TEXT:  
  ONW3-07 
   
   
   
   
   
  To Kill A Kesh 
  By Creighton Broadhurst and Stuart Kerrigan 
  Triad Reviewer: Paul Looby 
  Circle Reviewer: Creighton Broadhurst (no relation) 
   
  A Continuous Two-Round D&D LIVING GREYHAWK
  ® Onnwal 
  Regional Adventure 
  Version 2 
   
  An epic two round scenario for APLs 6-12. 
   
   
   
  Events are in motion and the time of the Enemy is almost at hand. It is time for that which was lost, the dearest star of 
  the storms to be found. Time for a journey from the desperate ramparts of the free into the darkest flames of the Oerth.  
   
  It is recommended you play ONW3-01 The Prophet and ONW3-02 Pyrtura prior to this module. 
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  To Kill a Kesh 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  
  To Kill a Kesh 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number.  
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
   
   
   
   
   
  CR 
  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 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 there 
  are three things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay two Time Unit per round, all others pay four Time 
  Units per round. Additionally, characters with home 
  region of “Free State of Onnwal” may do other things at 
  the end of this adventure, spending Time Units as per 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventurer’s Standard Upkeep costs 12 gp per TU 
  spent. Rich Upkeep costs 50 gp per TU spent. Luxury 
  Upkeep costs 100 gp per TU spent. 
  
  To Kill a Kesh 
   
  Page 4 
   
  Adventure Summary 
  In ONW3-02 Pyrtura Sornhill was wracked with grief 
  at the kidnapping by Kekarav Madi of Veryanna, baby 
  daughter of Duchess Sailema. 
   
  No ransom demand was ever sent by the Kesh, nor 
  does it seem that the leaders in the Scarlet 
  Brotherhood even knew about it! Sailema has promised 
  a large coin purse to any who return her abducted 
  child. 
   
  In the course of this scenario, the PCs have the 
  chance to find Veryanna and return her either to her 
  mother, or to the Emissary of the Bright Desert, who 
  claims dire events shall pass within Onnwal if the child 
  remains there. 
   
  The PCs may discover a few changes have 
  overcome the innocent child and she is indeed a 
  shadow of the child that was stolen from Sornhill. 
   
  The scenario begins with the PCs driven by a 
  vision to Galadrenn’s Fields, a locale in north-western 
  Gilderond. There they meet with Tarnedas the 
  Prophet, from ONW3-01 The Prophet and their quest 
  begins… 
   
  Encounter Guide 
  Encounter 1: Galadrenn’s Field 
  The PCs approach the Field of Galadrenn, where the 
  four war captains of Azharadian formed the noble 
  houses of current day’s Onnwal. There Tarnedas of the 
  Gulls awaits them, and informs them someone 
  important is coming at dawn and that something evil 
  shall be on his heels. 
   
  Encounter 2: Dawn Brings the Messenger 
  Ganymedryth, an archer of Tarnedas’s retinue runs into 
  the field, fleeing a fell construct that attacked him 
  when he stumbled upon a secret lair of Kekarav Madi! 
  The PCs shall have to deal with this construct. 
   
  Encounter 3: The Lair of the Black 
  Arriving at Madi’s lair, they find that the Kesh is not 
  present. However they do find the slumbering forms 
  of four other rogue eidolons, one of which has 
  engraved upon its head a bizarre series of pictograms. 
  The PCs can track Madi, and the hochebi and kuo-toa 
  that follow him. 
   
  Encounter 4: The Voice of Reason 
  Leaving Madi’s lair, the PCs arrive at the entrance to 
  the barrow where a group of non—hostile norkers and 
  a particularly interesting character awaits them – 
  Aza’mut of the Muddled Tongue, apprentice of Rary 
  the Traitor. He does not wish them harm – merely to 
  impart some information regarding Madi’s location, 
  and 
  that 
  apparently 
  the 
  Scarlet 
  Brotherhood 
  themselves are hunting Kekarav Madi because he did 
  not ever make his prize, the girl Veryanna, known to 
  them, much less turn her over to their tender mercies! 
   
  Encounter 5: A Lonely Shore 
  Tarnedas brings the PCs to the shores of the Sea of 
  Gearnat, where he finds allies – the sea olves – to bear 
  the PCs into the ancient ruins beneath Scant. 
   
  Addendum: If the scenario premiere is being run, 
  as an added bonus if the cert “the Briny Mail of 
  Azharadian” is within the cert pack, the Sea Olves and 
  PCs travel to meet an old priest of Deep Sashelas, for 
  whom the Call of the Moonbow (the calling to the Isle 
  of Lendore to seek the Leaving) is great. He has dwelt 
  among the ruins of Seaspire where Azharadian himself 
  bade him give the Briny Mail to those who shall stand 
  against the Darkness. He has lived for centuries, 
  awaiting the coming of the Darkness. With his purpose 
  complete the old sea olve shall set out with surprising 
  vigour for his age.  
   
  Encounter 6: Through Waters Deep 
  In this encounter the PCs swim to the very gates of 
  Scant itself and discover a sunken chamber at the base 
  of the cliffs that leads into the Tal Marith. 
   
  Encounter 7: Into the Tal Marith 
  In this encounter the PCs enter the Tal Marith’s 
  sunken passageways and swim upwards. At APLs 8-12 
  they encounter a glyph of warding trap that alerts their 
  kuo-toan foe to their presence.  
   
  Encounter 8: A Watery Grave 
  Here the PCs fight a desperate battle against the more 
  agile koa-toa who attempt to grapple and drown them. 
   
  Encounter 9: A Long Climb 
  After defeating the kuo-toa the PCs may briefly rest 
  before the incoming tide forces them onwards. The 
  only way to proceed is to climb the cliff face soaring 
  above them.  
   
  Encounter 10: Guardians of Antiquity 
  Finally reaching the top of the cliff the PCs discover a 
  strange chamber guarded by statues of four ancient 
  Flan warriors. If the PCs have taken any koa-toan 
  prisoners the statues animate and kill them. If any PC 
  bears the spear found in ONW1-01 Escape from Scant 
  they discover it has additional powers. 
   
  
  To Kill a Kesh 
   
  Page 5 
  Encounter 11: The Honoured Dead 
  Here the PCs encounter the ghost of an Onnwallon 
  soldier slain long ago. He offers to aid the PCs, guiding 
  them through the labyrinth that is the Tal Marith. 
   
  Encounter 12: Shadow, Fire and Death 
  Here the PCs fight strange fiery dreamstealers and gain 
  some unexpected assistance from Maranefel Toktot –
  Butcher of Scant. 
   
  Encounter 13: Choices In The Dark 
  In this encounter the PC are subjected to a trap of 
  ancient design, an echo of a previous attack by Eirius 
  Iornadh, and an evil presence trying to make them 
  choose between being seduced by evil, or remaining 
  true to their path regardless of the debilitating 
  consequences. 
   
  Encounter 14: Flame and Scale 
  Here the PCs battle lesser flame snakes. 
   
  Encounter 15: Amidst Fire and Shadow 
  Finally the PCs catch up with Kekarav Madi and wreak 
  the revenge of a war-weary nation. 
   
  Encounter 16: The Death of a Kesh 
  Madi’s death causes a dark change to come over 
  Veryanna, but darker things stir in the depths of the 
  Tal Marith, from the molten core of the Oerth itself. 
  The PCs will doubtless flee, seeking to return to the 
  surface via the watery route they gained access 
  through. However Veryanna has become such a 
  burden she drains the very strength from their bodies, 
  and some of the PCs may be too weak to swim to safety. 
  Toktot, who has returned with reinforcements, may 
  capture these PCs. 
   
  Encounter 17: The Choices of Veryanna 
  In which the PCs face a perplexing question. To whom 
  should Saeilma’s infant be entrusted? Tarnedas or 
  Aza’mut, servant of Rary? 
   
  The Tal Marith 
  The Tal Marith is the name given to a maze-like 
  network of tunnels, passages, galleries, natural caverns, 
  sewers and waterways that honeycomb the cliffs under 
  Scant. Their true extent is unknown, but they are 
  thought to be ancient. No known expeditions have 
  explored the lower reaches of the system. 
   
  Eward Destron, the previous Szek and Jian’s 
  father, sponsored several expeditions into the caverns 
  prior to the Greyhawk Wars but all record of those 
  expeditions is thought lost. None living are thought to 
  have knowledge of these explorations. 
   
  Describing the Tal Marith: Appendix Six: 
  Features of the Tal Marith describes many of the 
  standard features found within the Tal Marith and 
  should be referred to during game play. After 
  Encounter 12: Shadow, Fire and Death it is vital that 
  you describe this veritable labyrinth of passageways 
  and chambers. Describe how the amulet gifted to them 
  in Encounter 12 leads them ever onwards. Make them 
  realise that without the amulet they would be lost – 
  perhaps permanently. 
   
  Deeds Past 
  ONW3-08 To Kill a Kesh interconnects with many 
  Onnwal regional scenarios. The obvious connections 
  are listed here for the convenience of DMs. 
   
  Players of ONW1-01 Escape from Scant may also 
  still possess the spear found in an ancient Flan tomb 
  buried beneath the city. In Encounter 10: Guardians of 
  Antiquity this item is revealed to possess further 
  powers. They also know Maranefel Toktot, the Kesh of 
  Scant, for he was the one who sent them into the Flan 
  tomb gaiing them their freedom. Toktot also appeared 
  briefly in ONW2-06 Blazing Banner, seeking the 
  Banner of Azharadian. 
   
  If the PCs played ONW1-02 To Catch a Traitor 
  and ONW2-05 To Hunt a Traitor they may have played 
  a major role in the death of Rohal Soldas. The 
  archvillain of this module, Kekarav Madi, owes the PCs 
  payback for their involvement in this! 
   
  Those fortunate players of ONW1-08 Rashta’s 
  Brother may have been inducted into the tribe of the 
  Ventonii – a Flan Headland tribe.  
   
  Players of ONW3-01 The Prophet will have met 
  the great Tarnedas of the Gulls and his disciples. They 
  may have gained the White Bows of Tarnedas – items 
  that over time shall gain power.  
   
  Most significantly in the confusion of ONW3-02 
  Pyrtura the child Veryanna was snatched from the 
  halls of her forefathers by the Dark Kesh Kekarav 
  Madi, whilst her mother nearly died upon the 
  sacrificial knife of an insane priest of Syrul! For many 
  players of Onnwal regionals this sin shall surely prove 
  to ensure Madi is a worthy target and foil for the PCs! 
   
  This module also concerns Rary the Traitor. In 
  COR3-01 The Hidden Fortress the PCs may even travel 
  in the company of a reformed minion of the archmage, 
  Narthos the norker and in COR3-13 The Traitor’s Road 
  they may even have met Aza’mut of the Muddled 
  Tongue! 
   
  
  To Kill a Kesh 
   
  Page 6 
  Introduction 
  At the height of a great battle against the Scarlet Sign 
  the PCs were granted a gift of a vision of two men 
  standing within a burning field at the feet of four stone 
  statues. The PCs recognised the field in their vision as 
  that of Galadrenn, named after a farmer who, under the 
  Aerdi laws of hospitality, was host to the pavilions of 
  the war captains of Azharadian on the night they 
  returned from their final visit to the court of the King 
  of Aerdy in Rel Astra. The PCs have travelled here to 
  seek the meaning of their vision. 
   
  Galadrenn was amongst other things a sculptor, 
  and to honour his new lieges and symbolise the peace 
  between the Suel and Oeridian, he erected four statues, 
  each to represent the father of the noble houses. Time 
  and legend granted these landmarks protection against 
  even the Scarlet Sign, for any attempts to vandalise the 
  statues almost certainly fails – by dawn each day the 
  statues reform with any graffiti or detritus removed. 
   
  Encounter 1: 
  Galadrenn’s Field 
  Once the PCs have settled in and are ready to proceed, 
  read or paraphrase the following: - 
   
  You have come to the Field of Galadrenn, a humble 
   farmer who was host to the war captains of 
  Azharadian on their return from the court of Rel 
  Astra as rulers of Onnwal. Pelor’s radiance bathes 
  the field, the olive trees, the ferns and grass in a 
  radiant golden light as he slowly dips in the east. 
   
  In the centre of the field, eight foot tall and 
  carved from basalt and limestone, stand the forms 
  of four warriors, each with high helm, a diadem on 
  their nobles brows, ornately detailed mail and an 
  axe and blade girthed at their side. Each faces 
  towards one of the cardinal points of the compass, 
  eternally surveying all before them with the 
  concern of a parent, and the love of a son. 
   
  The four great basalt statues of the noble 
  warriors have somehow withstood the ravages of a 
  country at war, as if this field somehow 
  encompasses an innocence that Onnwal once felt 
  but a mere decade ago, a youthful vigour that can 
  never be regained except through the fire and 
  blood of this ne’er-ending conflict. 
   
  A gull flashes past your eye with a piercing cry, 
  and there beneath the statue of one of the warriors 
  sits an old man, clad in a gleaming white robe. 
   
  This is Tarnedas, the Prophet of the Parliament of the 
  Gulls and he has been waiting here patiently for days 
  without food or water for the PCs. His dry cracked lips 
  and pale, hollow-cheeked complexion should give 
  testament to this.  
   
  !Tarnedas, Hermit of the Gulls: human male, exact 
  classes unknown, AL NG. 
   
  Appearance: Tarnedas is clad in a simple white robe. 
  His hair is white and falls unkempt about his 
  shoulders. Lines of age and care mark his sun-kissed 
  face, yet there is a look of absolute peace and serenity 
  in his intense blue eyes that touches any that look 
  upon him to the heart of their being.  
   
  Character: Tarnedas believes himself to be the 
  messenger of Phaulkon on the Oerth and divines his 
  Master's will from the calls of the birds around him - 
  whom he calls the Parliament of Birds. He is 
  otherworldly, utterly serene, calm, unhurried, wise and 
  detached. He speaks cryptically and rarely gives a 
  direct answer, preferring often to answer it by posing 
  another question in return. 
   
  Every PC who is able to see Tarnedas must make a 
  DC 20 Will save or be affected by the awe and 
  reverence of Tarnedas. The effects are similar to that of 
  a charm person spell. 
   
  Tarnedas is currently in a deep trance and will not 
  respond to the PCs, for he is experiencing a vision from 
  his Master. Any character that tries to lay hand upon 
  him must make an additional DC 30 Will save. Failure 
  results in a suggestion in the PCs head, “the perfect 
  moment is best left unspoiled.” They will be unable and 
  unwilling to touch the Prophet. 
   
  There is nothing to do for an hour, as the Prophet 
  sits meditating. If the PCs try to leave the field, or after 
  one hour he shall stand up, and announce: - 
   
  “Dawn shall bring the messenger to us, as surely as 
  the bow sends the shaft. From the lair of the black, 
  through water and flame we shall seek that which 
  draws the moth to the flame and the innocent child 
  to the damned, where tendrils of night silence the 
  mind.” 
   
  After this he stands up, taps his feet on the ground 
  three times loudly and then sits down to resume his 
  trance. 
   
  The PCs should wait until dawn. If they leave and 
  do not return for the appointment at dawn, they have a 
  feeling that they have failed something greater than 
  themselves and the scenario is over.  
   
  The PCs are safe here and will not be beset in the 
  night by any denizens of darkness. However any PC 
  who has played COR3-01 The Hidden Fortress and 
  who was subjected to the Dreaming (the PC must have 
  
  To Kill a Kesh 
   
  Page 7 
  at least one level of sorcerer) will have the following 
  dream: 
   
  A hand mantled in the deepest black reaches out 
  from the setting sun to cast its foul shadow over the 
  fair grasslands of the Dragonhead; its passing causes 
  birds to fall from the sky and a great stench to fill 
  the air. The eternal storm-tossed waves of the 
  Gearnat are no defence against this insidious black 
  invader.  
   
  As you watch, as if from a great height, the 
  great bay of Scant is inundated by the darkness and 
  one by one the lights of the city go out. You cry out 
  in anguish and terror and from somewhere about 
  you, you sense rather than hear laughter. Where 
  once stood a proud city naught remains but a pit of 
  blackness so deep that it is without end. 
   
  This dream is replicated on Player’s Handout 1: Ebon 
  Dreams. Distribute this card with the others, but only 
  to those who have undergone the Dreaming. 
   
  PCs who have not undergone the Dreaming will 
  also be beset with dreams this dark night. Any PC on 
  guard will fall asleep. All PCs receive their dream at the 
  same time and all wake at the same instant. Refer to 
  Player’s Handout 1: Ebon Dreams.  Give each PC one of 
  the cards (including any who are undergoing the 
  Dreaming,). Allow the PCs to study their dreams but 
  do not allow them to swap cards. Then read or 
  paraphrase the following: 
   
  With a sudden wrench you are pulled free from the 
  enveloping darkness. A grey light is about you, 
  pushing back the night. Before you awake your last 
  impression is of a lonely, cross-legged figure sitting 
  in darkness.  
   
  No doubt the PCs may wish to discuss what this 
  strange dream heralds. When they have finished their 
  discussions inform them that the rest of the night 
  passes without incident. Tarnedas does not receive a 
  dream this night, but is interested in any discussion 
  the PCs hold, listening impassively. 
   
  If the PCs elect to wait until dawn proceed to 
  Encounter 2: Dawn Shall Bring the Messenger. 
   
  Encounter 2:  
  Dawn Shall Bring the 
  Messenger 
  This encounter follows on from Encounter 1 The 
  Galadrenn Fields. 
   
  The dawn comes as promised. Just as the first rays 
  of Pelor once more bathe the field, those who are 
  awake and alert and who make a DC 10 Listen check, 
  can hear the sound of someone running towards the 
  PCs and the laboured breath of a near-exhausted 
  runner. Whatever the result, these faint sounds soon 
  grow till they can be heard by all. Read or paraphrase 
  the following: 
   
  Staggering across the fields, as if drunk or 
  exhausted, comes a man clad as a follower of 
  Tarnedas, robes covered in green and brown for 
  camouflage, but with the unmistakable hint of 
  underlying white. Behind – and now gaining 
  ground rapidly – comes a 14-foot tall humanoid 
  hewn seemingly from purple stone. Its face is 
  strangely unshaped – as if its creator simply forgot 
  to complete his task. Its limbs are obscenely 
  misshapen but powerful looking nonetheless and 
  two jagged horns rise menacingly from its head. 
   
  
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  Once the PCs enter melee combat with this monstrous 
  construct add: 
   
  A strange set of symbol have been carved into the 
  upper left corner of an otherwise featureless face 
  and from this a thick, viscous blood-like liquid 
  dribbles. Its chin is stained red, doubtless from this 
  foul, noxious flow. 
   
  APL 6 (EL 9) 
  "Eidolon (1): hp 49; see Appendix 1 
   
  APL 8 (EL 11) 
  "Advanced 13 HD Eidolon (1): hp 67; see Appendix 
  2 
   
  APL 10 (EL 13) 
  "Advanced 21 HD Eidolon (1): hp 109; see 
  Appendix 3 
   
  APL 12 (EL 15) 
  "Advanced 27 HD Eidolon (1): hp 145; see 
  Appendix 4 
   
  ALL APLs 
  !Ganymedryth of the Path of the Talon, male 
  human Ftr5/Order of the Bow Initiate 1: see 
  Appendix 1. 
   
  Tactics: The Eidolon will not use its blood spray ability 
  on Ganymedryth during this combat. The PCs are 
  however fair game. 
   
  Talking to Ganymedryth: Once the construct is 
  dispatched and any insane companions dealt with, the 
  PCs are free to talk with Ganymedryth. If they aided in 
  saving him, he thanks each of them by name, saying 
  Tarnedas was correct – that the Free State’s warriors 
  make doughty allies. He is in awe of the Prophet; a 
  chance meeting like this is rare even for the Followers 
  of the Way. 
   
  What happened to you? 
   
  Ganymedryth: “I was patrolling through the 
  southwestern cusp of the Volanots, shadowing a 
  group of hochebi when I saw them come upon a 
  cave, a cave in the hills to the north. 
   
  “I do not speak their feral tongue, but I did 
  make out one phrase repeatedly, “The Madi! The 
  Madi!” 
   
  “My master here had told us of the Madi, one 
  whom had taken a precious child from the halls of 
  the ancestors. Believing them in his service I hid, 
  and for several days no sound did I hear, nor person 
  or creature did I see. Finally risking folly, I entered 
  that cave, and beheld what I believe was once the 
  lair of the Madi. 
   
  “As I wandered, I entered a room with five dark 
  slabs, each bearing one of those creatures you saw 
  chase me. One of them rose and started to pursue 
  me. I ran for days, and no hochebi or soldier of the 
  Scarlet Sign would dare stop me and face the evil 
  that kept its pace with me all this time.” 
   
  You waited days before entering? 
   
  Ganymedryth: “Discipline is my ally in the 
  hunt.” 
   
  Do you require healing? 
   
  Ganymedryth: “No friends – save your curative 
  touch for I suspect from your eyes it will be your 
  destiny to walk in dark places.” 
   
  What is or was this creature? 
   
  Ganymedryth: “I don’t know, but there was at 
  least four more of them in yonder cave! I only 
  alerted this one!” 
   
  Tarnedas: “What you faced was one of the many 
  weapons once wielded by the forbearers of this land 
  that should never have been unearthed.” 
   
  What forbearers? 
   
  Tarnedas: “The Oeridian scholars say that those 
  who forget history are doomed to repeat it, but only 
  a rare few are ready for such knowledge. To know 
  what the Parliament has shown me would claim 
  your mind and life, and you are not ready yet for 
  that burden and pain.” 
   
  Ganymedryth: “I don’t think he wishes to 
  answer your question.” 
   
  Where is this cave you speak of? 
   
  Ganymedryth: “It lies to the north, by the 
  shoreline, in a delve in the hills, surrounded by the 
  remnants of a small timber wood that has all but 
  been burnt.” 
   
  Tarnedas: “And so it begins again… If it is your 
  will to go to this cave, I shall come with you.” 
   
  Some of our companions have lost their minds. Is 
  there anything that can be done? (The PCs refer to 
  those among them suffering from a confusion effect). 
  Tarnedas: “I worry for their safety if their will is 
  so easily broken here on the surface. The effect of 
  this madness is permanent unless broken by potent 
  magics. I can provide such, but it is too early for me 
  to intervene. I shall earn Their ire soon enough, but 
  would welcome more time to prepare…” 
  
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  If none of the PCs possess greater restoration, limited 
  wish, miracle or wish Tarnedas can be persuaded to 
  cast greater restoration on the afflicted, reminding 
  them that in future they may face such evil without his 
  help – and the eidolon was but the first of such 
  challenges.  
   
  If they do however possess one of the spells he 
  knows: - 
   
  “You have the power to lift this madness within 
  yourselves, I would ask you to do so.” 
   
  If Tarnedas does end up casting greater restoration at 
  the PC’s request, please note this on the Campaign 
  Consequences sheet. 
   
  A Portentous Omen 
  Before the PCs leave have them each make DC 15 Spot 
  checks to note the outstretched hands of the statues of 
  Craylest Destron and Holgarn Relaster bear a small 
  deposit of earth cached with blood. 
   
  The PCs next logical step should be to head 
  towards Kekarav Madi’s lair, lead by Ganymedryth. 
  Any other recourse does not yield any tangible 
  progress in this scenario. 
   
  When they seek Madi’s lair, go to Encounter 3: 
  The Lair of the Black. 
   
  Encounter 3: 
  The Lair of the Black 
  This encounter follows directly on from Encounter 2: 
  Dawn Shall Bring the Messenger. 
   
  The direction Ganymydreth gives and leads the 
  PCs and Tarnedas to are a couple of hours walk, and 
  very much as he described – a burnt out timberwood 
  that stands by the shore and the western edge of the 
  Volanots that once supplied the shipbuilders in Scant, 
  within which are a few stray hills and a cave which 
  served as lair to Madi and Soldas. In 590 CY Kekarav 
  Madi and Rohal Soldas washed ashore here when the 
  Free State Navy sank their ship. Taking refuge in the 
  charred remains of the wood they found the cave. It 
  became one of their many centres from which they 
  plotted the fall of Sornhill and all that is good and great 
  in this world. 
   
  As of now the lair is almost abandoned, almost 
  abandoned apart from one of Madi’s projects. 
   
  1) The Main Cave 
  Numerous fur pallets dot the floor of this cave, being 
  the resting spots for six hochebi. In fact about a dozen 
  hochebi rested here in rotated shifts. However a DC 
  20+ APL Search check will reveal a single fish scale 
  upon one of the mattresses – belonging to a kuo-toan 
  ambassador. 
   
  2) The Quarters 
  Separated from the stench of the main troops by a rust 
  red curtain, this chamber in times of old served as 
  quarters for both Kekarav Madi and his comrade Rohal 
  Soldas. The room has been thoroughly emptied, and all 
  that remains are two hard, unforgiving mattresses. 
   
  3) The Vault 
  A large steel vault door has been set into a particularly 
  treacherous rock formation beside an underground 
  pool that joins via a flooded passage to the Gearnat. In 
  times of old this once served as a reliquary for the 
  shrine of Procan, but now it serves as a storeroom for 
  Madi’s curiosities. Among these is four more eidolon, 
  resting upon stone biers. A fifth bier stands empty, its 
  construct having already fled. The remaining creatures 
  thankfully have not animated… yet…  
   
  A pedestal in the centre of the room contained 
  what was once called the Black Mist Stone, a magical 
  item Kekarav Madi deployed aboard the Brotherhood 
  ship, the Scarlet Scourge in SWiO1-3 Two if by Sea.  
   
  The corpses of the six hochebi Ganymydreth 
  tracked here are strewn about the room, four of them 
  seemingly ripped apart by something huge, while two 
  of them died from the spears of their maddened 
  colleagues. 
   
  
  To Kill a Kesh 
   
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  Tracking the Kesh: The PCs with the Track feat can 
  make Survival checks to follow the tracks of Kekarav 
  Madi that begin outside the lair: 
   
  DC 10: A significant amount of booted tracks lead 
  westwards. 
   
  DC 20: One among the group had smaller feet 
  than the rest. 
   
  DC 25: The booted tracks were obviously trying to 
  disguise some light webbed prints that came before 
  them. 
   
  DC 30: There were three creatures with webbed 
  feet here, at the front of the group. 
   
  If no PCs possess the Track feat, have Ganymedryth 
  read the tracks on the PC’s behalf. 
   
  Following these tracks successfully leads PCs 
  through the hills to Encounter 4: The Voice of Reason. 
   
  Troubleshooting: If the PCs are foolish enough to 
  attack or damage any of the rogue eidolions, they will 
  not animate, perhaps time had robbed them of their 
  anima, or perhaps it is not yet their time...  
   
  Encounter 4:  
  The Voice of Reason 
  This encounter follows directly on from Encounter 3: 
  The Lair of the Black. Once the PCs follow Madi’s 
  tracks, read aloud the following: - 
   
  The slope of the hills begins to increase as you 
  follow the trail your foe has left. Several hours into 
  your journey a westerly breeze brings the briny 
  smell of the sea. The sun glows gently overhead; 
  even with clouds threatening all round it shines 
  through. 
   
  Have the PCs make DC 5 Spot checks to notice the 
  following: - 
   
  A group of red skinned humanoids stand on the 
  path up ahead. They wear no armour and carry only 
  a mixture of javelins and clubs, and in the sunlight 
  you can see they bear several sharp ebon teeth. 
  They are making no attempt to conceal themselves, 
  nor are they making any aggressive actions. 
   
  The norkers are making no attempt to conceal 
  themselves, and if it becomes apparent that they have 
  been spotted they gesture for the PCs to follow them. 
   
  If any PC has as a cohort Narthos the norker from 
  COR3-01 The Hidden Fortress, then he recognises 
  these norkers as some of his kin from the Bright Desert 
  and tries to avoid them. The norkers are at best frosty 
  to their treacherous kinsman, and not above 
  threatening violence to him if he presses the issue. 
   
  Regardless of this, the norkers have no hostile 
  intent towards the PCs, they have been ordered to 
  make contact by Azu’mut and lead them to a small 
  plateau where the Muddled Tongue awaits them. 
  Tarnedas and Ganymedryth shall not follow the group, 
  electing to wait for the PC’s return here. If it becomes 
  apparent that the PCs intend to follow the norkers, 
  Narthos will suggest to his leader that he too should 
  stay. They shall wait by the tracks rather than bandy 
  words with serpents. 
   
  ALL APLs 
  "Norkers (20): see Appendix 1 
   
  Once the PCs follow the norkers read aloud the 
  following: - 
   
  A small but ornately decorated table sits at the top 
  of the hill, with seven chairs. At the head of the 
  table is a young Bakluni man, his hair dark and his 
  skin unlined by worry or age.  
   
  "Eliazir Razeem Azam’ut of the Muddled 
  Tongue, Envoy of the Arcane Court of His 
  Percipient Magnificence, the Archmage Rary, 
  Emperor and Monarch of the Bright Lands, at your 
  service," he begins with a deep bow and flourish. 
   
  “It seems we have a common interest. The most 
  precious star of Sornhill is missing, buried deep in 
  darkness. Perhaps if your time permits you might 
  sit, for I have much to tell you of what you seek.” 
   
  He gestures to the empty chairs. 
   
  Play this as a freeform roleplaying encounter if the PCs 
  do not resort to violence. The Muddled Tongue has 
  little interest in destroying the PCs – he hopes they 
  shall do the dirty work of rescuing Veryanna for him! 
   
  !Eliazir Razeem Azam’ut, Envoy and Apprentice to 
  Rary the Traitor. 
   
  Appearance:  A stout man clad in fine Bakluni garb, 
  who seems to shine with an preternatural youthful 
  radiance, Azam’ut is both striking and fearful to 
  behold. After a journey to places unknown this 
  apprentice, who is highest in the Traitor’s affections, 
  returned with an eerie otherworldly beauty, a 
  countenance that is both pleasing and unnerving and a 
  voice that soothes and dominates the weak of will. It is 
  difficult to place what is wrong with Azam’ut by sight 
  alone, though there is the faint glow of his skin, or the 
  
  To Kill a Kesh 
   
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  silver in the whites of his eyes. He is always 
  meticulously dressed, with a fine eye for detail and a 
  penchant for finest Bakluni silk robes and garments. In 
  many ways he is the perfect contrast with his scholarly 
  master, appearing striking, worldly and urbane. 
   
  Character: The half-Paynim bastard son of a 
  Lopollan spice merchant, Azam’ut had a hard life until 
  Rary recognised Eliazir’s potential and trained him as 
  one of his apprentices. After a falling out with his 
  master, Eliazir left to explore the planes. A year later 
  Azam’ut 
  returned 
  changed 
  somehow 
  by 
  his 
  wanderings in far off and unspoken places. Azam’ut 
  took a new place in Rary’s counsel. The Traitor saw the 
  change that had occurred in his young apprentice, and 
  valued his worth as an emissary. After aiding Rary in 
  his treachery by destroying Tenser’s clones, Eliazir 
  became the voice for the Empire of the Bright Desert. 
  Of all Rary’s followers, Azam’ut is feared second only to 
  Robilar. It is whispered among the norkers and 
  dervishes that flock to the banner of the Empire of the 
  Bright Desert that some unknown force touched him 
  in his journeys. They call him Azam’ut of the Muddled 
  Tongue, a name he now uses, as his voice is said to 
  command men against their will. 
   
  The PCs may question Aza’mut as they will. He 
  answers any reasonable questions, but a show of force 
  results in him leaving. 
   
  Where is Kekarav Madi? 
   
  “That is what is most disturbing, our attempts 
  to scry him of late have been of little success. 
   
  “What we do know of are his plans – for he was 
  not aware of our watching. He has allied himself 
  with a group of the kuo-toa that frequent these seas. 
  They have taken him and the child into the caves 
  beneath Scant, to a place known as the Tal Marith.”  
   
  What is the Tal Marith? 
   
  “The name is Flan I believe, but beyond that 
  my master has told me little else. It is a place where 
  few men have walked these past centuries, save for 
  such luminaries as your joyous saviour Bigby… 
   
  “A place of dark magics, where the items of 
  power you carry shall be tainted and may not 
  function as you expect.” 
   
  What do they want with the child? 
   
  “I do not know if you have noticed this – but 
  do you not think it is strange after all these months 
  after that abysmal failure in Sornhill that there has 
  been no ransom demands, in fact little mention of 
  the child from your enemy? 
   
  “I say to you this – this Madi is no true servant 
  of the Exalted Sister, or her Father of Obedience, 
  but rather another, greater darkness perhaps? There 
  is no telling what fell powers this renegade seeks to 
  awaken in the ancient places beneath the cliffs. 
   
  “The child is different you see – her coming is 
  foretold. Within her veins flows the blood to 
  awaken ancient powers – the key to buried secrets. 
  We warned your Szek of this when we tried to 
  remove her from such matters.” 
   
  Why should we trust you? 
   
  “The things I tell you are not lies. I have no 
  reason to bring falsehood, for I care for this child as 
  if it were my very own.” 
   
  Why the kuo-toa? 
   
  “These creatures have frequented the shores for 
  as long as any mortal. They know things even we do 
  not – they believe some ancient power lies beneath 
  Scant. 
   
  “These creatures are different somehow from 
  the normal ones – and they are led by an ancient 
  kuo-toa who is known to us.” 
   
  How do we enter this cave? 
   
