, the poem that 
  Scintilla read aloud: 
  “The Light can only guide you if you 
  Open up and use your eyes: 
  A willful blindness renders useless 
  Brightest sun and clearest skies.” 
   
  Along with this poem, the caster will see a clear 
  vision of the chiseled words, and the rocks around them, 
  and the slope of the mountainside beyond, and be sure 
  that they can use the teleportation circle to get the party 
  to that location. 
  (If the PCs are stumped by either the skill checks or 
  the obscure nature of the information presented, they 
  may have to seek help.  Fastau can aid them: He’ll cast 
  divination in order to gain more information, and thus 
  advance the plot as shown above.) 
  ENCOUNTER 5: SOMETHING 
  HAS CHANGED... 
  It is assumed that the PCs will figure out that they can 
  use the teleportation device to get to whatever is left of 
  Ladylight Pass, and that they will do so as soon as is 
  practical.  They may wish to cast defensive or supportive 
  spells before they depart. 
  Conditions: After sunset but not yet full dark, the 
  sky is full of scudding clouds that alternately conceal and 
  reveal a full Luna.  Except for a 20 ft. radius around the 
  inscription, the entire area that once was the hamlet of 
  Ladylight Pass is under the bury zone of a huge 
  avalanche.  The slide zone extends up slope all the way to 
  the mouth of the cavern in which the PCs fought in 
  Encounter 3.  The judge should give every player 6 tokens 
  or dice to throw on the battle-mat; mark these squares as 
  rough terrain for all Medium or smaller creatures.  Place 
  the 20 ft. by 20 ft. clear square close to one edge of the 
  mat and continue. 
  Note on Sunblindness: Any PC who suffers or 
  suffered from Sunblindness knows without knowing 
  how that the damage done to Ladylight Pass was brought 
  about by the mask that causes that blindness. 
  All around you are the unmistakable signs of a 
  massive avalanche.  It appears that much of the 
  mountain face up to and beyond the cavern entrance 
  slid down into the valley, shearing off ancient trees 
  like 
  harvested 
  wheat 
  and 
  completely 
  erasing 
  Ladylight Pass from existence.  Wisps of smoke rise 
  fitfully from the spot where you know you saw the 
  great dwarven forge just over a day ago; otherwise 
  there is no evidence that there was ever a thriving 
  settlement here.  The preservation of the poem carved 
  in stone, the clue that allowed you to teleport safely 
  to this place, cannot possibly be natural: A perfect 
  circle exactly 20 feet in diameter centered on the 
  carving remains free of debris. 
  If the PCs are visible:  Call for a DC (d20+16) Spot 
  check from everyone; the Lunar Ravager party left 
  behind to hide in the ruins has been watching the 
  untouched zone.  If anyone in the party succeeds, they’ll 
  notice something big and humanoid suddenly become 
  invisible at the far edge of the battle-mat.  If no one 
  succeeds, then they’ll be dealing with one or more 
  invisible Lunar Ravagers with little or no warning. 
  If the PCs are invisible or otherwise harder than 
  normal to detect visually: The Lunar Ravagers all have 
  Spot +19 and Listen +20, and they’re paying close 
  attention to the untouched area.  On a successful DC 
  (d20+16) Spot check, the PCs will see the following: 
  SHE7-04 Out of Sight, Out of Mind 
   
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  A pair (group) of tall, muscular humanoids in a 
  silvery breastplates lurks a distance off, clearly staring 
  in your direction with shining, malevolent eyes.  
  They carry massive axes and seems to become 
  insubstantial, even ghostly as the moon slides behind 
  a cloud.  One figure holds a much smaller, struggling 
  humanoid form by the arm with little apparent care 
  for its comfort or safety. 
  Alter the text if more than one Lunar Ravager is 
  present.  If the ravagers detect the PCs, they will use 
  invisibility as before and move to attack. 
  Creatures: Describe any combatants the PCs might 
  encounter here. This section provides a physical 
  description, mannerisms, general motivations, and 
  background of the monster, if needed.  If there are any 
  environmental or situational modifiers to the Encounter 
  Level, they should be described here and a specific 
  modifier assigned.  Include this modifier in the ELs listed 
  by APL below.  If the combatant is a standard Monster 
  Manual creature, use the abbreviated stat block with page 
  reference.  Otherwise, use the abbreviated stat block with 
  Appendix reference and detail the combatant in the 
  appropriate Appendix.  The hit points for a combatant are 
  always determined as the total hit points possible (max 
  dice rolls plus max modifiers from Con, etc.) multiplied 
  by 75%; round this amount up. 
  APL 8 (EL 10) 
  Moon Knight, Lunar Ravager Barbarian1 (2): hp 
  129 each; see Appendix 1. 
  Male Wendigo Kobold Warrior3 (4): hp 16 each; 
  see Appendix 1. 
  APL 10 (EL 12) 
  Moon Knight, Lunar Ravager Barbarian1 (4): hp 
  129 each; see Appendix 2. 
  Male Wendigo Kobold Warrior3 (8): hp 16 each; 
  see Appendix 2. 
  APL 12 (EL 14) 
  Moon 
  Lord, 
  Spellwarped 
  Lunar 
  Ravager 
  Barbarian1 (4): hp 151 each; see Appendix 3. 
  Male Wendigo Kobold Warrior3 (16): hp 16 each; 
  see Appendix 3. 
  Tactics: The wendigos lurk about 60 ft. up the 
  mountainside; they’ll use their maddening whispers 
  attack against as many PCs as possible at the same time 
  the Lunar Ravagers become invisible.  After that, their job 
  is to maximize the ravagers’ Power Attack feat by 
  zooming past the PCs and using the aid another action to 
  each give +2 to a ravager’s next attack.  The judge may 
  have them divide among the available ravagers or unite to 
  take on a particularly tough PC.  Only if the ravagers feel 
  that they’re winning the fight will the wendigos use their 
  other powers or attacks. 
  Treasure:  
  APL 8: L: 401 gp, M: 2 large keen +2 greataxes (3056 
  gp), 2 large mithral breastplates +2 (1950 gp), 2 rings 
  of protection +2 (1333 gp). 
  APL 10: L: 802 gp, M: 4 large keen +2 greataxes (6112 
  gp), 4 large mithral breastplates +2 (3900 gp), 4 rings 
  of protection +2 (2666 gp). 
  APL 12: L: 802 gp, M: 4 large keen +2 greataxes (6112 
  gp), 4 large mithral breastplates +2 (3900 gp), 4 rings 
  of protection +2 (2666 gp). 
  Development: If the fight concludes in the PCs’ 
  favor, the small human mentioned earlier will rise and 
  call out to the PCs. 
  “I remember you; you are the ones who rescued 
  the miners yesterday.  I was with my mother 
  yesterday and I saw you walk by.  Don’t worry, there 
  are no more of them…no more outside, at least.” 
  The speaker is a boy, a male human of Olman 
  descent and around 10 years of age.  He is dressed in a 
  light tunic and wrapped in an overly-large blanket against 
  the chill mountain air.  Allow the PCs to ask what 
  questions they will; all of the answers that they boy can 
  give are given here: 
  “My name is Axian.  These things…” He gestures 
  towards the defeated lunar ravagers but does not look 
  at them.  “…they came with many others like them 
  and others smaller at sunset, led by three men with 
  pale hair in red robes.  They killed all who were not 
  humans that they could catch, but I saw some of the 
  dwarves get away up the mountainside and three of 
  the gnomes vanish by magic.  The humans they 
  rounded up and took into the caves, into the place 
  sacred to that Lady of Light person my mother won’t 
  stop talking about.  They wanted to take me inside 
  too…but I think that you should be the ones to take 
  me there.  They need me.  Everyone in there needs 
  me.” 
  Sense Motive, DC 15: The child is telling the simple 
  truth as far as he knows. 
  DC 20: He seems very calm for someone who just 
  saw his home, friends, and family either slaughtered or 
  herded off to some awful fate.  Still you sense no duplicity 
  about him. 
  DC 25: His speech and manner are very mature for 
  his age, but you do not detect any compulsion or 
  enchantment behind his words. 
  Axian: 
  Male 
  human 
  (Olman) 
  FavoredSoul1 
  (Diplomacy +7, Heal +6, Sense Motive +6) 
  Have anyone who succeeds at the DC 20 Sense 
  Motive check make a Spot check at DC 20; on a success, 
  they notice that the boy seems annoyed by something on 
  his back.  He reaches around to scratch himself 
  constantly while talking.  Anyone who inspects his back 
  (to which he will assent with a confused look) will see 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 14 
  
  that he has two patches of dry, reddened, scaly skin over 
  his shoulder blades.  A Heal check at DC 15 shows that 
  this is nothing but a minor skin irritation; at this time, no 
  other skill checks will reveal any further meaning to this 
  condition. 
  The boy repeats himself if the PCs do not initially 
  agree:  
  “I think that you should be the ones to take me 
  inside. They need me.  Everyone in there needs me.” 
  Any divination performed at this time will result in a 
  paraphrasing of the statement above from a separate 
  perspective: 
  “I think that you should be the ones to take him 
  inside.  They need him.  Everyone in there needs him.” 
  If the PCs refuse to allow the boy to accompany 
  them inside the mountain, then he will follow them at a 
  minimum of 100 ft. 
  ENCOUNTER 6: 
  REARGUARD 
  Conditions: Until the Hall of Light itself is reached, 
  the only light sources present are those brought in by the 
  PCs.   
  The entry into the mountain is familiar to you; 
  you pass quickly through the room in which you so 
  recently battled the mutant creatures that were 
  believed to be the town’s fiercest enemies.  There is 
  no resistance as you follow the only path inward and 
  upward, a broad, shallow spiral stair whose many exits 
  are all choked with the stone of ancient collapses: No 
  scouts that you can detect have been left to report 
  intrusion; no skirmishers seek to delay or harry you. 
  Allow the PCs to precast spells if they wish at any 
  point during the climb.  A successful DC 20 Knowledge 
  (nature) or DC 15 Survival check indicates that a climb to 
  the top of the mountain via this stair will take between 
  forty minutes and an hour; PCs with this knowledge may 
  choose to wait before casting spells. 
  Attempts to find tracks all along this path are 
  automatically successful because of the sheer number of 
  tracks present: A large number of Medium-sized 
  creatures, most with bare feet but a few in boots, passed 
  into the mountain and upwards along the stairs only a 
  few hours ago. Anyone with the Track feat may still roll 
  the Survival check; success at DC 20 reveals the presence 
  of at least six Large-size humanoids in bare feet among 
  the other tracks; also, if any of these PCs examined the 
  tracks left by the lunar ravagers in Encounter 5, they will 
  recognize these tracks. 
  After roughly a half-hour of travel, read the 
  following: 
  The way upward has been a uniform ten-foot-
  wide corridor and stairway, one often choked with 
  rubble but still passable, but this changes up ahead.  
  The passage widens to reveal a large room, one 
  illuminated by a soft, gentle light. 
  As they approach, have the PCs make Spot checks.  
  On a success at DC (1d20+25), the mimic pretending to 
  be a pile of rubble at the entrance to the room will be 
  noticed.  As soon as either it is noticed, or it is trodden 
  upon by at least three people, it will attack.  See Tactics 
  below for further details. 
  APL 8(EL 10) 
  Ulteotl, Wizard7/Divine Oracle2: hp 48; see 
  Appendix 1. 
  Fell Floor (Advanced Mimic): hp 115; see 
  Appendix 1. 
  Half-Dragon (Black) Kobold Cultist Adept5: hp 
  30; see Appendix 1. 
  APL 10(EL 12) 
  Ulteotl, Wizard9/Divine Oracle2: hp 58; see 
  Appendix 2. 
  Fell Floor (Advanced Mimic, 2): hp 115 each; see 
  Appendix 2. 
  Half-Dragon (Black) Kobold Cultist Adept5 (3): 
  hp 30 each; see Appendix 2. 
  APL 12(EL 14) 
  Ulteotl, Wizard11/Divine Oracle2: hp 68; see 
  Appendix 3. 
  Foulest Floor (Spellwarped Advanced Mimic, 2): 
  hp 124 each; see Appendix 3. 
  Half-Dragon (Black) Kobold Cultist Adept5 (4): 
  hp 30; see Appendix 3. 
  Tactics, all APLs: The blank rectangles on the 
  Appendix 8 map represent piles of loose stone (difficult 
  terrain), while the rectangle M-shapes represent mimics 
  pretending to be piles of loose stone.  The wizard will 
  wait until the first mimic has struck if it gains surprise on 
  at least one PC; otherwise, he will step out of the far hall 
  and drop his best offensive spell when the mimic is 
  discovered.  He will attack with his most powerful acid-
  damage spells until he is dead.  The half-dragon(s) will try 
  to target as many PCs as possible with their acid breath 
  and then cast spells for as long as possible.   
  At APL 8, only the mimic by the lower entrance to 
  the room is present; it will strike as described as above.  
  At the higher APLs, the second mimic will wait until a PC 
  either moves into its space or comes within striking 
  distance without noticing it, and then strike. 
  Treasure:  
  APL 8: L: 20 gp, M: amulet of health +2 (333 gp), 
  cloak of resistance +2 (333 gp), headband of intellect 
  +2 (333 gp), periapt of wisdom +2 (333 gp), small +1 
  morningstar (192 gp). 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 15 
  
  APL 10: L: 60 gp,  M: M: amulet of health +2 (333 gp), 
  bracers of armor +3 (750 gp), cloak of resistance +2 
  (333 gp), headband of intellect +2 (333 gp), 3 periapts 
  of wisdom +2 (333 gp each), 3 small +1 morningstars 
  (192 gp each). 
  APL 12: L: 80 gp,  M: M: amulet of health +2 (333 gp), 
  bracers of armor +3 (750 gp), cloak of resistance +2 
  (333 gp), headband of intellect +4 (1333 gp), 4 
  periapts of wisdom +2 (333 gp each), 4 small +1 
  morningstars (192 gp each). 
  Development: All these combatants are fanatical, 
  fighting to the death and refusing to speak if taken 
  prisoner.  The wizard is a human male of odd ethnic 
  stock, showing clearly Olman facial features with pale 
  skin, blue eyes, and pale blond hair.  If by some spell he is 
  forced to cooperate with the PCs he will divulge all that 
  he has been told: 
  “The masters have come to take back what is 
  theirs.  All over this accursedly cold land they have let 
  the slaves wander, but no more.  A great reckoning is 
  at hand, and none shall escape the sight of He that 
  sees all.” 
  As soon as there are no beings with an evil alignment 
  conscious in this room, the soft, gentle light of the place 
  increases to a comfortable and bright full illumination.  
  Inscriptions become visible on the wall in the fresh light. 
  All around, deeply-carved symbols appear in the 
  smooth rock walls.  (Speakers of Ancient Suel will 
  recognize that language.  If no PCs speak or read that 
  language, have Axian translate for them.)  All are rhymes 
  that teach some kind of lesson from the Lydian point 
  of view, phrased as a question and answer: 
  “Lady of Light, what is evil?” 
  First ask this: Can it stand the light? 
  It’s true that not all born to night 
  Are evil, but the simplest test 
  Is “Light or dark, which one’s loved best?” 
   
