TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net. For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO6-07 
   
   
   
   
  FOREST OF SCALES 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.1 
   
  by Phineas Walsh and Judy "jr" Rudolph 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Tony Antonich, Daniel Fernandez, Jeff Fernandez, James Hamblin, Ben Paxton and Jen Paxton 
   
   
  Dotting the southwest border of Nume Eor, a series of recently-built towers stand watch against the dangers of 
  both the Hool Marsh and the Dreadwood. Reports have flowed into Jaedrae on a regular basis – until now. Two of the 
  nearby towers have not reported in, and Richart Jorgos has ordered an investigation. Messengers must be sent to all 
  outposts to determine their status, and the Viscount once again calls upon adventurers to supplement his resources. A 
  Keoish regional adventure for APLs 2-10 and continuation of the Forests sequence [KEOIS6-01 Forest of Iron, KEO6-02 
  Forest of Ribbons]. It is helpful, but not necessary, to have played previous adventures in the series. This adventure is of 
  particular interest to Dreadwalker and Haven PCs. Large creatures need not apply. A Keoland regional adventure for 
  APLs 2-10, and Part 3 of the Forests series. 
  Note: This adventure counts as Reporting for Duty for Dreadwalkers, Dreadwalker Reservists, and Havenites. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the characters participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1. 
  Determine the character level for each of the 
  characters participating in the adventure. 
  2. 
  If characters bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  character may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six characters, add one 
  to that average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the characters face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  character can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the character was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives.  
  
  KEO6-07 Forest of Scales 
   
  Page 2 
   
  Furthermore, a character who is four or more levels 
  higher than the highest APL supported by the adventure 
  may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Keoland. Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  What is generally known about the Dreadwood is the 
  following: 
  • 
  The Dreadwood covers approximately 25,000 
  square miles, or about one-sixth of the total area of 
  Keoland. 
  • 
  The general area approximately 25 miles from 
  any edge of the Dreadwood (both deeper within the 
  forest and extending outward into the surrounding 
  lands) is known as the “Dreadverge”. 
  • 
  The Dreadwood is an unexplored primeval rain 
  forest containing hardwood and unusual [ironwood, 
  darkwood, etc.] trees, some of which outdate 
  Keoland itself. 
  • 
  There are strange creatures that roam the 
  Dreadwood. 
  • 
  The Dreadwalkers (trained to deal with the 
  dangers of the Dreadwood) tend to keep people from 
  exploring the Dreadwood, as the taint from the 
  Dreadwood may create future problems. 
  • 
  The Dreadwalkers have unfriendly relations 
  with most of the surrounding regions. Exceptions to 
  this are the Barony of Greyhill (the King of Keoland, 
  Kimbertos Skotti of House Lizhal, is a Dreadwalker), 
  and the Viscounty of Nume Eor (Viscount Richart 
  Jorgos is a cousin of Kimbertos’ through marriage). 
  • 
  There is a reclusive elven kingdom within the 
  Dreadwood, 
  who 
  normally 
  trade 
  with 
  the 
  humanoids of the Goodhills. 
  PREQUELS:  
  KEO6-01I Forest of Iron - focuses upon a group of 
  missing loggers and some of the warped dangers of the 
  Dreadwood. It is helpful, but not necessary, to have 
  played Forest of Iron prior to this adventure. 
  KEO6-02 Forest of Ribbons - focuses upon two things: 
  1) Kialla Skotti giving up her human titles and swearing 
  an oath as Guardian of the elven kingdom, and 2) aiding 
  an elven sage in finding a component that may give the 
  elves an advantage in their war with the Kaorti. Note 
  that, while it is not necessary to have played Forest of 
  Ribbons prior to this adventure, there is a significant 
  amount of background about what is going on in the 
  Dreadwood and who the major characters are. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  KEO6-07 Forest of Scales 
   
  Page 3 
  ADVENTURE SUMMARY 
  The main goal of the mod is to retrieve an ancient 
  lizardfolk relic from the burial chambers of the first 
  lizardfolk druid, not discovering the status of Waycombe, 
  as originally requested. 
  Introduction: The adventure begins in the Viscounty of 
  Nume Eor, with a number of local watchtowers having 
  been mysteriously attacked in the night. Viscount 
  Richart Jorgos has sent patrols to all of the watchtowers 
  and to every settlement in the region, calling on the 
  citizens of the half-breed community of Haven and 
  adventurers to supplement his smallish military. The 
  party is tasked with traveling to the Dreadwalker outpost 
  at Waycombe, to contact the commander and to learn 
  about any strange happenings. 
  Encounter 1: Characters arrive at Waycombe to a 
  suspicious half-orc named Thorg Bloodreaver needing to 
  be convinced the characters are not another threat before 
  he can allow entry. Once inside the characters find that 
  the outpost has been attacked and that non half-breeds 
  were carried off during the raid. Junior members of the 
  Dreadwalkers are planning to report to Jaedrae and 
  Aridul, once they recover. 
   
  Pair of lizardfolk just arrived in Waycombe to assist 
  with the recovery of the attack, Szississ, a female druid, 
  and Schussesie, her male protector. The lizardfolk are 
  looking for help from the Dreadwalkers about finding a 
  relic of great power, dedicated to Semuanya (deity of non-
  evil lizardfolk). The Lizardfolk will request the characters 
  help out instead. 
  Encounter 2: “Big Brother”, a treant and a high-ranking 
  Dreadwalker, arrives at Waycombe and orders reports of 
  this attack be sent immediately. Some characters may 
  have “Big Brother’s” interest, from the previous 
  adventure. Hearing the pleas of the Szississ, “Big Brother” 
  decides that the characters may attempt to recover the 
  relic. The prophetic description the Reynard, the grand 
  druid of the Sheldomar, received, “Big Brother will guide 
  the party to the site of the Holy Object.” 
  Encounter 3: Characters travel through the Dreadwood 
  for a three or four days and learn that denizens of the 
  wood are fleeing the growing conflict in the north. The 
  characters may note some of the unique properties of this 
  famous forest. After three or four days of travel “Big 
  Brother” leaves the party at the entrance to a cave, telling 
  the party the trees have agreed to give the party safe 
  passage back to Waycombe. 
  Encounter 4: The characters soon find the mummified 
  remains of lizardfolk (not animated) and a long 
  descending passage leading to a chamber filled with cave 
  paintings and a strange petrified tree stump. The cave 
  paintings tell the history of the lizardfolk that fled the 
  Dreadwood nearly a thousand years ago and indicate two 
  relics were left behind (an egg and a death shroud). 
   
  On the petrified stump, birch sheets written in 
  Sylvan that appear to have been recently torn from a 
  religious text dedicated to Obad-Hai. 
   
  Searching the Painted Room, reveals two secret 
  doors, each guarded by a magical summoning trap. 
  Beyond the secret doors are symmetrical cramped 
  passages that lead to a separate, immense underground 
  chamber, lit with continual flame spells and protected by 
  hallow spells. The party is opposed by a group of celestial 
  creatures, bound by oaths taken millennia ago to protect 
  these relics of Semuanya with their lives. The celestials 
  use non-lethal attacks only, even if the characters are 
  using lethal force. 
   
  Once the celestial creatures are defeated, an identical 
  group guarding the other relic is able to remove the relic 
  to the outer planes, leaving the other chamber empty. So 
  the party is only able to capture one relic. 
   
  The relics have special powers; the egg will cure all 
  tainted lizardfolk who touch the egg; the shroud will 
  protect the lizardfolk from the taint, even to the point of 
  suppressing the taint of any lizardfolk who touches the 
  shroud. 
  Encounter 5: Begins after the party leaves the cave 
  complex. A pair of mutated lizardfolk request the 
  characters surrender whatever they found in the cave 
  complex (whether the PCs managed to recover a relic or 
  not). The lizardfolk are willing to barter for the relic, 
  offering treasure they have buried nearby. If the 
  characters agree, these monsters keep their word, but the 
  first lizard mutant that touches the relic is cured of its 
  affliction (becomes a normal lizardfolk), the second will 
  run if it is able, fight if it must (the relic seems to have no 
  effect on the second mutant if it is touched with it). 
   
  If the party is unwilling to barter, they will issue 
  threats and then attack the party to get what they want. 
  Conclusion: Characters return to Waycombe to report 
  to the Dreadwalkers about the mutant lizardfolk, as well 
  as the southern migration of some of the Dreadwood’s 
  humanoid population. The lizardfolk await their return, 
  and Szississ will use the relic if characters have recovered 
  one. 
  PREPARATION FOR PLAY 
  • 
  Make sure players fill out DM Aid #1, which 
  includes pre-rolled spot and listen checks, a list of 
  AR items which will come into play, as well as 
  character’s names, classes, and metaorganizations. 
  • 
  This adventure is designed to be easier if there are 
  nature-oriented characters in the party. If you’re not 
  sure, err for Dreadwalkers and forest-oriented 
  characters (druids, rangers, and clerics with 
  appropriate domains) and against other characters. 
  
  KEO6-07 Forest of Scales 
   
  Page 4 
  INTRODUCTION 
  Traveling 
  through 
  the 
  near-wilderness 
  of 
  southwestern Keoland is never pleasant, but mid-
  autumn at least makes it moderately bearable. With 
  any luck, the mosquito swarms are sated, the giant 
  crocs are lazy, and your mission will be finished 
  before Brewfest. 
  Upon arrival in Jaedrae, a missive bearing the seal of 
  Viscount Richart Jorgos was given to you. Distribute 
  Player Handouts 1a to everyone, 1b and 1c as appropriate.  
  For those who arrived with fewer companions than 
  would be safe to travel the Hool, the Viscount’s 
  secretary efficiently assigned you with several 
  others. 
  Allow players a chance to introduce their characters then 
  continue. 
  As one of the last groups to assemble, you were given 
  the assignment that was the farthest from Jaedrae; 
  determining the status of the Dreadwalker outpost 
  of Waycombe, which lies about 25 miles south of the 
  Dreadwood.  
  The only standard means of travel this close to the 
  Hool Marsh that even remotely could be called a 
  road passes through Haven, about 25 miles south of 
  Waycombe. 
  If characters decide to stop at Haven: 
  Haven is nearly deserted, as the Viscount’s most 
  loyal citizens heeded his call. Reports that some of 
  the recently built towers in the Hool had been 
  abandoned, and Havenite teams had left again to 
  investigate further. 
  Development: There is no further information to be 
  gained at Haven. If characters are either traveling by 
  unusual means or decided to bypass Haven, skip the 
  paragraph above and continue on to Encounter #1. 
  ENCOUNTER 1: THE 
  AFTERMATH 
  Regardless of the method of travel characters used to get 
  to Waycombe, the situation is the same they are sent to 
  investigate Waycombe. Two lizardfolk with there own 
  agenda arrived the night before the characters arrive. 
  Waycombe is little more than a fortified waystation. 
  Fifteen-foot high wooden palisades comprise the 
  outside wall. A banner of the Viscounty of Nume Eor 
  and the Dreadwalkers fly above the lone stone 
  building. 
  If there are any characters with 5 or more ranks of 
  Survival or Knowledge (nature), or who can make a Spot 
  DC 20 check in the party, add the following: The 
  wooden palisades, and even the ground near the 
  base of the wall, appear to be damaged by burn 
  marks. 
  “Peoples coming!” your arrival is duly noted by a 
  half-orc guard on the walls above the gate. 
  Characters with 5 or more ranks of Survival or 
  Knowledge (Nature): All plant life within 10 feet of 
  the wall is burnt away. The damage itself appears to 
  be caustic in nature. 
  Havenites: will automatically be recognized and allowed 
  in. 
  Dreadwalker characters: must announce themselves as 
  such before the guard will allow them to gain entry. As 
  he does, the guard will look at them a bit puzzled. "Why 
  you come from dat way? We shoot help arrows at 
  forest." 
  No Havenite or Dreadwalker characters: The party gets a 
  "Why you here?" and a stubborn refusal to open the 
  door. 
  Once the characters mention ‘Richart Jorgos’ (characters 
  may use wisdom checks if you need to nudge them), the 
  guard replies, "Why you not say dat den?" and let the 
  characters into Waycombe. 
  Expected comments and replies from the dim-witted 
  Thorg are below: 
  Characters’ producing the missive from Durmaunt: “Me 
  smart enough not know how to read, I can not be 
  fooled with four-jory!” 
  Mentioning ‘Viscount Jorgos’ or ‘Viscount Richart’ “Who 
  Vy and what him count?” 
  Diplomacy or Intimidate checks “You talk too fancy, 
  me not trust you!” 
  Any attempt to use charm/suggestion, the half-orc will 
  fall behind the wall and say, “Witch-craft! Me know if I 
  cannot see you, you cannot hurt me!” (Thorg will not 
  stand, until the characters mention Richart Jorgos’s 
  name). 
  Once satisfied that the characters are there to help, the 
  guard will come down and open the gates to Waycombe. 
  Among the wooden single story buildings are a 
  seven wounded people, staring vacantly from the 
  war zone of a village. Two lizardfolk stand out, and 
  are tending to the wounded. 
  No one steps forward to greet you. Indeed, it appears 
  as if no one is in charge. 
  Characters need to figure out what is going on as most of 
  the people are in shock and the Marshgrove Tribe 
  lizardfolk are not trusting due to their mission requiring 
  them to go into the Dreadwood, which is against the 
  King’s law. 
  Investigation reveals the following details: 
  