  “You cannot,” says the Bakluni, “for they have 
  entered the very bottom levels of the cliffs. There is 
  little I can do to help you, though doubtless the old 
  man you travel with has means – but listen to me 
  well, do not trust him and his kind, for though 
  their intentions are good… they are short-sighted 
  in their prophecies and prognostications. Their 
  course shall mean great danger to the child.” 
   
  Once the PCs are ready to leave: - 
   
  “One more thing, that will hopefully motivate 
  you to even greater haste,” says Aza’mut, with a hint 
  of amusement, “Given the constant ingratitude your 
  cause has shown both I and my master, we have 
  decided to remain neutral in this endeavour. We 
  took the liberty of giving the same information to a 
  hochebi patrol early this morning, and doubtless by 
  now some of Kekarav Madi’s colleagues have been 
  dispatched to return him and the child to Scant.  
   
  He smiles, “If only you Onnwalons were not so 
  swift to turn down every offer of help you were 
  given… but I could not in good conscience keep 
  that information from you. Perhaps this will serve 
  to remind you that the friendship of Rary the 
  Emperor is not lightly cast aside, but also that is his 
  mercy is great.” 
   
  “Good hunting!” 
   
  
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  With a wave of his hand Aza’mut shall somehow 
  teleport without error his entire campsite from the 
  hilltop. 
   
  If Any of the PCs Killed Some Norkers 
  If any of the PCs slew any of the norkers, have them 
  make a DC 20 Will save to avoid the effects of a curse 
  spell that deforms their nose into the shape of a 
  Norker’s nose. Aza’mut’s voice echoes in their mind: - 
   
  “A parting gift for your troubles. It would not do to 
  allow 
  such 
  barbarous 
  transgressions 
  go 
  unpunished.” 
   
  The PCs should now return to Tarnedas, who shall not 
  press to know what the PCs have learned. They can 
  resume tracking Madi if they wish. 
   
  Troubleshooting: It is more than likely some PCs 
  are going to be gung-ho and attack the norkers on 
  sight, and then the fight may well not go their way at 
  lower APLs, and at higher APLs they may butcher the 
  entire patrol. 
   
  Assuming the PCs are able to find Aza’mut’s 
  campsite, using a DC 10 Survival check, it is as 
  described but the Bakluni has teleported away in 
  disgust. He has left a note on the table as follows: - 
   
  “They are right to call you barbarians, you shall 
  have to find your way through the dark without our 
  guiding light. 
   
  -Aza’mut, Envoy of the Arcane Court of His 
  Percipient Magnificence, the Archmage Rary, 
  Emperor and Monarch of the Bright Lands” 
   
  Continuing the Tracking 
  The PCs should be able to follow Madi’s tracks on past 
  Aza’mut, ignoring or parlaying if they wish. This leads 
  to Encounter 5: A Lonely Shore. 
   
  Encounter 5: 
  A Lonely Shore 
  This encounter follows directly on from Encounter 4: 
  The Voice of Reason. 
   
   Read aloud or paraphrase the following: - 
   
  Your pursuit has led you to a small, sunlit beach on 
  the shores of the Sea of Gearnat. The tracks in the 
  sand stop by the edge of the waters, seemingly 
  entering its boundless tracts. 
   
  If the PCs have spoken to Aza’mut they should have 
  some idea that they have reached where Madi and 
  Veryanna went underwater with the kuo-toa. Some 
  PCs will doubtless have potions of water breathing or 
  other such items to aid their travel, but they are still 
  uncertain exactly where to go to find the entrance to 
  the Tal Marith – beyond beneath the waters near the 
  cliffs of Scant. 
   
  Tarnedas and Ganymedryth shall sit by the waters, 
  readying themselves. After an hours pause for 
  meditation from which the Prophet cannot be roused 
  he stands up. 
   
  Two sea-olves shall rise from the waters, dressed in 
  glistening green mail that matches their skin tone. The 
  leader, Quillaya, a female, shall address Tarnedas with 
  respect, while the male, Aquin, questions the PCs as to 
  their names and purposes.  
   
  All APLs 
  !Quillaya (CG female sea olve Rgr5). 
  !Aquin (CG male sea olve Clr6 – Deep Sashelas). 
   
  Where has Madi gone? 
   
  Aquin: “He entered into darkness.” 
   
  Why will you help us? 
   
  Aquin: “Our enemy, as you call them, the kuo-
  toa, have a priest named Kugloogoop who seeks to 
  gain power through alliance with your enemy, 
  Madi. They would unleash a great and ancient evil 
  upon this world. It is therefore wisdom to ally 
  ourselves with you, however temporary.” 
   
  Why are kuo-toa aiding him? 
   
  Aquin: “Their leader Kugloogoop has long been 
  obsessed with unleashing the arcane darkness 
  buried within your land. Ancient weapons best left 
  unearthed lie within the dark spires of madness 
  below. Madi has the means, and has the knowledge 
  to locate them, and Kugloogoop intends to use 
  them in his war against us.” 
   
  Will you not aid Free Onnwal? 
   
  Quiyalla (chidingly): “You think that yours is the 
  only suffering in this world? Beneath the breaking 
  waves of your Gearnat, within the ancient barrows 
  and hills and under the ephemeral cities of your 
  fathers stir greater evils worthy of our attention 
  than the fleeting strifes of men.” 
   
  How do we get there? 
   
  Aquin: “Our fathers spoke of a way – but it is 
  not easy. It lies in a dark cave beneath the cliffs, 
  and it is guarded by an ancient evil that is said to 
  take your very bodies!” 
  
  To Kill a Kesh 
   
  Page 13 
   
  We don’t have any water breathing magics. Will 
  you help us? 
   
  Aquin: I possess an enchantment that can help 
  and I gladly gift it to you if you undertake to hunt 
  down Madi and Kugloogoop. 
   
  Water Breathing: Aquin will cast water breathing 
  upon the party when they indicate they are ready to 
  proceed. As a 6
  th level cleric the spell will last for a total 
  of 12 hours. Divide 12 hours by the number of 
  characters present. This is the duration of the spell per 
  PC. 
   
  Why will you sea-olves not go with us?  
   
  Aquin: “Our bloodline has already entered 
  through this gate. As our father’s progeny we can 
  never enter through this door. There are others, but 
  your people are oft concerned by time – and it is 
  not time for us to enter that way.” 
   
  Why will you not go with us, Tarnedas?  
   
  Tarnedas: “You are the arrow, I am but the bow 
  in the hands of the Far Reacher. It is you who must 
  fly into danger this time. The hills shall howl as my 
  crucible soon enough…” 
   
  He pauses for a moment, falling silent before 
  continuing, “I shall gather my disciples and 
  followers to aid your recovery of the child.” 
   
  Once the PCs indicate that they are ready to proceed 
  continue to Encounter 6: Through Waters Deep.  
   
  Encounter 6: 
  Through Waters Deep 
  This encounter proceeds directly on from Encounter 5: 
  A Lonely Shore. 
   
  Read or paraphrase the following: 
   
  Aquin pulls a short piece of reed from his pouch 
  and passes it through the air in a series of arcane 
  gestures while chanting words of magic in a low 
  lilting voice. At the culmination of his spell he 
  lightly touches each of you with the reed. When he 
  touches the last of you the reed seems to melt away. 
   
  “It is done” he says “I have given you the ability 
  to breath underwater, but beware this will only last 
  for (number) hours. 
   
  “From here swim toward the cliffs of Scant. At 
  the base of the cliffs, on the outer flank of the 
  harbour, near to a sunken merchant ship lies a 
  small cave within which lies the entrance to the Tal 
  Marith. Now I must bid you farewell, I have tarried 
  here over long. The blessings of Deep Sashelas be 
  upon you.” 
   
  With that Aquin and Quillaya nod respectfully 
  to Tarnedas and disappear beneath the waves. 
    
  During Aquin’s casting PCs may wish to ascertain what 
  spell he is casting.  A successful DC 18 Spellcraft check 
  will confirm that he is casting water breathing. 
   
  Once Aquin and Quillaya have taken their leave 
  and the PCs have asked any final questions of Tarnedas 
  there is nothing to do but to make the long swim 
  toward Scant and the Tal Marith. 
   
  Swimming: From their position the PCs are only 
  several miles from the impregnable port city of Scant. 
  The Gearnat is relatively calm (if cold) and the weather 
  if fair. A successful DC 10 Swim check is required for 
  progress, however PCs can take ten on this check. 
  Remember to ascertain if PCs are remaining in their 
  armour. Armour’s check penalty is doubled when 
  swimming, thus full plate incurs a penalty of –12 to 
  Swim checks instead of the normal –6. 
   
  Development: Swimming to Scant will be a 
  lengthy but relatively easy task, taking about an hour. 
  Once the PCs are in the vicinity of the great cliffs that 
  flank Scant’s harbour they will be able to find the 
  wreck spoken of by Aquin with a successful DC 12 
  Spot Check. Normal visibility underwater is 4d8x10 
  feet. At the base of the cliffs visibility is reduced to 
  1d8x10 feet. 
   
   Once the PCs have found the wrecked merchant 
  vessel they will little trouble finding the entrance to 
  the Tal Marith. 
   
  Proceed to Encounter 7: Into the Tal Marith. 
   
  Encounter 7: 
  Into The Tal Marith 
  This encounter takes place directly after Encounter 6: 
  Through Waters Deep. 
   
  What Has Gone Before: Wary of the possibly of 
  being interrupted by sea olves or the meddling of 
  adventurers, Kekarav Madi has taken no chances. Even 
  though he accessed the Tal Marith through another 
  secret path he instructed some of his kuo-toan allies to 
  lurk here and to slay any who attempt to force the 
  passageway. 
   
  At APLs 8-12 they have also set a glyph of warding 
  on the cavern wall to injure unwary interlopers. 
   
  When the PCs are ready to investigate this area 
  read or paraphrase the following: 
   
  Having found the sunken merchant vessel spoken 
  of by Aquin you spend several minutes searching 
  
  To Kill a Kesh 
   
  Page 14 
  through the perpetual twilight that overshadows 
  the waters here. 
   
  After a brief search you see ahead of you, only 
  half visible in the murky gloom, a patch of deeper 
  darkness lurking at the very base of the cliffs. 
   
   
  When the PCs indicate that they want to investigate 
  read or paraphrase the following: 
   
  The coldness of the water seems to leach the 
  strength from your bones as you swim closer – 
  perhaps you are growing tired, or perhaps some 
  foul enchantment pollutes the waters hereabout. 
  Above you the bright sunshine of the Storm Coast 
  seems but a distant and fleeting memory – perhaps 
  a dream nothing more. Nightmares seem to cloud 
  in upon your consciousness as you spy a patch of 
  deeper darkness almost hidden by the shadows that 
  cluster thickly here. 
   
  Getting closer to the patch of darkness you 
  discover that in actual fact it is a small cave mouth 
  that seems to lead into the cliffs themselves. Set at 
  the very base of the soaring escarpments that 
  protect Scant from invaders it seems but a small 
  hole perhaps five feet wide and ten feet high. 
   
  A small cloud of sediment hangs in the water 
  in front of the cave, betraying a slight current 
  issuing from the sunken crack. 
   
  PCs investigating the general area around the cave 
  mouth will, on a successful DC 15 + APL Spot check, 
  notice that the waters in close vicinity to the cave are 
  slightly warmer than the surrounding waters. 
   
  When the PCs have made any preparations they 
  deem necessary and indicate that they wish to explore 
  the cave read or paraphrase the following: 
   
  It is dismally dark within the cavern. The jagged 
  mouth of the cave is little more than five-foot wide 
  and roughly ten feet high. Beyond lies an irregular 
  cavern roughly twenty foot in diameter. 
   
  A thick cloud of disturbed sediment cloaks the 
  floor of the cavern, which seems to be strewn with 
  small rocks, pebbles and other detritus of the ocean. 
  Here and there, small fish coast through the 
  darkness, startled by your lights and sudden 
  appearance. The walls are rough and pitted. 
  Barnacles and other marine life cluster thickly. 
   
  Apart from the fish, the area is deserted. 
   
  Exploration 
  of 
  the 
  sea-cave 
  reveals 
  no 
  noticeably 
  exits. 
  However, 
  your 
  cautious 
  investigation has failed to ascertain how far up this 
  cavern extends. Your lights fail to pierce the 
  oppressive darkness that lurks above you. 
   
  There is nothing of interest in the cavern. Once the 
  PCs indicate they wish to explore further read or 
  paraphrase the following: 
   
  With all possibilities in the cavern seemingly 
  exhausted you have no option but to continue your 
  exploration deeper into the caves.   
   
  Swimming upwards you immediately discover 
  that this passageway curves rapidly away from the 
  cliff face as you ascend. Roughly sixty feet from the 
  base of the cavern the chute begins to narrow 
  dramatically. Within a thirty-foot stretch its width 
  has shrunk to barely ten feet. 
   
  Trap: At APLs 8 – 12, Kugloogoop has cast a glyph of 
  warding in the tunnel five feet before it starts to widen 
  out again to provide warning of approaching intruders. 
  The detonation of the glyph of warding will alert the 
  kuo-toa lurking above and they will move to the attack.  
   
  At APL 6 ignore this encounter. 
   
  APL 8 
  #Glyph of Warding (Blast) Trap: CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 
  6
  th-level cleric, 3d8 sonic, DC 17 Reflex save half 
  damage); multiple targets (all targets with 5 ft.); Search 
  DC 28; Disable Device DC 28. 
   
  APL 10 
  #Glyph of Warding (Blast) Trap: CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 
  8
  th-level cleric, 4d8 sonic, DC 17 Reflex save half 
  damage); multiple targets (all targets with 5 ft.); Search 
  DC 28; Disable Device DC 28. 
   
  APL 12 
  #Glyph of Warding (Blast) Trap: CR 4; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 
  10
  th-level cleric, 5d8 sonic, DC 17 Reflex save half 
  damage); multiple targets (all targets with 5 ft.); Search 
  DC 28; Disable Device DC 28. 
   
  Treasure: There is no treasure to be found here. 
   
  Development: Once the trap has been detonated 
  or disarmed proceed immediately to Encounter 8: A 
  Watery Grave. Note, however that after play finishes in 
  this area it is likely that the kuo-toa lurking above will 
  be aware of the PCs presence. Consult the tactics 
  section below for more information regarding their 
  actions. 
   
  
  To Kill a Kesh 
   
  Page 15 
  Encounter 8: 
  A Watery Grave 
  This encounter follows directly on from Encounter 7, 
  A Watery Trap. 
   
  Once the PCs have bypassed or detonated the 
  glyph of warding, combat will ensure between them 
  and the kuo-toan guards led by Kugloogoop, a cleric of 
  Blibdoolpoolp. 
   
  What Has Gone Before: As detailed in Encounter 
  7: A Watery Trap this chamber has been utilised by a 
  small band of kuo-toa as an ambush point. 
   
  Once the PCs indicate they are proceeding from 
  Encounter 7, Into the Tal Marith, read or paraphrase 
  the following: 
   
  As you swim upwards the walls of the passageway 
  you have been following starts to open out once 
  more until they must be almost twenty feet apart. 
   
  Any PCs penetrating to this point will immediately be 
  attacked by the kuo-toa using the tactics detailed in the 
  Tactics section below.  
   
  The kuo-toa begin this encounter hiding in the 
  various folds and crevices of the cavern walls within 
  thirty feet of where the cavern widens to twenty feet 
  across. Whilst lurking here they gain the benefits of 
  cover (+4 bonus to AC, +2 bonus to Reflex saves and 
  can make Hide checks). 
   
  The passageway through which the PCs swim 
  through to reach this area is roughly thirty feet below 
  the surface of the water. 
   
  Denizens: The following creatures will be 
  encountered here dependant on the APL of the 
  adventurers: 
   
  APL 6 (EL 8) 
  "Kuo-toan Mnk1 (4): hp 20 each; see Appendix 1 
  "Kugloogoop, kuo-toan Clr4 – Blibdoolpoolp (1): 
  hp 38; see Appendix 1 
   
  APL 8 (EL 10) 
  "Kuo-toan Mnk3 (4): hp 32 each; see Appendix 2 
  "Kugloogoop, kuo-toan Clr6 – Blibdoolpoolp (1): 
  hp 50; see Appendix 2 
   
  APL 10 (EL 12) 
  "Kuo-toan Mnk5 (4): hp 49 each; see Appendix 3 
  "Kugloogoop, kuo-toan Clr8 – Blibdoolpoolp (1): 
  hp 72; see Appendix 3 
   
  APL 12 (EL 14) 
  "Kuo-toan Mnk7 (4): hp 63 each; see Appendix 4 
  "Kugloogoop, kuo-toan Clr10 – Blibdoolpoolp (1): 
  hp 89; see Appendix 4           
   
  Tactics: Once the glyph of warding has been tripped or 
  the kuo-toa become aware of intruders, Kugloogoop’s 
  first action will be to cast dispel magic on the PCs 
  when they become visible, reasoning that surface 
  dwellers must be employing some kind of water 
  breathing magic to have made it this far. This could 
  have disastrous consequences for the PCs (which is 
  what he is hoping). PCs loosing the protection of their 
  water breathing magic must either hold their breath or 
  attempt to find an air pocket (it is possible that they 
  will realise that the cavern is half-filled with water). 
   
  The monks meanwhile will drink their potions of 
  mage armour and aid, but will hang back out of the 
  dispel magic’s area of effect.   
   
  Once combat begins the kuo-toan monks will each 
  attempt to grapple a demonstrably strong combat-
  orientated character using their pincer staffs. The 
  monks will attempt to form a twenty-foot long 
  skirmish line. Behind this line will lurk Kugloogoop, 
  who will concentrate his spells on any visible 
  ungrappled spell casters. 
  
  To Kill a Kesh 
   
  Page 16 
  Underwater Combat Adjustments 
  Attack/Damage 
  Condition 
  Slashing or 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance?
  4 
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  normal 
  normal 
  No 
  Successful Swim check 
  -2/half
  1 
  -2/half 
  quarter of half
  2 
  No 
  Firm footing
  3 
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
   
  1. 
  A creature without freedom of movement effect or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when 
  grappling. 
  2. 
  A Successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action. 
  3. 
  Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or 
  carries enough gear to weigh itself down – at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for 
  each size category smaller than Medium. 
  4. 
  Creatures flailing about in the water (usually because they failed Swim checks) have a hard time fighting effectively. An off-balance creature loses its 
   
  When Kugloogoop summons any creatures using 
  either spell or item he will place them so that they can 
  attack spell casters (preferably from the rear). At APLs 
  8-12 he will employ his water elemental gem only if he 
  feels the combat is going badly. 
   
  These aquatic creatures will make the most of 
  their underwater mobility if the circumstances permit. 
  They are fanatical and will fight to the death against 
  the hated surface dwellers. 
   
  Treasure: The following treasure can be found 
  here dependant on the APL of the adventurers: 
   
  APL 6: Loot: 156 gp; Magic: 4 potions of mage 
  armour (4 gp each), 4 potions of aid (25 gp each), scroll 
  of blindness (31 gp), dispel magic (31 gp), potion of 
  barkskin +3 (50 gp). 
   
  APL 8: Loot: 29 gp; Magic: 4 +1 pincer staffs (196 
  gp each), 4 potions of mage armour (4 gp each), 4 
  potions of aid (25 gp each), 4 potions of cure serious 
  wounds (63 gp each), scroll of blindness (31 gp), dispel 
  magic (31 gp), potion of barkskin +3 (50 gp), ring of 
  protection +1 (167 gp), water elemental gem (188 gp). 
   
  APL 10: Loot: 29 gp; Magic: 4 +1 pincer staffs (196 
  gp each), 4 potions of mage armour (4 gp each), 4 
  potions of aid (25 gp each), 4 potions of cure serious 
  wounds (63 gp each), 5 bracers of armour +1 (83 gp 
  each), scroll of blindness (31 gp), dispel magic (31 gp), 
  potion of barkskin +3 (50 gp), ring of protection +1 
  (167 gp), water elemental gem (188 gp), bead of force 
  (250 gp). 
   
  APL 12: Loot: 1 gp; Magic: 5 +1 pincer staff (196 gp 
  each), 4 potions of mage armour (4 gp each), 4 potions 
  of aid (25 gp each), 4 potions of cure serious wounds 
  (63 gp each), 4 bracers of armour +2 (333 gp each), 5 
  rings of protection +1 (167 gp each), scroll of blindness 
  (31 gp), dispel magic (31 gp), potion of barkskin +3 (50 
  gp), water elemental gem (188 gp), bracers of armour 
  +1 (83 gp), bead of force (250 gp), periapt of wisdom +2 
  (333 gp). 
   
  Detect Magic Results: The following items radiate 
  magic dependent on the APL of the adventurers: 
   
  APL 6: potion of mage armour (Faint conjuration), 
  potion of aid (Faint enchantment), scroll of blindness 
  (Faint necromancy), dispel magic (Faint abjuration), 
  potion of barkskin +3 (Faint transmutation). 
   
  APL 8: +1 pincer staff (Faint transmutation), 
  Fighting in Water 
  Land based creatures have considerable disadvantages when fighting in water.  
   
  Ranged Attacks Underwater: Thrown weapons are ineffective, even when launched from land. Attacks with other ranged weapons takes a
  –2 penalty on attack rolls for every five feet of water they pass through. In addition normal range increment penalties apply. 
   
  Attacks from Land: Characters swimming, floating or treading water on the surface or wading in chest deep water have improved cover (+8
  bonus to AC, +4 bonus to Reflex saves) from opponents on land. Land bound attackers who are under a freedom of movement spell ignore these 
  modifiers. Magical effects are unaffected except for those that require attack rolls and fire effects. 
   
  Fire: Nonmagical fire (including alchemist’s fire) does not burn under water. Spells or spell-like effects with the fire descriptor are 
  ineffective underwater unless the caster makes a Spellcraft check (Dc 20 + spell level). If the check succeeds the spell creates a bubble of steam
  instead of its usual fiery effect, but otherwise the spell works as normal. A supernatural fire effect is ineffective underwater unless it description
  states otherwise.  
   
  The surface of the water blocks line of effect for any fire spell, even of the caster makes a successful Spellcraft check to make the fire spell
  work underwater. 
   
  Drowning: Swimmers can hold their breath for a number of rounds equal to double their Constitution score but only if you do nothing 
  other than take move actions or free actions. If you take a standard action or a full-round action the remainder of the duration for which you can 
  hold your breath is reduced by 1 round (Effectively a character in combat can hold his or her breath only half as long as normal). After this time a
  successful DC 10 Constitution check must be made every round. The DC for each subsequent check increases by 1. 
   
  When a Constitution check is finally failed the swimmer begins to drown. In the first round he falls unconscious (0 hp). In the following 
  round he drops to –1 hit points and in the third round he drowns. 
  
  To Kill a Kesh 
   
  Page 17 
  potion of mage armour (Faint conjuration), potion of 
  aid (Faint enchantment), potion of cure serious 
  wounds (Faint conjuration), scroll of blindness (Faint 
  necromancy), dispel magic (Faint abjuration), potion of 
  barkskin +3 (Faint transmutation), ring of protection 
  +1, water elemental gem. 
   
  APL 10: +1 pincer staff (Faint transmutation), 
  potion of mage armour (Faint conjuration), potion of 
  aid (Faint enchantment), potion of cure serious 
  wounds (Faint conjuration), bracers of armour +1 
  (Moderate conjuration), scroll of blindness (Faint 
  necromancy), dispel magic (Faint abjuration), potion of 
  barkskin +3 (Faint transmutation), ring of protection 
  +1 (Faint abjuration), water elemental gem (Moderate 
  conjuration), bead of force (Moderate evocation). 
   
  APL 12: +1 pincer staff (Faint transmutation), 
  potion of mage armour (Faint conjuration), potion of 
  aid (Faint enchantment), potion of cure serious 
  wounds (Faint conjuration), bracers of armour +2 
  (Moderate conjuration), ring of protection +1 (Faint 
  abjuration) scroll of blindness (Faint necromancy), 
  dispel magic (Faint abjuration), potion of barkskin +3 
  (Faint transmutation), water elemental gem (Moderate 
  conjuration), 
  bracers 
  of 
  armour 
  +1 
  (Moderate 
  conjuration), bead of force (Moderate evocation), 
  periapt of wisdom +2 (Moderate transmutation). 
   
  Development: Once the kuo-toa have been defeated 
  the PCs will be able to explore this cavern. They will 
  discover that the cavern is only partially full of water. 
  Pitch black, the only light here is any that the PCs 
  bring with them. Read or paraphrase the following if a 
  PC with a light source or some form of augmented 
  vision reaches the surface: 
   
  Breaking water you are startled to realise that the 
  chute through which you have swum opens into a 
  large half water-filled chamber. Roughly twenty 
  feet in diameter this irregularly shaped grotto 
  seems to have no exits. 
   
  To one side a great gently sloping shelf of rock 
  angles down into the water. It would be easy to haul 
  yourself onto this shelf. 
   
  Unless they immediately opt to climb the walls of this 
  cavern the PCs will doubtless wish to investigate the 
  stone shelf. Three-quarters of the plinth is currently 
  dry and it appears that the PCs could rest here if they 
  wish. However, if they do five hours after they start to 
  rest the waters of the cave will rise as the tide in the bay 
  outside comes in. This will be a gradual process and 
  will not catch alert PCs off guard. The ledge however 
  will be completely submerged and further rest here 
  will be impossible. 
   
    There is nothing of interest here and the only 
  way that PCs may progress from here is to climb the 
  walls of the cavern. 
   
  Once the PCs have finished investigating this area, 
  continue to Encounter 9: A Long Climb. 
   
  Encounter 9: 
  A Long Climb 
  This encounter follows directly on from Encounter 8: 
  Into the Tal Marith. 
   
  Having defeated Kugloogoop and his minions the 
  PCs have a long climb ahead of them if they wish to 
  explore more of this place. PCs may also employ magic 
  such as fly, levitate or spider climb to continue their 
  explorations.  
   
  Above you, disappearing into the darkness soar the 
  cavern walls. Unless you employ magic it seems 
  that the only way you can progress is to climb. 
   
  From its base the chute that the PCs will have to climb 
  to progress further is roughly one hundred feet high. 
  Climbing these walls requires successful Climb checks 
  the DC of which is dependant on the APL of the 
  adventurers. 
   
  APL 6: Climbing these walls requires successful 
  DC 15 Climb checks as the walls have adequate hand 
  and footholds. 
   
  APLs 8-12: Climbing these walls requires 
  successful DC 20 Climb checks as the walls have 
  adequate hand and footholds but are also slippery and 
  wet. 
   
  The cliff is a total of 80 feet high from the surface of the 
  water. Thus an unencumbered human climbing the 
  cliff face will require 8 successful Climb checks to 
  reach the top. PCs may take 10 on these checks if they 
  wish (if not in combat). 
   
  PCs failing a Climb check by more than 5 will fall 
  into the water below, suffering damage appropriate to 
  the height of the fall.  For more information regarding 
  climbing, refer to the Player’s Handbook, page 69. 
   
  Falling into Water: Falling into water is not as 
  deadly as falling onto a hard surface. When water is ten 
  or more feet deep it cushions falls. The first 20 feet of a 
  fall do no damage. The next 20 feet do nonlethal 
  damage (1d3 per 10-foot increment); beyond that 
  falling damage is lethal (1d6 per additional 10-foot 
  increment). 
   
  Development: Once PCs successfully traverse this 
  area proceed to Encounter 10: Guardians of Antiquity. 
    
  
  To Kill a Kesh 
   
  Page 18 
  Encounter 10:  
  Guardians of Antiquity 
  This encounter is located at the top of the cliffs 
  climbed by the PCs in Encounter 9: A Long Climb. 
   
  Read or paraphrase the following: 
   
  As you finally reach the top of the cliff you make 
  out that the rocks lying at your feet are of a darker 
  hue than before. Ahead of you this naturally formed 
  winding cave drops away swiftly into a natural 
  cavern of some size.  
   
  Your heart races and you can feel a strange 
  warmth in the air. A feeling of oppression is heavy 
  in the air here and you sense that this place is of 
  ancient aspect. 
   
  The way ahead drops down quickly opening up 
  into a cave, lit by strange green fungi along the 
  wall. Large metal statues of warriors dressed in mail 
  and archaic crested helm, with linear marks 
  stretching from ear to ear across their noses guard 
  the cavern below. 
   
  Equally spaced about the edges of the chamber, 
  each warrior faces inwards, clutching their spears as 
  if ready to receive a charge.  
   
  There are the scaly corpses of four fish-like 
  humanoids in here. 
   
  The dust of ages lies thick upon the floor here 
  and a great hush sits upon the chamber. Your 
  breathing and the sounds of your companions 
  clambering into the chamber behind you seem 
  strangely muted. 
   
  Once the PCs have regrouped at the top of the cliff and 
  they have made any preparations they deem necessary 
  they will doubtless seek to investigate the cavern and 
  its “inhabitants”. If the PCs investigate the statues read 
  or paraphrase the following: 
   
  These four statues seem to have been carved to 
  appear as identical as possible. Each depicts a Flan 
  warrior, noble of countenance clad in armour of 
  ancient design. The green fungus prevalent 
  throughout the cavern has also spread across these 
  ancient guardians further obscuring the almost life-
  like details of their form. 
   
  Two, facing each other, bear spears thrust out 
  in front of them as if set to receive a charge. The 
  spear itself is a short spear the last half-foot of the 
  shaft shows a series of stylised carvings of idyllic 
  landscape scenes that include exquisitely carved 
  animals and birds.  The blade of the weapon tapers 
  to a long, thin point. They also bear fine crescent 
  shields proudly. 
   
  A third statue looks almost identical to the 
  other two, save for the fact there is no spear in its 
  hands, and the fourth statue bears a bowl. 
   
  Exiting the Chamber: The PCs may discover that a 
  wall of force (20
  th level caster) refuses passage to any 
  until they give a spot of blood to the Bowl of Blood. A 
  clue to this lies on the shields of the guardians. 
   
  Writing on the Shields: A successful DC 15 Spot 
  check indicates that the relevant PC has noticed that 
  some writings are partially hidden behind the green 
  fungi on the base of the shield guardians closest to the 
  cliff. They are written in Ancient Flan and say: - 
   
  “The blood of the land and the blood of your kin 
  allows you to pass but once this way.” 
   
  The Bowl of Blood: The fourth statue is there to claim 
  "the blood of the land", which activates its spell storing 
  ability to allow donors to pass through the wall of force 
  and exit this chamber. Madi already placed a small 
  sample of Veryanna's blood, which was enough to 
  activate the guardian's properties. However the wall of 
  force (20th level caster) refuses passage to any until 
  they give a spot of blood to the Bowl of Blood. 
          Water Breathing: This process also grants the PCs 
  the ability to breath water for 2 hours from when they 
  immerse themselves in the waters of the Gearnat. Each 
  PC who places blood within the bowl experiences the 
  following: - 
   
  As your blood splatters the bottom of the bowl 
  several things happen at once. A low howl echoes 
  through the hall from the western exit, and for a 
  
  To Kill a Kesh 
   
  Page 19 
  moment you think you see a shimmering wall of 
  light slowly winking out of existence. 
        Secondly, for a brief time your heart begins to 
  quicken, your blood quickens, as if something 
  within you has awoken to go forth and battle the 
  enemy. A presence seems to briefly touch your 
  mind. Across the gulf of ages a voice echos across 
  the surface of your conciousness: 
   
  “The blood of your veins awakens the powers of 
  the land. Go forth and battle our enemy who lurks 
  in the waters below. Our essence will protect you in 
  this struggle.” 
   
  The Dead Kuo-Toa: Three of these were killed by the 
  shield guardian’s spears; another one simply had its 
  head caved in by the unarmed guardian. 
   
  The Guardian’s Spears: It is possible that of the 
  PCs may have played ONW1-01 Escape from Scant. If 
  they have a successful DC 20 Intelligence check will 
  reveal that the spears here appear identical to the spear 
  found at the culmination of that module. A successful 
  DC 24 Search check will reveal the carven holy symbol 
  of Beory at the very end of the spear’s haft. 
   
  If any of the PCs actually possess the +1 spear 
  found in ONW1-01 Escape from Scant the unarmed 
  shield guardian animates and walks towards that PC 
  slowly. Once it reaches the PC it will point to the spear, 
  extend its arm, awaiting the spear. If given the spear 
  from ONW1-01 Escape from Scant, it raises the spear 
  proudly. The spear starts to glow with a soft pale light 
  when brought into this chamber. This light is equal to 
  bright light within a 20-foot radius and shadowy light 
  in a 40-foot radius and will persist while the PCs 
  explore the Tal Marith. The spear is also a sentient item 
  reawakened by being brought to an ancient holy place 
  (see the Treasure section for more details). The spear is 
  then handed back to the PC.  
   
  Denizens: The four warriors are a form of shield 
  guardian constructed by the ancient Flan as a defence 
  against their enemies. Thus, they will only animate if a 
  kuo-toa enters the chamber, or if given the “blood of 
  the land” (Veryanna’s, which Madi already gave it) and 
  a sample of each PC’s blood. If they do animate they 
  will seek to slay any kuo-toa in the chamber before 
  returning to their eternal vigil.  
   
  These animated shield guardians will otherwise 
  ignore the PCs, seeking only to slay the kuo-toa. 
   
  ALL APLs 
  "Shield Guardian (4): 105 hp, see Monster Manual 
  page 223. 
   
  Treasure: There is nothing of interest here for the PCs 
  unless they brought with them the spear from ONW1-
  01 Escape from Scant. 
   