  “Lady of Light, which is better: To follow the law, 
  or to follow one’s conscience?” 
  A civilized society 
  Must prize responsibility 
  As fully and as equally 
  As it must value liberty: 
  Someone alone is truly free 
  But even when just two or three 
  The Light points out to all that we 
  Must have some structure, and agree 
  That what is best for you or me 
  Is settled realistically. 
   
  Past this chamber, the passage continues upwards 
  towards the peak of the mountain for another ten 
  minutes at a marching pace. 
  Encounter 7: The Hall of 
  Light 
  The stairs finally come to an end in a short hall 
  that opens up into a cavernous space.  Soft flickers of 
  light are visible coming from the high-arched passage 
  up ahead.   Loud voices can be heard coming from the 
  passage. 
  Listen check, DC 5: Some voices are booming and 
  bold; others are subtle and of a more reasonable tone.  
  They appear to be arguing in several languages; mostly 
  Common, but others also.  (Speakers of same will 
  recognize Ancient Suel, Olman, Fey, and Ignan.) 
  DC 15: Snippets of the conversation can be 
  understood: 
  One voice speaks at great volume with equally-
  great arrogance: “If this deity of whom you speak is so 
  powerful, why have your slaves all scattered like 
  birds?  We are the moon-hunters, the ravagers of the 
  night, and we would see more signs of your strength 
  before we consider an alliance.”  Many voices, all as 
  loud and as belligerent, express agreement in both 
  Common and Fey.  All sound very much like the 
  creatures you defeated among the avalanche-covered 
  ruins of Ladylight Pass. 
  “We too are unsure of your motives here”, says a 
  voice as subtle, soft and sibilant as the sand sifting 
  across a storm-savaged seashore.  “We who stare 
  unblinking into the Eye know full well his powers.  
  All things will come to dust, and yet there are many 
  paths into that final desert.  Why must we follow 
  yours?”  At least a dozen similar voices speak in 
  unison a two-syllable phrase. (Those who can 
  understand Ignan know that the respondents said “Tell 
  us.”) 
  In answer, an impatient voice snaps “We are the 
  masters here, masters of both light and dark, of sun 
  and moon.  This day all over this continent we have 
  come to find our wandering children and bring them 
  home.”  The language is Common, but the speaker 
  seems oddly unaccustomed to its use.  “If they have 
  been allowed to taste freedom, then it is only to 
  instruct them as to its futility.  They know that their 
  fate is to labor for their betters, to provide for their 
  natural superiors.  So has it ever been; so will it ever 
  be.  We expect our ill-mannered children to 
  understand.  Those of you invited here to witness the 
  rebirth of our power?  I suppose that demonstrations 
  can be arranged, should your questions vex me 
  sufficiently.” 
  DC 20: The voices appear to be coming from 
  somewhere ahead and below, as if the space beyond the 
  passage opens downward as well as outward. 
  Call for a Spot check at DC 10; success leads the PCs 
  to notice that a large inscription appears on the floor of 
  SHE7-04 Out of Sight, Out of Mind 
   
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  the passage between themselves and the large room 
  ahead.  Anyone who has been using the Track feat to 
  follow the Olman and their captors will notice  that the 
  tracks pass right over the words without pause.  It too is 
  in Ancient Suel; if no PC indicates that they are reading it 
  aloud, then Axian will do so. 
  “Dearly beloved and greatly despised, 
  Allies and rivals from huge to pint-sized, 
  Forget how in battles and wars you have fared 
  Because, in this Hall of Light, peace is declared. 
  No weapon may bite; the worst spell will not blast 
  you; 
  Forget how your enemies’ comments have sassed 
  you. 
  The goal of this place is an honest discussion, 
  Exchanging opinions without repercussion; 
  By Lydia’s grace, should you try to attack, 
  You will find that all offensive powers you lack. 
  This damper’s not permanent: You didn’t LOSE 
  them, 
  It’s just quite impossible for you to use them. 
  The same goes for mental suggestions and such; 
  In here they’re negated, so don’t mind too much 
  When whomever you thought was your mind-
  controlled thrall 
  Becomes independent while within this hall. 
  In here, you need fear neither arrow nor axe, 
  So speak, listen, learn, and above all, relax.” 
   
  Give out Appendix 9. 
  Important Note: For as long as any good-aligned PC 
  who was present at the reading remains in this passage or 
  in the Hall of Light beyond, no violence of any kind is 
  possible there.  They have invoked enormously powerful 
  abjurations by reading the benediction, and by the will of 
  Lydia, even devils and eladrins, demons and archons will 
  not fight.  They might want to…but they can’t.  The rule 
  of thumb is quite simple: Any action that would cause 
  damage (lethal or otherwise), restrain movement, inflict a 
  condition other than increased health, or result in a loss 
  of free will, just can’t happen.  Anyone who attempts such 
  an action will instead fail to do anything.  The only way to 
  settle disputes here is to talk…and that’s the way Lydia 
  likes it. 
  The room beyond the passage may be reached by a 
  pair of large staircases to the left and right just past the 
  entrance arch that connect to the floor fifty feet below.  
  The ceiling arches to over 200 ft. above the floor; the 
  room is an irregular oval more than 300 ft. in diameter 
  with natural features sculpted by years of gentle use.  
  Gold-veined marble is the most common stone. 
  The exact population of the room is difficult to 
  determine; the out-loud text below does not give 
  specifics.  Present in the Hall of Light are eight towering 
  lunar ravagers (two are of the spellwarped variety), 
  twenty dark leapers, the tauric monsters fought at the 
  excavations’ entrance, fifteen red-skinned harssafs, some 
  150 humans from Ladylight Pass, all of whom are bound 
  and gagged, and three persons of average human height 
  completely concealed by red hoods and cloaks.   
  Note on Sunblindness:  PCs who suffer from, or at 
  one time suffered from, Sunblindness can immediately 
  perceive the entire room with perfect visual clarity.  They 
  know that the middle of the three red-cloaked men wears 
  the mask that caused their blindness.  They also know 
  that the mask is currently powerless. 
  The three hooded humans are clearly the focus of 
  attention in the room; they stand almost a hundred feet 
  into the room on a rise around ten feet off of the floor.  
  The sibilant, sand-like voices are those of the harssafs, 
  while the lunar ravagers voices drip with arrogance.  The 
  dark leapers do not participate in the conversation.  All 
  three groups remain separate from each other, with the 
  harssafs gathered near the three humans, the lunar 
  ravagers off to one side, and the dark leapers clustered 
  together on the far opposite side.  The captive humans of 
  Ladylight Pass are huddled up against the base of the 
  balcony, directly below the PCs as they step out towards 
  the stairs. 
  The room before you cannot have been crafted by 
  mortal hands.  It is quite literally the very tip of the 
  mountain hollowed out to create a space more than 
  300 ft. in diameter with a ceiling that arches to 200 ft. 
  off of the floor.  The whole area is infused with a 
  gentle light; enough to read by, but not enough to 
  trouble those creatures sensitive to sunlight…as if 
  the stone of the ceiling was translucent, allowing just 
  the right amount of sunlight through. 
  The floor below you teems with life…and in 
  some cases, mockeries of it.  Fifty feet below the 
  balcony huddle the captive humans of Ladylight Pass; 
  all seem bound and gagged, and few struggle.  Out in 
  the room’s center, an argument seems to be taking 
  place: Eight lunar ravagers off to one side gesture 
  derisively and scoff while close to two dozen dark 
  leapers, the tauric monstrosities fought earlier today 
  at the excavation’s entrance, keep to themselves on 
  the opposite side of the room.  At the room’s center, a 
  raised stone platform holds three red-robed, hooded 
  human-sized forms above the discussion while a knot 
  of at least a dozen tall, red-skinned, vaguely-reptilian 
  humanoids argue with them. 
  Knowledge (nature), DC 16: The red-skinned 
  reptilian beings are harssafs, a species of monstrous 
  humanoid found in the deepest, hottest deserts. 
  DC 21: Harssafs are uniquely adapted to hot desert 
  life: They live and travel in tight-knit nomadic tribes, and 
  they are immune to fire damage and blindness. 
  DC 26: Harssafs are capable of blasting their enemies 
  with pulses of sand and grit, and they can transform into 
  fine sand to escape combat.  All in all, they are perfectly 
  adapted to life any hot desert…even the Sea of Dust. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 17 
  
  This scene may be played quickly if time is a 
  problem.  Otherwise, follow this sequence: 1- The PCs go 
  into the room, causing the assembled monsters to 
  unleash a torrent of attacks that utterly fail to happen.  2- 
  While the creatures are desperately trying to figure out 
  their failures, the humans of Ladylight Pass realize that 
  their bonds no longer hold them.  3- The dark leapers will 
  dimension door out of the room, sensing that there’s no 
  longer any point to this meeting.  4- After a gruff 
  acknowledgement of the PCs’ power, and a flurry of 
  insults at the three humans in red…   
  A gigantic blue-white fey creature with writhing 
  hair and hideous scarring steps threateningly towards 
  the three men in red.  “Your slaves are freed, and your 
  power is broken by their rescuers.  They have bested 
  our brothers and we cannot even claim revenge in 
  this place!  I say that your deity Tez-cat-lee-po-ka is 
  weak, puny humans, and your claim that he controls 
  the sacred moons is the foulest blasphemy.  I say that 
  one day the head of your Smoking Mirror will be a 
  trophy to the greatest of my kind.  By the moons this 
  I swear!” 
  …the lunar ravagers fade over a few seconds like 
  moonbeams among thickening clouds, fading into 
  nothingness and disappearing. 
  5- The harssafs, being more polite than most, will all 
  bow deeply to the PCs and then vanish into sand that 
  blows away on a nonexistent wind.  6- The three men in 
  red will try to invoke the power of the mask one of them 
  wears in a vain attempt to command the Olman refugees 
  from Ladylight Pass to follow them, and the mask will 
  naturally fail to work.  PCs who played SHE6-07 will 
  recognize the mask as the weapon that caused mass 
  blindness in the Keoish city of Westkeep not too long 
  ago. 
   “I wield divine might, not mere mortal magic.  
  The power of the True Master of Light and Darkness 
  will teach you all a lesson!” The tallest red-clad man 
  bellows. The eyes of the mask glow a fiery red, but 
  nothing else happens: no blinding beams, no fiery 
  death, nothing.  Instead, after a moment, the mask 
  vanishes into dust, revealing the strong Olman 
  features of the extremely angry, extremely frustrated 
  speaker. 
  Knowledge (religion), DC 15: Given the speaker’s 
  Olman background and his statements about light and 
  darkness, he’s probably making reference to Tezcatlipoca 
  (“tez-cat-lih-poh-ka”), the chaotic evil Olman deity of the 
  sun and moon. 
  With an animal snarl, the speaker pulls back from 
  you.  His voice, the only weapon left to him, is thick 
  with hate.  “You have ruined much in your ignorance, 
  northlanders.  The world will not be as it should for 
  these cattle thanks to you.”  He gestures towards the 
  refugees from Ladylight Pass with contempt.  “There 
  is a way that things should be, a natural order to life 
  and death ruled over by the Smoking Mirror, and 
  such as these are destined to serve and die in his 
  name.  You rob them of their true purpose by 
  thwarting me.” 
  Knowledge (religion), DC 10: The “smoking mirror” 
  reference cements it: This is a priest of Tezcatlipoca 
  raging impotently before you. 
  “Still, my brothers all over the northlands may 
  have succeeded where I have failed.  Many will be 
  returning south with us this day, and preparing for 
  the great sacrifice to come.  Soon one will be born 
  who will defy the Sunblinder, who will bring the all-
  seeing gaze of the Smoking Mirror to all these cold 
  lands.  I cannot force any of these to come…”  Again 
  he waves dismissively at the Olman gathered all 
  around him.  “…but you cannot keep me from 
  leaving.” 
  A familiar voice cuts in to the conversation.  “I 
  know of the Sunblinder prophecy, sir.  My father told 
  me about it.”  Axian steps forward to come face to face 
  with the priest in red.  “I am the right age, am I not?  
  Take me with you, and perhaps your mission here will 
  not have been entirely in vain.” 
  In spite of your intentions, you cannot even lift 
  your arms from your sides to stop Axian.  He turns 
  back to you with a smile.  “The priests of the Smoking 
  Mirror always pamper their sacrifices before cutting 
  out their hearts.  Trust me, you will know when the 
  time comes to rescue me as you rescued my people.”  
  He winks broadly at you, and you can’t help but 
  notice that his eyes are suddenly bright shining 
  green.  The three men in red robes step back; one 
  takes Axian by the arm.  The man on the left grasps a 
  pendant and the four of them vanish. 
  CONCLUSION 
  The humans of Ladylight Pass, the Olman and their 
  fellow followers of Lydia, are enormously grateful for 
  their deliverance.  The PCs are thanked copiously and 
  invited to stay for a while so the wondrous magic of the 
  Hall of Light can be studied. 
  EPILOGUE 
  Scintilla speaks privately with you once her people 
  have begun the march out of the mountain.  “We will 
  rebuild, of course”, she says with optimistic finality.  
  “Once and for all you have confirmed that this is the 
  hidden shrine that we seek, and nothing can now stop 
  the faithful of Lydia from reclaiming it.  There are 
  years of work ahead of us, but from here we will one 
  day spread the Light to all.”   
        She looks at each of you in turn.  “I know 
  this…and I know that each of you know this: The 
  magic that makes violence impossible will last only as 
  long as one of those who invoked it remain here.  I do 
  not know when, if at all, that magic can be invoked 
  again.  You are all invited to stay for a time so that we 
  SHE7-04 Out of Sight, Out of Mind 
   