  KEO6-07 Forest of Scales 
   
  Page 5 
  Search/Heal DC 15 check: There are no bodies. There 
  are no pieces of bodies. There are no entrails and far 
  fewer bloodstains than there should be. There are no 
  discarded or broken enemy weapons. 
  Search/Alchemy DC 15 check: All surfaces exposed to 
  the outdoors show caustic burn marks and pitting. 
  Search DC 20 check: Of the few buildings that have 
  windows, all of the shutters have been smashed 
  inwards, along with any windows. Several beds show 
  linens pulled off towards the window, as if people 
  were pulled out of their beds. 
  Search DC 22 check: A duty roster/rotation schedule 
  shows one patrol isn’t due to return from the 
  Dreadwood for several days, one is due to return 
  today, and the other three patrols [of 5 members 
  each] are listed for duty within Waycombe’s walls. 
  Frederik Tannen and a Nume Eor Keoish Royal 
  Standards Staff Sergeant in charge of supplies for 
  Waycombe are also both listed as being on-hand at 
  the time of the attack. 
  Search DC 25 check: Several reports, throughout the 
  past year, show an increasing number of lizardfolk 
  are entering the Dreadwood. 
  Half-Orcs:  
  There are four half-orcs characters can chat with, but the 
  answers are all similar: 
  “Me, Thorg Bloodreaver, see all. Mmm not see. 
  Couldn’t see, even doh always see at night. Dat why 
  me keep watch. Mmm no see during attack. Hear 
  screams doh. Humans scream likes little girls. Elfses 
  screams like little girlies. Half-elfses, dem shoot 
  bows, den screams like little girlies. Me not scream 
  like little girl doh. Me feel tentacle but me takes 
  greataxe, chops tentacle, me not become dinner. 
  Tentacle tries again, me chops again. Me see again, 
  see stars and beat-up peoples” he motions towards 
  the survivors. 
  Thorg will mention that the cloud stung his eyes and 
  blinded him as he fought, if the characters inquire why 
  Thorg could not see. 
  Half-Elves:  
  The three half-elves will have a similar, but slightly 
  different version of the story: 
  “The attack seemed to come out of nowhere. One 
  moment it was a quiet, autumn night, and then we 
  were blinded as the attack began. Our enemy was 
  thorough, for they attacked both those on watch and 
  those who had retired for the evening. Something 
  wrapped around my waist and started to draw me in, 
  or, rather, up; my feet did leave the ground, but it let 
  go of me even before my second sword had been 
  drawn. 
  I had spoken with Alanor Quiverwind, one of the 
  ‘Walker Reservists from Haven serving his time 
  here. Alanor said a tentacle letting go of him before 
  he shot his arrows, then it seemed to ignore him. 
  Whatever the cause of the attack, it stopped as 
  quickly as it started a few moments of combat. As 
  soon as we could see again, we shot several flare 
  arrows towards the Dreadwood to request ‘Walker 
  assistance.” 
  The half-elf will add that there was some sort of mist or 
  cloud that stung the eyes, if characters are trying to get a 
  clearer description. However, no spellcasting was heard 
  prior to the attack. 
  If a player mentions the fact that only pure-blooded 
  humans and elves were taken during the attack, and half-
  breeds were left behind, you can confirm this. 
  TIME TO NAME A SUSPECT: 
  Only after characters have searched both the interior of 
  the compound and have talked to at least one of the half-
  breeds, allow a Knowledge (Dungeoneering) or Bardic 
  DC 32 [includes +10 modifier for not being able to see 
  the actual creature, only its handiwork] to figure out 
  what happened: You have heard of huge aberrations 
  that float through the sky that bleed and rain acid 
  and can pick up a horse in their tentacles.  
  Lizardfolk: 
  Two lizardfolk tend to the wounded in the 
  compounds courtyard. The smaller lizardfolk wears 
  an unseamed tunic made of reeds and feathers. 
  Tattoos traced around her scales repeat in the 
  feather-topped staff at her side. She provides one of 
  the half-orc a sweet smelling brew. The other 
  lizardman is applying a reddish mud onto the 
  wounds of a half-elf. He wears naught but a 
  loincloth and a pair of spears crossed at his back. A 
  giant crocodile hisses lazily as it lays in the sunny 
  courtyard. 
  Knowledge (Religion) DC20 check recognizes the tattoos 
  she wears as religious in nature and are an unusual 
  amalgam of Old Faith and elemental representations. 
  Druids and nature clerics automatically recognize them 
  for what they are. 
  � Szississ, Female Lizardfolk (Drd7), Marshgrove 
  Tribe (w/Giant Crocodile Animal Companion) 
  � Schussesie, Male Lizardfolk (Ftr4), Marshgrove 
  Tribe 
  Szississ (si-ZISS-iss) and Schussesie (SHOE-sess-ee) will 
  automatically recognize any characters whom they 
  encountered in the low-APL track of KEO4-01 Hope, 
  Entwined and greet them accordingly. 
  Szississ (THE QUEST): 
  
  KEO6-07 Forest of Scales 
   
  Page 6 
  “For more than a full turn of the sssseasonssss, my 
  people have heard the whisssspersss of our 
  ancesssstorsss calling ussss back to the great 
  foressst. Kusshoss, my mate, issss concerned about 
  the ssssafety of our tribe. We have sssseen the 
  trackssss of the other tribesss heading back to the 
  foresssst. We fear what the whissssperssss will do to 
  them. If they grow sssstronger, we will not be able to 
  defend oursssselvesss. 
  All tribes know the sssstory of our flight from the 
  great foressst many many lifetimessss ago, One 
  among ussss, the ssssshaman known only as "The 
  First", was great enough to lead ussss from our evil 
  kinssssfolk 
  and 
  into 
  the 
  ssssafety 
  of 
  the 
  marssshesss. 
  Our sssstories ssssay that The First was returned to 
  the treessss at hissss passssing. We hear the 
  whissssperingssss calling and we ssssseek aid to 
  have the call sssstoppped. 
  More from Szississ:  
  Use the first set of Sense Motive checks from DM Aid #1. 
  Sense Motive DC 20 check lets the characters know that 
  Szississ is holding back information. The lizardfolk 
  shamaness turns away from you. "The whisssperssss 
  grow loud enough to affect our eggssss. A hatchling 
  was born with an arm in place of itssss tail. It did 
  not sssssurvive. We are not many enough to fight off 
  the Deathcroak and Flesssshroasssst tribessss. If we 
  losssse our hatchlings...." 
  Sense Motive DC 25, then Diplomacy 12+APL check will 
  convince Szississ to show the deformed hatchling. 
  [Dreadwalkers automatically make the Diplomacy check.] 
  Schusessie: He will confirm Szississ's story, but does not 
  know any of the details of the mission. He will be able to 
  provide the following: 
  “We jusssst arrived lasssst night. We encountered 
  no trouble in our journeying. Szississ healed thossse 
  mossst in danger, but the othersss had to wait until 
  thissss morning. Thosssse of our tribe travel to 
  thissss place every other moon to sssspeak with the 
  Foresssst Walkerssss. After the demise of the one 
  known assss SSSakatha [KEO5-05, Madness of King 
  Jorgos], the Foulwater tribe that followed him wassss 
  eliminated. That much, we all agreed upon. Thosssse 
  of our tribe who encountered the Deathcroak and 
  Flesssshroast tribes, have ssssaid that the others 
  now sssseem different somehow, although they 
  could not ssssay why.” 
  More from Schusessie:  
  Use the second set of Sense Motive checks from DM Aid 
  #1. 
  Sense Motive DC 14 check: Schusessie seems to be 
  holding something back. When he wanders away 
  from his patient to gather more mud, you see him 
  stop and stare glassy-eyed in the direction of the 
  Dreadwood. [Assuming characters confront him] "It 
  callsssss, Szississ doessss not hear it much, for 
  ssssshe issss sssstrong, but the whissssperssss. They 
  are much louder here, they sssspeak to ussss to 
  return home." 
  Sense Motive DC 20 check: Sssseveral sssseasons ago, 
  Szississ traveled to sssspeak with the mammalssss. I 
  wassss her guard, but I failed; sssshe was captured 
  by the Foulwater tribe [KEO4-01 Hope, Entwined]. 
  The whisssspersss, call to me, but I will not fail 
  again. I will sssseee hissss mate home ssssafely. 
  Development: Once it appears characters have 
  exhausted their investigatory efforts, continue with the 
  following, and then proceed to Encounter #2: 
  It is about then you clearly hear the warning from 
  the lookout: “Ooooo! Dat different!" The half-orc 
  turns to warn those inside of the compound. "Forest 
  coming!” 
  ENCOUNTER 2: THE 
  RESPONSE 
  The Dreadwalkers, a treant named “Big Brother”, has 
  come to Waycombe investigates the call for help. If 
  characters take up the lizardfolk quest, Big Brother will 
  agree to guide the characters to the sight. Disruptive or 
  rude characters will be punished. 
  Striding across the grasslands is what appears to be 
  a huge oak tree. Thick, grey leather with horn-spikes 
  covers the trees massive frame, while a warhammer 
  twice as tall as a man sticks out in plain view across 
  the tree's back. As the tree nears the compound, you 
  can see that interwoven into the leather chest is the 
  telltale symbol of the Dreadwalker. 
  Keeping pace with the creature is a half-orc. Behind 
  them jogs a half-elf, a wood-elf, and a high-elf. Doing 
  his best to keep up with the rest is a leather-clad 
  gnome. 
  Knowledge (Sheldomar Valley) DC 25 check: The 
  symbol is that of a Dreadhunter, a high-ranking 
  Dreadwalker. 
  (Characters 
  in 
  the 
  Dreadwalker 
  metaorganization automatically make this check.) 
  The tree swings its massive head from side to side 
  scanning the ground as it advances. It then easily 
  peers over the top of the gates and glances around. 
  "Good! There are more of you here than I expected." 
  it rumbles slowly in a deep voice. 
  Forest Storm (aka Big Brother), Advanced Male 
  Treant (Bbn2/Rgr4). See Appendix 1. 
  If there are any human characters wearing obvious holy 
  symbols of Pelor: The treant turns towards you and 
  leans in close. “Are you a Conciliator?”  
  
  KEO6-07 Forest of Scales 
   
  Page 7 
  Knowledge (Sheldomar Valley) DC 20: The Conciliators 
  is a group lead by a Keoish Pelorite nobles and 
  decided to graffiti their name into the Dreadwood, 
  using fire, on a fairly regular basis. 
  If the character answers “yes” (or if they are, answer “no”, 
  and fail a bluff check), the Treant will backhand them for 
  nonlethal [taking the -4 penalty] and bellows “STOP 
  BURNING THE FOREST!” 
  If any characters have the Bully! or Treekiller! AR items 
  from previous adventures in this series, or similar “You’ve 
  made the forest very angry” out-of-region AR items (i.e. 
  Wrath of Dorindel), Big Brother will also backhand that 
  character for nonlethal damage with a resounding 
  “Sometimes when you hurt the forest, the forest will 
  hurt back.” 
  OOPS! THAT WASN’T SUPPOSED TO HAPPEN 
  Big Brother’s presence automatically triggers the 
  following AR items (Tree Killer, Unfavorable Notice of 
  Junior), be sure to cross them off as appropriate; make 
  sure players are aware of this. Otherwise, if characters are 
  foolish enough to attack Big Brother, run the combat 
  using all NPCs from Appendix 1, including the four half-
  orcs and three half-elves in Waycombe. Characters who 
  don't get involved will be spared (and not deemed as 
  accomplices). Use DM Aid #5 Crime and Punishment in 
  Keoland to determine penalties for assault and murder. 
  Big Brother: 
  Why are you here? The treant points to Waycombe 
  “Sent out a call, for help. I was, nearby, so I came." 
  What happened here? [Dreadwalker version]: Give that 
  person Player Handout #2. 
  What happened here? [non-Dreadwalker version]: Big 
  Brother circles the compound slowly, once. “I do not 
  think you have to worry. They were taken. Those 
  who took them will not return.” If characters press for 
  specifics, he will tell them: “That is not worth your 
  concern.” 
  We may not need to know, but the Viscount does: "Tell 
  your Viscount that whomever he is searching for no 
  longer is." 
  If characters did not speak to Szississ: have the 
  lizardfolk shamaness step forward and speak to the 
  treant, using the boxed text marked “THE QUEST” from 
  Encounter #1. 
  If characters ask about the resting place of the first 
  lizardfolk shaman, modify the text below. If they do not 
  ask (or did not make a high enough diplomacy check to 
  get the whole story), then Szississ will politely step up 
  and provide the whole story: 
  The lizardfolk shamaness steps towards the treant 
  respectfully. "Forgive usss, Fury of the Foresssst, I 
  am known as Szissis, my companion is named 
  Schussesie. You who know the woodsss well, our 
  needssss are great, the woodssss whissssper dark 
  thingsss. Thossse whisssper call to many of ussss. 
  Thossse whissssper harm our childrenssss." 
  The Treant responds, "I am Forest Storm, I have seen 
  the lizardfolk return, they elude us as we try to 
  speak to them. How do the whispers harm the 
  children?” 
  A lizardfolk child is partially unwrapped and 
  gingerly handed over to the treant. “This child 
  wassss born with a third arm, we need the item that 
  The First ussssed to keep ussss ssssafe, sssso no 
  more children will be born with the taint.” 
  Forest Storm picks up the child with an 
  unaccustomed care and finishes unwrapping the 
  child. The tail is a third arm, Forest Storm wraps the 
  child once more and hands the child to Szississ, 
  “Your First, Yes, I know the place you speak of. The 
  forest is not tainted there. Perhaps the item you seek 
  is there.” 
  Szississ exchanges worried glances with Schusessie, 
  "We would go ourssselvesss, but I fear that we will 
  fall prey to the whisssspersss. I know thisss isss 
  much to asssssk of you." 
  Leaves rustle as Forest Storm shakes his head. “The 
  entrance is small. Sized for saplings, like yourselves. 
  I would not fit. I could guide you there, however. It 
  is a three day journey, by foot.” 
  Szississ turns to (either a Dreadwalker, druid, or the 
  most charismatic character): “You are sssent by the 
  Jorgosss 
  mammal, 
  yesss? 
  He 
  hass 
  proven 
  trussstworthy to ussss in the passst. Will you help 
  ussss? We dare not enter the foresssst, lesssst the 
  whissssperssss 
  overtake 
  ussss. 
  We 
  need 
  ssssomebody to go find what we need to ssssave our 
  people.” 
  The high-elf steps forward, frowning. "We need to 
  man Waycombe, however” turning to the characters, 
  “others may be able to investigate that cave, if those 
  people will return here that item.” Several 
  Dreadwalkers pull out rods from their bags, “take 
  these sunrods, you will need them in the 
  Dreadwood. We will take care of your mounts, as 
  they are unable to penetrate deep into the Dread.” 
  Development: The characters receive 6 sunrods in order 
  if they are willing to follow the treant. If characters 
  decide not to follow the treant into the Dreadwood, jump 
  to Conclusion C; otherwise, continue to the encounter 3. 
  Forest Storm trudges towards the Dreadwood, 
  leaving the Dreadwalker party behind at Waycombe 
  to begin working. 
  