  +1 spear: This +1 spear is of archaic design. The last 
  half-foot of the shaft is actually a polished and carved 
  length of horn showing a series of stylised carvings of 
  idyllic landscape scenes that include exquisitely 
  detailed animals and birds. The blade of the weapon 
  tapers to a long, thin point. 
   
  The spear’s tip now glows with a soft light. This 
  light is equal to bright light within a 20-foot radius and 
  shadowy light in a 40-foot radius. In addition the spear 
  has the following abilities: Int 12, Wis 12, Cha 10; 
  communicates via empathy; vision and hearing 30 ft. 
  range; cast bless 3/day. It is named Falenreth. 
   
  These powers will manifest themselves while the 
  PCs are within the Tal Marith. To maintain these 
  powers after the adventure the owner must sacrifice 
  2,000 gp worth of precious gems and rare woods to 
  Beory. This adds 2,000 gp to the value of this item. 
   
  Development: Once the PCs have investigated the 
  statues, given some blood and exited through the 
  opening, proceed to Encounter 11:  The Honoured 
  Dead 
  Magic: From this point on, the PCs spells are 
  subject to the strange affects of the Tal Marith. Within 
  the Tal Marith, magic functions in bizarre and 
  unexpected ways. Any spell or spell-like ability used 
  within the Tal Marith has a chance of going awry. The 
  caster must make a level check (DC 15 + the level of 
  the spell or effect) for the magic to function normally. 
  For spell-like abilities, use the level or HD of the 
  creature employing the ability for the caster check and 
  the level of the spell-like ability to set the DC for the 
  caster level check. 
  Individuals comprised at least partly of fire or 
  shadow, or otherwise able to cast 7
  th level spells, or 
  items with a caster level of 11
  th level or higher, are 
  unaffected by this effect. 
   Refer to Appendix 6 for more information. 
   
  Encounter 11:  
  The Honoured Dead 
  This encounter follows directly on from Encounter 10: 
  Guardians of Antiquity. Here the PCs will meet the 
  restless spirit of Randal. 
   
  What Has Gone Before: During the late 570s 
  several expeditions into the Tal Marith were sponsored 
  with the goals of discovering how deep the complex 
  was and what kind of threat (if any) existed for 
  Onnwal. As a result of these incursions all entrances to 
  
  To Kill a Kesh 
   
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  the Tal Marith were sealed. Unfortunately some 
  Onnwallon soldiers had not managed to flee in time 
  and were sealed in, eventually either being killed by 
  the dreamstealers or starving to death. Randal Llaryr 
  survivied longer than most but eventually driven mad 
  by his confinement commited suicide.  
   
  He now wanders the tunnels searching for a way 
  out. He is bound here however and will never be able 
  to leave.  
   
  Ahead of you the passageway continues downward. 
  The going here is rough and the rubble is strewn 
  about the floor, making going slow. The ceiling is 
  oppressively low here – particularly tall members of 
  the party having to stoop. The walls are jagged and 
  irregular. You can’t make out any tracks on the 
  floor and it appears as if nothing has passed this 
  way for ages. 
   
  Suddenly the blood starts pounding in your 
  ears – at the very limit of your torchlight it seemed 
  that something was moving. As you strain forward 
  you catch the merest hint of movement again – 
  whatever it is it doesn’t want to be seen. 
   
  Denizens: The mysterious figure hovering in the 
  darkness just beyond the PCs light sources is Randal. It 
  is many years since he has met anyone in these lonely 
  halls and he is not sure how to approach the PCs.  If the 
  PCs approach him he will move away until he is sure 
  they mean him no harm.  
   
  “’Ware the Breakers fellow countrymen,” wails the 
  translucent warrior, a tall man, with pronounced 
  ears hidden within a coif and balding pate. Though 
  he is clearly dead, judging from the translucent cut 
  across his throat, his form is that of a man in his 
  early thirties. 
   
  “I have walked these accursed paths for what 
  feels like weeks now with none to speak with, yet 
  now I meet a third group walking to death and 
  darkness. Listen well friends and turn back, lead me 
  to the exit! “ 
   
  He becomes more upset, “Let me out of this 
  hell into the sunlight again!” 
   
  Trapped here for almost twenty years Randal is a 
  miserable and pathetic soul. He blames one he will 
  only name as “The Traitor” for his imprisonment and 
  subsequent death.  
   
  Most inhabitants are/were totally unaware of the 
  Tal Marith, but Ewerd Destron, the Szek of Onnwal at 
  the times of its fall and Jian Destron’s father, was aware 
  of these passages and at the behest of his closest 
  advisors despatched elements of the city garrison to 
  ascertain their true extent. Randal was part of the 
  second and final incursion. Much larger and better 
  armed than the first a few members of the patrol 
  actually survived the exploration by dint of a puissant 
  mage Ewerd had recruited. The rear guard (of which 
  Randal was a part) was however sealed in by “The 
  Traitor” and all perished. 
   
  Randal will be very interested in the PCs and why 
  they are here – he knows nothing of the Greyhawk 
  Wars and Onnwal’s fall, and will fall into a moaning fit 
  if PCs mention it has been 20 years or the minor fact he 
  is very dead! He answers questions as follows:- 
   
  You mentioned two other groups? 
   
  `“The first was a much smaller group composed 
  of one man of undiluted Suel descent and about 
  half a dozen or so fish-men. The Suel carried a 
  child.  
   
  The second was composed of fierce goblinoid 
  warriors armed and outfitted as for war; this group 
  is under the control of a red-robed Suel man of 
  fierce aspect. Do not ask me where they are though 
  – these corridors all look the same and sometimes I 
  lose my bearings.” 
   
  How is it you came to be down here? 
   
  “Last week I was recommended to the Szek, 
  Ewerd Destron, long may his years be, by the Prime 
  of Onnwal, Tellendarn of Pholtus by dint of my 
  perfect record.  
   
  “There were a score of us, men in the guard all, 
  and a puissant mage. I was to guard the rear and I 
  did. The front rank came back; pale, saying that 
  they saw a sea of lava and unspeakable horrors. 
  They told us to wait for fifteen minutes and follow 
  them to the surface. Creatures came, of pure flame, 
  we were only simple soldiers, not adventurers like 
  the mage and his warrior, and I ran – ran to the 
  exit. But HE was there. He brought the rocks down, 
  blocking our exit, he betrayed us all. 
   
  “I’ve wondered for what feels like an eternity 
  now, seeking a way out. Why – I thought of 
  drowning myself, but I need revenge on him. I 
  even hewed his name into my shield with my knife 
  – but I stopped as I was so mad with thirst I almost 
  cut my own throat!” 
   
  What have you seen down here? 
   
  “There were many creatures, spiders that come 
  out of the walls, flaming men and worse! It is a 
  veritable maze of passageways running under Scant, 
  but the Traitor sealed access to Scant. The last two 
  groups I did not trust – I hid from them and they 
  
  To Kill a Kesh 
   
  Page 21 
  did not see me. Now you have found me, before I 
  despaired of finding a way out of here!” 
   
  Who was the Traitor? 
   
  “I have forgotten his name – why I did not 
  even finish engraving it into my shield. I’ve 
  forgotten all their names! How odd, my mind must 
  be playing tricks on me. But it has not been that 
  long surely?” 
   
  Randal’s shield is described below in the Treasure 
  Section. 
   
  All APLs 
  !Randal Llaryr: Ghostly male human War1: hp 12; 
  see Appendices 1 – 4 dependant on APL 
   
  Treasure: There is no treasure here, and little else of 
  interest save the charred and pitted remnants of 
  Randal’s body, his mail and the remnants of the shield, 
  upon which is engraved:- 
   
  “Dam<scorch mark> y<scorch mark> ran” 
   
  Development: Randal can of course provide directions 
  to where he saw the parties heading, both towards an 
  ancient ruin within a dark cavern. He warns the PCs 
  not to stray from the path, and he will wait here until 
  they are ready to return. 
   
  Encounter 12:  
  Shadow, Fire and Death 
  This encounter follows directly on from Encounter 11: 
  The Honoured Dead. In it the PCs will delve further 
  into the Tal Marith and struggle against strange, fiery 
  dreamstealers. Read of paraphrase the following: 
   
  As you proceed down this natural passageway the 
  air grows hotter. The floor here is rough and 
  uneven and slopes steeply downwards. Above you 
  the ceiling vaults roughly fifteen foot above your 
  heads and the passageway begins to widen. A small 
  raised ledge runs down the length of this 
  passageway to your right at roughly man-height. In 
  places this ledge has collapsed, requiring any 
  climber to leap across the gap. In these places you 
  have to clamber over more substantial debris and 
  can gain access to the other smaller, a narrower 
  passage. 
   
  The Ledge: Refer to the information in Appendix 6: 
  Features of Tal Marith for more general information 
  regarding this ledge. PCs traversing must succeed at 
  either a DC 10 Jump check or a DC 15 Climb check to 
  cross these small five-foot wide gaps. (PCs may not 
  make a running jump to cross these gaps). 
   
  When the PCs indicate that they will proceed, read or 
  paraphrase the following: 
   
  After several more minutes travel the passageway 
  you have been following begins to level off in a 
  series of broad, natural steps. Ahead of you a largish 
  cavern seems to open out in front of you. 
  Stalagmites and stalactites cluster thickly here 
  around the fringes of the room. The ceiling of this 
  large chamber is hidden in the gloom above. 
  Several other passageways lead from this chamber. 
   
  When the PCs have entered this chamber, allow them 
  some time to take in the atmosphere. When you feel it 
  is appropriate have the PCs make a DC 5 Listen check 
  to hear the sounds of many armoured warriors 
  hurrying down a passageway opposite. These warriors 
  will arrive during the subsequent round. When they do 
  so read the following: 
   
  Bursting out of a corridor opposite you charges a 
  small band of heavily armed hochebi warriors. 
  Roughly a dozen strong, when they take in the 
  scene in front of them they start to form a shield 
  wall. Behind them, comes a tall, red robed man. 
  Stern of face and thin of body he is none the less 
  unmistakably powerful. 
   
  His voice, powerful and whip-like cuts, 
  through the cacophony of combat; gesturing his 
  troops forward his commanding voice says, 
  “Onnwalon detritus, most interesting. Kill them!” 
   
  PCs who have played ONW1-01 Escape from Scant or 
  ONW2-06 Blazing Banner instantly recognise the 
  Brotherhood commander as Maranefel Toktot, the 
  Butcher of Scant. Anyone who is vaguely familiar with 
  the Scarlet Brotherhood in Onnwal knows his name 
  and his reputation. One of the most hated members of 
  the Brotherhood regime he is personally thought to 
  have slain scores of Onnwallons.  
   
  Tactics:  After 1-2 rounds of combat, when the PCs 
  have gotten into the swing of things, read the 
  following development: - 
   
  The cavern resounds with a loud screech and a 
  flapping sound that your mind tries to rationalise as 
  the beating of leather wings, but cannot overcome 
  an overwhelming sense of unnaturalness to the 
  sound. 
  
  To Kill a Kesh 
   
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  As soon as your mind has 
  catalogued 
  these 
  thoughts 
  the 
  source of these sounds glide over 
  your heads - they are composed of 
  blood 
  red 
  fire 
  and 
  shadow, 
  appearing to absorb the light around 
  themselves, and yet burn with an 
  unholy fire at the same time. Their 
  shape is akin to an octopus, but one 
  that is a mass of fiery blood red 
  doom. They extend their long thin 
  tendrils and shriek terrible sounds 
  that can only be described as glee, 
  before they descend on hochebi, 
  Suel and Onnwallon alike! 
   
  APL 6 (EL 8*) 
  "Eirius Iornadh (2): hp 56 each; see Appendix 1 
  !Maranefel Toktot: male human Wiz16; hp 73; see 
  Appendix 1 
  "Elite Hochebi Guards (12): male hochebi Ftr2; hp 
  28 each; see Appendix 1 
    
  APL 8 (EL 10*) 
  "Eirius Iornadh (4): hp 56 each; see Appendix 2 
  !Maranefel Toktot: male human Wiz16; hp 73; see 
  Appendix 2 
  "Elite Hochebi Guards (12): male hochebi Ftr2; hp 
  28 each; see Appendix 2 
   
  APL 10 (EL 12*) 
  "Advanced 9 HD Eirius Iornadh, (5): hp 84 each; 
  see Appendix 3 
  !Maranefel Toktot: male human Wiz16; hp 73; see 
  Appendix 3 
  "Elite Hochebi Guards (12): male hochebi Ftr2; hp 
  28 each; see Appendix 3 
   
  APL 12 (EL 14*) 
  "Advanced 13 HD Eirius Iornadh (2): hp 112 each; 
  see Appendix 4 
  "Advanced 9 HD Eirius Iornadh, (5): hp 84 each; 
  see Appendix 4 
  !Maranefel Toktot: male human Wiz16; hp 73; see 
  Appendix 4 
  "Elite Hochebi Guards (12): male hochebi Ftr2; hp 
  28 each; see Appendix 4 
   
  *Encounter level modified due to the presence of 
  Maranefel Toktot and his hochebi bodyguard. 
   
  Eirius Iornadh Tactics: The Eirius Iornadh’s tactics 
  are simple – they will seek to slay any living beings in 
  sight whether they be hochebi or human. At each APL 
  half of the weakest Eirius Iornadh will use their wail of 
  doom ability on the hochebi, almost certainly slaying 
  any caught in the effect. Any surviving hochebi will be 
  slain with the Eirius Iornadh’s fiery breath.  
   
  At APL 12 the stronger Eirius Iornadh will lurk in 
  the darkness above until combat has started. They will 
  then swoop down and breathe on as many combatants 
  as possible. Note: they are happy to catch their weaker 
  compatriots in this area of affect, as they are all 
  immune to fire. 
   
  Hochebi Tactics: The elite hochebi guards almost 
  reluctantly obey Toktot’s order and swarm out of the 
  corridor. Most likely the PCs completely outclass them 
  at this point, given their relatively low levels, but allow 
  combat to continue for 1-2 rounds. 
   
  Maranafel Toktot’s Tactics: Toktot does not enter 
  melee, preferring to taunt the PCs and deride his 
  hochebi minions if they seem to lose the upper hand, 
  and does not attack unless attacked, in which case he 
  uses his most vicious spells in retribution. He has his 
  protection from good and shield spells active. If 
  endangered he will employ his minor globe if 
  invulnerability and/or his wall of force to avoid 
  damage. 
   
  Maranefel will essentially do nothing during this 
  combat except cast defensive spells to protect himself 
  from the Eirius Iornadh’s attacks. If personally 
  attacked by an Eirius Iornadh, he will despatch it in as 
  effectively and violently a fashion as possible. The PCs 
  should be under no doubt as to the power that this man 
  possesses. 
   
  If the PCs seriously attack him at any time he will 
  create a wall of force between himself and them. He 
  will not care on which side of this are caught his elite 
  guards. 
  
  To Kill a Kesh 
   
  Page 23 
   
  Note: Due to his level and alignment Maranafel is 
  immune to the spell altering  effects of the Tal Marith.  
   
  Negotiation: 
  Once 
  the 
  combat 
  has 
  been 
  completed, Toktot speaks with confidence (even if his 
  hochebi regiment has been wiped completely off the 
  face of the Oerth by the Eirius Iornadh) and parlays 
  with the PCs. Read or paraphrase the following: 
   
  The red-cowled figure speaks “Enough barbarians! I 
  doubt a confrontation between us now would be 
  beneficial, for you would surely be slain, and I 
  would expend energies best conserved for dealing 
  with our mutual enemy.” 
   
  !Maranefel Toktot, Kesh of Scant 
  Appearance: A tall, extremely thin man Toktot 
  possesses pencil-thin eyebrows and tight bloodless lips. 
  Those who have stared into his deep blue eyes report a 
  complete lack of emotion there. His hair is straight and 
  yellow of hue, while his skin is the colour or dried 
  parchment. 
   
  Character: Known as the Butcher of Scant, 
  Maranefel carries out Sister Kuranyie’s instructions 
  with barely contained glee. A highly intelligent 
  individual, many believe Maranefel to be slightly 
  unhinged, such is the depth of this mans ability to 
  inflict pain and suffering upon his victims. Maranefel 
  has surrounded himself with a group of fanatically 
  loyal hochebi warriors of above average skill. He never 
  leaves Scant, dwelling in a cliff-top tower thought to 
  once belong to Bigby. Maranefel is known to be a 
  spellcaster of no small amount of skill. Some who have 
  witnessed his anger (and survived) whisper that he 
  could be the equal of Bigby himself. 
   
  The PCs have a rare opportunity now to transact with 
  arguably the most reviled man within Onnwal. Toktot 
  will not speak to them as equals, but rather inferiors. If 
  insulted he bears the degradation with dignity, 
  responding with an equally barbed retort, and if 
  attacked he teleports out of the area back to his home 
  within Bigby’s former tower. If he did not give them 
  the amulet, they shall wander aimlessly unless they 
  marked their way back to the statues and the water. If 
  they are lost, have them wander until Toktot returns 
  with his guards to capture them. In this case go to 
  Ending 4: Captured. 
   
  Toktot answers questions as follows: - 
   
  What were those creatures? 
   
  He sneers momentarily, “I would have thought 
  you and your great sages of Delleb would have been 
  able to tell me – was it not unwitting fools from 
  your Army of Rebellion who encountered their kin 
  in the Headlands. I know not what these creatures 
  are, save for a picture and a name I saw scribbled in 
  one of the books I acquired when I took up my 
  residence within my tower. The picture you have 
  little need to see, the name is Eirius Iornadh, 
  Ancient 
  Flan 
  meaning 
  Fiery 
  Dreams. 
  The 
  succinctness of a mindless savage, but apt.” 
   
  Why are you here? 
   
  “To seek for the very same thing you are, the 
  child Veryanna and to seek Kekarav Madi.” 
   
  Are not you and Madi both on the same side? 
   
  Toktot chuckles, as if enjoying a private joke at 
  your expense, “I am most vexed that Kekarav had 
  such a bargaining tool and did not use it, and I am 
  more worried that his obsession with these ruins is 
  married with his capture of the child.” 
   
  How did you know he was here? 
   
  “We were alerted to his presence beneath our 
  city by a foul Bakluni aberration who had the 
  audacity to appear in front of the Exalted Sister 
  herself, managing to make his way past some of the 
  minor wardings long enough to impart his message 
  and leave.” 
   
  How did you get into the Tal Marith? 
   
  He laughs derisively, “That you do not get for 
  free, barbarian. Is it not enough that I am here? 
  Surely if ones such as you can make it into this 
  hostile environment you would not put such things 
  past one of true Suel lineage?” 
   
  How do you propose we proceed? 
   
  “There is no we, my hobgoblin servants are 
  dead thanks to your efforts and those fell creatures. 
  You seem resolved to seek out Madi and put an end 
  to whatever plans he has for that witch’s child. 
  True, I would like nothing more than to return 
  home with the child and present her to the Exalted 
  Sister, but the reality is that this is not my destiny. I 
  propose you should journey onwards, hunting the 
  Kesh, as is your wont. I will give you a device I 
  enchanted many years ago that will point to his 
  location from this range. A mere precaution, one 
  that was with merit apparently. 
   
  “Without this device you may as well wander 
  round here for days before finding your precious 
  Veryanna’s bleached bones. Do you accept?” 
   
  The PCs really have little choice here, without the 
  amulet they have no way to track Kekarav Madi. 
  
  To Kill a Kesh 
   
  Page 24 
  Regardless of whether they refuse or not, Toktot leaves 
  the amulet on the ground: - 
   
  “If you succeed – you will have dispatched the 
  renegade. If you fail, perhaps my reinforcements 
  will arrive in time, perhaps not. Either way, I shall 
  go now and summon them. Fare thee well.” 
   
  With a wave of his hand the casting of a teleportation 
  spell, Toktot leaves the PCs and any remaining hochebi 
  within the cavern. Hochebi left behind will follow the 
  PCs – reasoning that Toktot probably wanted them to 
  help them. It is not likely these hochebi have a long 
  lifespan ahead of them – something they, Toktot and 
  probably the PCs are all aware of! 
   
  The amulet Toktot provided the PCs with leads 
  them unerringly towards Kekarav Madi. The PC 
  holding or wearing the amulet will sense in which 
  direction Madi is. When he comes to a junction or a 
  choice of ways the amulet will “show” him the way. 
   
  Treasure: Maranefel does not care if the PCs loot the 
  remains of his elite guards, although he will sneer and 
  make derisive comments regarding the PCs actions. 
  However, due to fire damage these items are only 
  worth half their normal value. 
   
  The only other item of worth is Maranefel’s 
  amulet. Once the PCs have caught up with Kekarav the 
  item will cease functioning. Until then, treat it as if it is 
  the subject of a modified locate creature spell. 
   
  All APLs: Loot: 238 gp. 
   
  Maranefel’s Amulet: This small featureless iron 
  amulet was enchanted by Maranefel Toktot to discern 
  the location of Kekarav Madi. Enchanted with a locate 
  creature spell during the PC’s travel within the Tal 
  Marith when they leave the Tal Marith the 
  enchantments on it will fade; all that remains is a faint 
  Divination aura. Cost: 20 gp. 
   
  From this point on, the amulet will lead them 
  through a veritable labyrinth of caverns, passages, 
  chambers and galleries. No descriptions for these are 
  given. Simply improvise descriptions as you see fit. 
  Describe how the amulet gifted to them in this 
  encounter leads them ever onwards. Make them realise 
  that without the amulet they would be lost – perhaps 
  permanently. 
   
  Development: When the PCs have concluded their 
  negotiations with Maranefel Toktot proceed to 
  Encounter 13: Choices In The Dark. 
   
  Encounter 13:  
  Choices In The Dark 
  Improvise a description of the network of passages and 
  caverns that have led them to this place. This 
  encounter occurs after the PCs have dealt with 
  Maranefel Toktot in Encounter 12: Shadow, Fire and 
  Death. 
   
  This cavern seems dwarfed by the ruins of a black 
  tower, seemingly hewn entirely from obsidian. This 
  building once comprised of four black towers and a 
  gatehouse. Now it lies in ruins, with only the 
  entryway clear of debris, the debris blocking it has 
  seemingly been moved by an industrious work 
  force. 
   
  What Has Gone Before: Madi and his kuo-toa 
  minions cleared this area to allow entry to the stairwell 
  below. 
   
  Within the ruins: The PCs enter a long corridor, 
  hewn from obsidian but decorated with red, black, 
  white, green and blue gemstones fixed into the wall. At 
  the end of the corridor lies a spiral staircase seemingly 
  hewn from obsidian and leading deeper into the 
  depths of the Oerth.  
   
  Once the PCs are within 90 feet of the staircase 
  read the following: - 
   
  As you near the stairwell, the heat within the 
  corridor rises. From the ceiling emerge a pack of 
  the fiery nightmares you fought earlier, seemingly 
  hovering above the staircase, waiting for you with 
  fire and darkness! 
   
  Worse yet, where each of you stand black 
  tendrils arc forth from the very walls of the 
  corridor, seeking purchase upon your body and 
  soul! 
   
  The Eirus Iornadh here take no hostile action against 
  the PCs. What the PCs are witnessing is in fact an echo 
  of a previous conflict that the Szek’s expedition faced, 
  recreated by the Tal Marith to play with them. It hopes 
  to create fear in their minds, which it can use to have 
  its unholy presence taken out into the sunlight.  
   
  You should have each PC make a Will Save (ignore 
  the outcome) and then take each PC aside and inform 
  them that they must take a -6 to a critical stat (for 
  example Strength for a fighter, Charisma for a sorcerer) 
  or allow their alignment to move one shift towards 
  neutral evil (e.g. lawful good to lawful neutral, neutral 
  good to neutral).  
  
  To Kill a Kesh 
   
  Page 25 
   
  The idea is that some PCs may be so afraid that 
  they will lose the fight with the Eirius Iornadh that 
  they are willing to give in to the evil of the Tal Marith 
  – also point out if PCs grow concerned that this is a 
  special case where becoming evil aligned will not 
  result in immediate removal from play. At no point in 
  this 
  encounter will the PCs alignment alter 
  permanently (unless they truly wish it to) or will they 
  take any real damage – they are in no actual danger, 
  though you should certainly make them believe 
  otherwise either by playing it out as what appears to be 
  a genuine combat or by roleplaying. 
   
  What Has Gone Before: This trap is the 
  manifestation of a truly ancient evil that echoes 
  through the halls of the Tal Marith. This trap affects 
  everyone who enters the corridor. There is no saving 
  throw to avoid the effects of this trap. Rather the 
  tendrils that assail the PCs and their foul magicks offer 
  a choice of affliction. Taking the easy option of altering 
  one’s alignment one phase closer to neutral evil is the 
  equivalent of automatically failing the saving throw. 
  Taking the hard option of having a crucial stat reduced 
  by 6 (as per the curse spell, (the DM chooses the stat 
  for the PC based on how detrimental it would be for 
  the PC in a subsequent fight  - such as Strength for a 
  fighter, Charisma for a bard, or Intelligence for a 
  character with already low Int) is the equivalent of 
  automatically making the saving throw. Those who 
  choose the stat loss suffer no actual effect, but those 
  who alter their alignments are cursed to lose 6 points 
  of Wisdom. 
   
  The effects of this trap can be removed with a 
  break enchantment, limited wish, miracle, remove 
  curse or wish spell. Dispel magic is ineffective. 
   
  Those who choose to alter their alignment suffer 
  the effects of the curse spell outlined in the trap below. 
  Neither the PCs nor the Eirius Iornadh can be 
  permanently harmed in any ensuing conflict. All 
  damage is healed at the end of the ‘choice.’ If they insist 
  on playing out the combat use the following statistics 
  for the illusion. 
   
  Once all PCs have made their choices, the tendrils 
  and Eirius Iorndah dissappear, and the curse spells 
  afflict those who made the incorrect choice. 
   
  ALL APLs 
  "Advanced 13 HD Eirius Iornadh (6): hp 112 each; 
  see Appendix 4 
   
  All APLs (EL 5) 
  #Bestow Curse Trap: CR 5; magic device; visual 
  trigger; automatic reset; spell effect (bestow curse [-6 
  decrease to Wisdom], 5
  th-level cleric, [no save - see text 
  for additional information]); DC 28 Search; DC 28 
  Disable Device. 
   
  Treasure: There is no treasure for the PCs to find here. 
   
  Development: Those PCs who chose to have an 
  alignment change revert back to their original 
  alignment, but receive a -6 to Wisdom as per the curse 
  spell. Read the following to them: - 
   
  Your mind clouds as mist rises before your very 
  sight. Something within you laughs as it enjoys the 
  screaming. The screams come from the stone altar 
  that you now stand upon, clad in black robes that 
  hide a body covered in tattoos of varying colours. 
  Your victim stands before you, begging for mercy 
  but you dare not defy the Mistress, lest it be you 
  that rests eternal within their bellies to dream 
  eternally. Darkness and dreams cover you… it is 
  you who is screaming and it is you who plunges the 
  red knife. 
   
  As your mind clears you find yourself kneeling 
  on the ground in despair. But you are not alone, and 
  perhaps you never will be again. 
   
  Once they have passed through this area they may 
  proceed to Encounter 14: Flame and Scale. 
   
  Encounter 14: 
  Flame and Scale 
  After undergoing the ordeal detailed in Encounter 13: 
  Choices In The Dark the PCs will discover this area 
  when they descend the spiral staircase of over two 
  hundred feet. The stairs open up into a cavernous 
  chamber. Here the PCs stumble into the lair of a mated 
  pair of lesser flame snakes.  
   
  What Has Gone Before: Madi has already forced 
  his way through this chamber. Sensing the nearness to 
  his goal he didn’t bother to slay the foul tempered 
  beasts lairing here, simply passing through as swiftly as 
  possible. Several of his minions died here. If the PCs 
  are playing at APL 6, one of the lesser flame snakes also 
  died during Madi’s assault. 
   
  When the PCs are ready to proceed read, or 
  paraphrase the following: 
   
  Ahead of you the staircase opens out into what 
  appears to be a long low cavern. The air suddenly 
  grows hot here and wisps of smoke seem to rise 
  from several slumped bodies. 
   
  Scattered about this chamber lie the scorched 
  and shattered remains of half a dozen of Madi’s 
  strange fish-men allies. They all appear to have died 
  
  To Kill a Kesh 
   
  Page 26 
  in intense pain. All exhibit horrific burns over most 
  of their scaly bodies.  
   
  A long, dark overhang runs along the right 
  hand side of the chamber here. Perhaps whatever 
  slew these unfortunates still lurks within. 
    
  At APL 6 continue: 
   
  However the main feature of the battefield now is 
  the hacked and mutilated corpse of a truly immense 
  snake. Over seven feet long and easily the width of 
  a muscular man’s arm this monstrous creature lies 
  entangled amongst its victims. 
   
  The overhang does in truth obscure the nest of a mated 
  pair of lesser flame snakes. At APL 6 one of these 
  creatures has already been slain. At higher APLs, both 
  survived the initial fighting and lurk in an even fouler 
  mood than normal in their lair waiting for more 
  intruders to slay. 
   
  As soon as the PCs venture into main part of the 
  chamber or if they examine the overhang the snakes 
  will attack. 
   
  APL 6 (EL 7) 
  "Lesser Flame Snake (1): hp 60; see Appendix 1 
   
  APL 8 (EL 9) 
  "Lesser Flame Snake (2): hp 60 each; see Appendix 2 
   
  APL 10 (EL 11) 
  "Advanced 14 HD Lesser Flame Snake (2): hp 126; 
  see Appendix 3 
   
  APL 12 (EL 13) 
  "Advanced 14 HD Lesser Flame Snake (2): hp 220; 
  see Appendix 4 
   
  Tactics: These lesser flame snakes are 
  vicious and cruel-hearted. They seek to 
  burn and poison as many of their 
  attackers as possible trusting to their 
  poison and fiery attacks to slay their 
  foes. As they emerge from their lair 
  they (or it at APL 6) will spit their 
  magma spit at the closest opponent.  
   
  After that they will melee, using 
  their magma spit ability when able. 
  They will attempt to bite as many 
  individuals as possible. 
   
  If badly injured the snakes will 
  attempt to retreat to their lair to allow 
  their fast healing ability to heal their injuries. 
   
  The Lair: The lair is little more than a long low 
  overhang of rock that goes back about 25 feet. The 
  overhang has about a three-foot high opening. This 
  height slowly diminishes the farther back into the lair 
  an explorer ventures. The expected refuses and remains 
  can be found here (although all are scorched and 
  almost unrecognisable). 
   
  Treasure: The only treasure here is the equipment 
  carried by the slain kuo-toa, which the PCs may loot if 
  they choose. 
   
  All APLs: Loot 14 gp. 
   
  Development: Once they have passed through this 
  area they may proceed to Encounter 15: Amidst Fire 
  and Shadow. 
   
  Encounter 15:  
  Amidst Fire and Shadow 
  This encounter leads directly on from Encounter 14: 
  Flame and Scale wherein the PCs faced a/two fire 
  snake(s): - 
   
  This cavern is immense, certainly the largest that 
  you have seen so far in your explorations. Red-hot 
  stalactites loom over the ceiling of the cave, and the 
  walls seem to exhibit an uncanny heat. Shadows 
  cluster around the walls, but what grabs your 
  attention is that they are longer and darker than 
  you would expect. 
   
  A central ledge crosses an immense drop into 
  what must be the very core of the Oerth itself. Lava 
  flicks and steam rises from it. It must be several 
  thousand feet down there. From the lava comes a 
  beam of fire and shadow striking the centre-most 
  ledge, upon which stands the cowled and dark 
  figure of Madi and several of his strange fishmen 
  
  To Kill a Kesh 
   
  Page 27 
  allies. The anguished wailing of a young child alerts 
  you to the fact that Madi is carrying Veryanna! 
   
  He remains there, in spite of this magical attack 
  that seems to course through his body. When it is 
  finished, Madi’s skin and the scales of his cohorts 
  have turned ebon, almost matching the blackness 
  of his robes, and almost lost in the shadow of the 
  room. 
   
  APL 6 (EL 9) 
  !Kesh Kekarav Madi, male shadow Mnk2/Clr5: hp 
  52; see Appendix 1 
  !Veryanna, female human: hp 1 
  "Shadow Kuo-Toa Guards (3): hp 11 each, see the 
  Monster Manual, page 163 and Appendix 1 
   
  APL 8 (EL 11) 
  !Kesh Kekarav Madi, male shadow Mnk2/Clr7: hp 
  66; see Appendix 2  
  !Veryanna, female human: hp 1 
  "Shadow Kuo-Toa Guards Ftr2 (3): hp 26 each, see 
  the Monster Manual, page 163 and Appendix 2 
   
  APL 10 (EL 13) 
  !Kesh Kekarav Madi, male shadow Mnk2/Clr9: hp 
  87; see Appendix 3 
  !Veryanna, female human: hp 1 
  "Shadow Kuo-Toa Guards Ftr4 (3): hp 38 each, see 
  the Monster Manual, page 163 and Appendix 3 
   
  APL 12 (EL 14) 
  !Kesh Kekarav Madi, male shadow Mnk2/Clr11: 
  hp 101; see Appendix 4 
  !Veryanna, female human: hp 1. 
  "Shadow Kuo-Toa Guards Ftr8 (3): hp 48 each, see 
  the Monster Manual, page 163 and Appendix 4 
   
  Tactics: As soon as Madi and his cohorts notice the 
  PCs they will swing into action. The kuo-toa will move 
  towards the intruders using their shadow blend and 
  evasion abilities to avoid as many attacks as possible. 
  Once they close with the PCs they will use their mirror 
  image ability (if possessed 
  at the relevant APL) to 
  escape harm. They are 
  fanatical and will fight to 
  the death.  
   