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  can study these wonders and share this gift with the 
  world.  There are Lydians of great power and 
  influence who would reward your sacrifice of time, I 
  am sure.” 
  Powerful friends are a blessing; powerful 
  enemies, quite the opposite.  Each of you knows that 
  you have thwarted the plans of an ancient cruel god, 
  and that the followers of Tezcatlipoca, the Smoking 
  Mirror, He of Light and Its Absence, will not soon 
  forget… 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat the dark leapers and earth whispers that 
  infest the temple entrance. 
  APL 8: 300 xp. 
  APL 10: 360 xp. 
  APL 12: 420 xp. 
  Encounter 5 
  Defeat or drive off the lunar ravagers and their 
  wendigo allies who guard the ruined Ladylight Pass. 
  APL 8: 300 xp. 
  APL 10: 360 xp. 
  APL 12: 420 xp. 
  Encounter 6 
  Overcome the ambush set by the wizard and his 
  mimic friends. 
  APL 8: 300 xp. 
  APL 10: 360 xp. 
  APL 12: 420 xp. 
  Story Award I 
  Encounter 2: The Lydians are a trusting , and some 
  might say naïve, group.  Give this award if the PCs deal 
  with them in the context of their individual alignments 
  and religious beliefs. 
  APL 8: 75 xp. 
  APL 10: 90 xp. 
  APL 12: 105 xp. 
  Story Award II 
  Encounter 4: The troublemaker Harra may be a 
  bigot and a bully, but the PCs must not stray into 
  unnecessary violence in reigning him in.  Give this award 
  if no PC ends up either fined by or wanted in Keoland for 
  crimes committed against Harra. 
  APL 8: 75 xp. 
  APL 10: 90 xp. 
  APL 12: 105 xp. 
  Discretionary Roleplaying Award 
  Make the Hall of Light the focus of this award, 
  which should be given if at least one PC takes advantage 
  of the hall’s unique powers to try and learn from their 
  enemies. 
  APL 8: 75 xp. 
  APL 10: 90 xp. 
  APL 12: 105 xp. 
  Total possible experience 
  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. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 19 
  
   
   is the hardest to 
  Next, the magic items are listed.  Magic item treasure
  item blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 8: L: 1006 gp, C: 0 gp, M: Gloves of dexterity +4 
  (1333 gp), mithral chain shirt +1 (175 gp). 
  APL 10: L: 2012 gp, C: 0 gp, M: 2 gloves of dexterity 
  +4 (2666 gp), 2 mithral chain shirts +1 (350 gp). 
  APL 12: L: 4024 gp, C: 0 gp, M: 4 gloves of dexterity 
  +4 (5332 gp), 4 mithral chain shirts +1 (700 gp). 
  Encounter 5: 
  APL 8: L: 401 gp, M: 2 large keen +2 greataxes (3056 
  gp), 2 large mithral breastplates +2 (1950 gp), 2 rings 
  of protection +2 (1333 gp). 
  APL 10: L: 802 gp, M: 4 large keen +2 greataxes (6112 
  gp), 4 large mithral breastplates +2 (3900 gp), 4 rings 
  of protection +2 (2666 gp). 
  APL 12: L: 802 gp, M: 4 large keen +2 greataxes (6112 
  gp), 4 large mithral breastplates +2 (3900 gp), 4 rings 
  of protection +2 (2666 gp). 
  Encounter 6: 
  APL 8: L: 20 gp, M: amulet of health +2 (333 gp), 
  cloak of resistance +2 (333 gp), headband of intellect 
  +2 (333 gp), periapt of wisdom +2 (333 gp), small +1 
  morningstar (192 gp). 
  APL 10: L: 60 gp,  M: M: amulet of health +2 (333 gp), 
  bracers of armor +3 (750 gp), cloak of resistance +2 
  (333 gp), headband of intellect +2 (333 gp), 3 periapts 
  of wisdom +2 (333 gp each), 3 small +1 morningstars 
  (192 gp each). 
  APL 12: L: 80 gp,  M: M: amulet of health +2 (333 gp), 
  bracers of armor +3 (750 gp), cloak of resistance +2 
  (333 gp), headband of intellect +4 (1333 gp), 4 
  periapts of wisdom +2 (333 gp each), 4 small +1 
  morningstars (192 gp each). 
  Total Possible Treasure (Maximum Reward  
  APL 8: L: 1427 gp, M: 7847 gp – Total: 9274 gp (1,300 
  gp). 
  APL 10: L: 2874 gp, M: 15,694 gp – Total: 18,568 gp 
  (2,300 gp). 
  APL 12: L: 4906 gp, M: 20,893 gp – Total: 25,799 gp 
  (3,300 gp). 
  Items for the Adventure 
  Record 
  Fined: You have broken a law in Keoland that 
  requires you to pay restitution to the family of the victim.  
  Under “Other Coin Spent” on this AR, enter 20 times the 
  APL in gp.  You are allowed to go into negatives on the 
  cash side of an AR just as long as the FINAL GP TOTAL 
  at the bottom right is a positive number. 
  Wanted in Keoland: You have become of interest to 
  the lawful authority of Keoland.  You gain no benefits 
  from Keoland meta-organizations, lifestyle costs for all 
  Keoland regional adventures are doubled, and the value 
  of all your influence points with Keoish nobles or 
  organizations are halved.  In order to remove this status, 
  you must pay for your crimes via a Special Mission.  
  Contact SpecialMission.keoland@gmail.com for more 
  information. 
  Lydian Friendship: You are renowned among the 
  followers of Lydia for having risked your own life for the 
  sake of their deity’s gentle teachings.  They will gladly 
  repay their debt to you by casting any one clerical spell of 
  6th level or lower for you at absolutely no charge; you 
  need only spend 1 TU at the end of any regional or 
  metaregional adventure set in the Sheldomar Valley.  If 
  you wish to expend this favor for one or more other PCs, 
  then all involved must spend the TU, and the cost of any 
  material components must also be paid.  In addition, for a 
  period ending 1 calendar year after the date on this AR, 
  you pay half the normal regional price for all clerical 
  spellcasting.  
  Lydian Gratitude: The followers of Lydia are 
  grateful for your aid in securing the safety of Ladylight 
  Pass.  Due to their influence throughout the Sheldomar 
  Valley, for a period ending 1 calendar year after the date 
  on this AR, you pay half the normal regional price for all 
  clerical spellcasting. 
  Legacy of Lydia: You chose to stay behind in the 
  Hall of Light for a period of time in order to allow the 
  Lydians to study the ultra-powerful magic that resides 
  therein.  Pilgrims from all over the Flanaess flock to the 
  place, and you reap rewards both material and 
  metaphysical.  For each TU up to 4 you choose to spend 
  in the Hall, you gain 100 gp plus 10 gp for each point of 
  your combined Int, Wis, and Cha bonuses (if positive) in 
  gifts from grateful Lydians.   
  Combined positive Int, Wis, Cha bonuses: 
  ______ 
  Total extra gp gained:  ______ 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 20 
  
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 21 
  You also gain access (metaregional) to any one magic 
  item from a LG-legal “Complete” book or the DMG 
  according to the following chart: 
  TUs Sacrificed 
  Item GP Value 
  1 
   
   
  4000 
  2 
   
   
  8000 
  3 
   
   
  16,000 
  4 
   
   
  32,000 
  The item chosen has one additional restriction: It’s 
  description cannot include the ability to cause any form 
  of damage. 
   
  Known to the Smoking Mirror: You have made 
  yourself a thorn in the side of one of the great evil powers 
  of the universe.  This fact may have serious consequences 
  in subsequent adventures. 
  Item Access 
  APL 8: 
  • 
  Cloak of Resistance +2 (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Gloves of Dexterity +4 (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Large keen +2 greataxe (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Mithral breastplate +2 (Adventure, Dungeon 
  Master’s Guide) 
  • 
  Mithral chain shirt +1 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Bracers of Armor +3 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Gem of Brightness (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of truth (Adventure; see Appendix 9) 
  • 
  Wand of searing light (6
  th) (Adventure; 
  Dungeon Master’s Guide) 
  APL 12 (all of APLs 8 and 10 plus the following): 
  • 
  Headband of Intellect +4 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Scarab of Protection (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Staff of Illumination (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Twisted Loop (Adventure, see Appendix 9) 
  
  APPENDIX 1 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  D AR K L E AP E R 
  CR 8 
  Male Tauric Dark Creeper/Blink Dog Rogue 3/Master 
  Thrower 2 
  CE Medium monstrous humanoid 
  Init +7; Senses Blindsight 60 ft., Darkvision 60 ft., low-
  light vision; Listen +3, Spot +13 
  Languages Common, Undercommon 
  AC 24, touch 16, flat-footed 18 
   
  (+6 Dex, +5 armor, +3 natural) 
  Miss Chance see Shadow Cloak SQ 
  hp 70 (10 HD) 
  Fort +7 (+7 against poison), Ref +19, Will +5 
  Weakness Light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee Masterwork dagger +10/+5 (1d4) 
  Ranged Masterwork dagger +20/+15(1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Palm throw, sneak attack +4d6 
  Special Actions Blink, dimension door, shadow cloak 
  Combat Gear Gloves of dexterity +4, mithral chain shirt 
  +1, 40 masterwork daggers 
  Abilities Str 10, Dex 29, Con 14, Int 8, Wis 16, Cha 8 
  SQ Improved evasion, trapfinding, trap sense +1 
  Feats Point Blank Shot, Precise Shot, Quick Draw, 
  Deadeye Shot, Track, Weapon Focus (dagger) 
  Skills Hide +15, Move Silently +15, Sleight of Hand 
  +16, Spot +10, Tumble +18 
  Palm Throw (Ex) This master thrower may throw two 
  daggers with a single attack roll.  Damage is resolved 
  separately; no Strength bonus is added to damage 
  rolls. 
  While sneak attacking using the Palm Throw feat and a 
  full attack, a dark leaper gets 2 attacks (+20/+15); 
  each attack uses 2 daggers doing 1d4+4d6 damage 
  each.  
  Shadow Cloak (Su) 3/day, a dark leaper can wrap itself 
  in shadows.  In shadowy or dark conditions they 
  grant total concealment and a 50% miss chance; in 
  bright light, they grant concealment and a 20% miss 
  chance.  Darkvision does not penetrate these 
  shadows, but creatures that can see through magical 
  darkness ignore them. 
  Blindsight (Ex) These creatures use hearing and smell 
  to ascertain their surroundings and pinpoint enemies.  
  They do not normally need to make Listen or Spot 
  checks to notice creatures within range of their 
  blindsight. 
  Blink (Su) A dark leaper can use blink as the spell 
  (caster level 8th) and can evoke or end the effect as 
  a free action. 
  Dimension Door (Su) A dark leaper can teleport, as the 
  dimension door spell (caster level 8th, maximum 
  range 720 ft.) once per round as a free action.  This 
  ability affects only the dark leaper, which never 
  appears within a solid object and can act immediately 
  after teleporting. 
  Light Sensitivity (Ex) When exposed to sunlight or to 
  light equivalent to a daylight spell, a dark leaper takes 
  a -2 morale penalty on all attacks, saves, skill checks, 
  and damage rolls. 
  Skills While in shadowy or dark areas, a dark leaper 
  has a +8 racial bonus on Hide checks and a +4 racial 
  bonus on Move Silently checks. 
  Description The creature you see before you is human-
  sized, although it appears to have a small humanoid 
  torso grafted to a quadruped body.  It is swathed in 
  layers of black and grey clothing and surrounded by 
  obscuring shadows that constantly shift and hide any 
  details you might otherwise see. 
  Sources Dark Creeper (FF), Tauric template (MMII) 
  Tactics As long as it remains within complete darkness, 
  this creature uses dimension door to move within 30 ft. 
  of its targets so it can use its blindsense and the full 
  attack action while sneak attacking.  Should its targets 
  bring magical light into play, it teleports to the shadows 
  and hides, waiting for targets to present themselves. 
   
   
  E AR T H W H I S P E R 
  CR 8 
  (Maximum hit dice and heroic array ability scores) 
  NE Medium elemental (earth, extraplanar, incorporeal) 
  Init +9; Senses Darkvision 60 ft., Listen +16, Spot +17 
  Languages Common, Dwarven, Gnome, Terran 
  AC 26, touch 26, flat-footed 17 
   
  (+9 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 99 (12 HD) 
  Immune Poison, sleep effects, paralysis, stunning 
  Fort +11 (+11 against poison), Ref +13, Will +6 
  Speed fly 40 ft. (8 squares) (perfect) 
  Melee incorporeal touch +18 (1d4 Dex) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp - 
  Atk Options Avarice, cavern fear, petrification, spell-like 
  abilities 
  Special Actions Control earth creatures, dexterity 
  damage 
  Abilities Str -, Dex 28, Con 16, Int 12, Wis 14, Cha 24  
  SQ elemental traits, incorporeal traits 
  Feats Ability Focus (avarice), Ability Focus (cavern 
  fear), Ability Focus (petrification), Blind-fight, Flyby 
  Attack  
  Skills Concentration +18, Listen +17, Spot +17 
  Possessions none 
  Avarice (Sp) As a standard action, an earth whisper 
  can induce overwhelming greed in one creature 
  within 30 feet.  The creature targeted with the avarice 
  ability must succeed on a DC 25 Will save or attack 
  the nearest creature that has valuable metal or 
  mineral wealth.  The affected creature attacks with 
  lethal force, although it is not compelled to cast any 
  spells on the creature carrying the metal or mineral 
  wealth.  This effect lasts for 1d4+1 rounds.  A 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 22 
  
  successful save means the creature is immune to 
  that earth whisper’s avarice ability for 24 hours, but 
  not the avarice ability of other earth whispers.  
  Avarice is a mind-affecting ability.  In cases where 
  the affected creature is presented with more than one 
  source of wealth, the earth whisper chooses the 
  affected creature’s target.  The save DC is Charisma-
  based. 
  Cavern Fear (Sp) As a standard action, an earth 
  whisper can induce an irrational fear of being pushed 
  out of the earth in one creature within 30 feet.  The 
  creature targeted by the cavern fear ability must 
  succeed on a DC 25 Will save or become panicked 
  (see page 301 of the Dungeon Master’s Guide).  
  Unlike with the normal effects of the panicked state, 
  the affected creature does not flee along a random 
  path.  Instead, it attempts to head as deep within the 
  earth as possible.  When presented with a pit, chasm, 
  or other surface too steep to walk down, it attempts to 
  climb.  If the creature is presented with more than 
  one way to go and it does not know which way might 
  lead deeper under the earth, it chooses randomly.  A 
  successful save means the creature is immune to 
  that earth whisper’s cavern fear ability for 24 hours, 
  but not the cavern fear ability of other earth whispers.  
  This ability only functions underground.  Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for 1 minute.  
  Cavern fear is a mind-affecting fear effect.  The save 
  DC is Charisma-based. 
  Control Earth Creatures (Su) An earth whisper can 
  rebuke or control earth creatures in the same way 
  that an evil cleric rebukes or controls undead.  This 
  earth whisper rebukes earth creatures as a 12th level 
  cleric, and can use this ability 10 times a day. 
  Dexterity Damage (Su) An earth whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack.  A creature whose Dexterity 
  is reduced to 0 by this attack must succeed on a DC 
  21 Fortitude save or become petrified.  The save DC 
  is Constitution-based. 
  Spell-like Abilities At will – stone shape (20 cu. ft.).  
  3/day – spike stones (DC 23), wall of stone (up to 10 
  5-ft. squares in area; 3-inch thickness).  Caster level 
  10th; save DC is Charisma-based. 
  Description Barely a whisper of ghostly luminescence, 
  the creature has the bulky outline and rocky 
  countenance of an earth elemental without any of the 
  mass or solidity. 
  Sources Races of Stone pp. 187-188 
  ENCOUNTER 5         
   