  KEO6-07 Forest of Scales 
   
  Page 8 
  ENCOUNTER 3: THE DREAD 
  At this point, give out Player's Handout #3. These rules 
  are reprinted in ENCOUNTER 5 for the DM. They are 
  traveling through the Dreadwood. Nothing will attack 
  them on the way in, but have them set watches and make 
  appropriate checks. They cross a wide trail which 
  indicates a large number of creatures fleeing southeast 
  deeper into the Dreadwood. The encounter ends with Big 
  Brother dropping characters off at the burial mound. 
  It is a difficult day of travel, and you reach the 
  Dreadwood before dark. Forest Storm turns towards 
  you, as the party reaches Dreadwood. "I will ask the 
  forest to think of you as my saplings. They may 
  decide to listen they may not. Do not wander off." As 
  he strides into the Dreadwood, the other trees seem 
  to part before him. 
  Once characters try to follow: 
  The trees seem almost reluctant as you press 
  forward; it is a struggle to make progress. You hear 
  an authoritative rustle of leaves up ahead, and the 
  warped branches and roots pressing at you seem to 
  reluctantly pull back. Even so, the path is barely 
  wide enough for a wiry halfling to follow. The 
  vibrant sounds of life surround you, birds singing, 
  squirrels playing, the whole forest is alive. 
  Darkness envelops the group, and Forest Storm says, 
  “This is good enough of a place to rest. Hold from 
  using the rods of light until the morrow, as you will 
  need them then.” 
  Any preparations characters make for watch, the treant 
  will endorse, as long as it doesn't involve chopping down 
  any trees or destroying the forest. 
  "Setting up watch is a good idea. I see much but not 
  everything. " 
  Roll some dice, and then mark off the first round of listen 
  & spot checks on the DM sheet. The night passes by 
  uneventfully. 
  Traveling a few more hours, the forest canopy 
  thickens, blocking out the sun. The ground becomes 
  rough with roots, impeding several of you, if not all. 
  Light sources will be needed by anybody who cannot 
  see in the dark. 
  After a few more hours of travel, the trees thin 
  before you, a trail half a dozen paces wide have been 
  created here. 
  A Survival DC 20 check will provide non-Dreadwalkers 
  that 70 humanoids have traveled this way (the feet have 
  boots) a mere 3 days ago. Dreadwalkers/Big Brother will 
  mention that the trees heal quickly and the number will 
  be closer to 150. 
  Forest Storm kneels down, peering intently at the 
  trail, turning to stare first back towards the origins 
  of the trail, and then towards the direction the trail 
  leads. “This is not good. Nothing flees towards the 
  Dark Heart.” He straightens, frowning at your group 
  even as he turns slightly up the trail, struggling with 
  the decision. Finally, he seems to come to a 
  resolution. “You will walk more quickly, spread out 
  in case of an ambush.”  
  If characters ask what the ‘Dark Heart’ is, he will tell 
  them: “That is not something you need to know.” If 
  the character that asks is a Dreadwalker or Reservist, he 
  will tell them: “That is not something you need to 
  know yet.” 
  Travel is quick along the path, and before too long, 
  Forest Storm signals for everybody to rest. Forest 
  Storm leads to a defensive ridgeline and suggest that 
  camp be made. 
  Whoever has the lowest listen and/or spot check read the 
  following, cross of the next set of spot and listen checks 
  for all characters: Near the end of your watch, the 
  ridge slides away, opening up the camp to the forest. 
  Forest Storm makes a motion to remain silent, 
  listens and then provides the all-clear sign, 
  whispering, “There are many places in the forest that 
  do not stay where they are supposed to stay.” 
  After breaking camp, Forest Storm leads the party 
  off the path for several hours, leading to a hill that 
  rises sharply upwards. Forest Storm says, “This is 
  the place I spoke of in Waycombe.” The trees rustle 
  all around you, “There is something I must look 
  into, I will ask the trees to protect you as my 
  saplings, and they may decide not to attack when 
  you return.” Forest Storm points to a spot where 
  grass can be seen and few trees have grown, “The 
  cave asks to be left alone, the forest obliges, nothing 
  has changed here for a long time. The cave should be 
  found, easily enough. I must go, now.” With a 
  swiftness that Forest Storm did not show before, the 
  treant quickly disappears into the forest. 
  Development: If characters do not enter, skip directly to 
  Encounter 5; otherwise, continue below. 
  ENCOUNTER 4: THE RESTING 
  PLACE 
  Summary: See DM AID #3 for a map of the burial 
  chambers. Characters can explore freely, discovering 
  mummified lizardfolk remains and possibly deciphering 
  the cave paintings, which relate the history of the 
  lizardfolk before they fled the Dreadwood. They may set 
  off traps on secret doors, which lead into rooms where 
  the relics are hidden. The characters’ presence in the 
  complex causes celestials to gate in. The celestials will 
  attempt to use either diplomacy or non-lethal damage to 
  convince characters to leave. Unless players split the 
  party, celestials will return to their home plane with the 
  
  KEO6-07 Forest of Scales 
   
  Page 9 
  relic in the mirror room to the one the characters have 
  entered. 
  4A - ENTRYWAY 
  Paintings of lizardfolk, the moons, the sun and the 
  forest go up and down the corridor. 
  Decipher Script DC 15+APL check: You recognize 
  various symbols on the obelisks as generic 
  pictographs referring to life, death, rebirth, forest, 
  nature, and lizardfolk. 
  Development: PCs can exit the burial mound, or 
  continue down the Main Hallway (4B). 
  4B - MAIN HALLWAY 
  The 10-ft. high gently downward-sloping corridor is 
  only wide enough to travel single-file and is over 
  100-feet long before it opens up. About halfway 
  down the corridor, side passages open across from 
  each other. 
  Knowledge (Nature, Architecture & Engineering, or 
  Dungeoneering) DC 15 or Spellcraft (DC 28) [Dwarven 
  stonecunning bonuses apply]: This is a natural cave 
  complex, but has been shaped and altered slightly by 
  magic, as there are no tool marks to be found. The entire 
  corridor slopes downward. 
  Development: PCs can exit the burial mound, explore 
  the Burial Chambers (4C and 4D) halfway down the hall, 
  or continue on deeper into the burial mound to the 
  Painted Room (4E). 
  4C & 4D - BURIAL CHAMBERS 
  There is nothing in this pair of rooms that will harm the 
  characters. There are sarcophagi in each room, which 
  contains mummified lizardfolk and some primitive 
  items. 
  The short corridor opens up into a 25 by 35 feet 
  room and with ceilings going up to 15 feet. The 
  room is empty except for a quartet of rough-hewn, 
  closed stone sarcophagi arranged in a simple square 
  pattern. 
  Knowledge (dungeoneering) DC 10, or Knowledge 
  (nature) DC 15: The sarcophagi are hand-carved from the 
  same type of rock as the room. 
  Strength DC 12 check: will be enough to slide open the 
  lid of any of the sarcophagi to reveal the mummified 
  lizardfolk remains. The mummified bodies of the 
  lizardfolk surrounded by ceramic jars and some 
  prize possession is placed in their hand. 
  Heal DC 15 or Knowledge (religion or nature) DC 20: 
  reveals that the bodies are ritualistically mummified. 
  Ceramic jars with the internal organs are arranged 
  around the body. The mummies are several hundred 
  years old, and do not appear to have been disturbed. 
  Treasure: The sarcophagi have only one of the following 
  items per sarcophagi (characters must open all the eight 
  sarcophagi to retrieve the item): goggles of minute seeing, 
  silversheen, (3) healer’s balm and (3) catstink. 
  Development: characters can go back the way they 
  came, explore an identical room across the hall (if they 
  do, paraphrase the boxed text above), or continue on 
  deeper into the burial mound to the Painted Room (see 
  below). 
  4E - PAINTED ROOM 
  This room is the key. Characters discover Anasazi-style 
  pictographs which, when put in the correct order, will 
  tell the story of The First. A tree stump with Obad-hai 
  religious text is in the centre of the room, and secret 
  doors are trapped with Summon Nature’s Ally spells, the 
  doors lead to the rooms with the relics. 
  You continue to travel the ever downward-sloping 
  corridor which opens up into a large, egg-shaped 
  room approximately 40' across, 60' long, and 60' 
  high. Panels of charcoal figures adorn the entire 
  walls, in a symmetrical pattern. Provide Players with 
  Player handout #4  
  In the centre of the room is a tree-stump made of 
  stone, cut evenly just above the roots. Lying on top 
  of the stump appears to be several sheaves of 
  naturally-curling tree bark. 
  Knowledge (dungeoneering/nature) DC 15 check 
  (stonecunning applies): The ground is recently 
  disturbed, as though the tree grew upwards through 
  the cracks and no more than several days old. 
  Knowledge (Nature) DC 20 check: The trunk of the 
  tree is cut off cleanly; there are no tracks here, and 
  the tree stump is actually made of petrified wood. 
  There seem to be several pages here, as though torn 
  out of a hand-bound book. 
  Knowledge (nature) DC 15 check: The pages are made 
  from birch. 
  Knowledge (religion) DC 14 check: The pages bear the 
  symbol of Obad-Hai. 
  If any character speaks sylvan: The script is religious 
  text, as though from prayer book. The pages begin 
  and end in the middle of sentences; there is nothing 
  of particular note in the wording. 
  The Pictographs 
  Distribute Player Handout #4. The pictographs are as 
  follows, if you are standing in the doorway and going 
  from left to right: 
  A. Lizardfolk warring with spider-creatures 
  
  KEO6-07 Forest of Scales 
   
  Page 10 
  B. Lizardfolk using some sort of dark magic 
  C. Lizardfolk teaching pale humanoids how to control 
  dark magic 
  D. The birth of a lizardman (The First)  
  E. The return and entombment of the lizardman’s (The 
  First) body 
  F. The death of a lizardman (The First) 
  G. A lizardman (The First) leading the lizardfolk out of 
  the forest 
  H. Dark magic taking over the lizardfolk 
  I. 
  Lizardfolk greeting strangers 
  J. 
  Lizardfolk living in the forest 
  The pictograph is based off a symmetrical reading (going 
  from J, then A to I, B to H, etc. around to E.); this is 
  meant to be an exercise of mental prowess. 
  J. 
  Lizardfolk living in the forest 
  A. Lizardfolk warring with spider-creatures 
  B. 
  Lizardfolk using some sort of dark magic 
  I. 
  Lizardfolk greeting strangers 
  C. Lizardfolk teaching pale humanoids how to control 
  dark magic 
  H. Dark magic taking over the lizardfolk 
  D. The birth of a lizardman (The First) 
  G. A lizardman (The First) leading the lizardfolk out of 
  the forest 
  E. The return and entombment of the lizardman’s (The 
  First) body 
  F. The death of a lizardman (The First) 
  Two secret doors lead to the two artifact chambers, the 
  pictograph of the lizardman birth leads to the relic room 
  containing the egg, and the pictograph of the lizardman's 
  death leads to the relic room containing the shroud. 
  Search DC 15+APL check reveals the secret doors are 
  trapped. 
  � APL 2 (EL 2) Summon Nature’s Ally I TRAP: 
  Magic device; proximity trigger (alarm); no reset; 
  spell effect (summon nature’s ally I, 1st level druid), 
  search DC 26, Disable Device DC 26. 
   
  Summoned Small Viper: hp 6; see Monster Manual 
  pg. 280. 
  � APL 4 (EL 4) Summon Nature’s Ally III TRAP: 
  Magic device; proximity trigger (alarm); no reset; 
  spell effect (summon nature’s ally III, 5th level druid), 
  search DC 28, Disable Device DC 28. 
   
  Summoned Dire Wolf: hp 54; see Monster Manual 
  pg. 65-66. 
  � APL 6 (EL 6) Summon Nature’s Ally V TRAP: 
  Magic device; proximity trigger (alarm); no reset; 
  spell effect (summon nature’s ally V, 9th level druid), 
  search DC 30, Disable Device DC 30. 
   
  Summoned Large Earth Elemental: hp 80; see 
  Monster Manual pg. 97-98. 
  � APL 8 (EL 8) Summon Nature’s Ally VII 
  TRAP: Magic device; proximity trigger (alarm); no 
  reset; spell effect (summon nature’s ally VII, 13th level 
  druid), search DC 31, Disable Device DC 31. 
   
  Summoned Greater Earth Elemental: hp 231; see 
  Monster Manual pg. 97-98. 
  � APL 10 (EL 10) Summon Nature’s Ally IX 
  TRAP: Magic device; proximity trigger (alarm); 
  automatic reset; spell effect (summon nature’s ally IX, 
  17th level druid), search DC 34, Disable Device DC 
  34. 
   