  Kekerav 
  Madi 
  however is slightly cleverer 
  than his minions. Kekerav’s 
  first actions will be to ward 
  himself 
  with 
  protective 
  magics 
  (dependant 
  on 
  APL). He too will move 
  towards the PCs using his 
  shadow walk ability but 
  will eschew melee combat 
  for as long as possible, 
  preferring to use his spells 
  and magical items to deadly 
  effect. Kekerav will not 
  attempt 
  to 
  flee 
  this 
  encounter – he will fight 
  (intelligently) to the last. 
   
  Once it is obvious that 
  Total Concealment 
  Kekarav Madi and his kuo-toa minions enjoy the benefits of total 
  concealment when in conditions other than full daylight thanks 
  to their shadow blend ability. 
   
  Total concealment bestows the following benefits 
  • 
  Can make Hide checks. 
  • 
  Cannot be targeted by attacks of opportunity even if it is 
  known which square he occupies. 
  • 
  Cannot be attacked, although the square he occupies can 
  be attacked. A successful attack into that square has a 50% 
  miss chance. 
   
  Darkvision negates the benefits of total concealment in a dark or 
  shadowy area. Low-light similarly negates these benefits but 
  only when the opponent with total concealment can easily be 
  seen, i.e. when he is within 40 ft. of a lit torch. (Fog, smoke, 
  foliage or other visual obstructions work normally against 
  characters with darkvision or low-light vision). 
  
  To Kill a Kesh 
   
  Page 28 
  he has been spotted he will, amidst the wailing of the 
  child Veryanna, who he carries atop his pack, attack. 
  Kerkerav needs Veryanna alive and will not slay or 
  trade her. 
   
  Important Note: Any area of effect spell that 
  damages Kekerav will doubtless slay Veryanna 
   
  Note: Due to his alignment Kekarav is immune to 
  the strange spell altering  effects of the Tal Marith.  
   
  Treasure: The following treasure may be recovered 
  from this are once Kekarav Madi is defeated. Note, 
  some of the items may be expended during the combat 
  and thus will not be available to the PCs. 
   
  APL 6: Loot: 6 gp; Magic: bracers of armour +1 (83 
  gp), potion of heroism (63 gp), elixir of fire breath (92 
  gp), ring of protection +1 (167 gp), elemental gem  (187 
  gp). 
   
  APL 8: Loot: 115 gp; Magic: bracers of armour +1 
  (83 gp), potion of heroism (63 gp), elixir of fire breath 
  (92 gp), ring of protection +2 (667 gp), potion of 
  protection from arrows (magic) (25 gp), elemental gem 
  (187 gp). 
   
  APL 10: Loot: 39 gp; Magic: bracers of armour +1 
  (83 gp), potion of heroism (63 gp), elixir of fire breath 
  (92 gp), ring of protection +2 (667 gp), potion of 
  protection from arrows (magic) (25 gp), necklace of 
  fireballs (725 gp), dusty rose ioun stone (417 gp), 4 +1 
  spears (192 gp each), elemental gem (2) (187 gp each). 
   
  APL 12: Magic: bracers of armour +3 (750 gp), 
  potion of heroism (63 gp), elixir of fire breath (92 gp), 
  ring of protection +2 (667 gp), potion of protection 
  from arrows (magic) (25 gp), necklace of fireballs (725 
  gp), dusty rose ioun stone (417 gp), periapt of Wisdom 
  +2 (333 gp), amulet of natural armour +2 (Faint 
  transmutation), 4 +1 spears (192 gp each), +1 heavy 
  wooden shield (96 gp), elemental gem (2) (187 gp 
  each). 
   
  Detect Magic Results: The following items will detect 
  as magic: 
   
  APL 6: bracers of armour +1 (Moderate 
  conjuration) potion of heroism (Faint enchantment), 
  elixir of fire breath (Moderate evocation), ring of 
  protection +1 (Faint abjuration), elemental gem (air) 
  (Moderate Conjuration). 
   
  APL 8: bracers of armour +1 (Moderate 
  conjuration) potion of heroism (Faint enchantment), 
  elixir of fire breath (Moderate evocation), ring of 
  protection +2 (Faint abjuration), potion of protection 
  from arrows (magic) (Faint abjuration) , elemental gem 
  (air) (Moderate Conjuration). 
   
  APL 10: bracers of armour +1 (Moderate 
  conjuration) potion of heroism (Faint enchantment), 
  elixir of fire breath (Moderate evocation), ring of 
  protection +2 (Faint abjuration), potion of protection 
  from arrows (magic) (Faint abjuration), necklace of 
  fireballs (Moderate evocation), dusty rose ioun stone 
  (Moderate abjuration), +1 spear (Faint transmutation), 
  elemental gem (air) (Moderate Conjuration), elemental 
  gem (earth) (Moderate Conjuration). 
   
  APL 12: bracers of armour +3 (Moderate 
  conjuration) potion of heroism (Faint enchantment), 
  elixir of fire breath (Moderate evocation), ring of 
  protection +2 (Faint abjuration), potion of protection 
  from arrows (magic) (Faint abjuration), necklace of 
  fireballs (Moderate evocation), dusty rose ioun stone 
  (Moderate 
  abjuration), 
  periapt 
  of 
  Wisdom 
  +2 
  (Moderate transmutation), amulet of natural armour +2 
  (667 gp), +1 spear (Faint transmutation), +1 heavy 
  wooden shield (Faint transmutation), elemental gem 
  (air) (Moderate Conjuration), elemental gem (earth) 
  (Moderate Conjuration). 
   
   
  Development: When Kekarav Madi is slain, go to 
  Encounter 16: Killing a Kesh. 
   
  Encounter 16: 
  Killing a Kesh 
  After defeating Kekarav Madi in Encounter 15: Amidst 
  Fire and Shadow the PCs have awoken evil deep in the 
  Oerth that shall chase them from the Tal Marith. Also 
  – whatever dark power enhanced Madi moves on now 
  to Veryanna, turning her into something dark the PCs 
  have to take with them! 
   
  Read aloud the following text once the PCs have 
  slain Madi: - 
   
  Slain with your killing blow, Madi tumbles 
  headlong into the fire. As he hurtles towards the 
  lava, the dark energy that came from the molten 
  core below rushes from his fingers into young 
  Veryanna. 
  Before 
  your 
  eyes, 
  the 
  child 
  is 
  transformed into an ebon creature of darkness. 
   
  This is the least of your worries however – the 
  chamber begins to shake with the death of the 
  Black Kesh, and the lava below begins to bubble 
  and rise, and once more the blood-curdling screech 
  of death begins to fill the chamber. 
   
  ALL APLs 
  "Advanced 13 HD Iornadh (20): hp 112 each; see 
  Appendix Four. 
  !Veryanna, Shadow: AC 10, hp 2; SQ: Strength 
  Damage (1/ round carried) 
   
  
  To Kill a Kesh 
   
  Page 29 
  Development: There are a couple of developments 
  that the PCs are doubtless about to become unhappy 
  with. Do not make this encounter easy – this is meant 
  to be a climactic encounter, and thus it is likely to be 
  deadly if the PCs have made any crucial errors during 
  the module. 
   
  Firstly, Eirius Iornadhs that were hibernating 
  beneath the lava have been awoken by the magical 
  backlash of Madi’s death and seek vengeance on those 
  who awoke them. The second is that Veryanna is now a 
  shadow until carried forth from this place. 
   
  Running the Chase: The idea here is not to kill 
  the PCs, but rather to make them feel fear. They should 
  escape from the Eirius Iornadh, pausing occasionally to 
  take turns at holding Veryanna. You should therefore 
  ad-lib the chase between them and the Eirius Iornadh 
  with the fiery creatures seemingly able to keep up and 
  use their incorporeal forms to go through walls in the 
  labyrinth. This should be a climactic moment of the 
  module. As a possible outcome, one or two of the PCs 
  may be so Strength drained that they must be left 
  behind, in which case, do not kill them but simply 
  have the Eirius Iornadh drain all their wisdom, so that 
  Maranefel Toktot can ‘rescue’ them (in which case, see 
  below). 
   
  Veryanna: Veryanna’s very being has been infused 
  with stuff from the fabric of the plane of shadow. As 
  the PCs flee all that is good and pure within the infant 
  strives to resist this. The PC carrying Veryanna will 
  unfortunately suffer the side effects of this struggle 
   
  Veryanna causes 1 point of Strength damage per 
  round from the PC who carries her (note – their 
  weight load and Swim check shall go down with this 
  and it takes 60 rounds at full movement to return to 
  the waters at Encounter 9). However, the PC holding 
  this magical child instantly knows the way back to the 
  water they swam through to get into the Tal Marith 
  and feels that the Eirius Iornadh will not pursue them 
  into the waters. 
   
  Capture by the Brotherhood: If one or two of the 
  PCs are either overtaken or overpowered by the Eirius 
  Iornadh or unable to make the Swim checks to escape 
  from the Tal Marith due to Strength drain, they may 
  seem dead. In this case, they will be rescued by Toktot 
  when he returns with the reinforcements.  
   
  Swimming back to shore: Once the PCs have 
  activated the statues found in Encounter 10: Guardians 
  of Antiquity, and climbed down the cliff to the waters 
  below they will be able to leave the Tal Marith. 
  Describe the swim out through the submerged passage 
  and then read or paraphrase the boxed text below once 
  the PC carrying Veryanna nears the surface. It takes 10 
  rounds of swimming to reach the surface. 
   
  PCs without the strength to swim out will be 
  “rescued” by Maranefel Toktot after he has driven off 
  the Eirius Iornadh. Proceed to Ending 4: Captured By 
  The Brotherthood. 
   
  Shimmering rays of sunlight glimmer on the 
  surface of the water as you frantically swim for 
  shore with your shadowy charge. As the first rays of 
  sunlight warm you the child you carry lets out a 
  shriek, much like the shriek of the dreamstealers or 
  the Eirius Iornadh, and the shadow portion of the 
  child is ripped away, revealing a pale skinned 
  innocent child underneath, whilst the shadow 
  continues to take on the form of the child and sinks 
  back down into the Tal Marith, wailing as it flees 
  from the sunlight. 
   
  Proceed to Encounter 17: The Choices of Veryanna. 
   
  Troubleshooting: 
  Veryanna is dead: If the PCs were foolish enough to 
  kill Veryanna alongside Madi, then most likely they 
  are trapped here. Most likely they will either die at the 
  hands of the Eirius Iornadh or be captured by the 
  Scarlet Brotherhood (see Ending 4). 
   
  Finding the way back to the start may prove 
  problematic if the PCs do not have Veryanna. Unless 
  they have some other kind of magics that function 
  down here, such as teleport a Survival check is 
  required: - 
   
  DC 10 – if the PCs left markers constantly 
  throughout their expedition. Failure indicates they will 
  reach a dead end during their pursuit. 
   
  DC 25 – if the PCs did not leave markers and are 
  willing to take their time (in which case the Eirius 
  Iornadh will catch up). Failure indicates they will reach 
  a dead end during their pursuit and must face their 
  pursuers. 
   
  DC 35 – if the PCs are going to try to run to the 
  exit successfully with no markers. Failure indicates 
  they will reach a dead end during their pursuit and 
  must face their pursuers. 
   
  The Remaining PCs do not have enough 
  Strength: If the PCs collectively do not have sufficient 
  Strength scores to carry Veryanna to the waters and 
  allow at least half of them to swim to safety, once the 
  PCs are low on Strength read the following: - 
   
  Perhaps it is exhaustion, or a trick of the heat of 
  this accursed place, but in your mind you see the 
  image of a white robed man, Tarnedas the Prophet 
  standing upon a beach, leaning upon his young 
  disciple. He turns to the young archer 
  
  To Kill a Kesh 
   
  Page 30 
   
  “They falter now, when most is at stake. Lend 
  them our strengths.” 
   
  The PC carrying Veryanna has his Strength score 
  restored as per a lesser restoration spell. At your 
  discretion restore sufficient PCs to get them to the 
  water – but do not go overboard, allow for the 
  possibility than one or two may be so drained they may 
  end up captured! 
   
  If the PCs do not have Veryanna, go to Ending 3: 
  Failure, otherwise go to Encounter 17: The Choices of 
  Veryanna. 
   
  Encounter 17:  
  The Choices of Veryanna 
  The following encounter takes place once some of the 
  PCs have safely swum to shore from the Tal Marith in 
  Encounter 16: The Death of a Kesh. 
   
  You scramble onto the sandy shores of the beach. A 
  blood-dimmed sun lies low over the western 
  horizon, casting a baleful light over the sand dunes 
  that surround you. 
  From the north side of the beach you see 
  several figures emerging from the cover of the 
  dunes. Their red shell-like skin easily identifies 
  them as norkers. 
   Their Bakluni master steps into sight at the 
  head of the procession:  
  “Things are proceeding according to a darker 
  plan than could ever be ascribed to my master,” he 
  says. All we wish to do is remove this innocent 
  from the Game, but as long as she remains upon her 
  native soil that cannot be. 
   
  “I ask you, give up your prize to the Emperor of 
  the Bright Desert and save her from the curses that 
  are vested upon her father.” 
   
  If the PCs played COR3-13 Traitor’s Road, Azam’ut 
  even goes so far as to swear upon his honour as a 
  Bakluni that he would never lie to those who saved his 
  life. A DC 5 Sense Motive check will reveal him to be 
  quite sincere, almost to the point of desperation! 
   
  Allow the PCs a brief moment to speak with the 
  mage. He answers as follows: - 
   
  The curses of the father? 
  “Your leader, Jian Destron, has earned the 
  Curse of the Rider but a greater and darker curse 
  lies over his head and that of his kin. There is a 
  curse that has lain in place for generations, that no 
  Destron can outlive or outrun, but has waited 
  through the ages for this time.” 
   
  What game do you speak of? 
  “We are all pawns in someone’s greater game. 
  My master found this out, and now you see his fate, 
  to be branded Traitor. 
   
  “Events are in motion that will make the petty 
  provincial wars of Onnwal seem like a candle to the 
  inferno. You have heard this before, but like Him I 
  can say little. You have already tasted a small 
  fraction of the Enemy’s power – you have seen the 
  like of that which Veryanna is sought by, but there 
  is more, much more than you have seen. My master 
  offers his arcane powers as protection, to remove 
  the child from their sight, and to return her when 
  the time is right.” 
   
  What will you do with Veryanna? 
  “We have only sought to carry your people’s 
  favour, and yet all we have received is scorn. My 
  master wishes to take her, and within his empire 
  she will be safe and well looked after. She will 
  return to rule Onnwal when the time is right. If 
  you refuse this time, it is doubtful Onnwal shall 
  still have a szek within a half-score of years.” 
   
  Who is the enemy? 
  “My master knows, but he would not say, and I 
  will not share my thoughts. Perhaps it is that you 
  know more than I, had I the inclination and time I 
  would take from you what you saw and learned.” 
   
  Once the PCs have had a minute or two to discuss or 
  harangue Azam’ut, present the second alternative: - 
   
  The Bakluni’s voice trails off, and you meet his 
  gaze. By the south dunes emerge the archers of the 
  Path of the Bow, led by Jekasto, Disciple of 
  Tarnedas. Among them you can spy the wounded 
  man, Ganymydreth, and leaning on his archer-
  disciple is the aged Prophet, Tarnedas. The men 
  watch impassively, leaning upon white hewn 
  bowstaves, awaiting your decisions. Not a word is 
  spoken, but their desire is obvious… 
   
  The PCs now have a choice – hand over the child they 
  have fought and bled for to Rary, or return to Sornhill 
  under escort from Tarnedas and the archers of the Path 
  of the Bow. Believe it or not, despite the evil reputation 
  of Rary the Traitor the choice may not be as clear-cut as 
  they first think. With what they learned in the Tal 
  
  To Kill a Kesh 
   
  Page 31 
  Marith Azam’ut’s words may have struck a chord with 
  their paraonia. 
   
  Azam’ut has refrained from using his powers that 
  have earned him the named “The Muddled Tongue”, 
  but if they seem to favour returning to Sornhill with 
  Tarnedas he soon looses his inhibitions of doing so! 
   
  Ending 1: 
  To Sornhill with Veryanna 
  If the PCs make towards Tarnedas, Azam’ut desperately 
  tries to use the Muddled Tongue ability to convince 
  the PCs otherwise (DC 20 Will save to negate). Take 
  those who fail the Will save aside and read them the 
  following: - 
   
  The words seem to imprint themselves in your 
  mind, becoming your very thoughts. You hesitate 
  in your course of action. Are you correct? 
   
  Allow a few seconds of roleplaying to take place 
  between those who have been “swayed” and those who 
  remain steady to the intended course of action. Those 
  who failed are now convinced that they should give the 
  baby to Azam’ut. The argument between the PCs shall 
  be ended by the following before violence erupts: - 
   
  “Cease your barking, dog of the desert!” exclaims 
  Tarnedas, his voice carrying with uncharacteristic 
  ferocity, suddenly aglow with white energies that 
  seem to cause the very sky itself to clear and 
  animate. “Your words shall not sway these people, 
  and neither shall your infernal tongue.” 
   
  “Your decision,” says Azam’ut. “This has 
  happened 
  how 
  my 
  master 
  said, 
  and 
  still 
  machinations are allowed to go unchecked. You are 
  being used, all of you! They are using you! Look 
  well upon this child for your decision may damn 
  her.” 
   
  He stares at each of you imploringly, before 
  facing the sky, “I tried master! It was just as you 
  said – they would not listen, they would not honour 
  the debt.” 
   
  If the PCs saved Azam’ut in COR3-13 Traitor’s Road, he 
  fixes on one such PC and says: - 
   
  “Perhaps in the years to come I shall rue that you 
  did not allow my death upon the sands of my 
  homeland.” 
   
  With these parting shots Azam’ut and his norkers are 
  gone once more. 
   
  The PCs can go to Tarnedas, and either with or 
  without his help return to Sornhill.  
   
  They receive 3 Regional Influence Points with 
  Szek Jian Destron or Duchess Sailema Relaster 
  (choose when redeeming). A banquet is held in their 
  honour in the Stormhaven with the Skullsplitter 
  praising their worth, and a purse of gold… 
   
  Additionally, if they possess fully upgraded White 
  Bows from ONW3-01 The Prophet, and ONW3-02 
  Pyrtura an additional upgrade option now becomes 
  available thanks to their experiences in the Tal Marith.  
   
  3 Regional Influence Points with Jian Destron OR 
  Sailema Relaster (choose when redeeming). 
   
  Upgrade to the White Bow: If fully upgraded from 
  ONW3-02 Pyrtura the White Bow gains the Bane 
  (Unknown) upgrade. Future Onnwal scenarios shall 
  tell where the Bane upgrade is useful. Unlike previous 
  white bow upgrades this is free of charge and 
  automatic at the end of the scenario. 
    
  Ending 2: 
  To the Bright Desert 
  As the PCs make their way towards Azam’ut, have them 
  each make DC 15 Spot checks. To those who make the 
  rolls read aloud the following: - 
   
  Gazing back to meet the baleful stares of the white 
  archers, you note that the leader of the archers has 
  strung his bow and is aiming at you. About half of 
  the other archers, upon seeing their leader act, also 
  prepare to ready their bows upon you. 
   
  Allow the PCs a few seconds to react to this. Assuming 
  they do not attempt anything hostile, read the 
  following: - 
   
  No sooner is the bow strung than the hand of the 
  Prophet restrains the archer, simply shaking his 
  head. Reluctantly, and with obvious mutterings the 
  leader stands down. Your path is clear. 
   
  Once the PCs reach Azam’ut, he is genuinely grateful: - 
   
  “You have done more than you know this day,” says 
  the Emissary, taking the child from you. “Perhaps 
  one day you shall be allowed to walk the sands of 
  my master’s lands as a true servant, but until that 
  day I must part from you with this, the dearest star 
  of Sornhill. Worry not about her now, she is safe 
  from the machinations of those who consider 
  
  To Kill a Kesh 
   
  Page 32 
  themselves wise, and she shall return to these 
  shores when she is of age.” 
   
  With a wave of his hand, he is gone, leaving 
  you standing on the shore, the archers glaring at 
  you. 
   
  Tarnedas and his men part peacefully, though they will 
  not parlay with the PCs. Tarnedas himself bears the 
  PCs no ill will – though his disciples do not share his 
  enlightened attitude. He simply dismisses it as an 
  unexpected twist that was meant to be. 
   
  When word reaches Sornhill, which it will do via 
  white robed messenger if not from the PC’s own lips, 
  Szek Jian Destron and Duchess Sailema are affronted 
  by the PCs actions.  
   
  They earn the Disfavour of Jian Destron and 
  Sailema Relaster. However they have earned the 
  Favour of Rary the Traitor, for whatever purpose that is 
  worth! Additionally as they did face the Tal Marith, any 
  white bows that were fully upgraded from ONW3-02 
  Pyrtura receive a free upgrade. 
   
  Disfavour/Disliked Status with Jian Destron and 
  Sailema Relaster. 
   
  Favour 
  of 
  Rary 
  the 
  Traitor: 
  Contact 
  Creighton@onnwal.org.uk 
  or 
  skerrigan@onnwal.org.uk for more information on 
  this favour. 
   
  DM Note: Contact either Stuart or Creighton 
  listing the participating player and PC names along 
  with email addresses. 
   
  Upgrade to the White Bow: If fully upgraded from 
  ONW3-02 Pyrtura the White Bow gains the Bane 
  (Unknown) upgrade. Future Onnwal scenarios shall 
  tell where the Bane upgrade is useful. Unlike previous 
  white bow upgrades this is free of charge and 
  automatic at the end of the scenario.  
   
  Ending 3: 
  Failure 
  If the PCs managed to escape from the Tal Marith, but 
  without Veryanna, then that is unfortunate. Tarnedas 
  and his men will greet the PCs upon the beach, but 
  there will be no sign of Aza’mut of the Muddled 
  Tongue. All that is left is to return to Sornhill in  
  failure. 
   
  If Veryanna died, then she is lost. If she was 
  simply never found because the PCs were not able to 
  press far enough in their explorations, commiserations 
  will be offered by the House of Relaster. Nothing more 
  is heard of Madi’s explorations – at least not yet. 
   
  If Veryanna was left by the PCs and left because of 
  her condition, or she was killed inadvertently by the 
  PCs they earn the Disfavour of Jian Destron and 
  Sailema Relaster. Resurrection or subsequent attempts 
  to locate the child fail. 
    
  Disfavour/Disliked Status with Jian Destron and 
  Sailema Relaster. 
   
  Ending 4: 
  Capture by the Brotherhood 
  This ending is for PCs who became trapped in the Tal 
  Marith due to Strength loss. Describe the situation to 
  the PC, assuming they are still conscious. Unless they 
  possess teleportation magics they will eventually be 
  overwhelmed by waves of hochebi and magical assaults 
  under the Brotherhood’s direction, so there should be 
  no argument. 
   
  You are blinded, but the voices still carry. 
  “You did well in removing that deviant Black 
  Brotherhood renegade,” says a voice, that of Toktot. 
  Strong hands grab you and soon you are bound, 
  gagged and magically held. “Soon you will serve 
  another purpose though. Take the Onnwalon away 
  to my tower – I will speak with the Exalted Sister 
  and then deal with this matter personally.” 
  Mercifully unconsciousness takes you, and 
  then there is nothing more… 
   
  Capture: You have been captured by Maranefel Toktot, 
  Kesh of Scant. Either pay 16 TUs to escape, or play the 
  mini-mission Degrees of Freedom (1 TU to play). 
   
  This is not the end for PCs who are captured, 
  though it is the end of the module. Rather you as the 
  DM should look on it as the beginning of interesting 
  times. Of course from their perspective, their future 
  looks bleak to be sure… 
   
   
  Thus ends to Kill a Kesh, in uncertainty and 
  revelation. 
  
  To Kill a Kesh 
   
  Page 33 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  bonus experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
  Different characters can receive different bonus awards 
  within the range allowed by the maximum. 
   
  Encounter Two: Dawn Brings The Messenger 
  Defeat the Eidolon 
  APL 6  
  270 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter Eight: A Watery Grave 
  Defeat the kuo-toa 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter Twelve: Shadow, Fire and Death 
  Defeat the dreamstealers 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter Thirteen: Choices In The Dark 
  Survive the effects of the trap 
  All APLs  
  150 XP 
   
  Encounter Fourteen: Flame and Scale 
  Defeat the fire snake(s) 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Encounter Fifteen: Amidst Flame and Shadow 
  Defeat Kekarav Madi 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  420 XP 
   
  Encounter Sixteen: Killing A Kesh 
  Successfully fleeing the Tal Marith 
  APL 6  
  90 XP 
  APL 8  
  180 XP 
  APL 10 
  240 XP 
  APL 12 
  300 XP 
   
  Discretionary Roleplaying Bonus 
  APL 6  
  360 XP 
  APL 8  
  450 XP 
  APL 10 
  540 XP 
  APL 12 
  630 XP 
   
  Experience Totals 
  APL 6 
  1,800 XP 
  APL 8 
  2,250 XP 
  APL 10 
  2,700 XP 
  APL 12 
  3,150 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 Equipment. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  
  To Kill a Kesh 
   
  Page 34 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Loot = Looted gear from enemy (calculated at 50% of 
  book price); Coin = Coin, Gems, Jewelry, and other 
  valuables (calculated at 100% of value); Magic = Magic 
  Items (calculated at 75% of book price). 
   
  Total Treasure Possible 
  APL 6 
  1,600 XP 
  APL 8 
  2,500 XP 
  APL 10 
  4,200 XP 
  APL 12 
  6,000 XP 
   
  Encounter Eight: A Watery Grave 
  APL 6: Loot: 156 gp; Magic: 4 potions of mage armour 
  (4 gp each), 4 potions of aid (25 gp each), scroll of 
  blindness (31 gp), dispel magic (31 gp), potion of 
  barkskin +3 (50 gp). 
   
  APL 8: Loot: 29 gp; Magic: 4 +1 pincer staffs (196 
  gp each), 4 potions of mage armour (4 gp each), 4 
  potions of aid (25 gp each), 4 potions of cure serious 
  wounds (63 gp each), scroll of blindness (31 gp), dispel 
  magic (31 gp), potion of barkskin +3 (50 gp), ring of 
  protection +1 (167 gp), water elemental gem (188 gp). 
   
  APL 10: Loot: 29 gp; Magic: 4 +1 pincer staffs (196 
  gp each), 4 potions of mage armour (4 gp each), 4 
  potions of aid (25 gp each), 4 potions of cure serious 
  wounds (63 gp each), 5 bracers of armour +1 (83 gp 
  each), scroll of blindness (31 gp), dispel magic (31 gp), 
  potion of barkskin +3 (50 gp), ring of protection +1 
  (167 gp), water elemental gem (188 gp), bead of force 
  (250 gp). 
   
  APL 12: Loot: 1 gp; Magic: 5 +1 pincer staff (196 gp 
  each), 4 potions of mage armour (4 gp each), 4 potions 
  of aid (25 gp each), 4 potions of cure serious wounds 
  (63 gp each), 4 bracers of armour +2 (333 gp each), 5 
  rings of protection +1 (167 gp each), scroll of blindness 
  (31 gp), dispel magic (31 gp), potion of barkskin +3 (50 
  gp), water elemental gem (188 gp), bracers of armour 
  +1 (83 gp), bead of force (250 gp), periapt of wisdom +2 
  (333 gp). 
   
  Encounter Ten: Guardians of Antiquity 
  All APLs: +1 spear: This +1 spear is of archaic design. 
  The last half-foot of the shaft is actually a polished and 
  carved length of horn showing a series of stylised 
  carvings of idyllic landscape scenes that include 
  exquisitely detailed animals and birds. The blade of the 
  weapon tapers to a long, thin point. 
   
  The spear’s tip now glows with a soft light. This 
  light is equal to bright light within a 20-foot radius and 
  shadowy light in a 40-foot radius. In addition the spear 
  has the following abilities: Int 12, Wis 12, Cha 10; 
  communicates via empathy; vision and hearing 30 ft. 
  range; cast bless 3/day. 
   
  These powers will manifest themselves while the 
  PCs are within the Tal Marith. To maintain these 
  powers after the adventure the owner must sacrifice 
  2,000 gp worth of precious gems and rare woods to 
  Beory. This adds 2,000 gp to the value of this item. 
   
  Encounter Twelve: Shadow, Fire and Death 
  All APLs: Loot: 238 gp;  
   
  Maranefel’s Amulet: This small featureless iron 
  amulet was enchanted by Maranefel Toktot to discern 
  the location of Kekarav Madi. The enchantments on it 
  have now faded; all that remains is a Faint divination 
  aura. 
   
  Cost: 20 gp. 
   
  Encounter Fourteen: Flame and Scale 
   
  All APLs: Loot 14 gp. 
   
  Encounter Fifteen: Amidst Flame and Shadow 
  Treasure: The following treasure may be recovered 
  from this are once Kekarav Madi is defeated. Note, 
  some of the items may be expended during the combat 
  and thus will not be available to the PCs. 
   
  APL 6: Loot: 6 gp; Magic: bracers of armour +1 (83 
  gp), potion of heroism (63 gp), elixir of fire breath (92 
  gp), ring of protection +1 (167 gp), elemental gem  (187 
  gp). 
   
  APL 8: Loot: 115 gp; Magic: bracers of armour +1 
  (83 gp), potion of heroism (63 gp), elixir of fire breath 
  (92 gp), ring of protection +2 (667 gp), potion of 
  protection from arrows (magic) (25 gp), elemental gem 
  (187 gp). 
   
  APL 10: Loot: 39 gp; Magic: bracers of armour +1 
  (83 gp), potion of heroism (63 gp), elixir of fire breath 
  (92 gp), ring of protection +2 (667 gp), potion of 
  protection from arrows (magic) (25 gp), necklace of 
  fireballs (725 gp), dusty rose ioun stone (417 gp), 4 +1 
  spears (192 gp each), elemental gem (2) (187 gp each). 
   
  APL 12: Magic: bracers of armour +3 (750 gp), 
  potion of heroism (63 gp), elixir of fire breath (92 gp), 
  ring of protection +2 (667 gp), potion of protection 
  from arrows (magic) (25 gp), necklace of fireballs (725 
  gp), dusty rose ioun stone (417 gp), periapt of Wisdom 
  +2 (333 gp), amulet of natural armour +2 (Faint 
  transmutation), 4 +1 spears (192 gp each), +1 heavy 
  
  To Kill a Kesh 
   
  Page 35 
  wooden shield (96 gp), elemental gem (2) (187 gp 
  each). 
   
   
  AR Items 
  +1 spear upgrade:  Of archaic design the last half-foot of the shaft is a 
  polished and carved length of horn showing stylised carvings of 
  idyllic landscape scenes that include exquisitely detailed animals and 
  birds. The blade of the weapon tapers to a long, thin point. 
   
  The spear’s tip glows with light equal to bright light within a 
  20-foot radius and shadowy light in a 40-foot radius. The spear has the 
  following abilities: Int 12, Wis 12, Cha 10; communicates via 
  empathy; vision and hearing 30 ft. range; bless 3/day. It is named 
  Falenreth. 
   
  These powers manifested themselves while the PCs explore the 
  Tal Marith. To maintain these powers the owner must sacrifice 2,000 
  gp worth of precious gems and rare woods to Beory. This adds 2,000 
  gp to the value of the spear. 
   
  Maranefel’s Amulet: This small featureless iron amulet was 
  enchanted by Maranefel Toktot to discern the location of Kekarav 
  Madi. The enchantments on it have now faded; all that remains is a 
  Faint divination aura. 
   
  3 Regional Influence Points with Jian Destron OR Sailema 
  Relaster (choose when redeeming). 
   
  Upgrade to the White Bow: If fully upgraded from ONW3-02 
  Pyrtura the White Bow gains the Bane (Unknown) upgrade. Future 
  Onnwal scenarios shall tell where the Bane upgrade is useful. Unlike 
  previous white bow upgrades this is free of charge and automatic at 
  the end of the scenario. 
   
  Disfavour/Disliked Status with Jian Destron and Sailema 
  Relaster. 
   
  Favour of Rary the Traitor: Contact Creighton@onnwal.org.uk or 
  skerrigan@onnwal.org.uk for more information on this favour. 
   
  Capture: You have been captured by Maranefel Toktot, Kesh of 
  Scant. Either pay 16 TUs to escape, or play the mini-mission  Degrees 
  of Freedom (1 TU to play). 
   