   
   
  M O O N  K N I G H T 
  CR 8 
  Male Lunar Ravager Barbarian 1 
  CE Large fey 
  Init +8; Senses superior low-light vision, Listen +20, 
  Spot +19 
  Languages Common, Giant 
  AC 27, touch 15, flat-footed 23 
   
  (-1 size, +4 Dex, +7 armor, +2 deflection, +5 natural) 
  hp 129 (15 HD); DR 5/magic and cold iron 
  Fort +11, Ref +13, Will +11 
  Speed 50 ft. (10 squares) 
  Melee +2 large keen greataxe +20/+15 (3d6+17, 19-
  20/x3) 
  Ranged masterwork javelin +12 (1d8+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +22 
  Atk Options Power Attack (see chart below) 
  Combat Gear +2 large keen greataxe, mithral 
  breastplate +2, ring of protection +2, 8 masterwork 
  javelins 
  Spell-Like Abilities (CL 14th): 
   
  At will—air walk, faerie fire 
   
  3/day—invisibility (self only), pass without trace 
   
  1/day—clairaudience/clairvoyance (see text) 
  Abilities Str 30, Dex 18, Con 20, Int 8, Wis 14, Cha 8 
  SQ moon rider 
  Feats Awesome Blow, Combat Reflexes, Improved Bull 
  Rush Improved Initiative, Power Attack, Weapon 
  Focus (greataxe) 
  Skills Hide +16, Jump +18, Listen +20, Move Silently 
  +20, Spot +19, Survival +20 
  Advancement by character class; Favored Class 
  barbarian 
  Possessions combat gear plus  
  Rage (Ex) 1/day, 10 round duration; new statistics as 
  follows: AC 20, touch 13, flat-footed 21; hp 184; Fort 
  +13, Will +13; Melee +2 large keen greataxe +22/+17 
  (3d6+19, 19-20/x3); Ranged masterwork javelin +12 
  (1d8+12); Grp +24. 
  Superior Low-Light Vision (Ex) A lunar ravager can 
  see five times as far as a human can in shadowy 
  illumination, and ten times as far if moonlight is 
  present. 
  Clairaudience/Clairvoyance (Sp) Visual only; a lunar 
  ravager can view only areas it is familiar with, which 
  must be illuminated with moonlight at the time of the 
  viewing. 
  Moon Rider (Su) As the greater teleport spell; at will; 
  caster level 18th.  Using this ability requires 1 minute 
  of concentration.  When outside a lunar ravager 
  lodge, a lunar ravager must stand in moonlight to use 
  this ability, and it can transport only itself and items it 
  carries to the nearest lodge.  When inside a lodge, a 
  lunar ravager can use this ability to travel to any point 
  within 10 miles of the lodge.  A lunar ravager 
  becomes misty and insubstantial the moment before 
  it teleports. 
  Skills A lunar ravager gains a +10 racial bonus on Hide 
  checks made outdoors at night. 
  Description For a moment, the tall humanoid figure 
  seems to flicker like moonlight reflected on a pond.  It 
  hefts a massive, crescent-bladed greataxe with both 
  hands; its silvery breastplate is emblazoned with 
  crescent moons.  Its eyes have a pale, malevolent 
  glint. 
  Sources  Lunar Ravager (MM4) 
  Power Attack Chart 
   
  Half Power Attack, 2-handed weapon: 
   
  +16/+11 attack bonus (3d6+25/19-20x3) 
   
   Full Power Attack, 2-handed weapon: 
   
   +12/+7 attack bonus (3d6+31/19-20x3) 
   
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 23 
  
  H U NG E R D O G S 
  CR 2 
  Male wendigo kobold Warrior 3 
  CE Small fey (cold) 
  Init +6; Senses Darkvision 60 ft., low-light vision, Listen 
  +1, Spot +1 
  Languages none 
  AC 23, touch 22, flat-footed 17 
   
  (+1 size, +6 Dex, +5 deflection, +1 natural) 
  hp 16 (3 HD); regeneration 5 
  Immune cold 
  Fort +4, Ref +7, Will +2 
  Weaknesses Takes normal damage from fire; light 
  sensitivity 
  Speed Fly 120 ft. (perfect) 
  Melee Bite +10 (1d4-1, 18-20/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Atk Options Disease, maddening whispers, ravenous 
  bite 
  Special Actions Corner of the eye, wind walk 
  Abilities Str 9, Dex 23, Con 12, Int 8, Wis 13, Cha 16 
  SQ Cold subtype 
  Feats Flyby Attack, Track, Weapon Finesse 
  Skills Hide +18, Intimidate +9, Listen +1, Move Silently 
  +14, Search +1, Spot +1, Survival +9 
  Disease (Su) Any creature hit by this wendigo’s bite 
  attack must succeed on a DC 13 Fort save or be 
  infected with wendigo hunger.  Incubation = 1d3 
  days; 1d3 Wis damage.  Each day that Wis damage 
  is taken, the victim must succeed on a DC 15 Will 
  save or succumb to an insatiable cannibalistic desire.  
  If the disease reduces the victim’s Wis score to zero, 
  he becomes a wendigo. 
  Maddening Whispers (Su) 1/day, 1 target within 120 ft. 
  hears insane whispers (“Oh, but this place is so cold 
  and so empty…so cold and empty, like your belly…if 
  only you could fill it with sweet, warm meat… sweet, 
  warm meat all around you…they are so weak, and 
  you are so very strong and so very, very hungry and 
  cold and empty…”).  Victim must make a DC 15 Will 
  save or take 1d3 Wis damage. 
  Ravenous Bite (Ex) Bite crit threat is 18-20, x3 
  multiplier.  A confirmed crit wound bleeds for 3 hp per 
  round thereafter, which can be stopped by a DC 10 
  Heal check or any cure spell. 
  Corner of the Eye (Su) One chosen victim stalked by a 
  wendigo in wind walk form takes a -2 penalty on all 
  Wis-based checks due to the distraction. 
  Regeneration 5 (Ex) Fire deals normal damage to a 
  wendigo.  
  Light sensitivity (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round.  On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
  Wind Walk (Su) A wendigo can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
  Skills Kobolds have a +2 racial bonus on Search 
  checks; wendigos have a +8 racial bonus on Hide, 
  Move Silently, and Survival checks. 
  Description The figures screaming through the air at 
  incredible speeds all around you are small and 
  vaguely humanoid...but their legs end in shattered, 
  burned stumps and their grossly–distended mouths 
  slaver and howl with insane hunger. 
  Sources  Wendigo template (FF pp. 186-188). 
   
  ENCOUNTER 6 
   
   
   
  U L T E O T L 
   
   
   
  CR 9 
  Male human (Olman) Wizard 7/Divine Oracle 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suel, Olman 
  AC 11, touch 11, flat-footed 10 
   
  (+1 Dex) 
  hp 48 (9 HD) 
  Fort +8, Ref +8, Will +8 
  Speed 30 ft. (6 squares) 
  Melee Club +3 [+4 BAB, -1 Str] (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options spells 
  Wizard Spells Prepared (CL 9th, save DC 17 plus spell 
  level): 
   
  5th—cone of cold, empowered fireball, empowered 
  lightning bolt 
   
  4th—fire shield, ice storm x3 
   
  3rd—fireball x3, lightning bolt x2 
   
  2nd—scorching ray (2 rays) x4, flaming sphere x3 
   
  1st—burning hands x4, shocking grasp x3 
   
  0—detect magic x4 
  Underlined spells do acid damage instead of their listed 
  energy type due to the Energy Substitution feat. 
  Abilities Str 8, Dex 12, Con 16, Int 22, Wis 10, Cha 8 
  Feats Empower SpellB, Energy Substitution (acid), 
  Scribe ScrollB, Skill Focus (Concentration)H, Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Spell 
  Focus 
  (evocation), Sudden Empower 
  Skills Concentration +18, Knowledge (arcana) +18], 
  Spellcraft +20 
  Prescient Sense (Ex): On a successful Reflex save vs. 
  an attack that normally inflicts half damage on a 
  successful Reflex save, he instead takes no damage. 
  Possessions combat gear plus amulet of health +2, 
  headband of intellect +2, cloak of resistance +2 
  Sources Energy Substitution and Sudden Empower 
  feats (CA) 
   
  F E L L  F L O O R 
   
  CR  6 
  Mimic (advanced to 11 hit dice and Huge size) 
  Huge aberration (shapechanger) 
  Init +0; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common  
  AC 16, touch 8, flat-footed 16 
   
  (-2 size, +8 natural) 
  hp 115 (11 HD) 
  Immune acid 
  Fort +8, Ref +3, Will +8 
  Speed 10 ft. (2 squares) 
  Melee Slam +15 (2d6+9); full attack 2 slams +15 
  (2d6+9) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +8; Grp +21 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 24 
  
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 25 
  Atk Options crush 
  Combat Gear none 
  Abilities Str 28, Dex 10, Con 21, Int 10, Wis 13, Cha 10 
  SQ mimic shape 
  Feats Ability Focus (adhesive), Extended Reach, 
  Improved Toughness, Skill Focus (Disguise) 
  Skills Climb +9, Disguise +25, Listen +8, Spot +8 
  Possessions none 
  Adhesive (Ex) A mimic exudes a thick slime that acts 
  as a powerful adhesive, holding fast any creatures or 
  items that touch it.  An adhesive-coated mimic 
  automatically grapples any creature it hits with its 
  slam attack.  Opponents so grappled cannot get free 
  while the mimic is alive without removing the 
  adhesive first. 
   
  A weapon that strikes an adhesive-coated mimic is 
  stuck fast unless the wielder succeeds on a DC 22 
  Reflex save.  A successful DC 20 Strength check is 
  needed to pry it off. 
   
  Strong alcohol dissolves the adhesive, but the mimic 
  still can grapple normally.  A mimic can dissolve its 
  adhesive at will, and the substance breaks down 5 
  rounds after the creature dies. 
  Crush (Ex) A mimic deals 2d6+9 points of damage with 
  a successful grapple check. 
  Mimic Shape (Ex) A mimic can assume the general 
  shape of any object that fills roughly 1200 cubic ft. 
  (10 ft. by 10 ft. by 12 ft.) such as a massive pillar or 
  an altar with steps.  The creature cannot alter its size 
  substantially, though.  A mimic’s body is hard and 
  has a rough texture, no matter what appearance it 
  might present.  Anyone who examines the mimic can 
  detect the ruse with a successful Spot check 
  opposed by the mimic’s Disguise check (1d20+25). 
  Skills A mimic has a +8 racial bonus on Disguise 
  checks. 
  Description What originally appeared to be an object 
  now shows signs of organic life as the creature 
  sprouts a lashing pseudopod. 
   
  K O B O L D  C U L T I S T 
   
   
  CR  4 
  Male half-dragon/half-kobold Adept5 
  NE Small dragon 
  Init +3; Senses Darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Languages Draconic  
  AC 23, touch 14, flat-footed 20 
   
  (+1 size, +3 Dex, +4 armor, +5 natural) 
  hp 30 (5 HD) 
  Immune acid, paralysis, sleep 
  Fort +3, Ref +4, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 small morningstar +12[+1 size, +3 BAB, +6 
  Str, +1 weapon, +1 feat] (1d6+8) and bite +5 [+1 size, 
  +3 BAB, +6 Str, -5 secondary] (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options breath weapon, spells 
  Combat Gear +1 small morningstar, masterwork chain 
  shirt 
  Adept Spells Prepared (CL 5th): 
   
  2nd— scorching ray x2 (2 rays each) 
   
  1st— burning hands x2, protection from good 
   
  0— touch of fatigue x3 
  Abilities Str 21, Dex 16, Con 14, Int 10, Wis 16, Cha 10 
  Feats Ability Focus (breath weapon)1, Light Armor 
  Proficiency3 
  Skills Concentration +10[+8 ranks, +2 ability], Hide 
  +6[+4 size, +3 ability, -1 armor], Spellcraft +8[+8 
  ranks] 
  Possessions combat gear plus periapt of wisdom +2 
  Breath Weapon (Su) 1/day, 60 ft. line of acid; 6d8 
  damage; Reflex save DC 14 half. 
  