  Summoned Elder Earth Elemental: hp 264; see 
  Monster Manual pg. 97-98. 
  Tactics: All summoned creatures appear as close to the 
  character that summoned them as possible. They attack 
  on the round that they appear. An earth elemental’s earth 
  glide ability allows it to fight effectively even in the 5’ 
  corridors (no squeezing), however the earth elementals 
  do have cover and characters fighting them have 
  concealment. The APL 10 trap automatically resets after 
  one minutes time. 
  Please note that only moving from the Painted Room into 
  the corridors beyond triggers the traps; the traps do not 
  go off on the way back out. 
  Development: Characters retrieving the page has access 
  to the Text of Obad-Hai on the AR. Characters can go 
  back the way they came or continue on deeper into the 
  burial mound to the Relic Rooms 4F contains the egg, 
  which will heal any of the tainted lizardfolk; 4G contains 
  the shroud, which will protect the lizardfolk from any 
  further taint. There is no wrong decision in this and the 
  characters do not know anything above and beyond what 
  the lizardfolk know – which is nothing, because the 
  lizardfolk have only an oral record, from over 1,000 years 
  ago. 
  4F, 4G - RELIC ROOMS 
  This encounter is designed to be morally challenging. 
  Celestial guardians were gated in the moment characters 
  crossed the obelisks into the burial chamber. Characters 
  may have given their word to help the lizardfolk, but the 
  
  KEO6-07 Forest of Scales 
   
  Page 11 
  celestials' contract is ages older. Characters must decide 
  whether or not engage in combat, whether or not to use 
  any lethal damage, and whether or not to walk away. The 
  celestials cannot be tricked into giving the location of the 
  secret door of the relic chambers! 
  If rogue characters successfully sneak into the room, 
  more difficult at higher APLs due to special abilities, 
  open the secret door, grab a relic and get out, characters 
  will gain full XP for using class skills to the fullest. 
  The corridor continues forward 40 feet, slanting 
  sharply downwards as you go, then takes a dogleg 
  turn. A brilliant light from beyond can be seen. 
  Assuming characters move forward: 
  The corridor continues for another thirty feet before 
  it opens into a brilliantly lit room. No other doors or 
  doorways are evident in the room, though a swirling 
  gate to an unknown plane in the wall is 80 feet in 
  front of you. 
  For any characters with a good alignment: You become 
  aware that you have entered a sanctuary to some 
  benign deity. 
  Spellcraft DC 30 check confirms that hallow is in effect. 
  Two creatures appear to be waiting. “ADVANCE NO 
  FURTHER, MORTALS.” The command echoes 
  throughout the chamber. “We will not harm you 
  unless you cross the boundary.” A semi-circle of 
  light appears about a fifteen-foot radius in front of 
  you. 
  Knowledge (Planes, DC = 10+HD): "Standing before 
  you is, most definitely, a pair of celestials." 
  APL 2 (EL 5) 
  � Protectar: hp 16; see Appendix 2. 
  � Ramadeen: hp 36; see Appendix 2. 
  APL 4 (EL 7) 
  � Ramadeen: hp 36; see Appendix 3. 
  � Justice Archon: hp 72; see Appendix 3. 
  APL 6 (EL 9) 
  � Equinal: hp 54; see Appendix 3. 
  � Hollyphant: hp 42; see Appendix 4. 
  APL 8 (EL 11) 
  � Warden Archon: hp 72; see Appendix 4. 
  � Ursinal: hp 90; see Appendix 5. 
  APL 10 (EL 13) 
  � Ursinal: hp 90; see Appendix 5. 
  � Monadic Deva: hp 110; see Appendix 6. 
  Descriptions are listed in the stat blocks for each APL. 
  ELs are reduced by one, since the celestials will only fight 
  to deal nonlethal damage [already calculated]. Characters 
  are under no such restrictions, though there will be 
  repercussions, see AR items for details.  
  Where is the lizardman? "His time as a mortal had 
  ended. He was taken to be with others of our kind." 
  Why are you here? "We are bound by the divine 
  contract of the one who was brought here. 
  What are the details of the contract? "The contract 
  specifies that we open the gate and defend the relics 
  if any sentient creature not a descendant of the one 
  entombed here should enter." 
  What do the relics do? "We do not know, and it 
  matters not. Our duty is the same." 
  Are we the first ones to do so? "No, but you are the first 
  to have come this far." 
  When was the last time you came to this place/plane? 
  "Three days ago." 
  Now what? "Since you have stepped into the light, we 
  must return the relics to our plane for safekeeping.” 
  But we came on behalf of the lizardfolk who need it! 
  "That is admirable, but we are bound by the 
  contract." 
  But we gave our word to return it! "As we have given 
  our word to protect it." 
  We'll just grab the other one. "Once you stepped into 
  the light, two others of our kind have taken the relic 
  and have already returned to our home plane. 
  We'll fight you for it! "That is regrettable. We will not 
  harm you, but we cannot allow you to take the 
  relics." 
  But you can't leave this room, right? We will not enter 
  yon corridor, but we will return to our home with 
  the relics. 
  The celestials will not reveal the location of the artifacts, 
  nor will the celestials go to the artifacts as they cannot 
  reveal the location to any except those related to the First 
  by blood. 
  If any characters detect as evil: "Why are you, a tainted 
  one, on a quest to save lizardfolk?" Also, the spell 
  blessed sight is attached to the hallow in the chambers with 
  the celestials. 
  Tactics: The celestials begin the encounter next to one 
  another, 20 feet in front of the planar portal (See DM Aid 
  #3). They are willing to talk to the characters, the 
  celestials will do their best to convince characters not to 
  fight [suggestion, etc.], but if characters cross the 
  boundary or decide to fight, they will resolutely attack 
  with non-lethal damage to the best of their abilities, -4 to 
  
  KEO6-07 Forest of Scales 
   
  Page 12 
  their melee attack rolls, and will not use any spells, spell-
  like abilities, super natural abilities or extraordinary 
  abilities that cause lethal damage. 
  Combat starts when any of the character moves further 
  than 20 feet from the doorway or make any hostile 
  actions (cast spells, attack the celestials, etc). 
  The celestials will fight to the death, but are unwilling to 
  kill in turn. These creatures from the higher planes fight 
  intelligently and to the best of their abilities within the 
  parameters stated above. They support each other, giving 
  healing, providing flank, assisting each other’s attacks, 
  etc. Flyers/teleporters use their greater mobility to 
  disrupt spell casters when they are able. Where they can, 
  a celestial will use spells or abilities to limit the party’s 
  mobility or to divide and conquer. 
   
  APL 2-- The protectar tries to keep the ramadeen 
  standing with its cure light wounds and provides flanks. 
   
  APL 4— Same as above except, substituting aid for 
  cure light wounds. Both of these creatures are capable of 
  dealing considerable damage. 
   
  APL 6—The equinal will try to cut the party in half 
  with its fog cloud or wall of stone (it will leave the entrance 
  alone, providing the party an escape route). The 
  hollyphant will become invisible and then turn the 
  equinal invisible. 
   
  APL 8—The warden archon casts shield of the archons 
  and protects the ursinal. The ursinal casts for as long as 
  possible before fighting hand-to-hand, including the use 
  of holy word and his purified wall of fire (if it can be placed 
  so that no PC takes fire damage from it initially). 
   
  APL 10—The ursinal follows the same tactics as APL 
  8. The monadic deva will cast holy aura and mirror image 
  and then wade into combat. 
  Creatures are gated, not summoned so protection spells 
  will not hinder the celestials. Creatures successfully sent 
  back to their home plane will return through the gate the 
  following round. 
  If a celestial is killed, or both celestials are subdued, they 
  and everything they brought with them explode in a 
  burst of light. Characters do not get access to any of their 
  items. 
  Treasure: None, only one relic can be retrieved. 
  Developments: The character that dealt the killing blow 
  on any celestial creature gets the Murder a Celestial 
  marked on their AR. Any character dealing lethal damage 
  to a celestial gets Holy Wrath. Going through the gate 
  gets the character The Other Side marked on the AR. 
  Any character that did not participate in the combat gets 
  Divine Intervention. 
  Any character that goes through the portal is lost for the 
  rest of the adventure and loses 4 additional TUs. They are 
  returned to their homes after having been interrogated 
  by members of different celestial hosts. Non-good 
  Characters begin the next adventure they play having 
  taken 50% of their hit points in non-lethal damage.  
  Search DC 15+APL check reveals a secret door with a 
  room beyond. Beyond the secret door is a simple 10-
  by-10 foot room. It is unadorned except for a single 
  pedestal in the centre of the room, and the lone item 
  on top of it: 
  In the egg room: You see before you two halves of an 
  egg, each the size of a wineskin. Instead of the 
  normal jagged edge you would expect at the fracture 
  point, the edges are smooth and tapered, like 
  feathers and the egg can be fit together perfectly. 
  In the shroud room: This linen is simply woven and 
  still maintains its natural color except for the 
  greenish-blue tinted imprint of a lizardfolk face in 
  repose. Unfolding it reveals a complete image of the 
  creature, from head to tail, including feathery wings 
  folded across the body. 
  Development: Characters are able explore any area they 
  so choose. If they explore the opposing relic room, the 
  secret door will be open, the relic and celestials are gone, 
  and there is no evidence that a gate had existed in the 
  room. The entire burial complex is warded; characters 
  may safely rest here as long as they wish. Characters are 
  unable to activate the relic, as a ritual will be needed to do 
  so. When they are ready, continue on to Encounter 5. 
  ENCOUNTER 5: THE 
  RETRIEVERS 
  Characters deciding to teleport back to Waycombe will 
  not gain the XP and GP earned from this encounter; go to 
  the appropriate conclusion. Otherwise, the following 
  occurs when characters leave the burial chambers, about 
  250 feet from the entrance (no matter how long it took 
  characters to complete the previous encounter). Check to 
  see what the characters have done with the relic. 
  Rules for the Dreadwood are as follows also Player 
  Handout #3: 
  • 
  Terrain in the Dreadwood is difficult ground at all 
  times; everyone is at half movement and no 5’ adjusts 
  are possible unless the character has Woodland 
  Stride, Freedom of Movement or a Climb speed. 
  • 
  Large (or larger) creatures are considered to be 
  squeezing at all times. The Dreadwood recognizes its 
  own, however, and large creatures (or larger) with 
  Plant traits do not suffer this penalty. 
  • 
  The canopy of the Dreadwood is 50’ from the 
  ground. 
  Creatures 
  larger 
  than 
  Tiny 
  whose 
  movement is otherwise restricted [see above] are 
  unable to move through the canopy. 
  
  KEO6-07 Forest of Scales 
   
  Page 13 
  • 
  Unless the entire party has darkvision, characters are 
  unable to see and must carry a light source at all 
  times. 
  • 
  Due to the shadows and the density of the 
  Dreadwood, ranged attacks are extremely difficult in 
  the Dreadwood. Treat anything 30 feet and under as 
  normal. Attacks from 35’-60’ suffer a 20% miss 
  chance, and anything beyond 60’ suffers a 50% miss 
  chance 
  • 
  Also due to the shadows and density of the 
  Dreadwood, it is always possible to use the Hide skill 
  within the Dreadwood. 
  “We know you havessss it, warm bloodssss.” A 
  siblant whisper comes from behind a nearby tree.  
  “Yessss, Givessss it to ussss and we will allow the 
  treessss to takessss you insssstead.” 
  A pair of mutated lizardfolk steps forward. “We 
  know 
  you 
  upright 
  warmbloodssss 
  likessss 
  treassssure. Give ussss that which issss ourssss and 
  we will givesssss you treasure.” 
  APL 2 (EL 5) 
  � Mutant Lizard Folk: half-fiend lizard folk War 
  2, hp 32; see Appendix 2. 
  � Mutant Lizard Folk: half-farspawn lizard folk 
  War 2, hp 40; see Appendix 2. 
  APL 4 (EL 7) 
  � Mutant Lizard Folk (Scaled Stalker): hp 72; see 
  Appendix 3. 
  � Mutant Lizard Folk: half-farspawn lizard folk 
  War 1/Bar 1/Fgt 1, hp 60; see Appendix 3. 
  APL 6 (EL 9) 
  � Mutant Lizard Folk: half-fiend scaled stalker, hp 
  80; see Appendix 4. 
  � Mutant Lizard Folk: half-farspawn scaled 
  stalker, hp 96; see Appendix 4. 
  APL 8 (EL 11) 
  � Mutant Lizard Folk: half-fiend scaled stalker 
  Bar 1/Fgt 1, hp 105; see Appendix 5. 
  � Mutant Lizard Folk: half-farspawn scaled stalker 
  Bar 1/Fgt 1, hp 135; see Appendix 5. 
  APL 10 (EL 13) 
  � Mutant Lizard Folk: half-fiend scaled stalker 
  War 1/Bar 1/Fgt 2, hp 138; see Appendix 6. 
  � Mutant Lizard Folk: half-farspawn scaled stalker 
  War 1/Bar 1/Fgt 2, hp 162; see Appendix 6. 
  Knowledge (nature) DC 12 check: These creatures are 
  definitely some sort of lizardfolk. 
  Knowledge (planes) DC 10+HD check identifies the 
  creatures as either half-farspawn, or half-fiend. The 
  appropriate description is in the statblocks. No characters 
  should be able to determine the base creature or its 
  abilities other than to confirm it is “some sort of mutated 
  lizardfolk”. 
  Sense Motive DC 20 check the character realizes that the 
  creatures are actually telling the truth and have every 
  intent of fulfilling what they believe to be a generous 
  bargain. 
  If characters insist on seeing the treasure first, the 
  lizardfolk will try to talk them out of it once, then will 
  lead them to the stash, after the lizardfolk confirm the 
  artifact is with the characters, Bluff check DC 25+APL, as 
  several characters can aid in the lie, if the characters do 
  not have the artifact. 
  Characters can honestly negotiate, or use the item to stall 
  and allow the rest of the party to move into better 
  position should the situation deteriorate. If the characters 
  do not have the artifact, a bluff check DC 23+APL to 
  convince the lizardfolk to trade any other item from the 
  cave, in place of the artifact. 
  A mutated Lizardfolk touching the artifact immediately 
  loses its template and becomes a true-neutral aligned 
  creature of the base type. The companion decides that the 
  original plan wasn’t such a good idea, and will back away 
  a few steps, then flee into the Dreadwood. Do not 
  discourage the players if they manage to come up with 
  the idea on their own. Using skill checks to resolve this 
  combat, will void any XP. 
  Tactics: The two lizardfolk mutants will begin this 
  encounter thirty feet from each other and sixty feet from 
  the party [see DM Aid #4].  
  While negotiating, they will close to a distance of 30 feet 
  (if the party allows). 
  Once combat begins “Foul Stink” and “Slime Grip” fight 
  intelligently either to the death or until they are given 
  the relic that the PCs are carrying. 
   
  APL 2—“Foul Stink” moves to attack the foremost 
  PC (the lightest armored/weakest appearing if there are 
  multiple targets). “Slime Grip” casts blur and maneuvers 
  to attack an obvious spellcaster with his touch of idiocy. 
  “Slime Grip” saves its true strike for a foe that he has 
  trouble hitting. 
   
  APL 4—“Foul Stink” fights the same as APL 2. 
  “Slime Grip” tries to catch as many PCs in his stinking 
  cloud at the start to combat. He then uses the above 
  tactics, raging once the touch of idiocy is cast. 
   
  APL 6—“Foul Stink” begins with an unholy blight and 
  then wades into combat as above. “Slime Grip” continues 
  to fight as above, though he cannot rage at this APL. 
  
  KEO6-07 Forest of Scales 
   
  Page 14 
   
  APL 8—“Foul Stink” uses his unholy blight, then casts 
  contagion and wades in to battle. He will either cast poison 
  (if there is a spell caster within reach) or rage as needed. 
  “Slime Grip” casts stinking cloud and then greater 
  invisibility. He will try to attack a spellcaster or other weak 
  looking PC. He waits to rage until his invisibility is 
  countered or it seems like the best option left to him. 
   