  Item Breakdown By APL 
  APL 6 
  Potion of barkskin +3 (Any; CL 9th; DUNGEON MASTER’S Guide) 
  Potion of heroism (Any; CL 5th; DUNGEON MASTER’S Guide) 
  Elixier of fire breath (Any; CL 11th; DUNGEON MASTER’S Guide) 
  Elemental gem (air) (Adventure; CL 11th; DUNGEON MASTER’S 
  Guide) 
   
  APL 8 
  +1 pincer staff (Adventure; CL 3rd; DUNGEON MASTER’S Guide) 
  Potion of cure serious wounds (Any; CL 5th; DUNGEON MASTER’S 
  Guide) 
  Elemental gem (water) (Adventure; CL 11th; DUNGEON MASTER’S 
  Guide) 
  Ring of protection +2 (Any; CL 5th; DUNGEON MASTER’S Guide) 
  Potion of protection from arrows (magic) (Any; CL 3rd; DUNGEON 
  MASTER’S Guide) 
   
   
  APL 10 
  Bead of force (Any; CL 10th; DUNGEON MASTER’S Guide) 
   
  Necklace of fireballs (VII) (Adventure; CL 10th; DUNGEON MASTER’S 
  Guide) 
  Dusty rose ioun stone (Any; CL 12th; DUNGEON MASTER’S Guide) 
  Elemental gem (earth) (Adventure; CL 11th; DUNGEON MASTER’S 
  Guide) 
   
  APL 12 
  Bracers of armour +2 (Any; CL 7th; DUNGEON MASTER’S Guide) 
  Periapt of Wisdom +2 (Any; CL 8th; DUNGEON MASTER’S Guide) 
  Bracers of armour +3 (Any; CL 7th; DUNGEON MASTER’S Guide) 
  Amulet of matural armour +2 (Any; CL 5th; DUNGEON MASTER’S 
  Guide) 
   
   
   
   
  
  To Kill a Kesh 
   
  Page 36 
  Appendix 1 
  APL 6 
  Encounter 2: Dawn Shall Bring The 
  Messenger 
  "Eidolon: CR 9; Large construct; HD 9d10+30; hp 79; 
  Init +0; Spd 30 ft. (can’t run); AC 21, touch 9, flat-footed 
  21; Base Atk +5; Grp +13; Atk +10 melee (2d6+5, slam); 
  Full Atk +10 melee (2d6+5, slam x2); Space/Reach 10 
  ft./10 ft.; SA Blood spray, confusion; SQ Construct 
  traits, DR 10/adamantine, SR 19; AL NE; SV Fort +3; 
  Ref +3; Will +1; Str 21, Dex 11, Con -, Int 2, Wis 6, Cha 
  13. 
   
  Skills and Feats: Jump +17; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 15 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an 
  eidolon must make a DC 15 Will save or become 
  confused. This condition is permanent, only a greater 
  restoration, limited wish, miracle or wish spell can 
  restore the subject to normal. The effect is otherwise 
  identical with that of a confusion spell (cast level 10
  th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  ! Ganymedryth of the Path of the Talon: human 
  Ftr5/Order of Bow Initiate1: CR 6; medium-sized 
  humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 13, touch 13); Base Atk +6; Grp +7; Atks 
  +8/+2 melee (1d8+1/19-20 short sword), +11/+6 (or 
  +9/+4/+9) ranged (1d8/x3, longbow); SA Ranged sneak 
  attack +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow). 
   
  Possessions:  Masterwork studded leather armour; 
  masterwork longbow, 20 arrows. 
   
  Encounter 4: The Voice of Reason 
  "Norker War1 (20): CR 1/2; Small humanoid 
  (goblinoid); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +1; Grp +1; Atk +2 
  melee (1d6, club) or +2 melee 1d4, bite or +3 ranged 
  (1d6 javelin); Full Atk +2 melee (1d6, club) and –3 
  melee (1d4, bite); SA -; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +1, Will –1; Str 10, Dex 13, Con 14, Int 13, 
  Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Listen +3, Move 
  Silently +5, Spot +3; Alertness. 
   
  Possessions: Loincloth, club, javelin. 
   
  !Eliazir Razeem Azam’ut of the Muddled Tongue: 
  human male Wiz14; CR 14; Medium-sized Humanoid; 
  HD 14d4; hp 42; Init +2; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 22; Base Atk +7/+2; Grp +7; Atk +10 melee 
  (1d6+3, +3 quarterstaff); Full Atk +10/+5 melee (1d6+3, 
  +3 quarterstaff); SA Spells, muddled tongue; SQ 
  Summon familiar; AL NE; SV Fort +4, Ref +6, Will +12; 
  Str 10, Dex 14, Con 11, Int 20, Wis 16, Cha 19. 
   
  Skills and Feats: Bluff +6, Concentration +17, Craft 
  (alchemy) +17, Diplomacy +13, Intimidate +7, 
  Knowledge (arcana) +22, Knowledge (history) +11, 
  Knowledge (religion) +10, Sense Motive +9, Spellcraft 
  +22, Spot +8, Wilderness Lore +9; Combat Casting, 
  Craft Magic Arms and Armour, Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Scribe 
  Scroll, Spell Focus (Enchantment), Spell Penetration. 
   
  Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + 
  spell level; Enchantment base DC = 16 + spell level): 0-
  dancing 
  lights, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation; 1
  st-mage armour, magic missile (2), 
  protection from good, shield, unseen servant; 2
  nd-detect 
  invisibility, invisibility, mirror image, tasha’s hideous 
  laughter*, touch of idiocy*; 3
  rd-blink, deep slumber*, 
  dispel magic, hold person*, protection from elements 
  (fire); 4
  th- confusion*, crushing despair*, detect scrying, 
  globe of invulnerability, phantasmal killer; 5
  th-cone of 
  cold, feeblemind* (s), wall of force; 6
  th-chain lightning, 
  
  To Kill a Kesh 
   
  Page 37 
  geas/quest*, great dispel magic; 7
  th- mass hold person*, 
  limited wish. 
   
  Muddled Tongue (Su): Those listening to 
  Azam’ut speak when he uses his muddled tongue (a 
  free action) must make a Will save (DC 17). Those who 
  fail may fall victim to command, charm person, daze 
  and suggestion spell-like effects at the whim of 
  Azam’ut for the next hour. Furthermore, Azam’ut can, 
  with the power of his voice, conjure complex images 
  and illusions equivalent to the effects of major image. 
   
  Possessions: +3 quarterstaff, ring of protection +3, 
  ring of teleportation, bracers of armour +7, fine Bakluni 
  robes. 
   
  Encounter 8: A Watery Grave 
  "Kuo-Toa 
  Mnk1: CR 3; Medium monstrous 
  humanoid (aquatic); HD 2d8+2 plus 1d8+1; hp 20; Init 
  +2; Spd 20 ft., swim 50 ft.; AC 20, touch 14, flat-footed 
  16; Base Atk +2; Grp +9; Atk +5 melee (1d6+3, unarmed 
  strike) or +5 melee (1d4+3, bite) or +6 melee (1d10+3, 
  masterwork pincer staff); Full Atk +5 melee (1d6+3, 
  unarmed strike) and +0 melee (1d4+2, bite) or +6 melee 
  (1d10+3, masterwork pincer staff); Space/Reach 5 ft./5 
  ft.; SA Pincer staff, flurry of blows (-2/-2); SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slippery; AL NE; Saves Fort +5, Ref +7, Will +7; Str 17, 
  Dex 14, Con 13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +12, Knowledge 
  (history) +4, Listen +9, Hide +6, Move Silently +9, 
  Search +8, Spot +15, Swim +11, Tumble +6; Alertness, 
  Great 
  Fortitude, 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan. 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Flurry of Blows (Ex): This kuo-toa may use a full 
  stack action to make one extra attack per round with an 
  unarmed strike at his highest base attack, but this and 
  each other attacks suffers the penalty or bonus listed 
  above. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Masterwork pincer staff, potion of 
  mage armour, potion of aid.  
   
  "Kugloogoop, Kuo-toan Clr4 - Blibdoolpoolp: CR 6; 
  Medium monstrous humanoid (aquatic); HD 2d8+2 
  plus 4d8+4; hp 38; Init +4; Spd 20 ft., swim 50 ft.; AC 
  16, touch 10, flat-footed 16; Base Atk +5; Grp +6; Atk +7 
  melee (1d10+1, masterwork pincer staff) or +6 melee 
  (1d4+1, bite); Full Atk +7 melee (1d10+1, masterwork 
  pincer staff) and +1 melee (1d4, bite); Space/Reach 5 
  ft./5 ft.; SA Pincer staff, rebuke undead 5/day, spells; 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; Saves Fort +7, Ref +6, 
  Will +11; Str 13, Dex 10, Con 13, Int 13, Wis 18, Cha 
  14. 
  Skills and Feats: Concentration +4, Escape Artist +8, 
  Knowledge (history) +10, Knowledge (religion) +7, 
  Listen +9, Move Silently +3, Search +8, Spellcraft +7, 
  Spot +13, Swim +9; Alertness, Great Fortitude, 
  Improved Initiative, Lightning Reflexes. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  
  To Kill a Kesh 
   
  Page 38 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Koa-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Spells Prepared (5/4+1/3+1; base DC 14 + spell 
  level): 0- cure minor wounds, detect magic, guidance, 
  resistance, virtue; 1
  st- bless, inflict light wounds*, shield 
  of faith, summon monster (2); 2
  nd- hold person, silence, 
  shatter*, spiritual hammer. 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  bonus to melee attack roll and damage equal to cleric 
  level), Water (rebuke or destroy fire creatures as a good 
  cleric turns undead). 
   
  Possessions: Masterwork pincer staff, scroll of 
  blindness, dispels magic, potion of barkskin +3, belt, 2 
  belt pouches. 
   
  Encounter 11: The Honoured Dead 
  !Randal Llaryr: Ghostly Male Human War1; CR 2; 
  Medium Undead (Human) (Incorporeal): HD 1d12; hp 
  12; Init +3; Spd Fly 30 ft (perfect).; AC 14, touch 14, 
  flat-footed 11; Base Atk +1; Grp +1; Atk +3 melee (1d3, 
  incorporeal touch) or +3 melee (1d4 ability points, 
  incorporeal draining touch); SA Draining touch; SQ 
  Manifestation, +4 turn resistance, rejuvenation, 
  undead, incorporeal; AL LN; SV Fort +2 Ref +3 Will -1; 
  Str 10, Dex 16, Con -,  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Climb +1, Hide +10, Listen +11, 
  Search +7, Spot +11, Swim -2, Alertness, Weapon Focus 
  (longsword). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d4 
  points from any one ability score it selects. On each 
  successful hit, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
   Manifestation (Su): When manifesting ghosts 
  becomes visible but incorporeal.  
  Rejuvenation (Su): A destroyed ghost is able to 
  restore itself in 2d4 days if it makes a successful level 
  check 1d20+1 (DC16). 
  Undead: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects, and necromantic 
  effects. They ignore mind-influencing effects charms, 
  compulsions, phantasms, patterns and morale effects). 
  Undead are not subject to critical hits, subdual damage, 
  ability damage, ability drain or energy drain. They are 
  immune to anything requiring a Fortitude saving 
  throw (unless it affects objects). They have darkvision 
  60 ft. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons and 
  spells, spell-like abilities, or supernatural abilities. 
  Immune to all nonmagical attack forms. Even when hit 
  by spells or magical weapons he has a 50% chance of 
  ignoring any damage from a corporeal source (except 
  from force effects such as magic missile, or attacks 
  made with ghost touch weapons. The physical attacks 
  of an incorporeal creature pass through armour unless 
  it is made of force. Incorporeal creatures can pass 
  through solid objects at will. It moves silently and 
  cannot be heard if it doesn’t wish to.  
  
  To Kill a Kesh 
   
  Page 39 
   
  Encounter 12: Shadow, Fire and Death 
  "Eirius Iornadh (2): CR 7; Medium Undead 
  (Incorporeal); HD 5d12; hp 56; Init +7; Spd 30 ft., 60 ft. 
  fly (good); AC 19, touch 15, flat-footed 12; Base Atk +5; 
  Grp -; Atk +5 melee (1d6 and Wisdom drain, bite) or +5 
  melee (1d4 and Wisdom drain, claw); Full Atk  +5 
  melee (1d6 and Wisdom drain, bite) and +0 melee (1d4 
  and Wisdom drain, claw x2); AL NE; SA Breath 
  weapon, wisdom drain, wail of doom; SQ Immunity 
  (fire), incorporeal, undead, low-light vision, limited 
  range; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, 
  Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +11, Intimidate +11, Intuit 
  Direction +6, Listen +11, Search +9, Sense Motive +7, 
  Spot +10; Alertness, Combat Reflexes, Improved 
  Initiative. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 14 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Erius-Brud 
  may emit a bloodcurdling scream that effects all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  "Elite Hochebi Guard, Ftr2 (12): CR 2, Medium 
  humanoid; HD 1d8+2 and 2d10+7; hp 28; Init +5; Spd 
  20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +3; Grp 
  +5; Atk +6 melee (1d8+2/19-20, longsword); Full Atk +6 
  melee (1d8+2/19-20, longsword); SA -; SQ Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +1, Will +0; Str 14, Dex 
  13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +4, Move Silently 
  +4, Spot +4; Alertness, Improved Initiative, Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  longsword, 6 gp. 
   
  !Maranefel Toktot, The Butcher of Scant: human 
  male Wiz16; CR 16; Medium-sized Humanoid; HD 
  16d4+32; hp 73; Init +6; Spd 30 ft.; AC 23, touch 16, flat-
  footed 17; Base Atk +8/+3; Grp +8; Atk +8 melee (1d6, 
  quarterstaff) or +10 melee (1d4+2/19-20/x2, +2 dagger); 
  Full Atk +8/+3 melee (1d6, quarterstaff) or +10/+5 
  melee (1d4+2/19-20/x2, +2 dagger); SA Spells; SQ 
  Summon familiar; AL NE; SV Fort +7, Ref +7, Will +13; 
  Str 11, Dex 14, Con 14, Int 20, Wis 15, Cha 16. 
   
  Skills and Feats: Concentration +21, Craft 
  (alchemy) +24, Decipher Script +24, Knowledge 
  (arcana) +24, Knowledge (history) +24, Listen +4, 
  Spellcraft +24, Spot +5, Swim +5; Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Heighten 
  Spell, Improved Initiative, Quicken Spell, Scribe 
  Scroll, Spell Focus (Evocation), Spell Penetration, 
  Widen Spell. 
   
  Languages: Ancient Suel, Common, Dwarvish. 
  Elvish, Flan, Infernal, Old Oeridian. 
   
  Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 
  + spell level; Evocation DC = 16 + spell level): 0- detect 
  magic, light, dancing lights, prestidigitation; 1
  st- detect 
  undead, detect secret doors, magic missile (2), 
  protection from good, shield; 2
  nd- darkness, invisibility, 
  mirror image, see invisibility, shatter; 3
  rd- blink, dispel 
  magic, fly, haste, lightning bolt; 4
  th- lesser globe of 
  invulnerability, greater invisibility, shout, stone shape, 
  stoneskin; 5
  th- break enchantment, cone of cold, 
  feeblemind, prying eyes, wall of force; 6
  th- chain 
  lightning, Widened lightning bolt, greater dispel 
  magic; 7
  th- prismatic spray, Widened ice storm, limited 
  wish; 8
  th- Heightened charm person, polar ray. 
    
  Active Spells: contingency (teleport if reduced 
  below 30 hit points), permanent darkvision 
   
  Possessions: +2 dagger, ring of protection +4, 
  bracers of armour +7, staff of evocation (45 ch), potion 
  of cure serious wounds, ring of telekinesis. 
   
  
  To Kill a Kesh 
   
  Page 40 
  Encounter 14: Flame and Scale 
  "Lesser Flame Snake (1): CR 7; Medium-size magical 
  beast (fire); HD 8d10+16; hp 60; Init +4; Spd 40 ft., 
  climb 20 ft.; AC 21, touch 14, flat-footed 17; Base Atk 
  +8; Grp +10; Atk +13 melee (1d8+2 and 2d6 fire plus 
  poison, bite) or +12 ranged touch (2d6, magma spit); 
  Full Atk +13 melee (1d8+2 and 2d6 fire plus poison, 
  bite) and +9 melee (1d6+1, tail spike) or +12 ranged 
  touch (2d6 fire, magma spit); Space/Reach 5 ft./ 5 ft. 
  (coiled); SA Constrict 2d6+3 plus 2d6 fire, fiery poison, 
  heat, magma spit; SQ Darkvision 60 ft., fast healing 3, 
  fire subtype, low-light vision, scent, uncanny dodge; 
  AL NE; SV Fort +8, Ref +10, Will +4; Str 15, Dex 18, 
  Con 15, Int 8, Wis 14, Cha 13. 
   
  Skill and Feats: Climb +10, Hide +7, Listen +5, 
  Move Silently +7, Spot +4; Multiattack, Weapon 
  Finesse, Weapon Focus (bite). 
   
  Constrict (Ex): With a successful grapple check, a 
  lesser flame snake can constrict a grabbed opponent, 
  dealing 2d6+3 points of bludgeoning damage and 2d6 
  points of fire damage. 
   
  Fiery Poison (Ex): A lesser flame snake delivers 
  its poison (Fort DC 16 negates) with each successful 
  bite attack. Initial and secondary damage are the same 
  (1d4 Str). In addition, if the save fails, the lesser flame 
  snake’s poison burns its victim from the inside as it 
  courses through the opponent’s body. Each round the 
  poison remains in a victim’s blood stream (maximum 
  10 rounds), it deals 2 points of fire damage (no save). 
  This includes the round in which the victim was 
  bitten. 
   
  Heat (Ex): A flame snake generates so much heat 
  that its mere touch deals additional fire damage. This 
  damage varies by subrace. 
   
  Magma Spit (Su): Every 1d4 rounds a lesser flame 
  snake can launch a sticky glob of fiery spittle at an 
  opponent within 30 feet (no range increment). A 
  successful ranged touch attack is required to hit. If 
  struck, a target takes 3d6 points of fire damage and 
  must make a Reflex save (DC 16) or catch on fire. 
   
  Fast Healing (Ex): A lesser flame snake regains 
  lost hit points at the rate of 3 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation and it does not allow a lesser flame snake 
  to regrow or reattach lost body parts. 
   
  Fire Subtype (Ex): A flame snake is immune to 
  fire damage. It takes half again as much (+50%) damage 
  as normal from cold, regardless of whether a saving 
  throw is allowed or if the save is a success of a failure. 
   
  Uncanny Dodge (Ex): A lesser flame snake 
  retains its Dexterity bonus to Armour Class even when 
  flat-footed or struck by an invisible attacker. 
   
  Scent (Ex): A flame snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Flame snakes have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 15: Amidst Fire and Shadow 
  !Kekarav Madi, male shadow Mnk2/Clr5: CR 8; 
  Medium-Size Magical Beast; HD 2d8+4 plus 5d8+10; 
  hp 52; Init +7; Spd 45 ft.; AC 18, touch 17, flat-footed 
  12; Base Atk +4; Grp +10; Atk +7 melee (1d6+2, 
  unarmed strike); Full Atk +7 melee (1d6+2, unarmed 
  strike); Space/Reach 5 ft./5 ft.; SA Flurry of blows (-1/-
  1), spells, rebuke undead; SQ Evasion, cold resistance 
  12, darkvision 60 ft., low-light vision, shadow blend, 
  regeneration 2; AL NE; SV Fort +9, Ref +7, Will +10; Str 
  14, Dex 16, Con 15, Int 13, Wis 17, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +5, 
  Concentration +9, Escape Artist +8, Hide +12, 
  Knowledge (history) +5, Knowledge (religion) +5, 
  Listen +5, Move Silently +14, Spellcraft +8 Spot +5, 
  Tumble +8; Deflect Arrows, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Stealthy, Weapon Focus (unarmed strike). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Regeneration (Ex): Regenerate 2 hit points per 
  round (slain if brought to 0 hit points). 
   
  Skills: Move Silently +6. 
   
  Spells Known: 5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0- cure minor wounds, detect magic, 
  guidance, light, virtue; 1
  st- command, deathwatch, 
  divine favour, protection from good*, shield of faith; 
  2
  nd- aid, hold person, resist energy, shatter*; 3
  rd- 
  contagion*, deeper darkness, dispel magic. 
   
  *Domain Spell. Domains: Destruction  (Smite 
  1/day [+4 bonus on attack rolls and a bonus on damage 
  equal to cleric level), Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: bracers of armour +1, potion of 
  heroism, elixir of fire breath, ring of protection +1, 
  elemental gem (air). 
   
  "Shadow Kuo-Toa Guard (3): CR 2; Medium 
  magicval beast (aquatic); HD 2d8+2; hp 11; Init +0; Spd 
  30 ft., swim 75 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk +3; Grp +3; Atk +3 melee (1d6+1, spear) or +3 melee 
  (1d4+1, bite); Full Atk +3 melee (1d6+1, spear) and –2 
  melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ 
  
  To Kill a Kesh 
   
  Page 41 
  Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery, darkvision 60 ft., low-light 
  vision, cold resistance 7, shadow blend, evasion; AL 
  NE; Saves Fort +3, Ref +3, Will +5; Str 13, Dex 10, Con 
  13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +8, Knowledge 
  (history) +4, Listen +7, Move Silently +3, Search +8, 
  Spot +11, Swim +9; Alertness, Great Fortitude. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Evasion (Ex):  A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save indicates no damage is taken. 
   
   Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: Heavy wooden shield, spear. 
   
  Encounter 16: Killing a Kesh 
  "Advanced 13 HD Eirius Iornadh (20): CR 9; 
  Medium Undead (Incorporeal); HD 13d12; hp 112; Init 
  +7; Spd 30 ft., 60 ft. fly (good); AC 19, touch 15, flat-
  footed 12; Base Atk +7; Grp -; Atk +7 melee (1d6, and 
  Wisdom drain bite) or +7 melee (1d4 and Wisdom 
  drain, claw); Full Atk  +7 melee (1d6 and Wisdom 
  drain, bite) and +2 melee (1d4 and Wisdom drain, claw 
  x2); AL NE; SA Breath weapon, wisdom drain, wail of 
  doom; SQ Immunity (fire), incorporeal, undead, low-
  light vision, limited range; SV Fort +3, Ref +8, Will +10; 
  Str -, Dex 16, Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +19, Intimidate +17, Intuit 
  Direction +12, Listen +18, Search +15, Sense Motive 
  +13, Spot +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 18 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  
  To Kill a Kesh 
   
  Page 42 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith. 
   
   
   
  
  To Kill a Kesh 
   
  Page 43 
  Appendix 2 
  APL 8 
  Encounter 2: Dawn Shall Bring The 
  Messenger 
  "Eidolon: CR 10; Large construct; HD 13d10+30; hp 
  97; Init +0; Spd 30 ft. (can’t run); AC 21, touch 9, flat-
  footed 21; Base Atk +6/+1; Grp +14; Atk +11 melee 
  (2d6+5, slam); Full Atk +11/+6 melee (2d6+5, slam x2); 
  Space/Reach 10 ft./10 ft.; SA Blood spray, confusion; 
  SQ Construct traits, DR 10/adamantine, SR 19; AL NE; 
  SV Fort +3; Ref +3; Will +2; Str 21, Dex 11, Con -, Int 2, 
  Wis 6, Cha 13. 
   
  Skills and Feats: Jump +21; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 17 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an 
  eidolon must make a DC 17 Will save or become 
  confused. This condition is permanent, only a greater 
  restoration, limited wish, miracle or wish spell can 
  restore the subject to normal. The effect is otherwise 
  identical with that of a confusion spell (cast level 10
  th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  ! Ganymedryth of the Path of the Talon: human 
  Ftr5/Order of Bow Initiate1: CR 6; medium-sized 
  humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 13, touch 13); Base Atk +6; Grp +7; Atks 
  +8/+2 melee (1d8+1/19-20 short sword), +11/+6 (or 
  +9/+4/+9) ranged (1d8/x3, longbow); SA Ranged sneak 
  attack +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow). 
   
  Possessions:  Masterwork studded leather armour; 
  masterwork longbow, 20 arrows. 
   
  Encounter 4: The Voice of Reason 
  "Norker War1 (20): CR 1/2; Small humanoid 
  (goblinoid); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +1; Grp +1; Atk +2 
  melee (1d6, club) or +2 melee 1d4, bite or +3 ranged 
  (1d6 javelin); Full Atk +2 melee (1d6, club) and –3 
  melee (1d4, bite); SA -; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +1, Will –1; Str 10, Dex 13, Con 14, Int 13, 
  Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Listen +3, Move 
  Silently +5, Spot +3; Alertness. 
   
  Possessions: Loincloth, club, javelin. 
   
  !Eliazir Razeem Azam’ut of the Muddled Tongue: 
  human male Wiz14; CR 14; Medium-sized Humanoid; 
  HD 14d4; hp 42; Init +2; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 22; Base Atk +7/+2; Grp +7; Atk +10 melee 
  (1d6+3, +3 quarterstaff); Full Atk +10/+5 melee (1d6+3, 
  +3 quarterstaff); SA Spells, muddled tongue; SQ 
  Summon familiar; AL NE; SV Fort +4, Ref +6, Will +12; 
  Str 10, Dex 14, Con 11, Int 20, Wis 16, Cha 19. 
   
  Skills and Feats: Bluff +6, Concentration +17, Craft 
  (alchemy) +17, Diplomacy +13, Intimidate +7, 
  Knowledge (arcana) +22, Knowledge (history) +11, 
  Knowledge (religion) +10, Sense Motive +9, Spellcraft 
  +22, Spot +8, Wilderness Lore +9; Combat Casting, 
  Craft Magic Arms and Armour, Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Scribe 
  Scroll, Spell Focus (Enchantment), Spell Penetration. 
   
  Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + 
  spell level; Enchantment base DC = 16 + spell level): 0-
  dancing 
  lights, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation; 1
  st-mage armour, magic missile (2), 
  protection from good, shield, unseen servant; 2
  nd-detect 
  invisibility, invisibility, mirror image, tasha’s hideous 
  laughter*, touch of idiocy*; 3
  rd-blink, deep slumber*, 
  dispel magic, hold person*, protection from elements 
  (fire); 4
  th- confusion*, crushing despair*, detect scrying, 
  globe of invulnerability, phantasmal killer; 5
  th-cone of 
  cold, feeblemind* (s), wall of force; 6
  th-chain lightning, 
  
  To Kill a Kesh 
   
  Page 44 
  geas/quest*, great dispel magic; 7
  th- mass hold person*, 
  limited wish. 
   
  Muddled Tongue (Su): Those listening to 
  Azam’ut speak when he uses his muddled tongue (a 
  free action) must make a Will save (DC 17). Those who 
  fail may fall victim to command, charm person, daze 
  and suggestion spell-like effects at the whim of 
  Azam’ut for the next hour. Furthermore, Azam’ut can, 
  with the power of his voice, conjure complex images 
  and illusions equivalent to the effects of major image. 
   
  Possessions: +3 quarterstaff, ring of protection +3, 
  ring of teleportation, bracers of armour +7, fine Bakluni 
  robes. 
   
  Encounter 8: A Watery Grave 
  "Kuo-Toa 
  Mnk3: CR 5; Medium monstrous 
  humanoid (aquatic); HD 2d8+2 plus 3d8+3; hp 32; Init 
  +6; Spd 30 ft., swim 60 ft.; AC 20, touch 14, flat-footed 
  16; Base Atk +4; Grp +11; Atk +7 melee (1d6+3, 
  unarmed strike) or +7 melee (1d4+3, bite) or +8 melee 
  (1d10+4, +1 pincer staff); Full Atk +7 melee (1d6+3, 
  unarmed strike) and +2 melee (1d4+2, bite) or +8 melee 
  (1d10+4, +1 pincer staff); Space/Reach 5 ft./5 ft.; SA 
  Pincer staff, flurry of blows (+0/+0); SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slippery, evasion, still mind; AL NE; Saves Fort +6, Ref 
  +8, Will +8; Str 17, Dex 14, Con 13, Int 13, Wis 14, Cha 
  8. 
  Skills and Feats: Escape Artist +12, Knowledge 
  (history) +4, Listen +9, Hide +8, Move Silently +11, 
  Search +8, Spot +17, Swim +13, Tumble +8; Alertness, 
  Combat Reflexes, Great Fortitude, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan. 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Flurry of Blows (Ex): This kuo-toa may use a full 
  stack action to make one extra attack per round with an 
  unarmed strike at his highest base attack, but this and 
  each other attacks suffers the penalty or bonus listed 
  above. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Koa-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Evasion (Ex): A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save deals no damage. 
   
  Still Mind (Ex): +2 bonus on saving throws against 
  spells and effects from the enchantment school. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +1 pincer staff, potion of mage armour, 
  potion of aid, potion of cure serious wounds. 
   
  "Kugloogoop, kuo-toan Clr6 - Blibdoolpoolp: CR 8; 
  Medium monstrous humanoid (aquatic); HD 2d8+2 
  plus 6d8+6; hp 50; Init +4; Spd 20 ft., swim 50 ft.; AC 
  17, touch 11, flat-footed 16; Base Atk +6; Grp +7; Atk +8 
  melee (1d10+1, masterwork pincer staff) or +7 melee 
  (1d4+1, bite); Full Atk +8 melee (1d10+1, masterwork 
  pincer staff) and +2 melee (1d4, bite); Space/Reach 5 
  ft./5 ft.; SA Pincer staff, rebuke undead 5/day, spells; 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; Saves Fort +8, Ref +7, 
  Will +12; Str 13, Dex 10, Con 13, Int 13, Wis 18, Cha 
  14. 
  Skills and Feats: Concentration +10, Escape Artist 
  +8, Knowledge (history) +11, Knowledge (religion) +8, 
  Listen +9, Move Silently +3, Search +8, Spellcraft +9, 
  Spot +13, Swim +9; Alertness, Combat Casting, Great 
  Fortitude, Improved Initiative, Lightning Reflexes. 
  Languages: Kuo-toan, Undercommon, Aquan 
  
  To Kill a Kesh 
   
  Page 45 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Koa-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC 14 + spell 
  level): 0- cure minor wounds, detect magic, guidance, 
  resistance, virtue; 1
  st- bless, inflict light wounds*, shield 
  of faith, summon monster (2); 2
  nd- hold person, silence, 
  sound burst, shatter*, spiritual hammer; 3
  rd- contagion*, 
  dispel magic, glyph of warding, inflict serious wounds. 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  bonus to melee attack roll and damage equal to cleric 
  level), Water (rebuke or destroy fire creatures as a good 
  cleric turns undead). 
   
  Possessions: Masterwork pincer staff, scroll of 
  blindness, dispel magic, potion of barkskin +3, ring of 
  protection +1, water elemental gem, belt, 2 belt 
  pouches. 
   
  Encounter 11: The Honoured Dead 
  !Randal Llaryr: Ghostly Male Human War1; CR 2; 
  Medium Undead (Human) (Incorporeal): HD 1d12; hp 
  12; Init +3; Spd Fly 30 ft (perfect).; AC 14, touch 14, 
  flat-footed 11; Base Atk +1; Grp +1; Atk +3 melee (1d3, 
  incorporeal touch) or +3 melee (1d4 ability points, 
  incorporeal draining touch); SA Draining touch; SQ 
  Manifestation, +4 turn resistance, rejuvenation, 
  undead, incorporeal; AL LN; SV Fort +2 Ref +3 Will -1; 
  Str 10, Dex 16, Con -,  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Climb +1, Hide +10, Listen +11, 
  Search +7, Spot +11, Swim -2, Alertness, Weapon Focus 
  (longsword). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d4 
  points from any one ability score it selects. On each 
  successful hit, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
   Manifestation (Su): When manifesting ghosts 
  becomes visible but incorporeal.  
  Rejuvenation (Su): A destroyed ghost is able to 
  restore itself in 2d4 days if it makes a successful level 
  check 1d20+1 (DC16). 
  Undead: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects, and necromantic 
  effects. They ignore mind-influencing effects charms, 
  compulsions, phantasms, patterns and morale effects). 
  Undead are not subject to critical hits, subdual damage, 
  ability damage, ability drain or energy drain. They are 
  immune to anything requiring a Fortitude saving 
  throw (unless it affects objects). They have darkvision 
  60 ft. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons and 
  spells, spell-like abilities, or supernatural abilities. 
  Immune to all nonmagical attack forms. Even when hit 
  by spells or magical weapons he has a 50% chance of 
  
  To Kill a Kesh 
   
  Page 46 
  ignoring any damage from a corporeal source (except 
  from force effects such as magic missile, or attacks 
  made with ghost touch weapons. The physical attacks 
  of an incorporeal creature pass through armour unless 
  it is made of force. Incorporeal creatures can pass 
  through solid objects at will. It moves silently and 
  cannot be heard if it doesn’t wish to.  
   
  Encounter 12: Shadow, Fire and Death 
  "Eirius Iornadh (4): CR 7; Medium Undead  
  (Incorporeal); HD 5d12; hp 56; Init +7; Spd 30 ft., 60 ft. 
  fly (good); AC 19, touch 15, flat-footed 12; Base Atk +5; 
  Grp -; Atk +5 melee (1d6 and Wisdom drain, bite) or +5 
  melee (1d4 and Wisdom drain, claw); Full Atk  +5 
  melee (1d6 and Wisdom drain, bite) and +0 melee (1d4 
  and Wisdom drain, claw x2); AL NE; SA Breath 
  weapon, wisdom drain, wail of doom; SQ Immunity 
  (fire), incorporeal, undead, low-light vision, limited 
  range; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, 
  Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +11, Intimidate +11, Intuit 
  Direction +6, Listen +11, Search +9, Sense Motive +7, 
  Spot +10; Alertness, Combat Reflexes, Improved 
  Initiative. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a erius-
  brud’s incorporeal touch attack must succeed at a DC 
  14 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom 
  points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  "Elite Hochebi Guard, Ftr2 (12): CR 2, Medium 
  humanoid; HD 1d8+2 and 2d10+7; hp 28; Init +5; Spd 
  20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +3; Grp 
  +5; Atk +6 melee (1d8+2/19-20, longsword); Full Atk +6 
  melee (1d8+2/19-20, longsword); SA -; SQ Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +1, Will +0; Str 14, Dex 
  13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +4, Move Silently 
  +4, Spot +4; Alertness, Improved Initiative, Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  longsword, 6 gp. 
   