  APPENDIX 2 – APL 10 
  ENCOUNTER 3 
   
   
   
   
  D AR K L E AP E R 
  CR 8 
  Male Tauric Dark Creeper/Blink Dog Rogue 3/Master 
  Thrower 2 
  CE Medium monstrous humanoid 
  Init +7; Senses Blindsight 60 ft., Darkvision 60 ft., low-
  light vision; Listen +3, Spot +13 
  Languages Common, Undercommon 
  AC 24, touch 16, flat-footed 18 
   
  (+6 Dex, +5 armor, +3 natural) 
  Miss Chance see Shadow Cloak SQ 
  hp 70 (10 HD) 
  Fort +7 (+7 against poison), Ref +19, Will +5 
  Weakness Light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee Masterwork dagger +10/+5 (1d4) 
  Ranged Masterwork dagger +20/+15 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Palm throw, sneak attack +4d6 
  Special Actions Blink, dimension door, shadow cloak 
  Combat Gear Gloves of dexterity +4, mithral chain shirt 
  +1, 40 masterwork daggers 
  Abilities Str 10, Dex 29, Con 14, Int 8, Wis 16, Cha 8 
  SQ Improved evasion, trapfinding, trap sense +1 
  Feats Point Blank Shot, Precise Shot, Quick Draw, 
  Deadeye Shot, Track, Weapon Focus (dagger) 
  Skills Hide +15, Move Silently +15, Sleight of Hand 
  +16, Spot +10, Tumble +18 
  Palm Throw (Ex) This master thrower may throw two 
  daggers with a single attack roll.  Damage is resolved 
  separately; no Strength bonus is added to damage 
  rolls. 
  Shadow Cloak (Su) 3/day, a dark leaper can wrap itself 
  in shadows.  In shadowy or dark conditions they 
  grant total concealment and a 50% miss chance; in 
  bright light, they grant concealment and a 20% miss 
  chance.  Darkvision does not penetrate these 
  shadows, but creatures that can see through magical 
  darkness ignore them. 
  Blindsight (Ex) These creatures use hearing and smell 
  to ascertain their surroundings and pinpoint enemies.  
  They do not normally need to make Listen or Spot 
  checks to notice creatures within range of their 
  blindsight. 
  Blink (Su) A dark leaper can use blink as the spell 
  (caster level 8th) and can evoke or end the effect as 
  a free action. 
  Dimension Door (Su) A dark leaper can teleport, as the 
  dimension door spell (caster level 8th, maximum 
  range 720 ft.) once per round as a free action.  This 
  ability affects only the dark leaper, which never 
  appears within a solid object and can act immediately 
  after teleporting. 
  Light Sensitivity (Ex) When exposed to sunlight or to 
  light equivalent to a daylight spell, a dark leaper takes 
  a -2 morale penalty on all attacks, saves, skill checks, 
  and damage rolls. 
  Skills While in shadowy or dark areas, a dark leaper 
  has a +8 racial bonus on Hide checks and a +4 racial 
  bonus on Move Silently checks. 
  Description The creature you see before you is human-
  sized, although it appears to have a small humanoid 
  torso grafted to a quadruped body.  It is swathed in 
  layers of black and grey clothing and surrounded by 
  obscuring shadows that constantly shift and hide any 
  details you might otherwise see. 
  Sources Dark Creeper (FF), Tauric template (MMII) 
  Tactics As long as it remains within complete darkness, 
  this creature will use dimension door to move within 
  30 ft. of its targets so it can use its blindsense and 
  the full attack action while sneak attacking.  Should 
  its targets bring magical light into play, it will teleport 
  to the shadows and hide, waiting for targets to 
  present themselves. 
   
  While sneak attacking using the Palm Throw feat and 
  a full attack, a dark leaper gets 2 attacks (+20/+15); 
  each attack uses 2 daggers doing 1d4+4d6 damage 
  each.  For those keeping track, that’s an average of 
  64 points of damage if both attacks, and thus all 4 
  daggers, hit their target. 
   
  E AR T H W H I S P E R 
  CR 8 
  (Maximum hit dice and heroic array ability scores) 
  NE Medium elemental (earth, extraplanar, incorporeal) 
  Init +9; Senses Darkvision 60 ft., Listen +16, Spot +17 
  Languages Common, Dwarven, Gnome, Terran 
  AC 26, touch 26, flat-footed 17 
   
  (+9 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 99 (12 HD) 
  Immune Poison, sleep effects, paralysis, stunning 
  Fort +11 (+11 against poison), Ref +13, Will +6 
  Speed fly 40 ft. (8 squares) (perfect) 
  Melee incorporeal touch +18 (1d4 Dex) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp - 
  Atk Options Avarice, cavern fear, petrification, spell-like 
  abilities 
  Special Actions Control earth creatures, dexterity 
  damage 
  Abilities Str -, Dex 28, Con 16, Int 12, Wis 14, Cha 24  
  SQ elemental traits, incorporeal traits 
  Feats Ability Focus (avarice), Ability Focus (cavern 
  fear), Ability Focus (petrification), Blind-fight, Flyby 
  Attack  
  Skills Concentration +18, Listen +17, Spot +17 
  Possessions none 
  Avarice (Sp) As a standard action, an earth whisper 
  can induce overwhelming greed in one creature 
  within 30 feet.  The creature targeted with the avarice 
  ability must succeed on a DC 25 Will save or attack 
  the nearest creature that has valuable metal or 
  mineral wealth.  The affected creature attacks with 
  lethal force, although it is not compelled to cast any 
  spells on the creature carrying the metal or mineral 
  wealth.  This effect lasts for 1d4+1 rounds.  A 
  successful save means the creature is immune to 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 26 
  
  that earth whisper’s avarice ability for 24 hours, but 
  not the avarice ability of other earth whispers.  
  Avarice is a mind-affecting ability.  In cases where 
  the affected creature is presented with more than one 
  source of wealth, the earth whisper chooses the 
  affected creature’s target.  The save DC is Charisma-
  based. 
  Cavern Fear (Sp) As a standard action, an earth 
  whisper can induce an irrational fear of being pushed 
  out of the earth in one creature within 30 feet.  The 
  creature targeted by the cavern fear ability must 
  succeed on a DC 25 Will save or become panicked 
  (see page 301 of the Dungeon Master’s Guide).  
  Unlike with the normal effects of the panicked state, 
  the affected creature does not flee along a random 
  path.  Instead, it attempts to head as deep within the 
  earth as possible.  When presented with a pit, chasm, 
  or other surface too steep to walk down, it attempts to 
  climb.  If the creature is presented with more than 
  one way to go and it does not know which way might 
  lead deeper under the earth, it chooses randomly.  A 
  successful save means the creature is immune to 
  that earth whisper’s cavern fear ability for 24 hours, 
  but not the cavern fear ability of other earth whispers.  
  This ability only functions underground.  Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for 1 minute.  
  Cavern fear is a mind-affecting fear effect.  The save 
  DC is Charisma-based. 
  Control Earth Creatures (Su) An earth whisper can 
  rebuke or control earth creatures in the same way 
  that an evil cleric rebukes or controls undead.  This 
  earth whisper rebukes earth creatures as a 12th level 
  cleric, and can use this ability 10 times a day. 
  Dexterity Damage (Su) An earth whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack.  A creature whose Dexterity 
  is reduced to 0 by this attack must succeed on a DC 
  21 Fortitude save or become petrified.  The save DC 
  is Constitution-based. 
  Spell-like Abilities At will – stone shape (20 cu. ft.).  
  3/day – spike stones (DC 23), wall of stone (up to 10 
  5-ft. squares in area; 3-inch thickness).  Caster level 
  10th; save DC is Charisma-based. 
  Description Barely a whisper of ghostly luminescence, 
  the creature has the bulky outline and rocky 
  countenance of an earth elemental without any of the 
  mass or solidity. 
  Sources Races of Stone pp. 187-188 
  ENCOUNTER 5         
   
   
   
  M O O N  K N I G H T 
  CR 8 
  Male Lunar Ravager Barbarian 1 
  CE Large fey 
  Init +8; Senses superior low-light vision, Listen +20, 
  Spot +19 
  Languages Common, Giant 
  AC 27, touch 15, flat-footed 23 
   
  (-1 size, +4 Dex, +7 armor, +2 deflection, +5 natural) 
  hp 129 (15 HD); DR 5/magic and cold iron 
  Fort +11, Ref +13, Will +11 
  Speed 50 ft. (10 squares) 
  Melee +2 large keen greataxe +20/+15 (3d6+17/19-
  20x3) 
  Ranged masterwork javelin +12 (1d8+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +22 
  Atk Options Power Attack (see chart below) 
  Combat Gear +2 large keen greataxe, mithral 
  breastplate +2, ring of protection +2, 8 masterwork 
  javelins 
  Spell-Like Abilities (CL 14th): 
   
  At will—air walk, faerie fire 
   
  3/day—invisibility (self only), pass without trace 
   
  1/day—clairaudience/clairvoyance (see text) 
  Abilities Str 30, Dex 18, Con 20, Int 8, Wis 14, Cha 8 
  SQ moon rider 
  Feats Awesome Blow, Combat Reflexes, Improved Bull 
  Rush, Improved Initiative, Power Attack, Weapon 
  Focus (greataxe) 
  Skills Hide +16, Jump +18, Listen +20, Move Silently 
  +20, Spot +19, Survival +20  
  Possessions combat gear plus  
  Rage (Ex) 1/day, 10 round duration; new statistics as 
  follows: AC 20, touch 13, flat-footed 21; hp 184; Fort 
  +13, Will +13; Melee +2 large keen greataxe +22/+17 
  (3d6+19, 19-20/x3); Ranged masterwork javelin +12 
  (1d8+12); Grp +24. 
  Superior Low-Light Vision (Ex) A lunar ravager can 
  see five times as far as a human can in shadowy 
  illumination, and ten times as far if moonlight is 
  present. 
  Clairaudience/Clairvoyance (Sp) Visual only; a lunar 
  ravager can view only areas it is familiar with, which 
  must be illuminated with moonlight at the time of the 
  viewing. 
  Moon Rider (Su) As the greater teleport spell; at will; 
  caster level 18th.  Using this ability requires 1 minute 
  of concentration.  When outside a lunar ravager 
  lodge, a lunar ravager must stand in moonlight to use 
  this ability, and it can transport only itself and items it 
  carries to the nearest lodge.  When inside a lodge, a 
  lunar ravager can use this ability to travel to any point 
  within 10 miles of the lodge.  A lunar ravager 
  becomes misty and insubstantial the moment before 
  it teleports. 
  Skills A lunar ravager gains a +10 racial bonus on Hide 
  checks made outdoors at night. 
  Description For a moment, the tall humanoid figure 
  seems to flicker like moonlight reflected on a pond.  It 
  hefts a massive, crescent-bladed greataxe with both 
  hands; its silvery breastplate is emblazoned with 
  crescent moons.  Its eyes have a pale, malevolent 
  glint. 
  Sources  Lunar Ravager (MM4) 
  Power Attack Chart 
   
  Half Power Attack, 2-handed weapon: 
   
  +16/+11 attack bonus (3d6+25/19-20x3) 
   
   Full Power Attack, 2-handed weapon: 
   
   +12/+7 attack bonus (3d6+31/19-20x3) 
   
  HU NG E R D O G S 
  CR 2 
  Male wendigo kobold Warrior 3 
  CE Small fey (cold) 
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  Init +6; Senses Darkvision 60 ft., low-light vision, Listen 
  +1, Spot +1 
  Languages none 
  AC 23, touch 22, flat-footed 17 
   
  (+1 size, +6 Dex, +5 deflection, +1 natural) 
  hp 16 (3 HD); regeneration 5 
  Immune cold 
  Fort +4, Ref +7, Will +2 
  Weaknesses Takes normal damage from fire; light 
  sensitivity 
  Speed Fly 120 ft. (perfect) 
  Melee Bite +10 (1d4-1, 18-20/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Atk Options Disease, maddening whispers, ravenous 
  bite 
  Special Actions Corner of the eye, wind walk 
  Abilities Str 9, Dex 23, Con 12, Int 8, Wis 13, Cha 16 
  SQ Cold subtype 
  Feats Flyby Attack, Track, Weapon Finesse 
  Skills Hide +18, Intimidate +9, Listen +1, Move Silently 
  +14, Search +1, Spot +1, Survival +9 
  Disease (Su) Any creature hit by this wendigo’s bite 
  attack must succeed on a DC 13 Fort save or be 
  infected with wendigo hunger.  Incubation = 1d3 
  days; 1d3 Wis damage.  Each day that Wis damage 
  is taken, the victim must succeed on a DC 15 Will 
  save or succumb to an insatiable cannibalistic desire.  
  If the disease reduces the victim’s Wis score to zero, 
  he becomes a wendigo. 
  Maddening Whispers (Su) 1/day, 1 target within 120 ft. 
  hears insane whispers (“Oh, but this place is so cold 
  and so empty…so cold and empty, like your belly…if 
  only you could fill it with sweet, warm meat… sweet, 
  warm meat all around you…they are so weak, and 
  you are so very strong and so very, very hungry and 
  cold and empty…”).  Victim must make a DC 15 Will 
  save or take 1d3 Wis damage. 
  Ravenous Bite (Ex) Bite crit threat is 18-20, x3 
  multiplier.  A confirmed crit wound bleeds for 3 hp per 
  round thereafter, which can be stopped by a DC 10 
  Heal check or any cure spell. 
  Corner of the Eye (Su) One chosen victim stalked by a 
  wendigo in wind walk form takes a -2 penalty on all 
  Wis-based checks due to the distraction. 
  Regeneration 5 (Ex) Fire deals normal damage to a 
  wendigo.  
  Light sensitivity (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round.  On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
  Wind Walk (Su) A wendigo can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
  Skills Kobolds have a +2 racial bonus on Search 
  checks; wendigos have a +8 racial bonus on Hide, 
  Move Silently, and Survival checks. 
  Description The figures screaming through the air at 
  incredible speeds all around you are small and 
  vaguely humanoid...but their legs end in shattered, 
  burned stumps and their grossly–distended mouths 
  slaver and howl with insane hunger. 
  Sources  Wendigo template (FF pp. 186-188) 
   
  ENCOUNTER 6 
   
   
   
  U L T E O T L 
   
   
   
  CR 11 
  Male human (Olman) Wizard 9/Divine Oracle 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suel, Olman 
  AC 14, touch 11, flat-footed 13 
   
  (+1 Dex, +3 bracers of armor)) 
  hp 58 (11 HD) 
  Fort +8, Ref +8, Will +9 
  Speed 30 ft. (6 squares) 
  Melee Club +4 [+4 BAB, -1 Str] (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Wizard Spells Prepared (CL 11th, save DC 17 plus 
  spell level): 
   
  6th—chain lightning x3 
   
  5th—cone 
  of 
  cold 
  x2, 
  empowered 
  fireball, 
  empowered lightning bolt 
   
  4th—fire shield, ice storm x4 
   
  3rd—fireball x3, lightning bolt x3 
   
  2nd—scorching ray (2 rays) x4, flaming sphere x3 
   
  1st—burning hands x4, shocking grasp x3 
   
  0—detect magic x4 
  Underlined spells do acid damage instead of their listed 
  energy type due to the Energy Substitution feat. 
  Abilities Str 8, Dex 12, Con 16, Int 22, Wis 10, Cha 8 
  Feats Empower SpellB, Energy Substitution (acid), 
  Scribe ScrollB, Skill Focus (Concentration)H, Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Spell 
  Focus 
  (evocation)6, Sudden Empower 
  Skills Concentration +20, Knowledge (arcana) +20, 
  Spellcraft +22 
  Prescient Sense (Ex): On a successful Reflex save vs. 
  an attack that normally inflicts half damage on a 
  successful Reflex save, he instead takes no damage. 
  Possessions combat gear plus amulet of health +2, 
  bracers of armor +3, headband of intellect +2, cloak 
  of resistance +2 
  Sources Energy Substitution and Sudden Empower 
  feats (CA) 
   
  F E L L  F L O O R 
   
  CR  6 
  Mimic (advanced to 11 hit dice and Huge size) 
  Huge aberration (shapechanger) 
  Init +0; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common  
  AC 16, touch 8, flat-footed 16 
   
  (-2 size, +8 natural) 
  hp 115 (11 HD) 
  Immune acid 
  Fort +8, Ref +3, Will +8 
  Speed 10 ft. (2 squares) 
  Melee Slam +15 (2d6+9); full attack 2 slams +15 
  (2d6+9) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +8; Grp +21 
  Atk Options crush 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 28 
  
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 29 
  Combat Gear none 
  Abilities Str 28, Dex 10, Con 21, Int 10, Wis 13, Cha 10 
  SQ mimic shape 
  Feats Ability Focus (adhesive), Extended Reach, 
  Improved Toughness, Skill Focus (Disguise) 
  Skills Climb +9, Disguise +25, Listen +8, Spot +8 
  Adhesive (Ex) A mimic exudes a thick slime that acts 
  as a powerful adhesive, holding fast any creatures or 
  items that touch it.  An adhesive-coated mimic 
  automatically grapples any creature it hits with its 
  slam attack.  Opponents so grappled cannot get free 
  while the mimic is alive without removing the 
  adhesive first. 
   