  APL 10—“Foul Stink” opens with blasphemy if there 
  are PCs close enough, otherwise he casts unholy blight and 
  moves to use blasphemy. He will then continue to fight as 
  APL 8. “Slime Grip” casts stinking cloud and then greater 
  invisibility. He then looks for a target for his telekinesis. He 
  waits to rage until his invisibility is countered or it seems 
  like the best option left to him. 
  If characters retreat within the tomb, the mutated 
  lizardfolk will wait for them for an hour or two 
  attempting to taunt the characters back out, if that fails, 
  they leave. 
  Treasure: The buried treasure at APL 2: scroll of align fang; 
  APL 4: Same as the lower APL plus mithral chain shirt, oil 
  of iron silence, Quaal’s feather token bird; APL 6: Same as 
  lower APL plus circlet of persuasion, gloves of swimming and 
  climbing, lens of detection, ring of jumping; APL 8: Same as 
  lower APL plus druid vestment, scroll of heal, scroll of xorn 
  movement; APL 10: Same as lower APL plus owlfeather 
  armor, ring of chameleon power, rod of lesser extend and staff of 
  fauna. 
  Development: Characters do not get XP for this 
  encounter if the mutants are not either killed or one 
  mutant converted back to normal, allowing the other one 
  to flee. 
  If characters lose, the creature will take the relic, if the 
  characters had it and flee then the mutant lizardfolk 
  chase the characters. Otherwise, continue to the 
  appropriate conclusion. 
  The characters must either talk to the lizardfolk when 
  they were alive or dead if they wish to discover the 
  treasure the lizardfolk buried; otherwise a search DC 5 + 
  (4xAPL) check can locate the stash. (Or other magical 
  means at the parties disposal, i.e. locate object, etc.) 
  CONCLUSION A: SUCCESS 
  IF PCS RETURN WITH ONE OF THE RELICS: 
  Szississ eagerly moves forward to greet you, then 
  reaches tentatively towards the relic. There is a 
  sudden smell of flesh burning as one of Szississ' 
  numerous tattoos bursts into flame, then subsides. 
  "The legendssss are true! The Firsssst will return to 
  aid ussss in our timessss of need." She grabs at 
  Schussesie's hand, and forces it upon the relic. The 
  glazed look in his eyes clears instantly. "The 
  whisssspersss are sssssilent!" he hisses in surprise. 
  The shamaness turns to you. "We owe you our 
  tribessss 
  exissstance, 
  Jorgossss 
  mammalssss" 
  Szississ adds humbly. "We have not much, by your 
  sssstandardssss, but such a deed ssssshall not be 
  forgotten." 
  Treasure: The Viscount’s messenger finds the party to 
  hand the group the agreed upon 50 gp for the report the 
  Dreadwalker sent on the character’s behalf. 
  Development: Characters get the influence with the 
  Lizardfolk and Dreadwalkers. Characters part of Haven 
  or the Dreadwalkers gets access to Reporting For Duty. 
  IF CHARACTERS DO NOT TURN IT OVER: 
  Several days later, as you bring another bite of stew 
  to your lips, you smell the sharp stench of urine 
  from the suddenly wide-awake half-drunk across the 
  table from you who manages to squeak out a faint 
  “mommy”. The tavern is suddenly very, very quiet.  
  A strong nailed finger jabs down into your shoulder, 
  as if somebody is trying to get your attention. 
  A winged creature with golden skin whose head 
  nearly brushes the ceiling stares at you with its 
  topaz eyes, a familiar bundle tucked under one of its 
  arms. “You should not interfere with that which you 
  know nothing about,” it intones solemnly in a voice 
  from the heavens before it vanishes with the 
  lizardfolk relic. 
  Treasure: The Viscount’s messenger finds the party to 
  hand the group the agreed upon 50 gp for the report the 
  Dreadwalker sent on the character’s behalf. 
  Development: Characters part of Haven or the 
  Dreadwalkers gets access to Reporting For Duty. The 
  characters lose access to all Dreadwalker items (anything 
  offered via the influence). 
  CONCLUSION B: EMPTY-
  HANDED 
  If the characters return without the artifact: 
  After several days of difficult travel, you break free 
  of the confines of the Dreadwood. A half day later, 
  your arrival is noted by the guards at Waycombe. 
  Szississ has a very worried look upon her face as she 
  motions towards her bodyguard. Schussesie is 
  staring vacantly at the forest, spittle running down 
  the side of his mouth. "We mussst leave now, or 
  elsssse he wil be losssst. I musssst thank the 
  attempt of the Jorgossss mammalssss, but my mate 
  and I musssst decide how to protect our tribe." It 
  takes a tail-slap from her giant crocodile to propel 
  Schussesie towards the gates of Waycombe and away 
  from the Dreadwood. 
  
  KEO6-07 Forest of Scales 
   
  Page 15 
  Treasure: The Viscount’s messenger finds the party to 
  hand the group the agreed upon 50 gp for the report the 
  Dreadwalker sent on the character’s behalf. 
  Development: Characters do not gain influence with 
  anybody, nor do the members get Reporting for Duty 
  access. 
  CONCLUSION C: 
  SIDETRACKED 
  The characters chose not to follow Big Brother aka Forest 
  Storm: 
  You investigate thoroughly, but do not seem to be 
  able to determine the source of the attack on the 
  outpost of Waycombe. Upon returning to Jaedrae, a 
  secretary collects your report and adds it to a stack 
  of papers to bring to the Seneschal. You are duly 
  thanked for your time and service to the Viscount. 
  Treasure: The characters receive 50 gp for their time and 
  efforts from the Viscount Jorgos. 
  Development: Characters gain nothing more, no 
  influences, no reporting for duty, nor do they gain any 
  negative affects per the AR. 
  CONCLUSION D: PAST THE 
  POINT OF NO RETURN 
  If any character dies in the Dreadwood and their body is 
  not recovered or the characters have alternative means of 
  bringing back the body, i.e. true resurrection, the character 
  is removed from play. Collect the character sheet and all 
  records, and please contact the Keoland Triad at 
  KeolandPOC@adelphia.net . 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 4e 
  Disabling or setting off the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
  Encounter 4F/4G 
  Interacting with the Celestials 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
  Encounter 5 
  Killing/Curing the Mutated Lizardfolk 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
  Story Award 
  Retrieving the Obad-Hai Text:: 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
  Story Award 
  Handing over the artifacts to the Celestials or to the 
  Szississ. 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  
  KEO6-07 Forest of Scales 
   
  Page 16 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2-10: L: 0.333 gp per sunrod (6). 
  Encounter 4C/4D: 
  APL 2-10: L: 15 gp, M: goggles of minute seeing (104gp). 
  Encounter 4E: 
  APL 2-10: M: Text of Obad-Hai (686 gp). 
  Encounter 5: 
  APL 2: L: 1 gp, M: scroll of magic fang (12 gp). 
  APL 4: L: 48 gp, M: APL 2 plus mithral chain shirt (92 
  gp), oil of iron silence (25 gp), Quaal’s feather token bird 
  (25 gp). 
  APL 6: L: 70 gp, M: APL 4 plus circlet of persuasion (375 
  gp), gloves of swimming and climbing (521 gp), lens of 
  detection (291 gp), ring of jumping (208 gp). 
  APL 8: L: 70 gp, M: APL 6 plus druid vestment (833 
  gp), scroll of heal (137 gp), scroll of xorn movement (94 
  gp). 
  APL 10: L: 70 gp, M: APL 8 plus owlfeather armor 
  (1,681 gp), ring of chameleon power (1,058 gp), rod of 
  lesser extend (250 gp), staff of fauna (1,617 gp). 
  Conclusion: 
  APL 2: C: 50 gp. 
  APL 4: C: 50 gp. 
  APL 6: C: 50 gp. 
  APL 8: C: 50 gp. 
  APL 10: C: 50 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 18 gp, C: 83 gp, M: 389 gp – Total: 870 gp 
  (450 gp). 
  APL 4: L: 65 gp, C: 50 gp, M: 944 gp – Total: 1059 gp 
  (650 gp). 
  APL 6: L: 87 gp, C: 50 gp, M: 2339 gp – Total: 2476 gp 
  (900 gp). 
  APL 8: L: 87 gp, C: 50 gp, M: 3403 gp – Total: 3540 gp 
  (1,300 gp). 
  APL 10: L: 87 gp, C: 50 gp, M: 8009 gp – Total: 8146 
  gp (2,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Reporting for Duty: Dreadwalkers, Dreadwalker 
  Reservists, and Citizens/Elders of Haven have their 
  access to items marked below with ❋ improve to 
  Frequency: Regional. 
  � Influence with the Dreadwalkers: For assisting the 
  Dreadwalkers, this PC may spend this (or any other 
  Influence with the Dreadwalkers) to gain access to 
  purchase an upgrade of a single weapon with one of the 
  following (may spend multiple Influence for multiple 
  upgrades): increase enhancement bonus by +1 (max +3), 
  bane (aberration) weapon special ability, bane (evil outsider) 
  weapon special ability. Mark this and other Influence 
  spent as USED when it is spent. 
  � Influence with the Lizardfolk: For returning the 
  Egg or Shroud (circle one) relic to the lizardfolk, or by 
  allowing the celestials to leave with the relic, this PC 
  gains a boon.  Spend this Influence (marking it as USED) 
  the next time this PC is the subject of a reincarnate spell to 
  automatically have the result be the PC’s original race. 
  � Divine Intervention: For avoiding fighting the 
  celestial creatures, you gain access to the Purify Spell feat 
  (Book of Exalted Deeds). This PC may also gain one of the 
  following benefits (circle one selected and mark as USED 
  
  KEO6-07 Forest of Scales 
   
  Page 17 
  when it is taken): (1) Reroll any failed saving throw 
  against a death effect or a spell/effect that drops you 
  below -10 hp; (2) Any single blow that would kill you 
  instead drops you to -9 hp and you are stabilized 
  automatically. 
  � Text of Obad-Hai: If read aloud for 10 minutes by 
  someone who can read Sylvan and is a worshipper of 
  Obad-Hai, this collection of birch pages acts one time as 
  if the reader had successfully used both a divine scroll of 
  break enchantment (CL 17th) and a divine scroll of 
  atonement (CL 17th). 
   
  Strong abjuration; CL 17th; cannot be crafted; Price: 
  5,313 gp; Weight: 3 lbs. 
  � Holy Wrath: For doing lethal damage to a celestial, 
  this PC suffers a -2 sacred penalty to attack rolls, saving 
  throws, and skill checks for the next 4 adventures. 
  � Murder of a Celestial: For killing a celestial, you 
  have committed a High Crime.  This PC must do one of 
  the following: (1) Surrender to authorities and be 
  imprisoned for 26 additional TUs or (2) Suffer under the 
  effects of a holy wrath spell (CL 20th) until you gain an 
  atonement for the crime.  Paladins and clerics of good-
  aligned deities must seek atonement for killing a celestial. 
  � The Other Side: You have stepped through the 
  portal.  If your alignment is good, you lose 4 additional 
  TUs.  If your alignment is not good, you lose 4 additional 
  TUs and start the next adventure with 50% of your hp 
  total due to nonlethal damage. 
  Item Access 
  APL 2: 
  • 
  Catstink (Adventure; Complete Adventurer) 
  • 
  Divine Scroll of Align Fang (CL 3rd; Adventure; Spell 
  Compendium) 
  • 
  Goggles of Minute Seeing (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Healer’s Balm (Adventure; Complete Adventurer) 
  • 
  Silversheen (Adventure; Dungeon Master’s Guide) ❋  
  • 
  Text of Obad-Hai (Regional; See Above; Limit 1) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Belt of One Mighty Blow (Adventure; Miniatures 
  Handbook) ❋ 
  • 
  Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Oil of Iron Silence (Adventure; Spell Compendium) 
  • 
  Quaal’s Feather Token, Bird (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Circlet of Persuasion (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gloves of Swimming and Climbing (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
  ❋ 
  • 
  Lens of Detection (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of Jumping (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Arcane Scroll of Xorn Movement (CL 9th; Adventure; 
  Spell Compendium) 
  • 
  Bracers 
  of 
  Quick 
  Strike 
  (Adventure; 
  Miniatures 
  Handbook) ❋ 
  • 
  Divine Scroll of Heal (CL 11th; Adventure; Dungeon 
  Master’s Guide) 
  • 
  Druid’s Vestment (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Metamagic Rod, Extend, Lesser (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Owlfeather Armor (Adventure; Races of the Wild) 
  • 
  Ring of Chameleon Power (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Staff of Fauna (Adventure; Complete Divine) 
  • 
  Survival Pouch (Adventure; Races of the Wild) ❋ 
   
   
  
  KEO6-07 Forest of Scales 
   
  Page 18 
  APPENDIX 1 – ALL APLS 
  ENCOUNTER 1 
   
   
   
   
  “Typical Dreadwalker”, Male/Female Half-orc Bar 
  2/Fgt 3: Medium Humanoid (Orc); CR 5; HD 2d12+4 
  plus 3d10+6; hp 51; Init +1; Spd 40 ft.; AC 15, touch 11, 
  flat-footed 14 (+1 Dex, +4 chain shirt); Base Atk/Grp: 
  +5/+9; Atk +11 melee (1d12+7/20x3, Greataxe) or +6 
  ranged 
  (1d6+4, 
  Javelin); 
  Full 
  Atk 
  +11 
  melee 
  (1d12+7/20x3, Greataxe) or +6 ranged (1d6+4, Javelin); SA 
  Rage 1/day; SQ Darkvision 60 ft., fast movement, 
  uncanny dodge; AL CG; SV Fort +8, Ref +2, Will +4; Str 
  18, Dex 12, Con 14, Int 8, Wis 13, Cha 6. 
   
  Skills & Feats: Climb +10, Listen +8, Survival +7; 
  Alertness, Iron Will, Power Attack, Weapon Focus 
  (greataxe). 
   
  Languages: Common and Orc. 
   
  Possessions: +1 Greataxe, cold-iron greataxe, 5 javelins, 
  chain shirt, potion of cure moderate wounds. 
   