  !Maranefel Toktot, The Butcher of Scant: human 
  male Wiz16; CR 16; Medium-sized Humanoid; HD 
  16d4+32; hp 73; Init +6; Spd 30 ft.; AC 23, touch 16, flat-
  footed 17; Base Atk +8/+3; Grp +8; Atk +8 melee (1d6, 
  quarterstaff) or +10 melee (1d4+2/19-20/x2, +2 dagger); 
  Full Atk +8/+3 melee (1d6, quarterstaff) or +10/+5 
  melee (1d4+2/19-20/x2, +2 dagger); SA Spells; SQ 
  Summon familiar; AL NE; SV Fort +7, Ref +7, Will +13; 
  Str 11, Dex 14, Con 14, Int 20, Wis 15, Cha 16. 
   
  Skills and Feats: Concentration +21, Craft 
  (alchemy) +24, Decipher Script +24, Knowledge 
  (arcana) +24, Knowledge (history) +24, Listen +4, 
  Spellcraft +24, Spot +5, Swim +5; Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Heighten 
  Spell, Improved Initiative, Quicken Spell, Scribe 
  Scroll, Spell Focus (Evocation), Spell Penetration, 
  Widen Spell. 
   
  Languages: Ancient Suel, Common, Dwarvish. 
  Elvish, Flan, Infernal, Old Oeridian. 
   
  Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 
  + spell level; Evocation DC = 16 + spell level): 0- detect 
  magic, light, dancing lights, prestidigitation; 1
  st- detect 
  undead, detect secret doors, magic missile (2), 
  protection from good, shield; 2
  nd- darkness, invisibility, 
  mirror image, see invisibility, shatter; 3
  rd- blink, dispel 
  magic, fly, haste, lightning bolt; 4
  th- lesser globe of 
  invulnerability, greater invisibility, shout, stone shape, 
  stoneskin; 5
  th- break enchantment, cone of cold, 
  feeblemind, prying eyes, wall of force; 6
  th- chain 
  lightning, Widened lightning bolt, greater dispel 
  
  To Kill a Kesh 
   
  Page 47 
  magic; 7
  th- prismatic spray, Widened ice storm, limited 
  wish; 8
  th- Heightened charm person, polar ray. 
    
  Active Spells: contingency (teleport if reduced 
  below 30 hit points), permanent darkvision 
   
  Possessions: +2 dagger, ring of protection +4, 
  bracers of armour +7, staff of evocation (45 ch), potion 
  of cure serious wounds, ring of telekinesis. 
   
  Encounter 14: Flame and Scale 
  "Lesser Flame Snake (2): CR 7; Medium-size magical 
  beast (fire); HD 8d10+16; hp 60; Init +4; Spd 40 ft., 
  climb 20 ft.; AC 21, touch 14, flat-footed 17; Base Atk 
  +8; Grp +10; Atk +13 melee (1d8+2 and 2d6 fire plus 
  poison, bite) or +12 ranged touch (2d6, magma spit); 
  Full Atk +13 melee (1d8+2 and 2d6 fire plus poison, 
  bite) and +9 melee (1d6+1, tail spike) or +12 ranged 
  touch (2d6 fire, magma spit); Space/Reach 5 ft./ 5 ft. 
  (coiled); SA Constrict 2d6+3 plus 2d6 fire, fiery poison, 
  heat, magma spit; SQ Darkvision 60 ft., fast healing 3, 
  fire subtype, low-light vision, scent, uncanny dodge; 
  AL NE; SV Fort +8, Ref +10, Will +4; Str 15, Dex 18, 
  Con 15, Int 8, Wis 14, Cha 13. 
   
  Skill and Feats: Climb +10, Hide +7, Listen +5, 
  Move Silently +7, Spot +4; Multiattack, Weapon 
  Finesse, Weapon Focus (bite). 
   
  Constrict (Ex): With a successful grapple check, a 
  lesser flame snake can constrict a grabbed opponent, 
  dealing 2d6+3 points of bludgeoning damage and 2d6 
  points of fire damage. 
   
  Fiery Poison (Ex): A lesser flame snake delivers 
  its poison (Fort DC 16 negates) with each successful 
  bite attack. Initial and secondary damage are the same 
  (1d4 Str). In addition, if the save fails, the lesser flame 
  snake’s poison burns its victim from the inside as it 
  courses through the opponent’s body. Each round the 
  poison remains in a victim’s blood stream (maximum 
  10 rounds), it deals 2 points of fire damage (no save). 
  This includes the round in which the victim was 
  bitten. 
   
  Heat (Ex): A flame snake generates so much heat 
  that its mere touch deals additional fire damage. This 
  damage varies by subrace. 
   
  Magma Spit (Su): Every 1d4 rounds a lesser flame 
  snake can launch a sticky glob of fiery spittle at an 
  opponent within 30 feet (no range increment). A 
  successful ranged touch attack is required to hit. If 
  struck, a target takes 3d6 points of fire damage and 
  must make a Reflex save (DC 16) or catch on fire. 
   
  Fast Healing (Ex): A lesser flame snake regains 
  lost hit points at the rate of 3 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation and it does not allow a lesser flame snake 
  to regrow or reattach lost body parts. 
   
  Fire Subtype (Ex): A flame snake is immune to 
  fire damage. It takes half again as much (+50%) damage 
  as normal from cold, regardless of whether a saving 
  throw is allowed or if the save is a success of a failure. 
   
  Uncanny Dodge (Ex): A lesser flame snake 
  retains its Dexterity bonus to Armour Class even when 
  flat-footed or struck by an invisible attacker. 
   
  Scent (Ex): A flame snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Flame snakes have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 15: Amidst Fire and Shadow 
  !Kekarav Madi, male shadow Mnk2/Clr7: CR 10; 
  Medium-Size Magical Beast; HD 2d8+4 plus 7d8+14; 
  hp 66; Init +7; Spd 45 ft.; AC 20, touch 19, flat-footed 
  13; Base Atk +6; Grp +12; Atk +9 melee (1d6+2, 
  unarmed strike); Full Atk +9 melee (1d6+2, unarmed 
  strike); Space/Reach 5 ft./5 ft.; SA Flurry of blows (-1/-
  1), spells, rebuke undead; SQ Evasion, cold resistance 
  14, darkvision 60 ft., low-light vision, shadow blend, 
  regeneration 2, mirror image 1/day; AL NE; SV Fort 
  +10, Ref +10, Will +12; Str 14, Dex 16, Con 15, Int 13, 
  Wis 18, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +5, 
  Concentration +11, Escape Artist +8, Hide +13, 
  Knowledge (history) +6, Knowledge (religion) +6, 
  Listen +6, Move Silently +14, Spellcraft +10 Spot +6, 
  Tumble +8; Deflect Arrows, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Lighting Reflexes, Stealthy, Weapon Focus (unarmed 
  strike). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Regeneration (Ex): Regenerate 2 hit points per 
  round (slain if brought to 0 hit points). 
   
  Mirror Image: Can cast mirror image 1/day as a 
  9
  th level caster (1d4+3 images). 
   
  Skills: Move Silently +6. 
   
  Spells Known: 6/5+1/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0- cure minor wounds (2), detect magic, 
  guidance, light, virtue; 1
  st- bless, command, death 
  watch, divine favour, protection from good*, shield of 
  faith; 2
  nd- aid, bear’s endurance, hold person, resist 
  energy, shatter*; 3
  rd- contagion*, deeper darkness, 
  dispel magic, inflict serious wounds; 4
  th-divine power, 
  freedom of movement, inflict critical wounds*. 
  
  To Kill a Kesh 
   
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  *Domain Spell. Domains: Destruction  (Smite 
  1/day [+4 bonus on attack rolls and a bonus on damage 
  equal to cleric level), Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: bracers of armour +1, potion of 
  heroism, elixir of fire breath, ring of protection +2, 
  potion of protection from arrows (magic), elemental 
  gem (air). 
   
  "Shdaow Kuo-Toa Guard Ftr2 (3): CR 4; Medium 
  magical beast (aquatic); HD 2d8+2 plus 2d10+2; hp 26; 
  Init +4; Spd 30 ft., swim 75 ft.; AC 18, touch 10, flat-
  footed 18; Base Atk +4; Grp +5; Atk +6 melee (1d6+1, 
  spear) or +5 melee (1d4+1, bite); Full Atk +6 melee 
  (1d6+1, spear) and +0 melee (1d4, bite); Space/Reach 5 
  ft./5 ft.; SA - SQ Adhesive, amphibious, immunity to 
  poison and paralysis, keen sight, light blindness, 
  resistance to electricity 10, slippery, darkvision, low-
  light vision, cold resistance 9, shadow blend, evasion; 
  AL NE; Saves Fort +6, Ref +3, Will +5; Str 13, Dex 10, 
  Con 13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +9, Knowledge 
  (history) +4, Handle Animal +0, Jump +5, Listen +9, 
  Move Silently +3, Search +8, Spot +13, Swim +13; 
  Alertness, Great Fortitude, Improved Initiative, Power 
  Attack, Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Evasion (Ex):  A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save indicates no damage is taken. 
   
  Possessions: Masterwork heavy wooden shield, 
  masterwork spear. 
   
  Encounter 16: Killing a Kesh 
  "Advanced 13 HD Eirius Iornadh (20): CR 9; 
  Medium Undead (Incorporeal); HD 13d12; hp 112; Init 
  +7; Spd 30 ft., 60 ft. fly (good); AC 19, touch 15, flat-
  footed 12; Base Atk +7; Grp -; Atk +7 melee (1d6, and 
  Wisdom drain bite) or +7 melee (1d4 and Wisdom 
  drain, claw); Full Atk  +7 melee (1d6 and Wisdom 
  drain, bite) and +2 melee (1d4 and Wisdom drain, claw 
  x2); AL NE; SA Breath weapon, wisdom drain, wail of 
  doom; SQ Immunity (fire), incorporeal, undead, low-
  light vision, limited range; SV Fort +3, Ref +8, Will +10; 
  Str -, Dex 16, Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +19, Intimidate +17, Intuit 
  Direction +12, Listen +18, Search +15, Sense Motive 
  +13, Spot +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 18 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  
  To Kill a Kesh 
   
  Page 49 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith. 
   
  
  To Kill a Kesh 
   
  Page 50 
  Appendix 3 
  APL 10
  Encounter 2: Dawn Shall Bring The 
  Messenger  
  "Eidolon: CR 12; Huge construct; HD 21d10+30; hp 
  139; Init +0; Spd 30 ft. (can’t run); AC 23, touch 8, flat-
  footed 22; Base Atk +12/+7/+2; Grp +29; Atk +20 melee 
  (3d6+9, slam); Full Atk +20/+15/+10 melee (3d6+9, 
  slam x2); Space/Reach 15 ft./15 ft.; SA Blood spray, 
  confusion; SQ Construct traits, DR 10/adamantine, SR 
  19; AL NE; SV Fort +6; Ref +5; Will +5; Str 29, Dex 9, 
  Con -, Int 2, Wis 6, Cha 13. 
   
  Skills and Feats: Jump +29; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 21 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an 
  eidolon must make a DC 21 Will save or become 
  confused. This condition is permanent, only a greater 
  restoration, limited wish, miracle or wish spell can 
  restore the subject to normal. The effect is otherwise 
  identical with that of a confusion spell (cast level 10
  th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  ! Ganymedryth of the Path of the Talon: human 
  Ftr5/Order of Bow Initiate1: CR 6; medium-sized 
  humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 13, touch 13); Base Atk +6; Grp +7; Atks 
  +8/+2 melee (1d8+1/19-20 short sword), +11/+6 (or 
  +9/+4/+9) ranged (1d8/x3, longbow); SA Ranged sneak 
  attack +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow). 
   
  Possessions:  Masterwork studded leather armour; 
  masterwork longbow, 20 arrows. 
   
  Encounter 4: The Voice of Reason 
  "Norker War1 (20): CR 1/2; Small humanoid 
  (goblinoid); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +1; Grp +1; Atk +2 
  melee (1d6, club) or +2 melee 1d4, bite or +3 ranged 
  (1d6 javelin); Full Atk +2 melee (1d6, club) and –3 
  melee (1d4, bite); SA -; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +1, Will –1; Str 10, Dex 13, Con 14, Int 13, 
  Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Listen +3, Move 
  Silently +5, Spot +3; Alertness. 
   
  Possessions: Loincloth, club, javelin. 
   
  !Eliazir Razeem Azam’ut of the Muddled Tongue: 
  human male Wiz14; CR 14; Medium-sized Humanoid; 
  HD 14d4; hp 42; Init +2; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 22; Base Atk +7/+2; Grp +7; Atk +10 melee 
  (1d6+3, +3 quarterstaff); Full Atk +10/+5 melee (1d6+3, 
  +3 quarterstaff); SA Spells, muddled tongue; SQ 
  Summon familiar; AL NE; SV Fort +4, Ref +6, Will +12; 
  Str 10, Dex 14, Con 11, Int 20, Wis 16, Cha 19. 
   
  Skills and Feats: Bluff +6, Concentration +17, Craft 
  (alchemy) +17, Diplomacy +13, Intimidate +7, 
  Knowledge (arcana) +22, Knowledge (history) +11, 
  Knowledge (religion) +10, Sense Motive +9, Spellcraft 
  +22, Spot +8, Wilderness Lore +9; Combat Casting, 
  Craft Magic Arms and Armour, Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Scribe 
  Scroll, Spell Focus (Enchantment), Spell Penetration. 
   
  Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + 
  spell level; Enchantment base DC = 16 + spell level): 0-
  dancing 
  lights, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation; 1
  st-mage armour, magic missile (2), 
  protection from good, shield, unseen servant; 2
  nd-detect 
  invisibility, invisibility, mirror image, tasha’s hideous 
  laughter*, touch of idiocy*; 3
  rd-blink, deep slumber*, 
  dispel magic, hold person*, protection from elements 
  (fire); 4
  th- confusion*, crushing despair*, detect scrying, 
  globe of invulnerability, phantasmal killer; 5
  th-cone of 
  cold, feeblemind* (s), wall of force; 6
  th-chain lightning, 
  
  To Kill a Kesh 
   
  Page 51 
  geas/quest*, great dispel magic; 7
  th- mass hold person*, 
  limited wish. 
   
  Muddled Tongue (Su): Those listening to 
  Azam’ut speak when he uses his muddled tongue (a 
  free action) must make a Will save (DC 17). Those who 
  fail may fall victim to command, charm person, daze 
  and suggestion spell-like effects at the whim of 
  Azam’ut for the next hour. Furthermore, Azam’ut can, 
  with the power of his voice, conjure complex images 
  and illusions equivalent to the effects of major image. 
   
  Possessions: +3 quarterstaff, ring of protection +3, 
  ring of teleportation, bracers of armour +7, fine Bakluni 
  robes. 
   
  Encounter 8: A Watery Grave 
  "Kuo-Toa 
  Mnk5: CR 7; Medium monstrous 
  humanoid (aquatic); HD 2d8+2 plus 5d8+10; hp 49; Init 
  +6; Spd 30 ft., swim 60 ft.; AC 22, touch 15, flat-footed 
  17; Base Atk +5; Grp +12; Atk +8 melee (1d8+3, 
  unarmed strike) or +8 melee (1d4+3, bite) or +9 melee 
  (1d10+4, +1 pincer staff); Full Atk +8 melee (1d8+3, 
  unarmed strike) and +3 melee (1d4+2, bite) or +9 melee 
  (1d10+4, +1 pincer staff); Space/Reach 5 ft./5 ft.; SA 
  Pincer staff, flurry of blows (+2/+2), ki strike (magic); 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery, evasion, still mind, slow fall 20 
  ft., purity of body; AL NE; Saves Fort +8, Ref +9, Will 
  +9; Str 17, Dex 14, Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +14, Knowledge 
  (history) +4, Listen +9, Hide +10, Move Silently +13, 
  Search +10, Spot +17, Swim +13, Tumble +10; 
  Alertness, Combat Reflexes, Great Fortitude, Improved 
  Grapple, Improved Initiative, Improved Unarmed 
  Strike, Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan. 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Flurry of Blows (Ex): This kuo-toa may use a full 
  stack action to make one extra attack per round with an 
  unarmed strike at his highest base attack, but this and 
  each other attacks suffers the penalty or bonus listed 
  above. 
   
  Ki Strike (Su): Unarmed attacks are counted as 
  magic weapons for the purpose of damage reduction. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Koa-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Evasion (Ex): A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save deals no damage. 
   
  Still Mind (Ex): +2 bonus on saving throws against 
  spells and effects from the enchantment school. 
   
  Slow Fall (Ex): When within arm’s length of a wall 
  falling damage counts as if from a fall of twenty foot 
  less. 
   
  Purity of Body (Ex): Immune to all diseases except 
  for supernatural and magical diseases. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +1 pincer staff, potion of mage armour, 
  potion of aid, potion of cure serious wounds, bracers of 
  armour +1. 
   
  "Kugloogoop, kuo-toan Clr8 - Blibdoolpoolp: CR 
  10; Medium monstrous humanoid (aquatic); HD 2d8+4 
  plus 8d8+16; hp 72; Init +4; Spd 20 ft., swim 50 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +8/+1; Grp +9; Atk 
  +10 melee (1d10+1, masterwork pincer staff) or +9 
  melee (1d4+1, bite); Full Atk +10/+5 melee (1d10+1, 
  masterwork pincer staff) and +4 melee (1d4, bite); 
  Space/Reach 5 ft./5 ft.; SA Pincer staff, rebuke undead 
  5/day, spells; SQ Adhesive, amphibious, immunity to 
  poison and paralysis, keen sight, light blindness, 
  resistance to electricity 10, slippery; AL NE; Saves Fort 
  
  To Kill a Kesh 
   
  Page 52 
  +9, Ref +7, Will +13; Str 13, Dex 10, Con 14, Int 13, Wis 
  18, Cha 14. 
  Skills and Feats: Concentration +12, Escape Artist 
  +8, Knowledge (history) +12, Knowledge (religion) +9, 
  Listen +9, Move Silently +3, Search +8, Spellcraft +11, 
  Spot +13, Swim +9; Alertness, Combat Casting, Great 
  Fortitude, Improved Initiative, Lightning Reflexes. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Koa-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC 14 + 
  spell level): 0- cure minor wounds (2), detect magic, 
  guidance, resistance, virtue; 1
  st- bless, cure light 
  wounds, inflict light wounds*, shield of faith, summon 
  monster (2); 2
  nd- hold person, silence, sound burst, 
  shatter*, spiritual hammer; 3
  rd- contagion*, dispel 
  magic, glyph of warding, inflict serious wounds, 
  summon monster III; 4
  th- divine power, inflict critical 
  wounds*, poison, spell immunity (magic missile, 
  fireball). 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  bonus to melee attack roll and damage equal to cleric 
  level), Water (rebuke or destroy fire creatures as a good 
  cleric turns undead). 
   
  Possessions: Masterwork pincer staff, scroll of 
  blindness, dispel magic, potion of barkskin +3, ring of 
  protection +1, water elemental gem, bracers of armour 
  +1, bead of force, belt, 2 belt pouches. 
   
  Encounter 11: The Honoured Dead 
  !Randal Llaryr: Ghostly Male Human War1; CR 2; 
  Medium Undead (Human) (Incorporeal): HD 1d12; hp 
  12; Init +3; Spd Fly 30 ft (perfect).; AC 14, touch 14, 
  flat-footed 11; Base Atk +1; Grp +1; Atk +3 melee (1d3, 
  incorporeal touch) or +3 melee (1d4 ability points, 
  incorporeal draining touch); SA Draining touch; SQ 
  Manifestation, +4 turn resistance, rejuvenation, 
  undead, incorporeal; AL LN; SV Fort +2 Ref +3 Will -1; 
  Str 10, Dex 16, Con -,  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Climb +1, Hide +10, Listen +11, 
  Search +7, Spot +11, Swim -2, Alertness, Weapon Focus 
  (longsword). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d4 
  points from any one ability score it selects. On each 
  successful hit, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
   Manifestation (Su): When manifesting ghosts 
  becomes visible but incorporeal.  
  Rejuvenation (Su): A destroyed ghost is able to 
  restore itself in 2d4 days if it makes a successful level 
  check 1d20+1 (DC16). 
  
  To Kill a Kesh 
   
  Page 53 
  Undead: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects, and necromantic 
  effects. They ignore mind-influencing effects charms, 
  compulsions, phantasms, patterns and morale effects). 
  Undead are not subject to critical hits, subdual damage, 
  ability damage, ability drain or energy drain. They are 
  immune to anything requiring a Fortitude saving 
  throw (unless it affects objects). They have darkvision 
  60 ft. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons and 
  spells, spell-like abilities, or supernatural abilities. 
  Immune to all nonmagical attack forms. Even when hit 
  by spells or magical weapons he has a 50% chance of 
  ignoring any damage from a corporeal source (except 
  from force effects such as magic missile, or attacks 
  made with ghost touch weapons. The physical attacks 
  of an incorporeal creature pass through armour unless 
  it is made of force. Incorporeal creatures can pass 
  through solid objects at will. It moves silently and 
  cannot be heard if it doesn’t wish to.  
   
  Encounter 12: Shadow, Fire and Death 
  "Adavnced 9 HD Eirius Iornadh (5): CR 8; Medium 
  Undead (Incorporeal); HD 9d12; hp 84; Init +7; Spd 30 
  ft., 60 ft. fly (good); AC 19, touch 15, flat-footed 12; Base 
  Atk +6; Grp -; Atk +6 melee (1d6 and Wisdom drain, 
  bite) or +6 melee (1d4 and Wisdom drain, claw); Full 
  Atk  +6 melee (1d6 and Wisdom drain, bite) and +1 
  melee (1d4 and Wisdom drain, claw x2); AL NE; SA 
  Breath weapon, wisdom drain, wail of doom; SQ 
  Immunity (fire), incorporeal, undead, low-light vision, 
  limited range; SV Fort +2, Ref +7, Will +8; Str -, Dex 16, 
  Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +15, Intimidate +13, Intuit 
  Direction +8, Listen +14, Search +11, Sense Motive +9, 
  Spot +14; Alertness, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 16 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  "Elite Hochebi Guard, Ftr2 (12): CR 2, Medium 
  humanoid; HD 1d8+2 and 2d10+7; hp 28; Init +5; Spd 
  20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +3; Grp 
  +5; Atk +6 melee (1d8+2/19-20, longsword); Full Atk +6 
  melee (1d8+2/19-20, longsword); SA -; SQ Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +1, Will +0; Str 14, Dex 
  13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +4, Move Silently 
  +4, Spot +4; Alertness, Improved Initiative, Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  longsword, 6 gp. 
   
  !Maranefel Toktot, The Butcher of Scant: human 
  male Wiz16; CR 16; Medium-sized Humanoid; HD 
  16d4+32; hp 73; Init +6; Spd 30 ft.; AC 23, touch 16, flat-
  footed 17; Base Atk +8/+3; Grp +8; Atk +8 melee (1d6, 
  quarterstaff) or +10 melee (1d4+2/19-20/x2, +2 dagger); 
  Full Atk +8/+3 melee (1d6, quarterstaff) or +10/+5 
  melee (1d4+2/19-20/x2, +2 dagger); SA Spells; SQ 
  Summon familiar; AL NE; SV Fort +7, Ref +7, Will +13; 
  Str 11, Dex 14, Con 14, Int 20, Wis 15, Cha 16. 
   
  Skills and Feats: Concentration +21, Craft 
  (alchemy) +24, Decipher Script +24, Knowledge 
  (arcana) +24, Knowledge (history) +24, Listen +4, 
  Spellcraft +24, Spot +5, Swim +5; Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Heighten 
  Spell, Improved Initiative, Quicken Spell, Scribe 
  Scroll, Spell Focus (Evocation), Spell Penetration, 
  Widen Spell. 
  
  To Kill a Kesh 
   
  Page 54 
   
  Languages: Ancient Suel, Common, Dwarvish. 
  Elvish, Flan, Infernal, Old Oeridian. 
   
  Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 
  + spell level; Evocation DC = 16 + spell level): 0- detect 
  magic, light, dancing lights, prestidigitation; 1
  st- detect 
  undead, detect secret doors, magic missile (2), 
  protection from good, shield; 2
  nd- darkness, invisibility, 
  mirror image, see invisibility, shatter; 3
  rd- blink, dispel 
  magic, fly, haste, lightning bolt; 4
  th- lesser globe of 
  invulnerability, greater invisibility, shout, stone shape, 
  stoneskin; 5
  th- break enchantment, cone of cold, 
  feeblemind, prying eyes, wall of force; 6
  th- chain 
  lightning, Widened lightning bolt, greater dispel 
  magic; 7
  th- prismatic spray, Widened ice storm, limited 
  wish; 8
  th- Heightened charm person, polar ray. 
    
  Active Spells: contingency (teleport if reduced 
  below 30 hit points), permanent darkvision 
   
  Possessions: +2 dagger, ring of protection +4, 
  bracers of armour +7, staff of evocation (45 ch), potion 
  of cure serious wounds, ring of telekinesis. 
   
  Encounter 14: Flame and Scale 
  "Lesser Flame Snake (2): CR 9; Large magical beast 
  (fire); HD 14d10+44; hp 126; Init +3; Spd 40 ft., climb 
  20 ft.; AC 21, touch 12, flat-footed 18; Base Atk +14; Grp 
  +20; Atk +22 melee (2d6+6 and 3d6 fire plus poison, 
  bite) or +16 ranged touch (2d8, magma spit); Full Atk 
  +22/+17/+12 melee (2d6+6 and 3d6 fire plus poison, 
  bite) and +19 melee (1d8+3, tail spike) or +16 ranged 
  touch (2d8 fire, magma spit); Space/Reach 5 ft./ 5 ft. 
  (coiled); SA Constrict 2d6+6 plus 3d6 fire, fiery poison, 
  heat, magma spit; SQ Darkvision 60 ft., fast healing 3, 
  fire subtype, low-light vision, scent, uncanny dodge; 
  AL NE; SV Fort +13, Ref +15, Will +6; Str 23, Dex 16, 
  Con 19, Int 8, Wis 14, Cha 13. 
   
  Skill and Feats: Climb +14, Hide +9, Listen +5, 
  Move Silently +9, Spot +4; Ability Focus (poison), 
  Lightning Reflexes, Multiattack, Weapon Finesse, 
  Weapon Focus (bite). 
   
  Constrict (Ex): With a successful grapple check, a 
  lesser flame snake can constrict a grabbed opponent, 
  dealing 2d6+6 points of bludgeoning damage and 3d6 
  points of fire damage. 
   
  Fiery Poison (Ex): A lesser flame snake delivers 
  its poison (Fort DC 23 negates) with each successful 
  bite attack. Initial and secondary damage are the same 
  (1d6 Str). In addition, if the save fails, the lesser flame 
  snake’s poison burns its victim from the inside as it 
  courses through the opponent’s body. Each round the 
  poison remains in a victim’s blood stream (maximum 
  10 rounds), it deals 2 points of fire damage (no save). 
  This includes the round in which the victim was 
  bitten. 
   
  Heat (Ex): A flame snake generates so much heat 
  that its mere touch deals additional fire damage. This 
  damage varies by subrace. 
   
  Magma Spit (Su): Every 1d4 rounds a lesser flame 
  snake can launch a sticky glob of fiery spittle at an 
  opponent within 30 feet (no range increment). A 
  successful ranged touch attack is required to hit. If 
  struck, a target takes 2d8 points of fire damage and 
  must make a Reflex save (DC 21) or catch on fire. 
   
  Fast Healing (Ex): A lesser flame snake regains 
  lost hit points at the rate of 3 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation and it does not allow a lesser flame snake 
  to regrow or reattach lost body parts. 
   
  Fire Subtype (Ex): A flame snake is immune to 
  fire damage. It takes half again as much (+50%) damage 
  as normal from cold, regardless of whether a saving 
  throw is allowed or if the save is a success of a failure. 
   
  Uncanny Dodge (Ex): A lesser flame snake 
  retains its Dexterity bonus to Armour Class even when 
  flat-footed or struck by an invisible attacker. 
   
  Scent (Ex): A flame snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Flame snakes have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 16: Amidst Fire and Shadow 
  !Kekarav Madi, male shadow Mnk2/Clr9: CR 12; 
  Medium-Size Magical Beast; HD 2d8+4 plus 9d8+18; 
  hp 87; Init +7; Spd 45 ft.; AC 21, touch 20, flat-footed 
  14; Base Atk +7/+1; Grp +13; Atk +10 melee (1d6+2, 
  unarmed strike); Full Atk +10/+5 melee (1d6+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows (-1/-1), spells, rebuke undead; SQ Evasion, cold 
  resistance 16, darkvision 60 ft., low-light vision, 
  shadow blend, regeneration 2, mirror image 1/day; AL 
  NE; SV Fort +11, Ref +11, Will +13; Str 14, Dex 16, Con 
  15, Int 13, Wis 18, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +5, 
  Concentration +13, Escape Artist +8, Hide +14, 
  Knowledge (history) +7, Knowledge (religion) +7, 
  Listen +6, Move Silently +14, Spellcraft +12 Spot +6, 
  Tumble +8; Deflect Arrows, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Lighting Reflexes, Stealthy, Toughness, Weapon Focus 
  (unarmed strike). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
  
  To Kill a Kesh 
   
  Page 55 
   
  Regeneration (Ex): Regenerate 2 hit points per 
  round (slain if brought to 0 hit points). 
   
  Mirror Image: Can cast mirror image 1/day as a 
  9
  th level caster (1d4+3 images). 
   
  Skills: Move Silently +6. 
   
  Spells Known: 6/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level): 0- cure minor wounds (2), detect 
  magic, guidance, light, virtue; 1
  st- bless, command, 
  death watch, divine favour, protection from good*, 
  shield of faith; 2
  nd- aid, bear’s endurance, bull’s strength, 
  hold person, resist energy, shatter*; 3
  rd- contagion*, 
  deeper darkness, dispel magic, inflict serious wounds 
  (2), prayer; 4
  th- divine power, freedom of movement, 
  inflict critical wounds (2)*; 5
  th- mass inflict light 
  wounds*, slay living. 
   
  *Domain Spell. Domains: Destruction  (Smite 
  1/day [+4 bonus on attack rolls and a bonus on damage 
  equal to cleric level), Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: bracers of armour +1, potion of 
  heroism, elixir of fire breath, ring of protection +2, 
  potion of protection from arrows (magic) (25 gp) (Faint 
  abjuration), necklace of fireballs necklace of fireballs 
  (VII [1x 10d6, 2x 9d6, 2x 7d6, 2x 5d6, 2x 3d6]), dusty 
  rose ioun stone, elemental gem (air), elemental gem 
  (earth). 
   
  "Shadow Kuo-Toa Guard Ftr4 (3): CR 6; Medium 
  magical beast (aquatic); HD 2d8+2 plus 4d10+4; hp 38; 
  Init +4; Spd 30 ft., swim 75 ft.; AC 19, touch 10, flat-
  footed 19; Base Atk +4; Grp +5; Atk +8 melee (1d6+2, + 
  1 spear) or +7 melee (1d4+1, bite); Full Atk +8 melee 
  (1d6+2, +1 spear) and +2 melee (1d4, bite); Space/Reach 
  5 ft./5 ft.; SA -; SQ Adhesive, amphibious, immunity to 
  poison and paralysis, keen sight, light blindness, 
  resistance to electricity 10, slippery, darkvision 60 ft., 
  low-light vision, cold resistance 11, shadow blend, 
  evasion; AL NE; Saves Fort +7, Ref +4, Will +6; Str 13, 
  Dex 10, Con 13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +9, Knowledge 
  (history) +4, Handle Animal +1, Jump +7, Listen +9, 
  Move Silently +4, Search +8, Spot +13, Swim +13; 
  Alertness, 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Disarm, Improved Initiative, Power Attack, 
  Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Evasion (Ex):  A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save indicates no damage is taken. 
   
  Possessions: Masterwork heavy wooden shield, +1 
  spear. 
   
  Encounter 17: The Death of a Kesh 
  "Advanced 13 HD Eirius Iornadh (20): CR 9; 
  Medium Undead (Incorporeal); HD 13d12; hp 112; Init 
  +7; Spd 30 ft., 60 ft. fly (good); AC 19, touch 15, flat-
  footed 12; Base Atk +7; Grp -; Atk +7 melee (1d6, and 
  Wisdom drain bite) or +7 melee (1d4 and Wisdom 
  drain, claw); Full Atk  +7 melee (1d6 and Wisdom 
  drain, bite) and +2 melee (1d4 and Wisdom drain, claw 
  x2); AL NE; SA Breath weapon, wisdom drain, wail of 
  doom; SQ Immunity (fire), incorporeal, undead, low-
  
  To Kill a Kesh 
   
  Page 56 
  light vision, limited range; SV Fort +3, Ref +8, Will +10; 
  Str -, Dex 16, Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +19, Intimidate +17, Intuit 
  Direction +12, Listen +18, Search +15, Sense Motive 
  +13, Spot +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 18 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith. 
   