  A weapon that strikes an adhesive-coated mimic is 
  stuck fast unless the wielder succeeds on a DC 22 
  Reflex save.  A successful DC 20 Strength check is 
  needed to pry it off. 
   
  Strong alcohol dissolves the adhesive, but the mimic 
  still can grapple normally.  A mimic can dissolve its 
  adhesive at will, and the substance breaks down 5 
  rounds after the creature dies. 
  Crush (Ex) A mimic deals 2d6+9 points of damage with 
  a successful grapple check. 
  Mimic Shape (Ex) A mimic can assume the general 
  shape of any object that fills roughly 1200 cubic ft. 
  (10 ft. by 10 ft. by 12 ft.) such as a massive pillar or 
  an altar with steps.  The creature cannot alter its size 
  substantially, though.  A mimic’s body is hard and 
  has a rough texture, no matter what appearance it 
  might present.  Anyone who examines the mimic can 
  detect the ruse with a successful Spot check 
  opposed by the mimic’s Disguise check (1d20+25). 
  Skills A mimic has a +8 racial bonus on Disguise 
  checks. 
  Description What originally appeared to be an object 
  now shows signs of organic life as the creature 
  sprouts a lashing pseudopod. 
   
  KO B O L D  C U L T I S T 
   
   
  CR  4 
  Male half-dragon/half-kobold Adept5 
  NE Small dragon 
  Init +3; Senses Darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Languages Draconic  
  AC 23, touch 14, flat-footed 20 
   
  (+1 size, +3 Dex, +4 armor, +5 natural) 
  hp 30 (5 HD) 
  Immune acid, paralysis, sleep 
  Fort +3, Ref +4, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 small morningstar +12 (1d6+8) and bite +5 
  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options breath weapon, spells 
  Combat Gear +1 small morningstar, masterwork chain 
  shirt 
  Adept Spells Prepared (CL 5th): 
   
  2nd— scorching ray x2 (2 rays each) 
   
  1st— burning hands x2, protection from good 
   
  0— touch of fatigue x3 
  Abilities Str 21, Dex 16, Con 14, Int 10, Wis 16, Cha 10 
  Feats Ability Focus (breath weapon)1, Light Armor 
  Proficiency3 
  Skills Concentration +10, Hide +6, Spellcraft +8 
  Possessions combat gear plus periapt of wisdom +2 
  Breath Weapon (Su) 1/day, 60 ft. line of acid; 6d8 
  damage; Reflex save DC 14 half. 
  
  APPENDIX 3 – APL 12 
  ENCOUNTER 3 
   
   
   
   
  D AR K L E AP E R 
  CR 8 
  Male Tauric Dark Creeper/Blink Dog Rogue 3/Master 
  Thrower 2 
  CE Medium monstrous humanoid 
  Init +7; Senses Blindsight 60 ft., Darkvision 60 ft., low-
  light vision; Listen +3, Spot +13 
  Languages Common, Undercommon 
  AC 24, touch 16, flat-footed 18 
   
  (+6 Dex, +5 armor, +3 natural) 
  Miss Chance see Shadow Cloak SQ 
  hp 70 (10 HD) 
  Fort +7 (+7 against poison), Ref +19, Will +5 
  Weakness Light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee Masterwork dagger +10/+5 (1d4) 
  Ranged Masterwork dagger +20/+15 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Palm throw, sneak attack +4d6 
  Special Actions Blink, dimension door, shadow cloak 
  Combat Gear Gloves of dexterity +4, mithral chain shirt 
  +1, 40 masterwork daggers 
  Abilities Str 10, Dex 29, Con 14, Int 8, Wis 16, Cha 8 
  SQ Improved evasion, trapfinding, trap sense +1 
  Feats Point Blank Shot, Precise Shot, Quick Draw, 
  Deadeye Shot, Track, Weapon Focus (dagger) 
  Skills Hide +15, Move Silently +15, Sleight of Hand 
  +16, Spot +10, Tumble +18 
  Palm Throw (Ex) This master thrower may throw two 
  daggers with a single attack roll.  Damage is resolved 
  separately; no Strength bonus is added to damage 
  rolls. 
  Shadow Cloak (Su) 3/day, a dark leaper can wrap itself 
  in shadows.  In shadowy or dark conditions they 
  grant total concealment and a 50% miss chance; in 
  bright light, they grant concealment and a 20% miss 
  chance.  Darkvision does not penetrate these 
  shadows, but creatures that can see through magical 
  darkness ignore them. 
  Blindsight (Ex) These creatures use hearing and smell 
  to ascertain their surroundings and pinpoint enemies.  
  They do not normally need to make Listen or Spot 
  checks to notice creatures within range of their 
  blindsight. 
  Blink (Su) A dark leaper can use blink as the spell 
  (caster level 8th) and can evoke or end the effect as 
  a free action. 
  Dimension Door (Su) A dark leaper can teleport, as the 
  dimension door spell (caster level 8th, maximum 
  range 720 ft.) once per round as a free action.  This 
  ability affects only the dark leaper, which never 
  appears within a solid object and can act immediately 
  after teleporting. 
  Light Sensitivity (Ex) When exposed to sunlight or to 
  light equivalent to a daylight spell, a dark leaper takes 
  a -2 morale penalty on all attacks, saves, skill checks, 
  and damage rolls. 
  Skills While in shadowy or dark areas, a dark leaper 
  has a +8 racial bonus on Hide checks and a +4 racial 
  bonus on Move Silently checks. 
  Description The creature you see before you is human-
  sized, although it appears to have a small humanoid 
  torso grafted to a quadruped body.  It is swathed in 
  layers of black and grey clothing and surrounded by 
  obscuring shadows that constantly shift and hide any 
  details you might otherwise see. 
  Sources Dark Creeper (FF), Tauric template (MMII) 
  Tactics As long as it remains within complete darkness, 
  this creature will use dimension door to move within 
  30 ft. of its targets so it can use its blindsense and 
  the full attack action while sneak attacking.  Should 
  its targets bring magical light into play, it will teleport 
  to the shadows and hide, waiting for targets to 
  present themselves. 
   
  While sneak attacking using the Palm Throw feat and 
  a full attack, a dark leaper gets 2 attacks (+20/+15); 
  each attack uses 2 daggers doing 1d4+4d6 damage 
  each.  For those keeping track, that’s an average of 
  64 points of damage if both attacks, and thus all 4 
  daggers, hit their target.) 
   
  E AR T H W H I S P E R 
  CR 8 
  (Maximum hit dice and heroic array ability scores) 
  NE Medium elemental (earth, extraplanar, incorporeal) 
  Init +9; Senses Darkvision 60 ft., Listen +16, Spot +17 
  Languages Common, Dwarven, Gnome, Terran 
  AC 26, touch 26, flat-footed 17 
   
  (+9 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 99 (12 HD) 
  Immune Poison, sleep effects, paralysis, stunning 
  Fort +11 (+11 against poison), Ref +13, Will +6 
  Speed fly 40 ft. (8 squares) (perfect) 
  Melee incorporeal touch +18 (1d4 Dex) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp - 
  Atk Options Avarice, cavern fear, petrification, spell-like 
  abilities 
  Special Actions Control earth creatures, dexterity 
  damage 
  Abilities Str -, Dex 28, Con 16, Int 12, Wis 14, Cha 24  
  SQ elemental traits, incorporeal traits 
  Feats Ability Focus (avarice), Ability Focus (cavern 
  fear), Ability Focus (petrification), Blind-fight, Flyby 
  Attack  
  Skills Concentration +18, Listen +17, Spot +17 
  Avarice (Sp) As a standard action, an earth whisper 
  can induce overwhelming greed in one creature 
  within 30 feet.  The creature targeted with the avarice 
  ability must succeed on a DC 25 Will save or attack 
  the nearest creature that has valuable metal or 
  mineral wealth.  The affected creature attacks with 
  lethal force, although it is not compelled to cast any 
  spells on the creature carrying the metal or mineral 
  wealth.  This effect lasts for 1d4+1 rounds.  A 
  successful save means the creature is immune to 
  that earth whisper’s avarice ability for 24 hours, but 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 30 
  
  not the avarice ability of other earth whispers.  
  Avarice is a mind-affecting ability.  In cases where 
  the affected creature is presented with more than one 
  source of wealth, the earth whisper chooses the 
  affected creature’s target.  The save DC is Charisma-
  based. 
  Cavern Fear (Sp) As a standard action, an earth 
  whisper can induce an irrational fear of being pushed 
  out of the earth in one creature within 30 feet.  The 
  creature targeted by the cavern fear ability must 
  succeed on a DC 25 Will save or become panicked 
  (see page 301 of the Dungeon Master’s Guide).  
  Unlike with the normal effects of the panicked state, 
  the affected creature does not flee along a random 
  path.  Instead, it attempts to head as deep within the 
  earth as possible.  When presented with a pit, chasm, 
  or other surface too steep to walk down, it attempts to 
  climb.  If the creature is presented with more than 
  one way to go and it does not know which way might 
  lead deeper under the earth, it chooses randomly.  A 
  successful save means the creature is immune to 
  that earth whisper’s cavern fear ability for 24 hours, 
  but not the cavern fear ability of other earth whispers.  
  This ability only functions underground.  Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for 1 minute.  
  Cavern fear is a mind-affecting fear effect.  The save 
  DC is Charisma-based. 
  Control Earth Creatures (Su) An earth whisper can 
  rebuke or control earth creatures in the same way 
  that an evil cleric rebukes or controls undead.  This 
  earth whisper rebukes earth creatures as a 12th level 
  cleric, and can use this ability 10 times a day. 
  Dexterity Damage (Su) An earth whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack.  A creature whose Dexterity 
  is reduced to 0 by this attack must succeed on a DC 
  21 Fortitude save or become petrified.  The save DC 
  is Constitution-based. 
  Spell-like Abilities At will – stone shape (20 cu. ft.).  
  3/day – spike stones (DC 23), wall of stone (up to 10 
  5-ft. squares in area; 3-inch thickness).  Caster level 
  10th; save DC is Charisma-based. 
  Description Barely a whisper of ghostly luminescence, 
  the creature has the bulky outline and rocky 
  countenance of an earth elemental without any of the 
  mass or solidity. 
  Sources Races of Stone pp. 187-188 
  ENCOUNTER 5 
   
   
   
   
  M O O N  L O R D 
  CR 10 
  Male Spellwarped Lunar Ravager Barbarian 1 
  CE Large aberration (augmented fey) 
  Init +8; Senses superior low-light vision, Listen +20, 
  Spot +19 
  Languages Common, Giant 
  AC 30, touch 16, flat-footed 25 
   
  (-1 size, +5 Dex, +7 armor, +2 deflection, +7 natural) 
  hp 151 (15 HD); DR 5/magic and cold iron 
  Fort +13, Ref +14, Will +11 
  Speed 50 ft. (10 squares) 
  Melee +2 large keen greataxe +22/+17 (3d6+20/19-
  20x3) 
  Ranged masterwork javelin +13 (1d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +24 
  Atk Options Power Attack (see below) 
  Combat Gear +2 large keen greataxe, mithral 
  breastplate +2, ring of protection +2, 8 masterwork 
  javelins 
  Spell-Like Abilities (CL 14th): 
   
  At will—air walk, faerie fire 
   
  3/day—invisibility (self only), pass without trace 
   
  1/day—clairaudience/clairvoyance (see text) 
  Abilities Str 34, Dex 20, Con 24, Int 12, Wis 14, Cha 8 
  SQ moon rider 
  Feats Awesome Blow, Combat Reflexes, Improved Bull 
  Rush, Improved Initiative, Power Attack, Weapon 
  Focus (greataxe) 
  Skills Climb +20, Hide +17, Jump +37, Listen +20, 
  Move Silently +21, Spot +19, Survival +20  
  Advancement by character class; Favored Class 
  barbarian 
  Rage (Ex) 1/day, 10 round duration; new statistics as 
  follows: AC 28, touch 14, flat-footed 23; hp 170; Fort 
  +15, Will +13; Melee +2 large keen greataxe +24/+19 
  (3d6+22/19-20x3); Ranged masterwork javelin +13 
  (1d8+14); Grp +26. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time that the spell effect is resolved. 
  Might: Gain a +4 enhancement bonus to Str for 1 
  minute. 
  Agility: Gain a +4 enhancement bonus to Dex for 1 
  minute. 
  Endurance: Gain a +4 enhancement bonus to Con for 1 
  minute. 
  Life: Gain temporary hp equal to 5x the level of the 
  failed spell. 
  Speed: Base speed increases by ft. equal to 5x the level 
  of the failed spell. 
  Resistance: Gain resistance 10 to one energy type 
  (acid, cold, electricity, fire, or sonic). 
  Superior Low-Light Vision (Ex) A lunar ravager can 
  see five times as far as a human can in shadowy 
  illumination, and ten times as far if moonlight is 
  present. 
  Clairaudience/Clairvoyance (Sp) Visual only; a lunar 
  ravager can view only areas it is familiar with, which 
  must be illuminated with moonlight at the time of the 
  viewing. 
  Moon Rider (Su) As the greater teleport spell; at will; 
  caster level 18th.  Using this ability requires 1 minute 
  of concentration.  When outside a lunar ravager 
  lodge, a lunar ravager must stand in moonlight to use 
  this ability, and it can transport only itself and items it 
  carries to the nearest lodge.  When inside a lodge, a 
  lunar ravager can use this ability to travel to any point 
  within 10 miles of the lodge.  A lunar ravager 
  becomes misty and insubstantial the moment before 
  it teleports. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 31 
  