  Description: A hulking brute dressed in greens and 
  browns. His/her eyes are pinched with weariness, as they 
  ceaselessly scan his surroundings. He/she carries a 
  greataxe and has another hanging from a shoulder strap, a 
  quiver of javelins balancing the other shoulder. 
  RAGING--“Typical Dreadwalker”, Male/Female Half-
  orc Bar 2/Fgt 3: HD 2d12+8 plus 3d10+12; hp 61; Init +1; 
  Spd 40 ft.; AC 13, touch 9, flat-footed 12 (-2 rage, +1 Dex, 
  +4 chain shirt); Base Atk/Grp: +5/+11; Atk +13 melee 
  (1d12+10/20x3, Greataxe) or +6 ranged (1d6+6, Javelin); 
  Full Atk +13 melee (1d12+10/20x3, Greataxe) or +6 
  ranged (1d6+6, Javelin); SA Rage 1/day; SQ Darkvision 60 
  ft., fast movement, uncanny dodge; AL CG; SV Fort +10, 
  Ref +2, Will +6; Str 22, Dex 12, Con 18, Int 8, Wis 13, Cha 
  6. 
  ENCOUNTER 2 
   
   
   
   
  “Typical Dreadwalker”, Male/Female Half-elf Rng 2/ 
  Rog 3: Medium Humanoid (Elf); CR 5; HD 2d8+4 plus 
  3d6+6; hp 36; Init +7; Spd 30 ft.; AC 15, touch 13, flat-
  footed 12 (+3 Dex, +2 leather); Base Atk/Grp: +4/+5; Atk 
  +8 melee (1d6+1, Short sword) or +7 ranged (1d6, 
  Shortbow); Full Atk +6/+6 melee (1d6+1, Short sword) or 
  +7 ranged (1d6, Shortbow); SA Combat style, favored 
  enemy (aberrations), sneak attack +2d6; SQ Evasion, low-
  light vision, trapfinding, trap sense +1, wild empathy; AL 
  NG; SV Fort +6, Ref +9, Will +2; Str 13, Dex 16, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Balance +9, Climb +9, Escape Artist +9, 
  Hide +11, Listen +10, Move Silently +11, Spot +10, 
  Survival +6; Improved Initiative, Track, Two-Weapon 
  Fightingb, Weapon Finesse. 
   
  Languages: Common and Elven. 
   
  Possessions: 2 Masterwork short swords, shortbow, 
  quiver with twenty arrows, leather armor, potion of cure 
  moderate wounds, potion of fly. 
   
  Description: Lithe of build and fair skinned, this half-
  elf is dressed head-to-toe in dark greens. A pair of short 
  swords rest on each hip and a shortbow and quiver across 
  the back. 
  “Typical Dreadwalker”, Male/Female High Elf Rng 5: 
  Medium Humanoid (Elf); CR 5; HD 5d8+5; hp 35; Init 
  +4; Spd 30 ft.; AC 16, touch 14, flat-footed 12 (+4 Dex, +2 
  leather); Base Atk/Grp: +5/+6; Atk +6 melee (1d8+1, 
  Longsword) or +10 ranged (1d8+2, +1 Composite Longbow 
  Mighty +1); Full Atk +6 melee (1d8+1, Longsword) or 
  +8/+8 ranged (1d8+2, +1 Composite Longbow Mighty +1); SA 
  Combat style, favored enemy (aberrations +4, evil 
  outsiders +2); SQ Animal companion, wild empathy; AL 
  NG; SV Fort +5, Ref +8, Will +2; Str 13, Dex 18, Con 12, 
  Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +12, Listen +11, Move Silently 
  +12, Search +10, Spot +11, Survival +11; Enduranceb, 
  Point Blank Shot, Precise Shot, Rapid Shotb, Trackb. 
   
  Languages: Common and Elven. 
   
  Spells Prepared (1, save DC = 11 + spell level): 1st – 
  Resist Energy. 
   
  Possessions: +1 Composite Longbow Mighty +1, longsword, 
  leather armor, potion of cure moderate wounds. 
   
  Description: This humanoid, slender and slightly 
  shorter than a human, has pale skin and dark hair. 
  Pointed ears grace the sides of its elongated head. It 
  wears green leathers trimmed in brown. 
  “Typical 
  Dreadwalker”, 
  Male/Female 
  Gnome 
  Fgt4/Rng 1: Small Humanoid (Gnome); CR 5; HD 
  4d10+12 plus 1d8+3; hp 51; Init +1; Spd 20 ft.; AC 15, 
  touch 11, flat-footed 14 (+1 Dex, +4 chain shirt); Base 
  Atk/Grp: +5/+7; Atk +9 melee (1d6+6, +1 falchion) or +6 
  ranged (1d4+2, Javelin); Full Atk +9 melee (1d6+6, +1 
  falchion) or +6 ranged (1d4+2, Javelin); SA Favored enemy 
  (evil outsiders); SQ Low-light vision, speak with burrowing 
  animals, wild empathy; AL CG; SV Fort +9, Ref +2, Will 
  +4; Str 14, Dex 12, Con 16, Int 10, Wis 13, Cha 8. 
   
  Skills & Feats: Climb +8, Jump +8, Listen +7, Search 
  +4, Spot +5, Survival +5; Blind-Fight, Iron Will, Power 
  Attack, Track, Weapon Focus (falchion), Weapon 
  Specialization (falchion). 
   
  Languages: Common and Gnome. 
   
  Possessions: +1 falchion, 5 javelins, chain shirt, potion of 
  cure moderate wounds, potion of fly. 
   
  Description: This humanoid stands a little more than 
  half as high as a human. It has a compact build, dark tan 
  skin, fair hair, and large eyes. A finely crafted falchion is 
  
  KEO6-07 Forest of Scales 
   
  Page 19 
  sheathed on its back and it wears a shirt of fine chain 
  links.. 
  ENCOUNTER 3 
   
   
   
   
  “Big Brother”, Treant Bar 2/Rng 4: Huge Plant; CR 14; 
  HD 7d8+42 plus 2d12+12 plus 4d8+24; hp 162; Init -2; 
  Spd 30 ft.; AC 24, touch 6, flat-footed 24 (-2 size, -2 Dex, 
  +13 natural, +5 rhino hide); Base Atk/Grp: +11/+31; Atk 
  +25 melee (4d6+21/19-20, Mattock of the Titans) or +21 
  melee (2d6+12, Slam); Full Atk +25/+20/+15 melee 
  (4d6+21/19-20, Mattock of the Titans) or +21/+21 melee 
  (2d6+12, Slam); SA Animate trees, combat style (two-
  weapon), double damage to objects, favored enemy (evil 
  outsider), rage 1/day, spells, trample (2d6+18, Reflex 
  DC25 half); SQ Animal companion, damage reduction 
  10/slashing, fast movement, low-light vision, plant traits, 
  resist fire 10, uncanny dodge, vulnerability to fire, wild 
  empathy; AL NG; SV Fort +19, Ref +9, Will +15; Str 34, 
  Dex 6, Con 22, Int 14, Wis 20, Cha 14. 
   
  Skills & Feats: Diplomacy +9, Hide +3*, Intimidate 
  +11, Knowledge (nature) +7, Listen +21, Sense Motive 
  +10, Spot +19, Survival +21 (+23 aboveground); 
  Endurance, 
  Improved 
  Sunder, 
  Improved 
  Critical 
  (mattock), Iron Will, Power Attack, Track, Weapon Focus 
  (mattock). 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and fights 
  as a treant in all respects. Animated trees lose their ability 
  to move if the treant that animated them is incapacitated 
  or moves out of range. The ability is otherwise similar to 
  liveoak (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
   
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object or 
  structure deals double damage. 
   
  Trample (Ex): Reflex DC25 half. The save DC is 
  Strength-based. 
   
  Skills: *Treants have a +16 racial bonus on Hide 
  checks made in forested areas. This is not figured into the 
  stat block above. 
   
  Languages: Common, Elven, Sylvan, Treant. 
   
  Spells Prepared (1, save DC = 15 + spell level): 1st – 
  entangle (DC 16). 
   
  Possessions: Mattock of the Titans, rhino hide, ring of fire 
  resistance 10, vest of resistance +2CA. 
   
  Description: This tall being looks much like an 
  animated tree wearing a fur coat. Its skin is thick and 
  brown, with a barklike texture. Its arms are gnarled like 
  branches, and its legs look like the split trunk of a tree. It 
  is wearing the hide of some great hairy beast and carries a 
  maul of immense size. 
  RAGING--“Big Brother”, Treant Bar 2/Rng 4: HD 
  7d8+56 plus 2d12+16 plus 4d8+32; hp 188; Init -2; Spd 30 
  ft.; AC 22, touch 4, flat-footed 22 (-2 rage, -2 size, -2 Dex, 
  +13 natural, +5 rhino hide); Base Atk/Grp: +11/+33; Atk 
  +27 melee (4d6+24/19-20, Mattock of the Titans) or +23 
  melee (2d6+14, Slam); Full Atk +27/+22/+17 melee 
  (4d6+24/19-20, Mattock of the Titans) or +23/+23 melee 
  (2d6+14, Slam); SA Animate trees, combat style (two-
  weapon), double damage to objects, favored enemy (evil 
  outsider), rage 1/day, spells, trample (2d6+21, Reflex 
  DC27 half); SQ Animal companion, damage reduction 
  10/slashing, fast movement, low-light vision, plant traits, 
  resist fire 10, uncanny dodge, vulnerability to fire, wild 
  empathy; AL NG; SV Fort +21, Ref +9, Will +17; Str 38, 
  Dex 6, Con 26, Int 14, Wis 20, Cha 14. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 20 
  APPENDIX 2 – APL 2 
  ENCOUNTER 4E/F  
   
   
   
  Male Protectar: Medium Outsider (Extraplanar, Good); 
  CR 2; HD 2d8+4; hp 16; Init +1; Spd 20 ft., fly 40 ft. 
  (good); AC 18, touch 11, flat-footed 17 (+1 Dex, +5 
  breastplate, +2 heavy shield); Base Atk/Grp: +2/+4; Atk +4 
  melee (1d8+2/19-20, Longsword); Full Atk +4 melee 
  (1d8+2/19-20, Longsword); SA --; SQ Darkvision 60 ft., 
  outsider traits, spell-like abilities, tongues; AL NG; SV Fort 
  +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int 10, Wis 12, 
  Cha 15. Miniatures Handbook, page 66-67. 
   
  Skills & Feats: Concentration +7, Diplomacy +9, Heal 
  +6, Knowledge (the planes) +5, Knowledge (religion) +5, 
  Listen +6, Sense Motive +6, Spot +6, Survival +1 (+3 on 
  other planes); Combat Casting. 
   
  Spell-Like Abilities: At will – tongues; 3/day – cure 
  light wounds (DC 13). Caster level 2nd. The save DC is 
  Charisma-based. 
   
  Languages: Celestial, Draconic, Infernal and tongues. 
   
  Possessions: Longsword, breast plate, and heavy steel 
  shield. 
   
  Description: Looking much like a tall, beautiful human 
  with long, feathery wings, this creature is attired in elegant 
  white robes and wears a white breastplate. 
  Male Ramadeen: Large Outsider (Extraplanar, Good, 
  Lawful); CR 4; HD 4d8+12; hp 36; Init +1; Spd 40 ft.; AC 
  18, touch 10, flat-footed 17 (-1 size, +1 Dex, +2 natural, +4 
  chain shirt, +2 heavy shield); Base Atk/Grp: +4/+13; Atk 
  +10 melee (1d8+5/18-20, masterwork scimitar); Full Atk 
  +10 melee (1d8+5/18-20, masterwork scimitar); SA Smite 
  evil; SQ Damage reduction 5/magic, darkvision 60 ft., 
  outsider traits; AL LG; SV Fort +7, Ref +5, Will +6; Str 21, 
  Dex 12, Con 17, Int 12, Wis 14, Cha 17. Miniature 
  Handbook, page 67-68. 
   
  Skills & Feats: Diplomacy +12, Heal +9, Intimidate 
  +10, Jump +7, Knowledge (the planes) +8, Knowledge 
  (religion) +8, Listen +9, Sense Motive +9, Spot +9, 
  Survival +2 (+4 on other planes), Tumble +4; Power 
  Attack, Powerful ChargeMH (b), Weapon Focus (scimitar). 
   
  Smite Evil (Su): Once per day a ramadeen can make 
  a normal melee attack to deal an extra 4 points of damage 
  against an evil foe. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Languages: Celestial, Common, and Infernal. 
   
  Possessions: Masterwork scimitar, chain shirt, heavy 
  steel shield. 
   
  Description: This proud, well-muscled creature stands 9 feet 
  tall. It has the body of a humanoid, with the shapely head of a 
  powerful horned ram. It wears glinting and decorated armor 
  and carries a finely crafted weapon. 
  ENCOUNTER 5 
   
   
   
   
  “Foul Stink”, Half-fiend Lizardfolk War 2: Medium 
  Outsider (Augmented Humanoid, Native, Reptilian); CR 
  3; HD 4d8+8; hp 32; Init +2; Spd 30 ft., fly 30 (average); 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 natural, +2 
  heavy shield); Base Atk/Grp: +3/+7; Atk +8 melee (1d6+4, 
  Club) or +7 melee (1d4+4, Claw) or +5 ranged (1d6+4, 
  Javelin); Full Atk +8 melee (1d6+4, Club) and +6 melee 
  (1d6+2, Bite) or +7/+7 melee (1d4+4, Claw) and +6 melee 
  (1d6+2, Bite) or +5 ranged (1d6+4, Javelin); SA Smite 
  good (+4 to damage), spell-like abilities; SQ Damage 
  reduction 5/magic, darkvision 60 ft., hold breath, 
  immunity to poison, resistance to acid 10, cold 10, 
  electricity 10 and fire 10, spell resistance 14; AL NE; SV 
  Fort +5, Ref +5, Will +0; Str 18, Dex 14, Con 15, Int 13, 
  Wis 10, Cha 12. 
   
  Skills & Feats: Balance +10, Concentration +5, Hide 
  +3, Jump +13, Listen +3, Move Silently +3, Spot +3, Swim 
  +11, Tumble +5; Multiattack, Weapon Focus (club). 
   
  Hold Breath (Ex): A lizardfolk can hold its breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning (see page 304 
  of the Dungeon Master’s Guide). 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness; 1/day – 
  desecrate. Caster level 4th. The save DCs are Charisma-
  based. 
   
  Skills: Because of their tails, lizardfolk have a +4 
  racial bonus on Jump, Swim, and Balance checks. The 
  skill modifiers given in the statistics block include a -2 
  armor check penalty (-4 on Swim checks) for carrying a 
  heavy shield. 
   