   
  
  To Kill a Kesh 
   
  Page 57 
  Appendix 4 
  APL 12 
  Encounter 2: Dawn Shall Bring The 
  Messenger  
  "Eidolon: CR 14; Huge construct; HD 27d10+30; hp 
  175; Init +0; Spd 30 ft. (can’t run); AC 23, touch 8, flat-
  footed 22; Base Atk +15/+10/+5; Grp +32; Atk +23 
  melee (3d6+9, slam); Full Atk +23/+18/+13 melee 
  (3d6+9, slam x2); Space/Reach 15 ft./15 ft.; SA Blood 
  spray, 
  confusion; 
  SQ 
  Construct 
  traits, 
  DR 
  10/adamantine, SR 19; AL NE; SV Fort +7; Ref +6; Will 
  +6; Str 29, Dex 9, Con -, Int 2, Wis 6, Cha 13. 
   
  Skills and Feats: Jump +35; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 24 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an 
  eidolon must make a DC 24 Will save or become 
  confused. This condition is permanent, only a greater 
  restoration, limited wish, miracle or wish spell can 
  restore the subject to normal. The effect is otherwise 
  identical with that of a confusion spell (cast level 10
  th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  ! Ganymedryth of the Path of the Talon: human 
  Ftr5/Order of Bow Initiate1: CR 6; medium-sized 
  humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 13, touch 13); Base Atk +6; Grp +7; Atks 
  +8/+2 melee (1d8+1/19-20 short sword), +11/+6 (or 
  +9/+4/+9) ranged (1d8/x3, longbow); SA Ranged sneak 
  attack +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow). 
   
  Possessions:  Masterwork studded leather armour; 
  masterwork longbow, 20 arrows. 
   
  Encounter 4: The Voice of Reason 
  "Norker War1 (20): CR 1/2; Small humanoid 
  (goblinoid); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +1; Grp +1; Atk +2 
  melee (1d6, club) or +2 melee 1d4, bite or +3 ranged 
  (1d6 javelin); Full Atk +2 melee (1d6, club) and –3 
  melee (1d4, bite); SA -; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +1, Will –1; Str 10, Dex 13, Con 14, Int 13, 
  Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Listen +3, Move 
  Silently +5, Spot +3; Alertness. 
   
  Possessions: Loincloth, club, javelin. 
   
  !Eliazir Razeem Azam’ut of the Muddled Tongue: 
  human male Wiz14; CR 14; Medium-sized Humanoid; 
  HD 14d4; hp 42; Init +2; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 22; Base Atk +7/+2; Grp +7; Atk +10 melee 
  (1d6+3, +3 quarterstaff); Full Atk +10/+5 melee (1d6+3, 
  +3 quarterstaff); SA Spells, muddled tongue; SQ 
  Summon familiar; AL NE; SV Fort +4, Ref +6, Will +12; 
  Str 10, Dex 14, Con 11, Int 20, Wis 16, Cha 19. 
   
  Skills and Feats: Bluff +6, Concentration +17, Craft 
  (alchemy) +17, Diplomacy +13, Intimidate +7, 
  Knowledge (arcana) +22, Knowledge (history) +11, 
  Knowledge (religion) +10, Sense Motive +9, Spellcraft 
  +22, Spot +8, Wilderness Lore +9; Combat Casting, 
  Craft Magic Arms and Armour, Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Scribe 
  Scroll, Spell Focus (Enchantment), Spell Penetration. 
   
  Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + 
  spell level; Enchantment base DC = 16 + spell level): 0-
  dancing 
  lights, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation; 1
  st-mage armour, magic missile (2), 
  protection from good, shield, unseen servant; 2
  nd-detect 
  invisibility, invisibility, mirror image, tasha’s hideous 
  laughter*, touch of idiocy*; 3
  rd-blink, deep slumber*, 
  dispel magic, hold person*, protection from elements 
  (fire); 4
  th- confusion*, crushing despair*, detect scrying, 
  globe of invulnerability, phantasmal killer; 5
  th-cone of 
  cold, feeblemind* (s), wall of force; 6
  th-chain lightning, 
  
  To Kill a Kesh 
   
  Page 58 
  geas/quest*, great dispel magic; 7
  th- mass hold person*, 
  limited wish. 
   
   
  Muddled Tongue (Su): Those listening to 
  Azam’ut speak when he uses his muddled tongue (a 
  free action) must make a Will save (DC 17). Those who 
  fail may fall victim to command, charm person, daze 
  and suggestion spell-like effects at the whim of 
  Azam’ut for the next hour. Furthermore, Azam’ut can, 
  with the power of his voice, conjure complex images 
  and illusions equivalent to the effects of major image. 
   
  Possessions: +3 quarterstaff, ring of protection +3, 
  ring of teleportation, bracers of armour +7, fine Bakluni 
  robes. 
   
  Encounter 8: A Watery Grave 
  "Kuo-Toa 
  Mnk7: CR 9; Medium monstrous 
  humanoid (aquatic); HD 2d8+2 plus 7d8+14; hp 63; Init 
  +6; Spd 40 ft., swim 70 ft.; AC 24, touch 16, flat-footed 
  18; Base Atk +7; Grp +14; Atk +10 melee (1d8+3, 
  unarmed strike) or +10 melee (1d4+3, bite) or +11 
  melee (1d10+4, +1 pincer staff); Full Atk +10 melee 
  (1d8+3, unarmed strike) and +5 melee (1d4+2, bite) or 
  +11 melee (1d10+4, +1 pincer staff); Space/Reach 5 ft./5 
  ft.; SA Pincer staff, flurry of blows (+4/+4), ki strike 
  (magic); SQ Adhesive, amphibious, immunity to 
  poison and paralysis, keen sight, light blindness, 
  resistance to electricity 10, slippery, evasion, still mind, 
  slow fall 30 ft., purity of body, wholeness of body (14 
  hp); AL NE; Saves Fort +9, Ref +10, Will +11; Str 17, 
  Dex 14, Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +14, Knowledge 
  (history) +4, Listen +9, Hide +10, Move Silently +13, 
  Search +10, Spot +17, Swim +13, Tumble +10; 
  Alertness, Combat Reflexes, Great Fortitude, Improved 
  Disarm, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan. 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Flurry of Blows (Ex): This kuo-toa may use a full 
  stack action to make one extra attack per round with an 
  unarmed strike at his highest base attack, but this and 
  each other attacks suffers the penalty or bonus listed 
  above. 
   
  Ki Strike (Su): Unarmed attacks are counted as 
  magic weapons for the purpose of damage reduction. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Koa-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Evasion (Ex): A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save deals no damage. 
   
  Still Mind (Ex): +2 bonus on saving throws against 
  spells and effects from the enchantment school. 
   
  Slow Fall (Ex): When within arm’s length of a wall 
  falling damage counts as if from a fall of thirty foot less. 
   
  Purity of Body (Ex): Immune to all diseases except 
  for supernatural and magical diseases. 
   
  Wholeness of Body (Su): Can heal 14 hp of 
  damage per day. This ability can be spread over several 
  uses. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Possessions: +1 pincer staff, potion of mage armour, 
  potion of aid, potion of cure serious wounds, bracers of 
  armour +2, ring of protection +1. 
   
  "Kugloogoop, kuo-toan Clr10 - Blibdoolpoolp: CR 
  12; Medium monstrous humanoid (aquatic); HD 2d8+4 
  plus 10d8+20; hp 89; Init +4; Spd 20 ft., swim 50 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +9/+2; Grp +11; 
  Atk +12 melee (1d10+2, +1 pincer staff) or +11 melee 
  (1d4+1, bite); Full Atk +12/+7 melee (1d10+2, +1 pincer 
  staff) and +6 melee (1d4, bite); Space/Reach 5 ft./5 ft.; 
  SA Pincer staff, rebuke undead 5/day, spells; SQ 
  Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  
  To Kill a Kesh 
   
  Page 59 
  electricity 10, slippery; AL NE; Saves Fort +10, Ref +8, 
  Will +15; Str 13, Dex 10, Con 14, Int 13, Wis 18, Cha 
  14. 
  Skills and Feats: Concentration +14, Escape Artist 
  +8, Knowledge (history) +13, Knowledge (religion) 
  +10, Listen +9, Move Silently +3, Search +8, Spellcraft 
  +13, Spot +13, Swim +9; Alertness, Combat Casting, 
  Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Toughness. 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Pincer Staff: Many fighters and all whips of 7
  th 
  level and higher carry this Large exotic weapon. A 
  pincer staff deals 1d10 points of damage of 
  bludgeoning damage, threatens a critical on a 20 and 
  doubles damage on a successful critical.  It has a reach 
  of 10 feet and cannot be used against an adjacent 
  opponent. A wielder that hits an opponent of at least 
  Small but no larger than Large size can attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If the wielder wins the grapple check, 
  the staff establishes a hold and grabs the opponent, 
  dealing 1d10 points of damage each round the hold is 
  maintained. 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Koa-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC 
  15 + spell level): 0- cure minor wounds (2), detect 
  magic, guidance, resistance, virtue; 1
  st- bless, cure light 
  wounds, inflict light wounds*, shield of faith, summon 
  monster (2); 2
  nd- hold person (2), silence, sound burst, 
  shatter*, spiritual hammer; 3
  rd- contagion*, dispel 
  magic, glyph of warding, inflict serious wounds, 
  summon monster III; 4
  th- cure critical wounds, divine 
  power, inflict critical wounds*, poison, spell immunity 
  (magic missile, fireball); 5
  th- ice storm*,slay living, spell 
  resistance. 
   
  *Domain Spell. Domains: Destruction (smite 1/day, 
  bonus to melee attack roll and damage equal to cleric 
  level), Water (rebuke or destroy fire creatures as a good 
  cleric turns undead). 
   
  Possessions: +1 pincer staff, scroll of blindness, 
  dispel magic, potion of barkskin +3, ring of protection 
  +1, water elemental gem, bracers of armour +1, bead of 
  force, periapt of wisdom +2, belt, 2 belt pouches. 
   
  Encounter 11: The Honoured Dead 
  !Randal Llaryr: Ghostly Male Human War1; CR 2; 
  Medium Undead (Human) (Incorporeal): HD 1d12; hp 
  12; Init +3; Spd Fly 30 ft (perfect).; AC 14, touch 14, 
  flat-footed 11; Base Atk +1; Grp +1; Atk +3 melee (1d3, 
  incorporeal touch) or +3 melee (1d4 ability points, 
  incorporeal draining touch); SA Draining touch; SQ 
  Manifestation, +4 turn resistance, rejuvenation, 
  undead, incorporeal; AL LN; SV Fort +2 Ref +3 Will -1; 
  Str 10, Dex 16, Con -,  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Climb +1, Hide +10, Listen +11, 
  Search +7, Spot +11, Swim -2, Alertness, Weapon Focus 
  (longsword). 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d4 
  points from any one ability score it selects. On each 
  successful hit, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
   Manifestation (Su): When manifesting ghosts 
  becomes visible but incorporeal.  
  
  To Kill a Kesh 
   
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  Rejuvenation (Su): A destroyed ghost is able to 
  restore itself in 2d4 days if it makes a successful level 
  check 1d20+1 (DC16). 
  Undead: Immune to poison, sleep, paralysis, 
  stunning, disease, death effects, and necromantic 
  effects. They ignore mind-influencing effects charms, 
  compulsions, phantasms, patterns and morale effects). 
  Undead are not subject to critical hits, subdual damage, 
  ability damage, ability drain or energy drain. They are 
  immune to anything requiring a Fortitude saving 
  throw (unless it affects objects). They have darkvision 
  60 ft. 
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons and 
  spells, spell-like abilities, or supernatural abilities. 
  Immune to all nonmagical attack forms. Even when hit 
  by spells or magical weapons he has a 50% chance of 
  ignoring any damage from a corporeal source (except 
  from force effects such as magic missile, or attacks 
  made with ghost touch weapons. The physical attacks 
  of an incorporeal creature pass through armour unless 
  it is made of force. Incorporeal creatures can pass 
  through solid objects at will. It moves silently and 
  cannot be heard if it doesn’t wish to.  
   
  Encounter 12: Shadow, Fire and Death 
  "Advanced 9 HD Eirius Iornadh (5): CR 8; Medium 
  Undead (Incorporeal); HD 9d12; hp 84; Init +7; Spd 30 
  ft., 60 ft. fly (good); AC 19, touch 15, flat-footed 12; Base 
  Atk +6; Grp -; Atk +6 melee (1d6 and Wisdom drain, 
  bite) or +6 melee (1d4 and Wisdom drain, claw); Full 
  Atk  +6 melee (1d6 and Wisdom drain, bite) and +1 
  melee (1d4 and Wisdom drain, claw x2); AL NE; SA 
  Breath weapon, wisdom drain, wail of doom; SQ 
  Immunity (fire), incorporeal, undead, low-light vision, 
  limited range; SV Fort +2, Ref +7, Will +8; Str -, Dex 16, 
  Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +15, Intimidate +13, Intuit 
  Direction +8, Listen +14, Search +11, Sense Motive +9, 
  Spot +14; Alertness, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 16 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  "Advanced 13 HD Eirius Iornadh (2): CR 9; 
  Medium Undead (Incorporeal); HD 13d12; hp 112; Init 
  +7; Spd 30 ft., 60 ft. fly (good); AC 19, touch 15, flat-
  footed 12; Base Atk +7; Grp -; Atk +7 melee (1d6, and 
  Wisdom drain bite) or +7 melee (1d4 and Wisdom 
  drain, claw); Full Atk  +7 melee (1d6 and Wisdom 
  drain, bite) and +2 melee (1d4 and Wisdom drain, claw 
  x2); AL NE; SA Breath weapon, wisdom drain, wail of 
  doom; SQ Immunity (fire), incorporeal, undead, low-
  light vision, limited range; SV Fort +3, Ref +8, Will +10; 
  Str -, Dex 16, Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +19, Intimidate +17, Intuit 
  Direction +12, Listen +18, Search +15, Sense Motive 
  +13, Spot +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 18 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  
  To Kill a Kesh 
   
  Page 61 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  "Elite Hochebi Guard, Ftr2 (12): CR 2, Medium 
  humanoid; HD 1d8+2 and 2d10+7; hp 28; Init +5; Spd 
  20 ft.; AC 19, touch 11, flat-footed 18; Base Atk +3; Grp 
  +5; Atk +6 melee (1d8+2/19-20, longsword); Full Atk +6 
  melee (1d8+2/19-20, longsword); SA -; SQ Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +1, Will +0; Str 14, Dex 
  13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +4, Move Silently 
  +4, Spot +4; Alertness, Improved Initiative, Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  longsword, 6 gp. 
   
  !Maranefel Toktot, The Butcher of Scant: human 
  male Wiz16; CR 16; Medium-sized Humanoid; HD 
  16d4+32; hp 73; Init +6; Spd 30 ft.; AC 23, touch 16, flat-
  footed 17; Base Atk +8/+3; Grp +8; Atk +8 melee (1d6, 
  quarterstaff) or +10 melee (1d4+2/19-20/x2, +2 dagger); 
  Full Atk +8/+3 melee (1d6, quarterstaff) or +10/+5 
  melee (1d4+2/19-20/x2, +2 dagger); SA Spells; SQ 
  Summon familiar; AL NE; SV Fort +7, Ref +7, Will +13; 
  Str 11, Dex 14, Con 14, Int 20, Wis 15, Cha 16. 
   
  Skills and Feats: Concentration +21, Craft 
  (alchemy) +24, Decipher Script +24, Knowledge 
  (arcana) +24, Knowledge (history) +24, Listen +4, 
  Spellcraft +24, Spot +5, Swim +5; Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Heighten 
  Spell, Improved Initiative, Quicken Spell, Scribe 
  Scroll, Spell Focus (Evocation), Spell Penetration, 
  Widen Spell. 
   
  Languages: Ancient Suel, Common, Dwarvish. 
  Elvish, Flan, Infernal, Old Oeridian. 
   
  Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 
  + spell level; Evocation DC = 16 + spell level): 0- detect 
  magic, light, dancing lights, prestidigitation; 1
  st- detect 
  undead, detect secret doors, magic missile (2), 
  protection from good, shield; 2
  nd- darkness, invisibility, 
  mirror image, see invisibility, shatter; 3
  rd- blink, dispel 
  magic, fly, haste, lightning bolt; 4
  th- lesser globe of 
  invulnerability, greater invisibility, shout, stone shape, 
  stoneskin; 5
  th- break enchantment, cone of cold, 
  feeblemind, prying eyes, wall of force; 6
  th- chain 
  lightning, Widened lightning bolt, greater dispel 
  magic; 7
  th- prismatic spray, Widened ice storm, limited 
  wish; 8
  th- Heightened charm person, polar ray. 
    
  Active Spells: contingency (teleport if reduced 
  below 30 hit points), permanent darkvision 
   
  Possessions: +2 dagger, ring of protection +4, 
  bracers of armour +7, staff of evocation (45 ch), potion 
  of cure serious wounds, ring of telekinesis. 
   
  Encounter 14: Flame and Scale 
  "Lesser Flame Snake (2): CR 11; Huge magical beast 
  (fire); HD 20d10+132; hp 220; Init +2; Spd 40 ft., climb 
  20 ft.; AC 25, touch 10, flat-footed 24; Base Atk +20; Grp 
  +29; Atk +31 melee (3d8+10 and 2d8 fire plus poison, 
  bite) or +20 ranged touch (3d8, magma spit); Full Atk 
  +31/+26+21/+16 melee (3d8+10 and 2d8 fire plus 
  poison, bite) and +28 melee (3d6+5, tail spike) or +20 
  ranged touch (3d8 fire, magma spit); Space/Reach 5 ft./ 
  5 ft. (coiled); SA Constrict 3d6+10 plus 2d8 fire, fiery 
  poison, heat, magma spit; SQ Darkvision 60 ft., fast 
  healing 3, fire subtype, low-light vision, scent, uncanny 
  dodge; AL NE; SV Fort +18, Ref +17, Will +8; Str 31, 
  Dex 14, Con 23, Int 8, Wis 14, Cha 13. 
   
  Skill and Feats: Climb +18, Hide +11, Listen +5, 
  Move Silently +11, Spot +4; Ability Focus (poison), 
  Improved Natural Attack (bite), Improved Natural 
  Armour, Lightning Reflexes, Multiattack, Weapon 
  Finesse, Weapon Focus (bite). 
   
  Constrict (Ex): With a successful grapple check, a 
  lesser flame snake can constrict a grabbed opponent, 
  dealing 3d6+10 points of bludgeoning damage and 2d8 
  points of fire damage. 
   
  Fiery Poison (Ex): A lesser flame snake delivers 
  its poison (Fort DC 29 negates) with each successful 
  bite attack. Initial and secondary damage are the same 
  (1d8 Str). In addition, if the save fails, the lesser flame 
  snake’s poison burns its victim from the inside as it 
  courses through the opponent’s body. Each round the 
  
  To Kill a Kesh 
   
  Page 62 
  poison remains in a victim’s blood stream (maximum 
  10 rounds), it deals 2 points of fire damage (no save). 
  This includes the round in which the victim was 
  bitten. 
   
  Heat (Ex): A flame snake generates so much heat 
  that its mere touch deals additional fire damage. This 
  damage varies by subrace. 
   
  Magma Spit (Su): Every 1d4 rounds a lesser flame 
  snake can launch a sticky glob of fiery spittle at an 
  opponent within 30 feet (no range increment). A 
  successful ranged touch attack is required to hit. If 
  struck, a target takes 3d8 points of fire damage and 
  must make a Reflex save (DC 27) or catch on fire. 
   
  Fast Healing (Ex): A lesser flame snake regains 
  lost hit points at the rate of 3 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation and it does not allow a lesser flame snake 
  to regrow or reattach lost body parts. 
   
  Fire Subtype (Ex): A flame snake is immune to 
  fire damage. It takes half again as much (+50%) damage 
  as normal from cold, regardless of whether a saving 
  throw is allowed or if the save is a success of a failure. 
   
  Uncanny Dodge (Ex): A lesser flame snake 
  retains its Dexterity bonus to Armour Class even when 
  flat-footed or struck by an invisible attacker. 
   
  Scent (Ex): A flame snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Flame snakes have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Encounter 15: Amidst Fire and Shadow 
  !Kekarav Madi, male shadow Mnk2/Clr11: CR 14; 
  Medium-Size Magical Beast; HD 2d8+4 plus 11d8+25; 
  hp 101; Init +7; Spd 45 ft.; AC 26, touch 21, flat-footed 
  16; Base Atk +9/+3; Grp +15; Atk +12 melee (1d6+2, 
  unarmed strike); Full Atk +12/+7 melee (1d6+2, 
  unarmed strike); Space/Reach 5 ft./5 ft.; SA Flurry of 
  blows (-1/-1), spells, rebuke undead; SQ Evasion, cold 
  resistance 18, darkvision 60 ft., low-light vision, 
  shadow blend, regeneration 2, mirror image 1/day, 
  luck  saving throw bonus; AL NE; SV Fort +14, Ref +14, 
  Will +16; Str 14, Dex 16, Con 15, Int 13, Wis 20, Cha 
  16. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +6, 
  Climb 
  +5, 
  Concentration +15, Escape Artist +8, Hide +15, 
  Knowledge (history) +8, Knowledge (religion) +8, 
  Listen +7, Move Silently +14, Spellcraft +14 Spot +7, 
  Tumble +8; Deflect Arrows, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike, 
  Lighting Reflexes, Stealthy, Toughness, Weapon Focus 
  (unarmed strike). 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Regeneration (Ex): Regenerate 2 hit points per 
  round (slain if brought to 0 hit points). 
   
  Mirror Image: Can cast mirror image 1/day as a 
  13
  th level caster (1d4+4 images). 
   
  Saving Throw Bonus: +2 luck bonus to all saving 
  throws. 
   
  Skills: Move Silently +6. 
   
  Spells Known: 6/6+1/5+1/5+1/4+1/2+1/1+1; base 
  DC = 15 + spell level): 0- cure minor wounds (2), detect 
  magic, guidance, light, virtue; 1
  st- bless, command (2), 
  death watch, divine favour, protection from good*, 
  shield of faith; 2
  nd- aid, bear’s endurance, bull’s strength, 
  hold person, resist energy, shatter*; 3
  rd- contagion*, 
  deeper darkness, dispel magic, inflict serious wounds 
  (2), invisibility purge, prayer; 4
  th- divine power, 
  freedom of movement, inflict critical wounds* (2), 
  spell immunity (magic missile, shout); 5
  th- mass inflict 
  light wounds*, righteous might, slay living; 6
  th- harm* 
  (2). 
   
  *Domain Spell. Domains: Destruction  (Smite 
  1/day [+4 bonus on attack rolls and a bonus on damage 
  equal to cleric level), Evil (cast evil spells at +1 caster 
  level). 
   
  Possessions: bracers of armour +3, potion of 
  heroism, elixir of fire breath, ring of protection +2, 
  potion of protection from arrows (magic) (25 gp) (Faint 
  abjuration), necklace of fireballs (VII [1x 10d6, 2x 9d6, 
  2x 7d6, 2x 5d6, 2x 3d6]), dusty rose ioun stone, periapt 
  of Wisdom +2, amulet of natural armour +2, elemental 
  gem (air), elemental gem (earth). 
   
  "Shadow Kuo-Toa Guard Ftr6 (3): CR 8; Medium 
  magical beast (aquatic); HD 2d8+2 plus 6d10+6; hp 48; 
  Init +4; Spd 30 ft., swim 75 ft.; AC 19, touch 10, flat-
  footed 19; Base Atk +6/+1; Grp +7; Atk +11 melee 
  (1d6+4, +1 spear) or +9 melee (1d4+1, bite); Full Atk 
  +11/+6 melee (1d6+3, +1 spear) and +4 melee (1d4, 
  bite); Space/Reach 5 ft./5 ft.; SA -; SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slippery, darkvision 60 ft., low-light vision, cold 
  resistance 13, shadow blend, evasion, mirror image; AL 
  NE; Saves Fort +8, Ref +5, Will +7; Str 13, Dex 10, Con 
  13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +10, Knowledge 
  (history) +4, Handle Animal +3, Jump +9, Listen +9, 
  Move Silently +4, Search +8, Spot +13, Swim +13; 
  Alertness, 
  Combat 
  Expertise, 
  Great 
  Fortitude, 
  Improved Disarm, Improved Initiative, Power Attack, 
  
  To Kill a Kesh 
   
  Page 63 
  Toughness, 
  Weapon 
  Focus 
  (spear), 
  Weapon 
  Specialisation (spear). 
  Languages: Kuo-toan, Undercommon, Aquan 
   
  Adhesive (Ex): Kuo-toa use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee 
  attack against a kuo-toa must succeed on a DC 14 
  Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-toa requires 1 hour 
  and special materials costing 20 gp to coat a shield with 
  adhesive, The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Kuo-toa breathe through gills 
  and can survive indefinitely on land 
   
  Keen Sight (Ex): Kuo-toa have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds Kuo-
  toa for 1 round.  On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All Kuo-toa secrete an oily film that 
  makes them difficult to grapple or snare.  Webs, 
  magical or otherwise don’t affect kuo-toa and they 
  usually can wriggle free from most forms of 
  confinement. 
   
  Skills: Kuo-toa have a +8 racial bonus on Escape 
  Artist checks and a +4 racial bonus on Spot and Search 
  checks. A kuo-toa has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability. A daylight spell however, will. 
   
  Evasion (Ex):  A successful Reflex save against an 
  attack that normally deals half damage on a successful 
  save indicates no damage is taken. 
   
  Mirror Image: Can cast mirror image 1/day as a 
  6
  th level caster (1d4+3 images). 
   
  Possessions: +1 heavy wooden shield, +1 spear. 
   
  Encounter 16: Killing a Kesh 
  "Advanced 13 HD Eirius Iornadh (2): CR 9; 
  Medium Undead (Incorporeal); HD 13d12; hp 112; Init 
  +7; Spd 30 ft., 60 ft. fly (good); AC 19, touch 15, flat-
  footed 12; Base Atk +7; Grp -; Atk +7 melee (1d6, and 
  Wisdom drain bite) or +7 melee (1d4 and Wisdom 
  drain, claw); Full Atk  +7 melee (1d6 and Wisdom 
  drain, bite) and +2 melee (1d4 and Wisdom drain, claw 
  x2); AL NE; SA Breath weapon, wisdom drain, wail of 
  doom; SQ Immunity (fire), incorporeal, undead, low-
  light vision, limited range; SV Fort +3, Ref +8, Will +10; 
  Str -, Dex 16, Con -, Int 16, Wis 14, Cha 17. 
  Skills and Feats: Hide +19, Intimidate +17, Intuit 
  Direction +12, Listen +18, Search +15, Sense Motive 
  +13, Spot +18; Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes. 
        Breath Weapon: Cone of fire, 30 feet, once per day, 
  6d8 damage.  
        Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh's incorporeal touch attack must succeed 
  at a DC 18 Will save or suffer 1d6 points of permanent 
  Wisdom drain. If PCs have suffered ability drain, they 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. 
        Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all 
  creatures 
  hearing 
  it 
  as 
  per 
  the 
  wail 
  of doom spell detailed in Song and Silence (caster level 
  5th). Those hearing the wail must make a DC 16 Will 
  save or suffer 5d4 points of damage, -2 morale penalty 
  to saving throws and flee from the Eirius Iornadh 
  for 5 rounds with a 50% chance of dropping anything 
  held in their hands. 
        Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a Eirius 
  Iornadh at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, death effects or death from massive 
  damage. Darkvision 60 ft. 
  Immunities: Eirius Iornadh are immune to fire.  
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith, 
  
  To Kill a Kesh 
   
  Page 64 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
   
  
  To Kill a Kesh 
   
  Page 65 
  Appendix 5: 
  New Rules 
  Song and Silence 
  Wail of Doom 
  Evocation [Sonic] 
  Level: Brd 5 
  Components: V 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cone 
  Duration: Instantaneous (see text) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Anyone caught in the cone of this spell suffers 
  excruciating pain and is disheartened and demoralised 
  besides. Each creature that fails its Will save takes 1d4 
  points of damage per caster level, suffers a –2 morale 
  penalty on saving throws for 1 round per caster level, 
  and flees from the caster for the same period. A fleeing 
  creature has a 50% chance to drop whatever it’s 
  holding. It chooses a random path of flight away from 
  the caster and flees any other dangers that confront it 
  as well. If cornered, the affected creature cowers 
  instead of fleeing. 
   
  Living Greyhawk Journal 
  Ring of Teleportation  
  This ring allows the caster to use the spell teleport on 
  command. 
   Caster level: 9
  th; Prerequisites: Forge Ring, teleport; Market 
  Price: 90,000 gp. 
   
  Norker 
  Small Humanoid (Goblinoid) 
   
  Hit Dice: 1d8+2 (6 hp) 
  Initiative: +1 (Dex) 
  Speed: 20 ft. 
  AC: 19 (+1 size, +1 Dex, +7 natural) 
  Attacks: Club +2, Bite –3 melee; or javelin +3 ranged 
  Damage: Club 1d6, bite 1d4; or javelin 1d6 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +4, Ref +1, Will -1 
  Abilities: Str 10, Dex 13, Con 14, Int 9, Wis 9, Cha 8 
  Skills: Listen +3, Move Silently ++5, Spot +3 
  Feats: Alertness 
   
  ----- 
  Climate/Terrain: Temperate and warm land and 
  underground 
  Organization: Gang (4-9), or band (10-40 plus 50% 
  noncombatants plus 1 3rd-level boss per 20 adults and 
  one leader of 4th-6th level). 
  Challenge Rating: ½ 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
   
   
  Norkers are related to goblins and hobgoblins. They 
  forsake armour because their hide is incredibly tough. 
  They are unreliable troops and tend to quarrel with 
  each other, which keeps their numbers low compared 
  to goblins. 
   
  Norkers resemble goblins, except they have three-
  inch canine teeth and no hair. Their skin ranges from 
  reddish brown to dark grey. A norker usually wears 
  only a loincloth and belt, tying its favourite possessions 
  and trophies to its belt. 
   
  Norkers speak a dialect of Goblin. Those with 
  Intelligence scores of 12 or above also speak Orc. 
   
  Most norkers encountered outside their homes 
  are warriors; the information in the statistics block is 
  for one of 1st level. (See page 39 in the Dungeon 
  Master’s Guide for more about the warrior class). 
   
  Combat 
  Norkers enjoy swarming tactics. Their weapons are 
  simple and crudely made, but they are not adverse to 
  taking better weapons from their fallen foes. When 
  bullied into submission by hobgoblins, they can use 
  basic military tactics, but they lapse into their old ways 
  when not supervised. 
   
  Skills: Norkers have a +4 racial bonus to Move 
  Silently checks. 
   
  Norker Society 
  Norkers are tribal, although the leader’s influence only 
  extends about as far as his reach. This means their 
  tribes are much smaller than a typical goblin tribe. 
  They raid and steal from other humanoids, too lazy to 
  do their own hunting. 
   
  Their lairs are usually caves, old ruins, or villages 
  taken by conquest. They can’t cooperate well enough to 
  build anything more than a fence around their lair, 
  perhaps with a gate and a narrow walkway. A lair has 
  one-and-a-half times as many females as males and 
  twice as many young as males. 
  
  To Kill a Kesh 
   
  Page 66 
  Different tribes of norkers rarely meet, but when 
  they do the conflict often becomes bloody, with the 
  victors taking the fangs of the losers as trophies. These 
  conflicts rarely result in the complete loss of males on 
  one side, as the leaders establish who is dominant. 
   
  When powerful groups of hobgoblins command 
  norkers, they often equip their lesser cousins with 
  scale mail and shields. In these situations, the norkers 
  are used as shock troops, absorbing the brunt of enemy 
  attacks while the hobgoblins use their superior 
  intelligence, tactics, and equipment to break up the 
  enemy forces. 
       Norkers worship Maglubiyet, the god of goblins 
  and hobgoblins. 
   
  Norker Characters 
  A norker’s favoured class is rogue; norker leaders tend 
  to be fighters. Norker clerics worship Maglubiyet and 
  can choose two of the following domains: Chaos, Evil, 
  and Trickery. 
   
  Monster Manual II 
  Eidolon 
  Large Construct 
  Hit Dice: 9d10 (49 hp) 
  Initiative: +0 
  Speed: 30 ft. (can’t run) 
  AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21 
  Attacks: 2 slams, +10 melee 
  Damage: Slam 2d6+5 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Blood spray, confusion 
  Special 
  Qualities: 
  Construct 
  traits, 
  DR 
  10/adamaantium, SR 19 
  Saves: Fort +3, Ref +3, Will +1 
  Abilities: Str 21, Dex 11, Con -, Int 2, Wis 6, Cha 13 
   
  Climate/Terrain: Any 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Usually Chaotic Neutral (though the one 
  in this module is Neutral Evil) 
  Advancement: 10-18 HD (Large); 19-27 HD (Huge) 
   
  An eidolon is a statue of an image of a leader of a 
  particularly dark cult whose face has been left blank, 
  except for symbols related to the dark religion. The 
  tiniest shred of the power of the dark deity is 
  sometimes sent to infuse the cult’s statue, granting it 
  minimal sentience. While many of these constructs 
  have gone insane (becoming the Rogue Eidolon 
  described in Monster Manual II) the ones featured in 
  this module have not, they have simply lain dormant 
  within the Headlands until found. 
   