  Skills A lunar ravager gains a +10 racial bonus on Hide 
  checks made outdoors at night. 
  Description For a moment, the tall humanoid figure 
  seems to flicker like moonlight reflected on a pond.  It 
  hefts a massive, crescent-bladed greataxe with both 
  hands; its silvery breastplate is emblazoned with 
  crescent moons.  Every visible bit of its skin is 
  covered in oozing sores and hideous scars.  Its eyes 
  have a pale, malevolent glint, and its silvery hair 
  whips and writhes in the still air. 
  Sources  Spellwarped template (MM3), Lunar Ravager 
  (MM4) 
  Power Attack Full: +14/+9 (3d6+36) 
  Power Attack Full, Raging: +16/+11 (3d6+38) 
   
  H U NG E R D O G S 
  CR 2 
  Male wendigo kobold Warrior 3 
  CE Small fey (cold) 
  Init +6; Senses Darkvision 60 ft., low-light vision, Listen 
  +1, Spot +1 
  Languages none 
  AC 23, touch 22, flat-footed 17 
   
  (+1 size, +6 Dex, +5 deflection, +1 natural) 
  hp 16 (3 HD); regeneration 5 
  Immune cold 
  Fort +4, Ref +7, Will +2 
  Weaknesses Takes normal damage from fire; light 
  sensitivity 
  Speed Fly 120 ft. (perfect) 
  Melee Bite +10 (1d4-1/18-20x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Atk Options Disease, maddening whispers, ravenous 
  bite 
  Special Actions Corner of the eye, wind walk 
  Abilities Str 9, Dex 23, Con 12, Int 8, Wis 13, Cha 16 
  SQ Cold subtype 
  Feats Flyby Attack, Track, Weapon Finesse 
  Skills Hide +18, Intimidate +9, Listen +1, Move Silently 
  +14, Search +1, Spot +1, Survival +9 
  Disease (Su) Any creature hit by this wendigo’s bite 
  attack must succeed on a DC 13 Fort save or be 
  infected with wendigo hunger.  Incubation = 1d3 
  days; 1d3 Wis damage.  Each day that Wis damage 
  is taken, the victim must succeed on a DC 15 Will 
  save or succumb to an insatiable cannibalistic desire.  
  If the disease reduces the victim’s Wis score to zero, 
  he becomes a wendigo. 
  Maddening Whispers (Su) 1/day, 1 target within 120 ft. 
  hears insane whispers (“Oh, but this place is so cold 
  and so empty…so cold and empty, like your belly…if 
  only you could fill it with sweet, warm meat… sweet, 
  warm meat all around you…they are so weak, and 
  you are so very strong and so very, very hungry and 
  cold and empty…”).  Victim must make a DC 15 Will 
  save or take 1d3 Wis damage. 
  Ravenous Bite (Ex) Bite crit threat is 18-20, x3 
  multiplier.  A confirmed crit wound bleeds for 3 hp per 
  round thereafter, which can be stopped by a DC 10 
  Heal check or any cure spell. 
  Corner of the Eye (Su) One chosen victim stalked by a 
  wendigo in wind walk form takes a -2 penalty on all 
  Wis-based checks due to the distraction. 
  Regeneration 5 (Ex) Fire deals normal damage to a 
  wendigo.  
  Light sensitivity (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds drow for 1 
  round.  On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
  Wind Walk (Su) A wendigo can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
  Skills Kobolds have a +2 racial bonus on Search 
  checks; wendigos have a +8 racial bonus on Hide, 
  Move Silently, and Survival checks. 
  Description The figures screaming through the air at 
  incredible speeds all around you are small and 
  vaguely humanoid...but their legs end in shattered, 
  burned stumps and their grossly–distended mouths 
  slaver and howl with insane hunger. 
  Sources  Wendigo template (FF pp. 186-188). 
  ENCOUNTER 6 
   
   
   
  U L T E O T L 
   
   
   
  CR 13 
  Male human (Olman) Wizard 11/Divine Oracle 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suel, Olman 
  AC 14, touch 11, flat-footed 13 
   
  (+1 Dex, +3 bracers of armor)) 
  hp 68 (13 HD) 
  Fort +9, Ref +9, Will +10 
  Speed 30 ft. (6 squares) 
  Melee Club +4 (1d6-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Wizard Spells Prepared (CL 13th, save DC 19 plus 
  spell level): 
   
  7th—delayed blast fireball, empowered cone of cold 
  x2 
   
  6th—chain lightning x3 
   
  5th—cone 
  of 
  cold 
  x2, 
  empowered 
  fireball, 
  empowered lightning bolt 
   
  4th—fire shield, ice storm x5 
   
  3rd—fireball x3, lightning bolt x3 
   
  2nd—scorching ray (2 rays) x4, flaming sphere x3 
   
  1st—burning hands x4, shocking grasp x3 
   
  0—detect magic x4 
  Underlined spells do acid damage instead of their listed 
  energy type due to the Energy Substitution feat. 
  Abilities Str 8, Dex 12, Con 16, Int 25, Wis 10, Cha 8 
  Feats Empower SpellB, Energy Substitution (acid), 
  Greater Spell Focus (evocation), Scribe ScrollB, Skill 
  Focus (Concentration)H, Skill Focus (Knowledge 
  (religion)), Spell Focus (evocation), Sudden Empower 
  Skills Concentration +22, Knowledge (arcana) +22], 
  Spellcraft +24 
  Prescient Sense (Ex): On a successful Reflex save vs. 
  an attack that normally inflicts half damage on a 
  successful Reflex save, he instead takes no damage 
  SHE7-04 Out of Sight, Out of Mind 
   
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  SHE7-04 Out of Sight, Out of Mind 
   
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  Possessions combat gear plus amulet of health +2, 
  bracers of armor +3, headband of intellect +4, cloak 
  of resistance +2 
  Sources Energy Substitution and Sudden Empower 
  feats (CA) 
   
  F O U L E S T  F L O O R 
   
   
  CR  8 
  Spellwarped Mimic (adv. to 11 HD and Huge size) 
  NE Huge aberration (shapechanger) 
  Init +1; Senses Darkvision 60 ft., Listen +15, Spot +15 
  Languages Common 
  AC 19, touch 9, flat-footed 18 
   
  (-2 size, +1 Dex, +10 natural) 
  hp 124 (11 HD) 
  Immune acid 
  Fort +10, Ref +4, Will +8 
  Speed 10 ft. (2 squares) 
  Melee Slam +17 (2d6+11); full attack 2 slams +17 
  (2d6+11) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +8; Grp +23 
  Atk Options crush 
  Abilities Str 32, Dex 12, Con 25, Int 14, Wis 13, Cha 10 
  SQ mimic shape 
  Feats Ability Focus (adhesive), Extended Reach, 
  Improved Toughness, Skill Focus (Disguise) 
  Skills  Climb +23, Disguise +25, Listen +15, Spot +15 
  Adhesive (Ex) A mimic exudes a thick slime that acts 
  as a powerful adhesive, holding fast any creatures or 
  items that touch it.  An adhesive-coated mimic 
  automatically grapples any creature it hits with its 
  slam attack.  Opponents so grappled cannot get free 
  while the mimic is alive without removing the 
  adhesive first. 
   
  A weapon that strikes an adhesive-coated mimic is 
  stuck fast unless the wielder succeeds on a DC 24 
  Reflex save.  A successful DC 22 Strength check is 
  needed to pry it off. 
   
  Strong alcohol dissolves the adhesive, but the mimic 
  still can grapple normally.  A mimic can dissolve its 
  adhesive at will, and the substance breaks down 5 
  rounds after the creature dies. 
  Crush (Ex) A mimic deals 2d6+11 points of damage 
  with a successful grapple check. 
  Mimic Shape (Ex) A mimic can assume the general 
  shape of any object that fills roughly 1200 cubic ft. 
  (10 ft. by 10 ft. by 12 ft.) such as a massive pillar or 
  an altar with steps.  The creature cannot alter its size 
  substantially, though.  A mimic’s body is hard and 
  has a rough texture, no matter what appearance it 
  might present.  Anyone who examines the mimic can 
  detect the ruse with a successful Spot check 
  opposed by the mimic’s Disguise check (1d20+25). 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time that the spell effect is resolved. 
  Might: Gain a +4 enhancement bonus to Str for 1 
  minute. 
  Agility: Gain a +4 enhancement bonus to Dex for 1 
  minute. 
  Endurance: Gain a +4 enhancement bonus to Con for 1 
  minute. 
  Life: Gain temporary hp equal to 5x the level of the 
  failed spell. 
  Speed: Base speed increases by ft. equal to 5x the level 
  of the failed spell. 
  Resistance: Gain resistance 10 to one energy type 
  (acid, cold, electricity, fire, or sonic). 
  Skills A mimic has a +8 racial bonus on Disguise 
  checks. 
  Description What originally appeared to be an object 
  now shows signs of organic life as the creature 
  sprouts a lashing pseudopod. 
   
  K O B O L D  C U L T I S T 
   
   
  CR  4 
  Male half-dragon/half-kobold Adept5 
  NE Small dragon 
  Init +3; Senses Darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Languages Draconic  
  AC 23, touch 14, flat-footed 20 
   
  (+1 size, +3 Dex, +4 armor, +5 natural) 
  hp 30 (5 HD) 
  Immune acid, paralysis, sleep 
  Fort +3, Ref +4, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee +1 small morningstar +12 (1d6+8) and bite +5  
  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options breath weapon, spells 
  Combat Gear +1 small morningstar, masterwork chain 
  shirt 
  Adept Spells Prepared (CL 5th): 
   
  2nd— scorching ray x2 (2 rays each) 
   
  1st— burning hands x2, protection from good 
   
  0— touch of fatigue x3 
  Abilities Str 21, Dex 16, Con 14, Int 10, Wis 16, Cha 10 
  Feats Ability Focus (breath weapon), Light Armor 
  Proficiency 
  Skills Concentration +10, Hide +6 
  Possessions combat gear plus periapt of wisdom +2 
  Breath Weapon (Su) 1/day, 60 ft. line of acid; 6d8 
  damage; Reflex save DC 14 half. 
   
  
  APPENDIX 4 – ALL APLS 
  HARRA                                     CR  3 
  Male human (Flan) Bard 2 / Marshal 1 
  N Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot -1 
  Languages Common, Flan, Olman 
  AC 13, touch 10, flat-footed 13 (+3 armor) 
  hp 21 (3 HD) 
  Fort +4, Ref +5, Will +4 
  Speed 30 ft. 
  Melee masterwork scimitar +3 (1d6+1/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options spells 
  Special Actions bardic music 
  Combat Gear masterwork studded leather armor, 
  masterwork scimitar 
  Bard Spells Known (CL 2nd): 
   
  1st (1/day)—charm person, disguise self 
   
  0 (3/day)—ghost sound, lullaby, mending, message, 
  prestidigitation 
  Abilities Str 12, Dex 10, Con 14, Int 14, Wis 8, Cha 16 
  Feats Lightning Reflexes, Persuasive, Skill Focus 
  (Diplomacy), Skill Focus (Perform (oratory)) 
  Skills Bluff +14, Diplomacy +19, Disguise +11, Gather 
  Information +11, Hide +5, Intimidate +14, Listen +4, 
  Perform (oratory) +15, Sense Motive +4, Sleight of 
  Hand +7 
  Possessions combat gear plus hat of disguise 
  Bardic Knowledge (Ex) 1d20+4 to know trivial items. 
  Bardic Music: 2/day, includes Countersong (Su), 
  Fascinate (Sp) (1 target), and Inspire Courage (Su) 
  (+1).  
  Auras (Ex) May project 1 minor aura at a time.  Minor 
  aura: Motivate Charisma (+3 on Cha checks and Cha 
  based skills) 
  Sources Marshal class (MH) 
   
  H AR R A’ S  T H UG S                          CR  2 
  2 male human (Flan) Warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Flan 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +3 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +4, Ref +1, Will +1Speed 30 ft. 
  Melee masterwork morningstar +5 (1d8+2) 
  Ranged masterwork light crossbow +3 (+4 within 30 ft.) 
  (1d8, +1 within 30 ft.) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear Masterwork studded leather armor, 
  masterwork morningstar, masterwork light crossbow 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Point Blank Shot, Weapon Focus (morningstar)  
  Skills Climb +4, Intimidate +3, Ride +5 
   
  T AR- O R O T AL          
  CR  4 
  Male human (Suel) Expert 5 
  NG Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +8 
  Languages Common, Draconic, Dwarven, Elven, 
  Gnome, Halfling, Undercommon, Ancient Baklunish, 
  Flan, Old Oeridian, Olman, Ancient Suloise 
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +3 armor) 
  hp 27 (5 HD) 
  Fort +4, Ref +3, Will +4 
  Speed 30 ft. 
  Melee masterwork morningstar +3 (1d8-1) 
  Ranged masterwork light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Combat Gear masterwork studded leather armor, 
  masterwork morningstar, masterwork light crossbow 
  Abilities Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 8 
  Feats Diligent, Great Fortitude, Skill Focus (Decipher 
  Script)  
  Skills Decipher Script +16, Knowledge (arcana) +11, 
  (arch & eng) +11, (geography) +11, (history) +11, 
  (nobility) +11, (religion) +11, Search +11, Spot +8 
  Possessions combat gear plus ring of truth. 
  Description This man is of obvious Suel descent, with 
  pale skin and golden-blond hair going grey at the 
  temples.  He looks to be in his mid- to late-fifties; he 
  is quite stout around the middle.  He favors bright, 
  colorful outfits of rich make and material. 
   