  Languages: Common and Draconic. 
   
  Possessions: 2 Clubs, 5 javelins, and heavy wooden 
  shield. 
   
  Description: This tall, winged humanoid appears to have 
  once been a powerfully built lizardfolk. It’s red, glowing eyes and 
  sharp, curved horns, as well as the stink of rotten eggs, attest to it 
  being something more now. It carries a stout wooden club and a 
  crude heavy wooden shield. 
  “Slime Grip”, Half-farspawn Lizardfolk War 2: 
  Medium Outsider (Augmented Humanoid, Native, 
  Reptilian); CR 3; HD 4d8+16; hp 40; Init +1; Spd 30 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 natural, +2 
  heavy shield); Base Atk/Grp: +3/+6; Atk +7 melee (1d6+3, 
  Club) or +6 melee (1d4+3, Claw) or +4 ranged (1d6+3, 
  
  KEO6-07 Forest of Scales 
   
  Page 21 
  Javelin); Full Atk +7 melee (1d6+3, Club) and +4/+4 
  melee (1d4+1, Tentacle) and +5 melee (1d6+1, Bite) or 
  +6/+6 melee (1d4+3, Claw) and +4/+4 melee (1d4+1, 
  Tentacle) and +4 melee (1d6+1, Bite) or +4 ranged (1d6+3, 
  Javelin); SA Spell-like abilities, true strike; SQ Blindsight 
  60 ft., change shape, damage reduction 5/magic, hold 
  breath, immunity to poison, resistance to acid 10 and 
  electricity 10, spell resistance 14; AL CE; SV Fort +7, Ref 
  +4, Will +2; Str 16, Dex 12, Con 19, Int 9, Wis 14, Cha 12. 
  Lords of Madness, page 151-152. 
   
  Skills & Feats: Balance +8, Concentration +7, Jump 
  +10, Listen +4, Spot +4, Swim +8, Tumble +3; Multiattack, 
  Weapon Focus (club). 
   
  Hold Breath (Ex): A lizardfolk can hold its breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning (see page 304 
  of the Dungeon Master’s Guide). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  • 
  The creature’s movement modes do not change. 
  • 
  The creature retains the tentacle attacks granted 
  by this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • 
  The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • 
  Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Spell-Like Abilities: 3/day – blur; 1/day – touch of 
  idiocy. Caster level 4th. The save DCs are Charisma-based. 
   
  Skills: Because of their tails, lizardfolk have a +4 
  racial bonus on Jump, Swim, and Balance checks. The 
  skill modifiers given in the statistics block include a -2 
  armor check penalty (-4 on Swim checks) for carrying a 
  heavy shield. 
   
  Languages: Draconic. 
   
  Possessions: 2 Clubs, 5 javelins, and heavy wooden 
  shield. 
   
  Description: This tall humanoid appears to have once 
  been a powerfully built lizardfolk. The creature’s flesh is 
  translucent, almost gelatinous, and glistens wetly. A pair 
  of long, flailing tentacles sprouts from its shoulders. It 
  carries a stout wooden club and a crude heavy wooden 
  shield. 
  ALTERNATE FORM-“Slime Grip”, Half-farspawn 
  Lizardfolk War 2: Medium Outsider (Augmented 
  Humanoid, Native, Reptilian); CR 3; HD 4d8+16; hp 40; 
  Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, 
  +8 natural); Base Atk/Grp: +3/+6; Atk +5 melee (1d4+3, 
  Tentacle); Full Atk +6/+6/+6/+6 melee (1d4+3, Tentacle); 
  SA Spell-like abilities, true strike; SQ Amorphous shape 
  (see above), blindsight 60 ft., change shape, damage 
  reduction 5/magic, hold breath, immunity to poison, 
  moral penalty (see above), resistance to acid 10 and 
  electricity 10, spell resistance 14; AL CE; SV Fort +7, Ref 
  +4, Will +2; Str 16, Dex 12, Con 19, Int 9, Wis 14, Cha 12. 
  Lords of Madness, page 151-152. 
  
  KEO6-07 Forest of Scales 
   
  Page 22 
  APPENDIX 3 – APL 4 
  ENCOUNTER 4E/F  
   
   
   
  Male Ramadeen: Large Outsider (Extraplanar, Good, 
  Lawful); CR 4; HD 4d8+12; hp 36; Init +1; Spd 40 ft.; AC 
  18, touch 10, flat-footed 17 (-1 size, +1 Dex, +2 natural, +4 
  chain shirt, +2 heavy shield); Base Atk/Grp: +4/+13; Atk 
  +10 melee (1d8+5/18-20, masterwork scimitar); Full Atk 
  +10 melee (1d8+5/18-20, masterwork scimitar); SA Smite 
  evil; SQ Damage reduction 5/magic, darkvision 60 ft., 
  outsider traits; AL LG; SV Fort +7, Ref +5, Will +6; Str 21, 
  Dex 12, Con 17, Int 12, Wis 14, Cha 17. Miniature 
  Handbook, page 67-68. 
   
  Skills & Feats: Diplomacy +12, Heal +9, Intimidate 
  +10, Jump +7, Knowledge (the planes) +8, Knowledge 
  (religion) +8, Listen +9, Sense Motive +9, Spot +9, 
  Survival +2 (+4 on other planes), Tumble +4; Power 
  Attack, Powerful ChargeMH (b), Weapon Focus (scimitar). 
   
  Smite Evil (Su): Once per day a ramadeen can make 
  a normal melee attack to deal an extra 4 points of damage 
  against an evil foe. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Languages: Celestial, Common, and Infernal. 
   
  Possessions: Masterwork scimitar, chain shirt, heavy 
  steel shield. 
   
  Description: This proud, well-muscled creature stands 9 feet 
  tall. It has the body of a humanoid, with the shapely head of a 
  powerful horned ram. It wears glinting and decorated armor 
  and carries a finely crafted weapon. 
  Female Justice Archon: Medium Outsider (Archon, 
  Extraplanar, Good, Lawful); CR 6; HD 6d8+36; hp 72; Init 
  +1; Spd 20 ft., fly 40 ft. (good); AC 19, touch 11, flat-footed 
  18 (+1 Dex, +8 full plate); Base Atk/Grp: +6/+9; Atk +10 
  melee (2d6+5/19-20, +1 greatsword); Full Atk +10/+5 
  melee (2d6+5/19-20, +1 greatsword); SA Justice strike, 
  spell-like abilities; SQ Aura of menace, damage reduction 
  10/evil, darkvision 60 ft., immunity to electricity and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, spell resistance 16, teleport, tongues; AL LG; 
  SV Fort +10 (+14 against poison), Ref +8, Will +8; Str 16, 
  Dex 12, Con 21, Int 10, Wis 13, Cha 14. Monster Manual 
  IV, page 80-82. 
   
  Skills & Feats: Concentration +14, Diplomacy +13, 
  Intimidate +11, Knowledge (the planes) +9, Listen +10, 
  Move Silently +4, Sense Motive +10, Spot +10, Survival 
  +1 (+3 on other planes); Improved ToughnessCW, Iron 
  Will, Lightning Reflexes. 
   
  Aura of Menace (Su): 20 ft. radius; Will save DC 17. 
  Those who fail take a -2 penalty on attacks, AC, and saves 
  for 24 hours or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or broken 
  the effect cannot be affected again by the same archon’s 
  aura for 24 hours. The save is Charisma-based. 
   
  Justice Strike (Su): A justice archon that hits with a 
  melee attack can choose to use this special ability instead 
  of dealing normal weapon damage. Justice strike deals 
  the damage of the struck opponent’s primary melee 
  attack. This damage includes effects that apply 
  automatically on a hit, such as energy damage or poison, 
  but not those from optional effects or feats, such as Power 
  Attack. 
   
  Spell-Like Abilities: At will – aid, continual flame, 
  detect evil. Caster level 6th. 
   
  Magic Circle Against Evil (Su): A magic circle 
  against evil effect always surrounds an archon (caster 
  level equals the archon’s Hit Dice). (The defensive 
  benefits from the circle are not included in an archon’s 
  statistics block.). 
   
  Teleport (Su): Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the creature can 
  transport only itself and up to 50 pounds of objects. 
   
  Tongues (Su): All archons can speak with any 
  creature that has a language, as though using a tongues 
  spell (caster level 14th). This ability is always active. 
   
  Languages: Celestial, Draconic, Infernal, and tongues. 
   
  Possessions: Full plate, +1 greatsword. 
   
  Description: A glorious but menacing angel stands across 
  the chamber from you. She is a radiant warrior clad in bright 
  full plate, wielding a greatsword that crackles with divine 
  power. 
  ENCOUNTER 5 
   
   
   
   
  “Foul Stink”: Scaled Stalker: Large Monstrous 
  Humanoid; CR 5; HD 8d8+24; hp 72; Init +0; Spd 30 ft. 
  (base speed of 40 ft.); AC 23, touch 9, flat-footed 23 (-1 
  size, +7 natural, +5 breastplate, +2 heavy shield); Base 
  Atk/Grp: 
  +8/+16; 
  Atk 
  +13 
  melee 
  (2d6+4/19-20, 
  Masterwork longsword) or +7 ranged (1d6+4, Sling); Full 
  Atk +13/+8 melee (2d6+4/19-20, Masterwork longsword) 
  or +7/+2 ranged (1d6+4, Sling); SA --; SQ Darkvision 60 
  ft.; AL NE; SV Fort +7, Ref +6, Will +7; Str 19, Dex 10, 
  Con 17, Int 11, Wis 8, Cha 8. Miniatures Handbook, page 
  68. 
   
  Skills & Feats: Balance +0, Climb +11, Intimidate +10, 
  Jump +4, Swim +0; Great Fortitude, Iron Will, Weapon 
  Focus (longsword). 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Draconic and Common. 
  
  KEO6-07 Forest of Scales 
   
  Page 23 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, breastplate, and heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. A spiked tail 
  drags along behind it. Despite its natural protection, it wears a 
  battered and rusted piece of steel as a breastplate as well. 
  “Slime Grip”, Half-farspawn Lizardfolk Bar 1/Fgt 
  1/War 1: Medium Outsider (Augmented Humanoid, 
  Native, Reptilian); CR 5; HD 3d8 +15 plus 1d10 +5 plus 
  1d12 +5; hp 60; Init +3; Spd 40 ft.; AC 23, touch 13, flat-
  footed 20 (+3 Dex, +8 natural, +2 heavy shield); Base 
  Atk/Grp: +4/+9; Atk +10 melee (1d6+5, Club) or +9 melee 
  (1d4+5, Claw) or +7 ranged (1d6+5, Javelin); Full Atk +10 
  melee (1d6+5, Club) and +7/+7 melee (1d4+3, Tentacle) 
  and +7 melee (1d6+2, Bite) or +9/+9 melee (1d4+5, Claw) 
  and +7/+7 melee (1d4+3, Tentacle) and +7 melee (1d6+2, 
  Bite) or +7 ranged (1d6+5, Javelin); SA Rage 1/day, spell-
  like abilities, true strike; SQ Blindsight 60 ft., change 
  shape, damage reduction 5/magic, hold breath, immunity 
  to poison, resistance to acid 10 and electricity 10, spell 
  resistance 15; AL CE; SV Fort +11, Ref +6, Will +1; Str 20, 
  Dex 16, Con 21, Int 9, Wis 12, Cha 14. Lords of Madness, 
  page 151-152. 
   
  Skills & Feats: Balance +10, Concentration +9, Jump 
  +12, Listen +4, Spot +4, Swim +10, Tumble +5; 
  Multiattack, Power Attack, Weapon Focus (club). 
   
  Hold Breath (Ex): A lizardfolk can hold its breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning (see page 304 
  of the Dungeon Master’s Guide). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  •  The creature’s movement modes do not change. 
  • The creature retains the tentacle attacks granted 
  by this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Spell-Like Abilities: 3/day – blur; 1/day – touch of 
  idiocy, stinking cloud (DC 15). Caster level 5th. The save 
  DCs are Charisma-based. 
   
  Skills: Because of their tails, lizardfolk have a +4 
  racial bonus on Jump, Swim, and Balance checks. The 
  skill modifiers given in the statistics block include a -2 
  armor check penalty (-4 on Swim checks) for carrying a 
  heavy shield. 
   
  Languages: Draconic. 
   
  Possessions: 2 Masterwork clubs, 5 javelins, and heavy 
  wooden shield. 
   