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a goat of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a Will save (DC 15) or 
  be afflicted with a terrible madness that causes it to see 
  all its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an 
  eidolon must make a Will save (DC 15) or become 
  confused. This condition is permanent, only a greater 
  restoration, limited wish, miracle or wish spell can 
  restore the subject to normal. The effect is otherwise 
  identical with that of a confusion spell (cast level 10
  th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  Artwork copyright Wizards of the Coast 
   
  Manual of the Planes 
  Shadow Creatures  
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak.  Just as parts of 
  the Plane of Shadow resemble a strange distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane. Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts.  Greys and 
  blacks are their most common colours, with white and 
  yellow rarely seen. They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow). Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
   
  
  To Kill a Kesh 
   
  Page 67 
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”). The creature’s type changes to “magical 
  beast”. It otherwise uses all the base creature’s statistics 
  and special abilities except as noted below. 
   
  Speed: As base creature x 1½. 
   
  Special Qualities: A shadow creature retains all 
  the special qualities of the base creature and also gains 
  the following ones: 
  • 
  Cold Resistance 5 + 1 per HD, to a maximum 
  of 20. 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can 
  disappear into the shadows, giving it nine-
  tenths concealment.  Artificial illumination, 
  even a light or continual flame spell, does not 
  negate this ability.  A daylight spell, however, 
  will. 
   
  Shadow creatures also have one additional supernatural 
  ability for every 4 HD they possess (minimum of one) 
  chosen from the following list: 
  • 
  +2 luck bonus on all saving throws. 
  • 
  Cause fear once per day. 
  • 
  Damage Reduction 5/+1. 
  • 
  Evasion 
  • 
  Mirror Image once per day. 
  • 
  Plane Shift self to or from the Plane of 
  Shadow once per day. 
  • 
  Regenerate 2 hit points per round (slain if 
  brought to 0 hit points). 
   
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Skills: Same as the base creature, plus Move 
  Silently +6. 
   
  Feats: Same as the base creature. 
   
   
  Climate/Terrain: Same as the base creature. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Same as the base creature, although 
  rarely good. 
   
  Advancement: Same as the base creature. 
   
  ONW2-05 To Hunt a Traitor 
  Dreamstealer  
  The Dreamstealer is composed of pure and utter 
  darkness, it appears to absorb the light around it, 
  sucking it into its ebon form. It is non-corporeal in 
  from and can warp and mould its "body". It usually 
  takes a form something akin to that of a spider or 
  octopus or jelly fish- a central mass of utter blackness 
  that might be construed as a body or head, from which 
  issue various and varying numbers of long thin tendrils 
  of blackness that end in what seems like a barbed 
  point, or "legs" that warp and shift, forming, being 
  reabsorbed into the body and then being shot out 
  again. Its form is very dynamic and even chaotic. It 
  does not appear to have any human features at all - no 
  glowing eyes, no anthropomorphic face - just utter and 
  absolute and terrifying absence of light. It looks utterly 
  alien and wrong and the sight of it offends the eyes and 
  chills the soul of good-hearted men. 
   
  Medium Undead (Incorporeal) 
  Hit Dice:  5d12 (32 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 30 ft., fly 60 ft. (good) 
  AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 
  Base Attack/Grapple: +5/- 
  Attack: Incorporeal touch +5 melee (1d4 and 1d6 
  permanent Wisdom drain) 
  Full Attack: Incorporeal touch +5 melee (1d4 and 1d6 
  permanent Wisdom drain) 
  Space/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Wisdom drain, wail of doom 
  Special Qualities: Undead, incorporeal, +2 turn 
  resistance, unnatural aura, limited range 
  Saves: Fort +1, Ref +4, Will +62 
  Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 
  
  To Kill a Kesh 
   
  Page 68 
  Skills: Hide +10, Intimidate +10, Intuit Direction +5, 
  Listen +10, Search +9, Sense Motive +7, Spot +10 
  Feats: Alertness, Combat Reflexes, Improved Initiative  
  Climate/Terrain: Any land and underground 
  Organization: Solitary, gang (2-5), or pack (6-11) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral  evil 
  Advancement: 6-10 HD (Medium-size) 
   
  Dreamstealers appear as vaguely man-sized spider-like 
  shadows. 
   
  Combat 
  Wisdom Drain (Su): Living creatures hit by a 
  Dreamstealer’s incorporeal touch attack must succeed 
  at a Willpower save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. If PCs have suffered ability 
  drain, they suffer terrible nightmares until they 
  recover the lost Wisdom points. 
   
  Wail of Doom (Sp): Once per day, the 
  Dreamstealer may emit a bloodcurdling scream that 
  effects all creatures hearing it as per the wail of doom 
  spell detailed in Song and Silence (caster level 5
  th). 
  Those hearing the wail must make a Willpower save 
  (DC 15) or suffer 5d4 points of damage, -2 morale 
  penalty to saving throws and flee from the 
  Dreamstealer for 5 rounds with a 50% chance of 
  dropping anything held in their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Dreamstealer at a distance of 30 feet. They will not 
  willingly approach nearer than that and panic if forced 
  to do so; they remain panicked as long as they are 
  within that range. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Dreamstealers are currently 
  unable to move outside the bounds of the Tal Marith, 
  Ial Iornedh (Dreaming Hills) of the Headlands of 
  Onnwal and the Hidden Fortress. 
   
  Artwork by Phillipa Broadhurst, based on a concept 
  by Paul Looby and Stuart Kerrigan. 
   
  Eirius Iornadh 
  In Ancient Flan the word Eirius Iornadh translates 
  literally as Fiery Dream, a name that would earn the 
  speaker stares of terror and alarm if spoken in the 
  hushed communal fires of the Headlands Flan. Their 
  folklore speaks of a creature of fire and shadow, 
  composed of pure and utter darkness, it appears to 
  absorb the light around it, sucking it into its crimson 
  form that both burns with an eternal flame yet darkens 
  all that it surrounds. 
   
  The Eirus-Brud is non-corporeal in form but the 
  flame that it blows that melts metal and burns flesh is 
  all too real. The creature takes a form something akin 
  to that of a spider or octopus or jelly fish- a central mass 
  of utter blackness that might be construed as a body or 
  head, from which issue various and varying numbers of 
  long crimson thin tendrils that end in what seems like 
  a barbed point, or "legs" that warp and shift, forming, 
  being reabsorbed into the body and then being shot 
  out again. Its form is very dynamic and even chaotic. It 
  does not appear to have any human features at all - no 
  glowing eyes, no anthropomorphic face. It looks 
  utterly alien and wrong and the sight of it offends the 
  eyes and chills the soul of good-hearted men. 
   
  Medium Undead (Incorporeal) 
  Hit Dice:  5d12 (32 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 30 ft., fly 60 ft. (good) 
  AC: 19 (+3 Dex, +2 deflection, +4 natural), touch 15, 
  flat-footed 12 
  Base Attack/Grapple: +5/- 
  Attack: Incorporeal touch +5 melee (1d6 and Wisdom 
  drain, bite)  
  Full Attack: Incorporeal touch +5 melee (1d6 and 
  Wisdom drain, bite) and +0 melee (1d4 and Wisdom 
  drain, claws x2) 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Breath weapon, Wisdom drain, wail 
  of doom 
  Special 
  Qualities: 
  Immunity 
  (Fire), 
  Undead, 
  incorporeal, +2 turn resistance, unnatural aura, limited 
  range 
  Saves: Fort +1, Ref +4, Will +6 
  Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 17 
  Skills: Hide +11, Intimidate +11, Intuit Direction +6, 
  Listen +11, Search +9, Sense Motive +7, Spot +10 
  Feats: Alertness, Combat Reflexes, Improved Initiative  
  Climate/Terrain: Any land and underground 
  Organization: Solitary, gang (2-5), or pack (6-11) 
  Challenge Rating: 7 
  Treasure: None 
  
  To Kill a Kesh 
   
  Page 69 
  Alignment: Always neutral evil 
  Advancement: 6-10 HD (Medium-size), 11-20 HD 
  (Large Size). 
   
  Combat 
  Breath Weapon (Sp): Cone of fire, 30 feet, once per 
  day, 6d8 damage.  
   
  Wisdom Drain (Su): Living creatures hit by a 
  Eirius Iornadh’s incorporeal touch attack must succeed 
  a Willpower save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. If PCs have suffered ability 
  drain, they suffer terrible nightmares until they 
  recover the lost Wisdom points. 
   
  Wail of Doom (Sp): Once per day, the Eirius 
  Iornadh may emit a bloodcurdling scream that effects 
  all creatures hearing it as per the wail of doom spell 
  detailed in Song and Silence (caster level 5
  th). Those 
  hearing the wail must make a Willpower save (DC 15) 
  or suffer 5d4 points of damage, -2 morale penalty to 
  saving throws and flee from the Eirius Iornadh for 5 
  rounds with a 50% chance of dropping anything held 
  in their hands.  
   
  Unnatural 
  Aura 
  (Su): 
  Both 
  wild 
  and 
  domesticated animals can sense the unnatural presence 
  of a Eirius Iornadh at a distance of 30 feet. They will 
  not willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as they 
  are within that range. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armour. Always moves silently. 
   
  Limited Range (Ex): Eirius Iornadh are currently 
  unable to move outside the bounds of the Tal Marith. 
   
  The Eirius Iornadh is based on the Dreamstealer 
  from ONW2-05 To Hunt a Traitor with the Half-
  Red Dragon template applied to it due to the 
  unique situation of the Tal Marith. 
   
  Fiend Folio 
  Flame Snake 
  Brutish creatures of scales and fire, flame snakes are 
  often coerced or bribed into serving as guards for royal 
  families. Mercenaries to the core, even the smallest of 
  these snakes make effective “watchdogs.” In the wild, 
  they prefer to lair in volcanoes (dormant or active) or 
  near hot springs or steam vents. 
   
  All flame snakes – minor, lesser and greater – are 
  adorned in a mix of red and orange scales. Down the 
  serpent’s backs run an intricate series of black scales 
  that form a repeating pattern of ankhs. Their dull eyes 
  never seem to blink, and, like many reptiles, they 
  spend long periods of time coiled up and drowsing in 
  the warmth of their lairs. 
   
  All flame snakes understand Ignan, but only the 
  greater flame snake is capable of speech. 
   
  Combat 
  All three species of flame snake use similar tactics in 
  battle. They prefer to bite their opponents and then 
  allow their venom to run its course. The smaller, less 
  intelligent flame snakes repeat this tactic until their 
  opponents are brought down; the more intelligent 
  varieties have other abilities at their disposal. The flame 
  snake’s fiery venom is one of its most feared weapons. 
  The fierce, burning agony the toxin causes sometimes 
  drops would-be intruders even after they have 
  attempted to flee from the burning creatures. 
   
  All flame snakes have some abilities in common. 
   
  Heat (Ex): A flame snake generates so much heat 
  that its mere touch deals additional fire damage. This 
  damage varies by subrace . 
   
  Fire Subtype (Ex): A flame snake is immune to 
  fire damage. It takes half again as much (+50%) damage 
  as normal from cold, regardless of whether a saving 
  throw is allowed or if the save is a success of a failure. 
   
  Scent (Ex): A flame snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: Flame snakes have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.  
   
  Lesser Flame Snake 
  Medium-Size Magical Beast (Fire) 
  Hit Dice: 8d10+16 (60 hp) 
  Initiative: +4 
  Speed: 40 ft., climb 20 ft. 
  AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17 
  Base Attack/Grapple: +8/+10 
  Attack: Bite +13 melee, or magma spit +12 ranged 
  touch 
  Full Attack: Bite +13 melee and tail spike +9 melee, or 
  magma spit +12 ranged touch 
  Damage: Bite 1d8+2 and 2d6 fire plus poison, tail spike 
  1d6+1 plus 2d6 fire, magma spit 2d6 fire 
  Face/Reach: 5 ft./5 ft. (coiled) 
  Special Attacks: Constrict 2d6+3 plus 2d6 fire, fiery 
  poison, heat, magma spit 
  Special Qualities: Darkvision 60 ft., fast healing 3, fire 
  subtype, low-light vision, scent, uncanny dodge 
  
  To Kill a Kesh 
   
  Page 70 
  Saves: Fort +8, Ref +10, Will +4 
  Abilities: Str 15, Dex 18, Con 15, Int 8, Wis 14, Cha 13 
  Skills: Climb +10, Hide +7, Listen +5, Move Silently +7, 
  Spot +4 
  Feats: Multiattack, Weapon Finesse, Weapon Focus 
  (bite) 
  Climate/Terrain: Any land and underground 
  Organisation: Solitary, pair or clutch (4-7) 
  Challenge Rating: 7 
  Treasure: Standard coins, 50% goods 
  Alignment: Usually evil (any) 
  Advancement: 9-16 HD (Large); 17-24 HD (Huge) 
   
  Lesser flame snakes are significant more powerful 
  versions of minor flame snakes. They are also the most 
  foul-tempered of the species. Abused by the greater 
  flame snakes on a regular basis, they frequently take 
  their anger out on minor flame snakes – or any other 
  creature that wanders nearby. 
   
  Lesser flame snakes appear nearly identical to 
  minor flame snakes, with the exception of being quite a 
  bit larger. Measuring 7 feet long and 3-4 inches in 
  diameter, they are intimidating specimens. The only 
  other significant difference is the spike of hardened 
  bone that grows from the creatures’ tails. 
   
   
  Of all three varieties of flame snake, the lesser 
  ones are the least commonly used as household guards, 
  despite the relative rarity of greater flame snakes 
  because they are more vicious and cruel than the other 
  varieties. Most would-be employers shy away from a 
  creature almost as likely to bite its master as any 
  intruders. 
   
  Combat 
  Lesser flame snakes revel in the burning of their foes, 
  so they use their magma spit at every opportunity. In 
  groups they use fairly sophisticated tactics that include 
  forming crude ranks of melee combatants, behind 
  which more flame snakes launch their gobs of fiery 
  spittle. They usually use their constrict ability only 
  between spit attacks. 
   
  Constrict (Ex): With a successful grapple check, a 
  lesser flame snake can constrict a grabbed opponent, 
  dealing 2d6+3 points of bludgeoning damage and 2d6 
  points of fire damage. 
   
  Fiery Poison (Ex): A lesser flame snake delivers 
  its poison (Fort DC 16 negates) with each successful 
  bite attack. Initial and secondary damage are the same 
  (1d4 Str). In addition, if the save fails, the lesser flame 
  snake’s poison burns its victim from the inside as it 
  courses through the opponent’s body. Each round the 
  poison remains in a victim’s blood stream (maximum 
  10 rounds), it deals 2 points of fire damage (no save). 
  This includes the round in which the victim was 
  bitten. 
   
  Magma Spit (Su): Every 1d4 rounds a lesser flame 
  snake can launch a sticky glob of fiery spittle at an 
  opponent within 30 feet (no range increment). A 
  successful ranged touch attack is required to hit. If 
  struck, a target takes 3d6 points of fire damage and 
  must make a Reflex save (DC 16) or catch on fire. 
   
  Fast Healing (Ex): A lesser flame snake regains 
  lost hit points at the rate of 3 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation and it does not allow a lesser flame snake 
  to regrow or reattach lost body parts. 
   
  Uncanny Dodge (Ex): A lesser flame snake 
  retains its Dexterity bonus to Armour Class even when 
  flat-footed or struck by an invisible attacker. 
   
  Sword and Fist 
  The Order of the Bow Initiate (Path of the 
  Wing) 
  Tarnedas' Creed: 
   
  So speaks the Far Reacher, Master of Birds, Phaulkon:  
   
  The time of Great Trial is approaching; a Great 
  Darkness is stirring once more from beyond memory. 
  The stones of this land echo with the voices of many 
  peoples who have lived here down the ages. Some of 
  those voices are best forgotten. Those Who Are Called 
  must to take up the burden of defending the light, 
  protecting the good of the future from the evils of the 
  past. 
   
  Path of the Wing: 
  Led by Kavrhos, previously a rogue in the service of the 
  Brotherhood, the path of the Wing aims at excellence 
  in the art of archery. They fuse both mental discipline 
  with physical strength and agility to produce 
  outstanding marksmen capable of extraordinary feats. 
   
  Hit Die: d10.  
   
  Requirements 
  To qualify as an initiate, a character must fulfill all the 
  following criteria:  
   
  Base Attack Bonus: +5.  
  Knowledge (religion): 2 ranks.  
  Proficiency: Longbow or shortbow or composite 
  longbow or composite shortbow.  
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow or shortbow or the composite 
  version of either, Weapon Specialization (longbow or 
  shortbow or the composite version of either).  
  
  To Kill a Kesh 
   
  Page 71 
   
  Class Skills 
  The Order of the Bow's class skills (and the key ability 
  for each skill) are: Craft (bowmaking) (Int), Knowledge 
  (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). 
  See Chapter 4: Skills in the Player's Handbook for skill 
  descriptions.  
   
  Skill Points at Each Level: 2 + Int modifier.  
   
  Class Features 
  Weapon and Armour Proficiency: Characters who 
  take a level of initiate gain no special proficiency with 
  armour, shields, or weapons.  
   
  Ranged Sneak Attack: Any time the initiate's 
  target would be denied his Dexterity bonus to AC 
  (regardless of whether he has a Dexterity bonus), the 
  initiate's ranged sneak attack deals extra damage. The 
  extra damage is +1d6 at 1st level, and +1d6 every two 
  levels after that. Ranged attacks only count as sneak 
  attacks if the target is within 30 feet. The initiate 
  cannot strike with such deadly accuracy beyond that 
  range. In every other way, treat this ability as a rogue's 
  sneak attack. If the character has the sneak attack 
  ability as a rogue, the bonuses stack.  
   
  Close Combat Shot: At 2nd level, the initiate can 
  attack with a ranged weapon in a threatened area and 
  not provoke an attack or opportunity.  
   
  Superior Weapon Focus: Stacking with any 
  existing Weapon Focus bonus, this adds an additional 
  +1 to all attack rolls with the initiate's bow  
   
  Free Attack: Once per round, whenever an ally 
  within line of sight gains an attack of opportunity upon 
  a foe, the initiate can make one ranged attack against 
  the same foe, at his highest attack bonus as a free 
  action.  
   
  Zen Archery: You gain this feat for free (see page 
  10). If the character already has this feat, then the 
  Wisdom modifier stacks with the Dexterity modifier 
  for ranged attacks.  
   
  Superior Weapon Specialization: This stacks 
  with any existing weapon specialization bonus, and 
  adds an additional +2 to all damage rolls made with a 
  longbow or shortbow.  
  Level
  Attack 
  Bonus 
  Fort. 
  Save
  Ref. 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +0 
  +2 
  +2 
  Ranged 
  Sneak 
  Attack +1d6
  2 
  +2 
  +0 
  +3 
  +3 
  Close 
  Combat 
  Shot 
  3 
  +3 
  +1 
  +3 
  +3 
  Ranged 
  Sneak 
  Attack +2d6
  4 
  +4 
  +1 
  +4 
  +4 
  Superior 
  Weapon 
  Focus 
  5 
  +5 
  +1 
  +4 
  +4 
  Ranged 
  Sneak 
  Attack +3d6
  6 
  +6 
  +2 
  +5 
  +5 
  Free Attack, 
  Zen 
  Archery 
  7 
  +7 
  +2 
  +5 
  +5 
  Superior 
  Weapon 
  Specializati
  on 
  8 
  +8 
  +2 
  +6 
  +6 
  Ranged 
  Sneak 
  Attack +4d6
  9 
  +9 
  +3 
  +6 
  +6 
  Banked 
  Shot 
  10 
  +10 
  +3 
  +7 
  +7 
  Ranged 
  Sneak 
  Attack +5d6
  
  To Kill a Kesh 
   
  Page 72 
   
  Banked Shot (Ex): This extraordinary ability 
  allows the initiate to fire an arrow at a target within 20 
  feet of a wall (but not adjacent to the wall) and treat the 
  target as if flat-footed for purposes of AC and damage 
  inflicted. This is a full-round action, since it is 
  extremely difficult. 
   
   
   
   
  
  To Kill a Kesh 
   
  Page 73 
  Appendix 6: 
  Features of the Tal Marith 
  The 
  following 
  entries 
  represent 
  the 
  standard 
  characteristics of various features found throughout 
  the Tal Marith.  
  Ceilings: Ceilings are fifteen feet high and are not 
  vaulted. Most ceilings are at least five-foot thick. 
  Ceilings: 5 ft. thick; hardness 8; hp 900; AC 5; DC 
  65 Break; DC 25 Climb. 
  Uneven Floor: Floors throughout the Tal Marith 
  are almost as uneven as the walls. Movement through 
  these areas is at half speed and the DC of Balance and 
  Tumble checks increases by 5. Running and charging 
  are impossible except along cleared pathways. 
  Floors: 5 ft. thick; hardness 8; hp 900; AC 5; DC 65 
  Break. 
  Walls: The walls in the Tal Marith are as uneven as 
  the floors and ceilings. Most walls are at least five-foot 
  thick. 
  Walls: 5 ft. thick; hardness 8; hp 900; AC 5; DC 65 
  Break; DC 15 Climb. 
  Ledges: In several places ledges may allow PCs to 
  move above floor level. Such ledges are roughly a foot 
  wide and are lightly obscured by rubble.  
  Ledge: 1 ft. thick; hardness 8; hp 180; AC 5; DC 65 
  Break; DC 12 Balance. 
  Light: Unless otherwise noted in the text the Tal 
  Marith is unlit. PCs without darkvision require a light 
  source. 
  Ventilation: The Tal Marith is well ventilated with 
  odour and smoke being dissipated rapidly. 
  Temperature: It is warmer in the Tal Marith than 
  in other cave systems. The PCs will notice this.  
  Magic: Within the Tal Marith, magic functions in 
  bizarre and unexpected ways. Any spell or spell-like 
  ability used within the Tal Marith has a chance of 
  going awry. The caster must make a level check (DC 15 
  + the level of the spell or effect) for the magic to 
  function normally. For spell-like abilities, use the level 
  or HD of the creature employing the ability for the 
  caster check and the level of the spell-like ability to set 
  the DC for the caster level check. 
  Individuals comprised at least partly of fire or 
  shadow, or otherwise able to cast 7
  th level spells, or 
  items with a caster level of 11
  th level or higher, are 
  unaffected by this effect. 
  Important Special Note: After Encounter Twelve: 
  Shadow, Fire and Death the PCs will descend through 
  a labyrinth of caverns, passages and galleries. Only 
  through use of Maranefel’s Amulet will they find their 
  quarry. Describe to them the mazework of passages 
  they uncover as they descend further into the dark.  
  D% 
  Effect 
  01-19 
  Spell rebounds on caster with normal effect. If the 
  spell cannot affect the caster, it simply fails. 
  20-23 
  A circular pit 15 feet wide opens under the caster’s 
  feet; it is 10 feet deep per level of the caster. 
  24-27 
  The spell fails, butt he target or targets of the spell are 
  pelted with a rain of small objects (pumice,  fire flies), 
  which disappears upon striking. The barrage 
  continues for 1 round. During this time the targets are 
  blinded and must make Concentration checks (DC 15 
  + spell level) to cast spells. 
  28-31 
  The spell affects a random target or area. The DM 
  should randomly choose a different target from 
  among those in range of the spell or centre the spell at 
  a random place within range of the spell. To generate 
  direction randomly, roll 1d8 and count clockwise 
  around the compass, starting with south. To generate 
  range randomly, roll 3d6. Multiply the result by 5 feet 
  for close range spells, 20 feet for medium range spells 
  or 80 feet for long-range spells. 
  32-35 
  The spell functions normally, but any material 
  components are not consumed. The spell is not 
  expended from the caster’s mind (a spell slot or 
  prepared spell can be used again). An item does not 
  lose charges, and the effect does not count against an 
  item’s or spell-like ability’s use limit. 
  36-39 
  The spell does not function. Instead, everyone (friend 
  or foe) not of Neutral Evil alignment within 30 feet of 
  the caster receives the effect of a harm spell (DC 19 + 
  APL to resist). 
  40-43 
  The spell does not function. Instead a deeper darkness 
  and a silence effect cover a 30-foot radius around the 
  caster for 2d4 rounds. 
  44-47 
  The spell does not function. Instead a reverse gravity 
  effect covers a 30-foot radius around the caster for 1 
  round. 
  48-51 
  The spell functions, but shimmering colours swirl 
  around the caster for 1d4 rounds. Treat this as a 
  glitterdust effect within a save DC of 10 + the level of 
  the spell that generated this result. 
  52-59 
  Nothing happened. The spell does not function. Any 
  material components are used up. The spell or spell 
  slot is used up, and charges or uses from an item are 
  used up. 
  60-71 
  Nothing happens. The spell does not function. Any 
  material components are not consumed. The spell is 
  not expended from the caster’s mind (a spell slot or 
  prepared spell can be used again). An item does not 
  lose charges, and the effect does not count against an 
  item’s or spell-like ability’s use limit. 
  72-98 
  The spell functions normally. 
  99-100 
  The spell functions strongly. Saving throws against 
  the spell incur a –2 penalty. The spell has the 
  maximum possible effect as if it were cast with the 
  Maximize Spell feat. If the spell is already maximised 
  with the feat, there is no further effect. Additionally 
  non-evil casters feel as if some small portion of dark 
  power has taken root in their mind (please note on 
  adventure notes of AR). 
  
  To Kill a Kesh 
   
  Page 74 
  Appendix 7: 
  Maps 
  Tal Marith Encounter Tree 
   
   
   
   
   
   
  
  To Kill a Kesh 
   
  Page 75 
  Player’s Handout 1 
  Ebon Dreams 
  DM Directions 
  Cut up these dreams. Randomly determine who 
  receives dreams 1-6. Hand these cards out. Any 
  character present that is a sorcerer and has undergone 
  the Dreaming in COR3-01 The Hidden Fortress should 
  also be given The Dreaming. 
   
  Dream One 
  Arrogant? Yes some have called you that, but they 
  either lie dead – victims of your boundless ambition - 
  or else cower in the shadows, desperate to avoid your 
  ire. You motion to one of your sub-human hochebi 
  bodyguards. You are finished here. The fool knew 
  nothing and now you have taken his life in 
  recompense for your interrupted rest. 
   
  What is that? Outside the city lies dark and silent. 
  Your bodyguards – veterans of countless campaigns – 
  scream as a wave of preternatural darkness engulfs 
  them. You utter a protective spell to keep this darkness 
  from you but to your horror the darkness crushes 
  through your wardings. As the darkness takes you, 
  your last coherent thought is “Why? Why has my 
  power failed me?” 
   
  Dream Two 
  A hot wind assails you as you return to your lodgings. 
  Spices from far off lands and the sounds of wildlife 
  foreign to your ears are carried by this wind of ill 
  aspect. A simple baker by trade you have spent all day 
  slaving in the kitchens of the accursed Scarlet Ones 
  who even yet still hold your beloved Scant beneath 
  their heel. 
   
  As you quicken your step a nameless dread builds 
  within your breast. Casting a hurried look over your 
  shoulder you see that the lights in the lower city have 
  gone out. Terrified you start to run but a wave of 
  darkness quickly catches you and engulfs you. You 
  know no more. 
   
  Dream Three 
  Life is good. Since you came here you have fought 
  many battles and slain many men. You have trampled 
  them underfoot and taken their things. You are a 
  mighty warrior of the Broken Skull tribe of the 
  Drachengrabs – high in the councils of Turrosh Mak 
  himself. When the screams of terror start to rise from 
  the low city your first thought is that the rebels are 
  finally in the city.  
   
  Drawing your sword, your hearts exults! Death to 
  your enemies! The doors are flung open and two 
  terrified soldiers stumble in, their eyes wide with 
  terror. Sweeping all before it – a wave of unstoppable 
  darkness boils out of the night. The hot scent of 
  foreign lands assails you as you turn to flee. For the 
  first time you know terror. For the last time you know 
  terror. The darkness easily catches and consumes you. 
  You fall into ebon darkness 
   
  Dream Four 
  A blazing brand in the night lights you home. It is a 
  home without cheer. For long years you have dwelled 
  here. Sorrow has burrowed deep into your heart - when 
  the Scarlet invaders came they took your family and 
  left you to wither and die. They call them “the 
  disappeared” and laugh at your existence. You welcome 
  death.  
   
  The night is heavy and you rise to throw open the 
  storm shutters. Your old bones ache. Suddenly all is 
  forgotten. A wave of darkness hurtles toward you 
  blotting out fleeing folk, buildings and finally the very 
  stars themselves.  
   
  You 
  welcomed 
  death, 
  but 
  this 
  is 
  terror 
  unimaginable. Before the wave reaches you, you are 
  dead, the victim of an old woman’s frail heart. 
   
  
  To Kill a Kesh 
   
  Page 76 
  Dream Five 
  The screams of a dying city sound out in the night. 
  From one of the high towers of the city you look out at 
  a nightmarish scene. Darkness has invaded the city, 
  blotting out everything as its unstoppable advances 
  continues.  
   
  Below you the darkness laps against the tower. 
  Perhaps sensing that something yet lives in this final 
  bastion it slowly sends forth sinuous tendrils of utter 
  blackness that climb the tower questing for your life. 
  Trapped you know with a sickening finality that you 
  are doomed As the darkness crests the battlements you 
  hack wildly at it with your sword. A great suffocating 
  warmth envelops you, chilling you to the bone.   
   
  Dream Six 
  A learned man. A scholarly man. And now a lucky man. 
  The city dies and with it dies a legion of hopes, dreams 
  and unfulfilled desires. The screams of her people ring 
  in your ears and dark laughter seems to float above it 
  all, mocking you and mocking the falling civilisation.  
   
  Why you have not been taken you know not. The 
  darkness came for you but recoiled as it striking an 
  impenetrable barrier, anathema to its very being. 
   
  Perhaps here, amidst the dust and bones of the 
  ancients, sanctuary can be found. At least you are safe. 
  For a while.  
   
  The Dreaming 
  A hand mantled in the deepest black reaches out from 
  the setting sun to cast its foul shadow over the fair 
  grasslands of the Dragonhead. Its passing causes birds 
  to fall from the sky and a great stench to fill the air. The 
  eternal storm-tossed waves of the Gearnat are no 
  defence against this insidious black invader.  
   
  As you watch, as if from a great height, the great 
  bay of Scant is inundated by the darkness and one by 
  one the lights of the city go out. You cry out in anguish 
  and terror and from somewhere about you, you sense 
  rather than hear laughter. Where once stood a proud 
  city naught but a pit of blackness so deep that it is 
  without end remains. 
   
  The Dreaming 
  A hand mantled in the deepest black reaches out from 
  the setting sun to cast its foul shadow over the fair 
  grasslands of the Dragonhead. Its passing causes birds 
  to fall from the sky and a great stench to fill the air. The 
  eternal storm-tossed waves of the Gearnat are no 
  defence against this insidious black invader.  
   
  As you watch, as if from a great height, the great 
  bay of Scant is inundated by the darkness and one by 
  one the lights of the city go out. You cry out in anguish 
  and terror and from somewhere about you, you sense 
  rather than hear laughter. Where once stood a proud 
  city naught but a pit of blackness so deep that it is 
  without end remains. 
   
  The Dreaming 
  A hand mantled in the deepest black reaches out from 
  the setting sun to cast its foul shadow over the fair 
  grasslands of the Dragonhead. Its passing causes birds 
  to fall from the sky and a great stench to fill the air. The 
  eternal storm-tossed waves of the Gearnat are no 
  defence against this insidious black invader.  
   
  As you watch, as if from a great height, the great 
  bay of Scant is inundated by the darkness and one by 
  one the lights of the city go out. You cry out in anguish 
  and terror and from somewhere about you, you sense 
  rather than hear laughter. Where once stood a proud 
  city naught but a pit of blackness so deep that it is 
  without end remains. 
   
  
  To Kill a Kesh 
   
  Page 77 
  Critical Events Summary 
   
  Please return the results to the Senior DM at your event who should email the results on this form to 
  skerrigan@onnwal.org.uk and creighton@onnwal.org.uk. Consequences will be accepted until the 31
  st of March, 2004. 
  Feedback on the module will always be welcome. 
   
  How did the PCs fare against the Eidolon? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What happened to Ganymydreth? 
   
  Survived 
   
   
  Died, killed by creature 
   
  Was it necessary for Tarnedas to cast greater restoration on confused PCs? 
   
  Yes  
   
   
   
  No 
   
  What did the PCs do with the Eidolons in Madi’s lair? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  How did the PCs behave towards Aza’mut? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  Other notes on the PCs meeting with Aza’mut:   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  How did the PCs behave towards the sea olves? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  Other notes on the PCs meeting with the Sea Olves:   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  How did the PCs react to the Shield Guardians? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Was the spear upgraded? 
   
  Yes  
   
   
   
  No 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PTO 
  How did the PCs fare against the Eirius Iornadh? 
  
  To Kill a Kesh 
   
  Page 78 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  How did the PCs behave towards Maranefel Toktot? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  Other notes on the PCs meeting with Maranefel:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Did any PCs choose to alter their alignment in the curse trap? 
   
  Yes  
   
   
  No  
   
   
  Provide  player  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  names, character   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  names, and RPGA  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  numbers if yes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What was Kekarav Madi’s fate? 
   
  Killed  
   
  Escaped  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  How did the PCs fare in fleeing from the Tal Marith and Eirius Iornadh? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Were any PCs slain in their  
   
  What was Veryanna’s fate? 
   
  Dead 
   
   
  Still with Madi  
  Given to Sailema  
   
  Given to Aza’mut/Rary 
   
   
   
  Other:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/593/Normal Scenarios/ONW3-07 - To Kill A Kesh (APL 6-12)/ONW3-07 - To Kill A Kesh.pdf