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  DM REFERENCE – THE TOWN OF BARANSFORD
  Size: Large Town  
  Population 2,500 
  GP Spending Limit 3,000 
  Ready Cash: 375,000 GP 
   
  Population 
  Racial 
  Breakdown 
  (Integrated 
  community, human-centered): 
  Human 
   
  925 
  (37%) 
  Gnome 
   
  500  
  (20%) 
  Halfling 
   
  450  
  (18%) 
  Dwarf 
   
  250  
  (10%) 
  Elf  
   
  175  
  (7%)  
  Half-elf 
   
  125  
  (5%) 
  Half-orc 
     
    75  
  (3%) 
   
  Power Center Type: Nonstandard – Baransford is 
  nominally under the jurisdiction of Count Ignaz Manz of 
  Cryllor, a province of the Kingdom of Keoland.  The 
  count maintains a unit of thirty of his personal guard 
  here, at the southernmost frontier of Keoland on the west 
  bank of the Javan River, close by the border with the 
  Yeomanry and under the shadows of the Little Hills and 
  the Jotens.  Trellish Brym, the Lord Mayor appointed by 
  the old Count, commands this guard; the militia adds 
  around 125 souls to his small force.  The mayor is advised 
  by a council of community and business leaders.  
  According to the charter granted by the count, the 
  council only advises the mayor…but political reality is 
  often quite different. 
  The “nonstandard” label applies because Baransford 
  was only added to Keoland a few years ago, when it was a 
  fishing village of just more than 500 souls just beyond the 
  northeastern frontier of, and loosely allied with, the 
  Yeomanry.  Blaming the giant and goblin incursions out 
  of the Jotens on a lack of security in that area, the Count 
  of Cryllor sent a thousand-strong force to the west bank 
  of the Javan River in CY 588.  He greatly increased the 
  size of his county by annexing this thinly-populated 
  region between Sterich and the Yeomanry, but he has yet 
  to earn the cooperation, much less the trust, of its original 
  residents. 
  Around 300 of the humans, 100 of the halflings, and 
  many of the half-elves and half-orcs listed above lived 
  with minimal tax burdens and a loose affiliation with the 
  Yeomanry until the Count of Cryllor took over this area 
  in the name of Keoland.  These Originals, as the more 
  independent-minded humans and half-breeds are known 
  to all, tend to gather in self-styled patriot taverns and sing 
  songs about the old times; the halflings, as is typical of 
  that race, have done a better job of assimilating.  The Lord 
  Mayor might argue the point, but maintaining good 
  relations with the halfling community in and around 
  Baransford is an excellent way to keep out of trouble with 
  any of the factions. 
  In general, the Originals obey the laws of Cryllor and 
  of Keoland and do not make too much trouble for the 
  Mayor.  Occasionally there are acts of civil disobedience, 
  especially when a “patriot” is accused of a crime (falsely or 
  otherwise).  Considering that the halfling community has 
  unified into a power-bloc only slightly less influential 
  than his own, the Mayor keeps up a façade of cooperation.   
  He would be hard-pressed to act in any military capacity 
  without the halflings’ support, and the conditions placed 
  on this support have resulted in an increased acceptance 
  of refugees and tolerance of the Originals’ religions and 
  culture. 
   
  Primary Power Center Alignment: Lawful Neutral 
  – Humans loyal to Count Ignaz, known as the 
  Countymen (“Counties”, a derisive term, is popular with 
  the Originals), hold all the top-level positions in the town 
  government and armed forces; they are supported by the 
  vast majority of the human recent immigrants from 
  Keoland.   A military atmosphere permeates the town, 
  particularly near the south gate and the Hilltop district.  
  There is a dusk-to-dawn closure of the city gates, and 
  persons who cannot give a satisfactory account of 
  themselves are subject to search, seizure of goods, and 
  arrest at any time.  Participating in the defense of the 
  town by repelling a raid or by scouting out the 
  countryside will earn a penniless adventurer a hot meal 
  and a bed for the night at the very least, a modicum of 
  respectability in the eyes of the Countymen, and quite 
  possibly a regular job with the County Guard.   
  Secondary Power Center Alignment: Lawful Good 
  – The halflings act as the leaders of the nonhuman 
  community in and around Baransford.  Their council 
  members vote in unison on most issues, and their 
  influence with the gnome and dwarf population is 
  considerable.  The gnomes of Baransford are either 
  refugees from the northern valley realms or immigrants 
  from Cryllor or farther west; they are not disposed to 
  trust the government of Cryllor in either event, due to 
  the Count’s well-known territorial ambitions involving 
  the Good Hills.  The dwarves and elves of the area are 
  almost all refugees as well, and side with the halflings on 
  most issues. 
   
  Tertiary Power Center Alignment: Chaotic Good – 
  The original human inhabitants of Baransford are a small 
  but vocal minority.  Considered rabble-rousers and 
  troublemakers by most Keoish immigrant humans, the 
  Originals are largely farmers and herdsfolk from the 
  lands immediately around the town.  Wanting to be left 
  alone and only grudgingly paying their taxes, these 
  families nevertheless contribute without reservation to 
  the defense of the area against predator and humanoid 
  threat alike.  Acting as scouts and guides, they use their 
  knowledge of the nearby Littles and Jotens to their 
  advantage, whether hunting down raiding parties or 
  hiding a fellow Original who has been declared an outlaw 
  by the Lord Mayor. 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 35 
  
   
  Other Powers: Varied alignments – Parties and 
  persons of a variety of species and philosophical 
  perspectives have been drawn to Baransford due to its 
  recent explosive growth.  One can be sure that the giants 
  have agents in the area, and what part of the Sheldomar 
  Valley is free from the spies of the Scarlet Brotherhood?  
  There have been numerous reports of encounters with 
  fey creatures close to the Little Hills, and those curious 
  folk almost certainly have visited the town in secret.  Of 
  course, these groups have little influence on the power 
  structure of the town, but they can certainly exert their 
  will by exacerbating existing tensions… 
   
  Neighborhoods of Baransford 
   
  Stranger’s Gate: To step outside the south gate of 
  Baransford is to step beyond the lands claimed by the 
  Count of Cryllor in the name of the Lion Throne of 
  Keoland, to go beyond the pale into the places wild and 
  ungoverned.  Strangers Gate is thus both an immigration 
  portal and a customs house.  The buildings that cluster 
  just past this gate are home to many Original families and 
  home to many businesses that cater to the long-distance 
  overland traveler.  Traffic flow through this gate is not too 
  great, and the neighborhood is fairly stable.  County 
  Guards patrol this area regularly: They concentrate their 
  efforts on the inspection of new arrivals coming overland 
  from the Yeomanry. 
   
  Places of Public Accommodation: The Stranger's 
  Gate neighborhood sees only limited transient foot 
  traffic, given the tensions with Baransford’s neighbors to 
  the south.  This area's one public inn, the Broken Spear 
  (sign of a longspear broken twice to form an 'N'-shape) is 
  run by Originals with poorly-disguised anti-Keoland 
  sympathies.  Two small taverns, the Ornery Mule (sign of 
  a mule kicking a man dressed in blue) and the Midwife 
  (sign of a plump woman holding a mug) cater to the 
  locals and to visitors, albeit with a suspicious eye towards 
  anyone with known Keoish sympathies.  Many Original 
  families in this neighborhood offer room and board to 
  travelers from the south: A number of persons traveling 
  into Keoland avoid close scrutiny in this way. 
   
  Riverfront: More than half of all new arrivals come 
  to Baransford by boat, and the majority of the raw 
  materials consumed and the finished goods produced 
  come and go through the docks.  Riverfront is a lively and 
  busy neighborhood, very cosmopolitan and unlikely to 
  ask too many questions of travelers who mind their own 
  business.  A sizeable minority of Riverfront’s population 
  is made up of transients, except in the hottest days of 
  summer when river traffic slows.  The County Guard does 
  not normally patrol here, leaving security up to the 
  Teamsters’ Guild.  Rough pleasures are the stock-in-trade 
  of Riverfront after dark, and its taverns can be dangerous 
  for the smaller races unless they travel in groups or 
  demonstrate martial prowess. 
   
  Places of Public Accommodation: Riverfront hosts 
  a large number of transients, and thus boasts many ways 
  to entertain them.  The Boatman (sign of two oarsmen 
  facing each other from either end of a flatboat) is a rough-
  and-tumble workingman's tavern that rents common-
  room space and features entertainments designed to 
  separate the working person from his money pleasantly.  
  The River Rest (sign of a sleeper reclining on a cresting 
  wave) caters to the better element traveling the river and 
  is owned by Meklir Dockman, the head of the local 
  Teamsters Guild.  The Rescued Swimmer (sign of a man 
  clinging to a large tree-branch), run by clerics of 
  Fharlanghn, offers cheap but secure accommodations.  
  Gambling and other diversions, along with a superior 
  selection of wines, are offered at the Red Tower (sign of 
  the same), which is run by a pair of disreputable halflings.  
  Most friendly to the ‘adventuring professions’ is The 
  Perfect Balance (sign of laden scales), run by clerics of 
  Zilchus.  This place serves as a tavern, inn, and informal 
  mercenary hiring hall.  Strict rules against spell-casting or 
  magic item activation in this place are posted at the 
  entrance. 
   
  Trader’s Gate: Home of the Market Square, Trader’s 
  Gate is the entrance into Baransford by which the 
  agricultural products of the countryside pour in to be 
  processed and consumed or packaged and shipped via the 
  river.  The average home or business of this 
  neighborhood is neither as old nor as fancy as those of 
  Stranger’s Gate, but generally superior to Riverfront’s 
  ramshackle structures.  The County Guard maintains a 
  presence at the gate but sees little reason to patrol in any 
  strength: It is considered light duty to be stationed here. 
   
  Places of Public Accommodation: This area sees a 
  great deal of traffic from the farmers and miners 
  spreading out towards the Jotens.  Here one can find the 
  Wandering Creek Tavern (sign of a meandering blue 
  river), the sprawling and homey Inn of the Valley (sign of 
  the Keoland lion superimposed over a sheaf of wheat; no 
  gambling or other unseemly behavior allowed) and 
  Baransford's only dwarven-owned inn, the Cozy Cave 
  (sign of a stalactite set with a large gem).  Humans are not 
  welcomed in the Cave so much as they are tolerated, but 
  Baransford's dwarves are largely former refugees who 
  understand and appreciate what they owe to the Keoish 
  for helping them resettle. 
   
  Hilltop: Centered on the government house (which 
  is also the Lord Mayor’s residence), Hilltop is where the 
  elite of Baransford live and work.  The goods and services 
  offered for sale here are of the first quality, and many 
  carry the Lord Mayor’s seal of approval for the use of his 
  household.  Fully a third of the County Guard patrol this 
  area in groups of at least three, guaranteeing that the 
  serene contemplation of the powerful and influential is 
  not disturbed.   
   
  Places of Public Accommodation: There is only 
  one tavern and inn in the Hilltop district, by 
  SHE7-04 Out of Sight, Out of Mind 
   
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  SHE7-04 Out of Sight, Out of Mind 
   
  Page 37 
  proclamation of the Lord Mayor.  The high rates charged 
  by the Lord's Rest (sign of the Cryllor coat of arms 
  superimposed over a twin-peaked mountain) help keep 
  the riff-raff at bay.  (Anyone whose PC stays here must 
  pay for “Rich” upkeep at least.) 
   
  Downside: On the back slope of the gentle hill that 
  peaks in the middle of Hilltop lies the small-folk 
  neighborhood of Baransford.  As the home of the 
  majority of the halflings of the town and many Original 
  humans as well, Downside is not always a safe place for 
  the County Guard, especially after dark.  There is little 
  criminal activity here, although the Lord Mayor suspects 
  the Originals and refugees and recent immigrants of all 
  kinds of malfeasance.   
   
  Places of Public Accommodation: The humans of 
  Downside gather in their patriot taverns come nightfall: 
  The Weary Wayfarer (sign of a head sleeping on hands) is 
  outwardly a respectable and clean establishment, but 
  Nurin's Hostel (sign of two men hunched over a table) is 
  as dank and dirty as they come.  The Goodly Pitcher (sign 
  of a large wine-jug with two figures drinking from it via 
  straws) only recently opened and has not yet developed a 
  following.  The Pursuer's Pause (sign of the rune of 
  pursuit, symbol of Trithereon) burned to the ground a 
  few months back; the Lord Mayor has refused to let it be 
  rebuilt.  Most small folk gather at the very successful 
  Short Rest Tavern and Inn to relax.  (Taller patrons 
  should mind the reverse-split door: Push on the knob and 
  only the lower 4’ moves.  This gives the patrons a good 
  laugh when an unknowing human tries to barge in.) 
   
  
  DM AID – MAP OF BARANSFORD 
   
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 38 
  
  DM AID – THURAK’S SKETCH 
   
   
   
   
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 39 
  
  DM AID – REARGUARD ACTION 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 40 
  
  APPENDIX 8 – THE BENEDICTION OF THE HALL OF LIGHT 
   
  Dearly beloved and greatly despised, 
  Allies and rivals from huge to pint-
  sized, 
  Forget how in battles and wars you 
  have fared 
  Because, in this Hall of Light, peace 
  is declared. 
  No weapon may bite; the worst spell 
  will not blast you; 
  Forget how your enemies’ comments 
  have sassed you. 
  The goal of this place is an honest 
  discussion, 
  Exchanging 
  opinions 
  without 
  repercussion; 
  By Lydia’s grace, should you try to 
  attack, 
  You will find that all offensive 
  powers you lack. 
  This 
  damper’s 
  not 
  permanent: 
  You 
  didn’t LOSE them, 
  It’s just quite impossible for you to 
  use them. 
  The same goes for mental suggestions 
  and such; 
  In here they’re negated, so don’t 
  mind too much 
  When whomever you thought was your 
  mind-controlled thrall 
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 41 
  
  Becomes independent while within this 
  hall. 
  In here, you need fear neither arrow 
  nor axe, 
  So speak, listen, learn, and above 
  all, relax. 
   
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 42 
  
  APPENDIX 9 – NEW MAGIC ITEMS 
  Ring of Truth: This ring always appears as a well-used, even battered piece of simple gold jewelry.  Anyone putting it on 
  knows its powers right away.  For up to 10 minutes per day divided into as many as 10 1-minute periods, the wearer 
  knows whenever anyone within a 20 ft. radius knowingly and deliberately speaks a lie.  Liars are allowed a DC 16 Will 
  save to avoid detection.  Wearers of this ring cannot themselves deliberately and knowingly tell a lie. 
   
  Moderate divination; CL 7
  th; Craft Ring; discern lies; Price 11,200 gp. 
  Twisted Loop: Appearing as a closed 10 ft. diameter circle of silk rope shot with gold thread, these items are a great 
  boon to spellcasters who regularly make use of conjuration (teleportation) spells.  A single twisted loop may be used 
  once per day to teleport (as the 5
  th level sorcerer/wizard spell) a group of up to 8 Small or Medium-size creatures (half or 
  double that number as sizes increase or decrease respectively); each creature must either be within the loop or be 
  touching it.  The caster of the spell need not make the trip, but all the participants must be willing.  If a pair of twisted 
  loops are used for both the starting point and the destination, then they may be used in such a manner three times per 
  day. 
   
  Strong conjuration; CL 9
  th; Craft Wondrous Item; teleport; Price 36,000 gp.
   
  SHE7-04 Out of Sight, Out of Mind 
   
  Page 43 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/597/Normal Scenarios/SHE7-04 - Out of Sight, Out of Mind (APL 8-12)/SHE7-04 - Out of Sight, Out of Mind.pdf