  Description: This tall humanoid appears to have once been 
  a powerfully built lizardfolk. The creature’s flesh is translucent, 
  almost gelatinous, and glistens wetly. A pair of long, flailing 
  tentacles sprouts from its shoulders. It carries a stout wooden 
  club and a crude heavy wooden shield. 
  RAGING -“Slime Grip”, Half-farspawn Lizardfolk 
  Bar 1/Fgt 1/War 1: HD 3d8 +21 plus 1d10 +7 plus 1d12 
  +7; hp 70; Init +3; Spd 40 ft.; AC 21, touch 11, flat-footed 
  18 (-2 rage, +3 Dex, +8 natural, +2 heavy shield); Base 
  Atk/Grp: +4/+11; Atk +12 melee (1d6+7, Club) or +10 
  melee (1d4+7, Claw) or +7 ranged (1d6+7, Javelin); Full 
  Atk +12 melee (1d6+7, Club) and +9/+9 melee (1d4+2, 
  Tentacle) and +9 melee (1d6+2, Bite) or +11/+11 melee 
  (1d4+7, Claw) and +9/+9 melee (1d4+2, Tentacle) and +9 
  melee (1d6+2, Bite) or +7 ranged (1d6+7, Javelin); SV Fort 
  +13, Ref +6, Will +3; Str 24, Dex 16, Con 25, Int 9, Wis 12, 
  Cha 14. Lords of Madness, page 151-152. 
  ALTERNATE FORM-“Slime Grip”, Half-farspawn 
  Lizardfolk Bar 1/Fgt 1/War 1: Medium Outsider 
  (Augmented Humanoid, Native, Reptilian); CR 5; HD 
  3d8 +15 plus 1d10 +5 plus 1d12 +5; hp 60; Init +3; Spd 40 
  ft.; AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural); 
  Base Atk/Grp: +4/+9; Atk +9 melee (1d4+5, Tentacle); 
  Full Atk +9/+9/+9/+9 melee (1d4+5, Tentacle); SA Rage 
  1/day, spell-like abilities, true strike; SQ Amorphous shape 
  (see above), blindsight 60 ft., change shape, damage 
  reduction 5/magic, hold breath, immunity to poison, 
  morale penalty (see above), resistance to acid 10 and 
  electricity 10, spell resistance 15; AL CE; SV Fort +11, Ref 
  +6, Will +1; Str 20, Dex 16, Con 21, Int 9, Wis 12, Cha 14. 
  Lords of Madness, page 151-152. 
  ALTERNATE FORM + RAGING-“Slime Grip”, Half-
  farspawn Lizardfolk Bar 1/Fgt 1/War 1: HD 3d8 +21 
  plus 1d10 +7 plus 1d12 +7; hp 70; Init +3; Spd 40 ft.; AC 
  19, touch 11, flat-footed 16 (-2 rage, +3 Dex, +8 natural); 
  Base Atk/Grp: +4/+11; Atk +11 melee (1d4+7, Tentacle); 
  Full Atk +11/+11/+11/+11 melee (1d4+7, Tentacle); SV 
  Fort +13, Ref +6, Will +3; Str 24, Dex 16, Con 25, Int 9, 
  Wis 12, Cha 14. Lords of Madness, page 151-152. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 24 
  APPENDIX 4 – APL 6 
  ENCOUNTER 4E/F  
   
   
   
  Male Equinal: large Outsider (Extraplanar, Guardinal, 
  Good); CR 6; HD 6d8+18; hp 54; Init +0; Spd 60 ft.; AC 20, 
  touch 9, flat-footed 20(-1 size, +11 natural); Base Atk/Grp: 
  +6/+15; Atk +10 melee (1d8+5, slam); Full Atk +10/+10 
  melee (1d8+5, slam); SA Spell-like abilities, whinny; SQ 
  Damage reduction 10/evil or silver, darkvision 60 ft., 
  guardinal traits, immunity to electricity and petrification, 
  lay on hands, low-light vision, outsider traits, resistance 
  to cold 10 and sonic 10, speak with animals, spell resistance 
  18, tongues; AL NG; SV Fort +8 (+12 against poison), Ref 
  +5, Will +7; Str 20, Dex 11, Con 16, Int 13, Wis 15, Cha 
  15. Book of Exalted Deeds, page 173-174. 
   
  Skills & Feats: Balance +2, Concentration +12, 
  Diplomacy +4, Hide +5, Jump +14, Knowledge (the 
  planes) +10, Knowledge (religion) +10, Listen +11, Sense 
  Motive +11, Spot +11, Survival +11 (+13 on other planes), 
  Tumble +2; Improved Overrun, Improved Sunder, Power 
  Attack, Run b. 
   
  Spell-Like Abilities: At will – aid (DC 14), command 
  (DC 13), detect evil, detect magic, dimension door, dispel magic, 
  fog cloud, light, magic circle against evil (self only), magic 
  missile, and see invisibility; 1/day slow (DC15) and wall of 
  stone. Caster level 6th. The save DCs are Charisma-based. 
   
  Whinny (Su): Once per hour, as a free action, an 
  equinal can emit a piercing shriek that affects all 
  nonguardinals in a 20 ft spread. Creatures with 4 HD or 
  fewer are stunned for 1d6 rounds, while creatures with 
  more than 4 HD are deafened for 1d6 rounds. A 
  successful DC 16 Fortitude save negates either effect. 
  This is a sonic effect. The save DC is Constitution-based. 
   
  Speak with Animals (Sp): An equinal can mentally 
  communicate with animals as a free action. This works 
  exactly like speak with animals as cast by an 8th-level druid, 
  but does not require sound. 
   
  Lay on Hands (Su): This works just like the 
  paladin’s ability, but the equinal can heal as much damage 
  per day as its own undamaged hit point total. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Languages: Celestial and Common. 
   
  Possessions: None. 
   
  Description: This creature resembles a human with some of 
  the qualities of a draft horse. Its chest and shoulders are of heroic 
  proportion, and its long arms end in thick, iron-hard fingers 
  that make a credible hoof when curled into a fist. Its legs are 
  even more horse like, with a long foot ending in a true hoof. Its 
  lower limbs are covered with short, bristly hair, and its face is 
  long and narrow, with a long, wild mane running from the 
  crest of its head down to the center of its back. 
  Hollyphant (Winged Elephant Form): Small Outsider 
  (Extraplanar, Good); CR 8; HD 6d8+6; hp 42; Init +5; Spd 
  30 ft., fly 60 ft. (good); AC 24, touch 15, flat-footed 23 (+1 
  size, +1 Dex, +9 natural, +3 deflection); Base Atk/Grp: 
  +6/+2; Atk +7 melee (1d3, Gore); Full Atk +7/+7 melee 
  (1d3, Gore); SA Psionics, spell-like abilities, summon 
  celestial, trumpet; SQ Alternate form, damage reduction 
  10/cold iron or evil, immunity to disease and poison, 
  invulnerability, outsider traits, spell resistance 18 (22 
  against evil spells and spells cast by evil outsiders), 
  telepathy; AL NG; SV Fort +6, Ref +6, Will +9; Str 10, Dex 
  13, Con 12, Int 17, Wis 18, Cha 17. Book of Exalted Deeds, 
  page 176-177. 
  Hollyphant 
  (Winged 
  Mastodon 
  Form): 
  Large 
  Outsider (Extraplanar, Good); CR 8; HD 6d8+6; hp 42; 
  Init +5; Spd 30 ft., fly 60 ft. (good); AC 25, touch 10, flat-
  footed 24 (-1 size, +1 Dex, +15 natural); Base Atk/Grp: 
  +6/+16; Atk +11 melee (1d8+6, Slam); Full Atk +11/+11 
  melee (1d8+6, Slam) and +6 melee (2d6+3, Gore); SA 
  Psionics, spell-like abilities, summon celestial, trumpet; SQ 
  Alternate form, damage reduction 10/cold iron or evil, 
  immunity to disease and poison, invulnerability, outsider 
  traits, spell resistance 18 (22 against evil spells and spells 
  cast by evil outsiders), telepathy; AL NG; SV Fort +6, Ref 
  +6, Will +9; Str 22, Dex 13, Con 12, Int 17, Wis 18, Cha 
  17. Book of Exalted Deeds, page 176-177. 
   
  Skills & Feats: Concentration +10, Diplomacy +14, 
  Heal +13, Hide +14, Knowledge (the planes) +12, Listen 
  +13, Move Silently +10, Search +12, Sense Motive +13, 
  Spellcraft +12, Spot +13, Survival +4 (+6 on other planes); 
  Combat Casting, Exalted Spell ResistanceBoED, Improved 
  Initiative. 
   
  Psionics (Sp): At will – blessed sightBoED, detect chaos, 
  detect law, detect poison, detect thoughts (DC 15), invisibility, 
  know direction, see invisibility, and suggestion (DC 16). These 
  effects are as the spells cast by a 6th-level sorcerer (save 
  DCs, where applicable, are 13+ spell level). The save DCs 
  for these abilities are based on Charisma. 
   
  Summon Celestial (Sp): Once per day, a 
  hollyphant can attempt to summon another hollyphant, 
  an asura or an avoral guardinal with a 45% chance of 
  success. The summoned creature automatically returns 
  whence it came after 1 hour. A hollyphant that has just 
  been summoned cannot use its own summon ability for 1 
  hour. 
   
  Trumpet (Su): Three times per day, a hollyphant 
  can issue a blast of sound through its trunk, choosing one 
  of the following effects each time: 
  • A 60-foot cone-shaped burst of sound forces 
  creatures in its area to make a DC 14 Fortitude save 
  or take 2d10 points of sonic damage and be 
  stunned for 2 rounds. Creatures that make a 
  successful save take 1d10 points of sonic damage 
  
  KEO6-07 Forest of Scales 
   
  Page 25 
  and are stunned for 1 round. This DC is 
  Constitution-based. 
  •  A 30-foot cone-shaped burst of sun sparkles. These 
  motes of holy power deal 8d8 points of damage to 
  evil outsiders, undead, and any other creature 
  vulnerable to holy water. A successful DC 16 
  Fortitude save reduces the damage by half. This DC 
  is Charisma-based. 
   
  Alternate Form (Su): A hollyphant can shift 
  between its Small and Large forms as a standard action. 
  In Large form, it loses the benefits of its invulnerability 
  (see below) but gains the advantages of its new size and 
  strength. 
   
  A hollyphant remains in one form until it chooses to 
  assume the other form. A change in form cannot be 
  dispelled, nor does the hollyphant revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
   
  Invulnerability 
  (Su): 
  A 
  Small 
  hollyphant’s 
  shimmering coat protects it as a continuous globe of 
  invulnerability, but only the hollyphant is warded. In 
  Large form, the hollyphant loses this ability. 
   
  Spell-Like Abilities: At will – bless, light, greater 
  teleport (self and up to 20 pounds of objects only); 3/day – 
  cure moderate wounds (DC 15), protection from evil; 1/day – 
  banishment (DC 19), flame strike (DC 18), heal (DC 19), raise 
  dead. Caster level 15th. The save DCs are Charisma-based. 
   
  Telepathy (Su): A hollyphant can communicate 
  telepathically with any creature within 60 feet that has a 
  language. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Languages: 
  A 
  hollyphant 
  communicates 
  telepathically. 
   
  Description: A hollyphant has two forms. Its smaller form 
  can be described as follows: 
   
  This creature looks like a small, golden-furred elephant 
  about two feet long, with a pair of shining white wings 
  sprouting from its back. Its coat shimmers and gleams, and its 
  eyes dance with a rainbow of colors. 
   
  The hollyphant’s larger form can be described as follows: 
   
  Immense leathery wings sprout from the broad shoulders of 
  this bipedal mastodon. It has bright eyes, shaggy black fur 
  covering most of its great bulk, and curved tusks like gleaming 
  scimitars. 
  ENCOUNTER 5 
   
   
   
   
  “Foul Stink”: Half-fiend Scaled Stalker: Large 
  Outsider (Augmented Monstrous Humanoid, Native); 
  CR 7; HD 8d8+32; hp 80; Init +2; Spd 30 ft. (base speed of 
  40 ft.), fly 30 ft.; AC 26, touch 11, flat-footed 24 (-1 size, +2 
  Dex, +8 natural, +5 breastplate, +2 heavy shield); Base 
  Atk/Grp: 
  +8/+18; 
  Atk 
  +15 
  melee 
  (2d6+6/19-20, 
  Masterwork longsword) or +13 melee (1d6+6, Claw) or +9 
  ranged (1d6+6, Sling); Full Atk +15/+10 melee (2d6+6/19-
  20, Masterwork longsword) and +8 melee (1d8+3, Bite) or 
  +13/+13 melee (1d6+6, Claw) and +8 melee (1d8+3, Bite) 
  or +9/+4 ranged (1d6+6, Sling); SA Smite good (+8 to 
  damage), spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, resistance 
  to acid 10, cold 10, electricity 10 and fire 10, spell 
  resistance 18; AL NE; SV Fort +8, Ref +8, Will +7; Str 23, 
  Dex 14, Con 19, Int 15, Wis 8, Cha 10. Miniatures 
  Handbook, page 68. 
   
  Skills & Feats: Balance +15, Concentration +9, Climb 
  +13, Intimidate +11, Jump +19, Listen +4, Spot +4, 
  Survival +4, Swim +13, Tumble +5; Great Fortitude, Iron 
  Will, Weapon Focus (longsword). 
    
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  14); 1/day – desecrate, unholy blight (DC 14). Caster level 
  8th. The save DCs are Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Common, Draconic, and Infernal. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. A great pair 
  of leathery wings, glowing red eyes, a stench of rotten eggs and a 
  spiked tail that drags along behind it, attest to this beast’s 
  otherworldly nature. It wears a breastplate and carries a 
  longsword, as well. 
  “Slime Grip”: Half-farspawn Scaled Stalker: Large 
  Outsider (Augmented Monstrous Humanoid, Native); 
  CR 7; HD 8d8+48; hp 96; Init +1; Spd 30 ft. (base speed of 
  40 ft.); AC 27, touch 10, flat-footed 26 (-1 size, +1 Dex, +10 
  natural, +5 breastplate, +2 heavy shield); Base Atk/Grp: 
  +8/+17; Atk +14 melee (2d6+5/19-20, Masterwork 
  longsword) or +12 melee (1d6+5, Tentacle) or +8 ranged 
  (1d6+5, Sling); Full Atk +14/+9 melee (2d6+5/19-20, 
  Masterwork longsword) and +7/+7 melee (1d6+2, 
  Tentacle) or +12/+12 melee (1d6+5, Tentacle) or +8/+3 
  ranged (1d6+4, Sling); SA Spell-like abilities, true strike; 
  SQ Blindsight 60 ft., change shape, damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, resistance 
  to acid 10 and electricity 10, spell resistance 18; AL NE; 
  SV Fort +7, Ref +6, Will +7; Str 21, Dex 12, Con 23, Int 11, 
  Wis 12, Cha 10. Lords of Madness, page 151-152; Miniatures 
  Handbook, page 68. 
   
  Skills & Feats: Balance +14, Concentration +11, Climb 
  +12, Intimidate +11, Jump +18, Listen +5, Swim +12, 
  Tumble +4; Great Fortitude, Iron Will, Weapon Focus 
  (longsword). 
  
  KEO6-07 Forest of Scales 
   
  Page 26 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  • The creature’s movement modes do not change. 
  • The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Spell-Like Abilities: 3/day – blink, blur; 1/day – 
  touch of idiocy, stinking cloud (DC 13). Caster level 8th. The 
  save DCs are Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Draconic and Common. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. Its flesh is 
  translucent, almost gelatinous, and glistens wetly. A pair of long, 
  flailing tentacles sprouts from its shoulders. A spiked tail drags 
  along behind it. It wears forged armor and wields a gleaming 
  longsword, as well. 
  ALTERNATE FORM-“Slime Grip”: Scaled Stalker: 
  Large Outsider (Augmented Monstrous Humanoid, 
  Native); CR 7; HD 8d8+48; hp 96; Init +1; Spd 30 ft. (base 
  speed of 40 ft.); AC 25, touch 10, flat-footed 24 (-1 size, +1 
  Dex, +10 natural, +5 breastplate); Base Atk/Grp: +8/+17; 
  Atk 
  +12 
  melee 
  (1d6+5, 
  Tentacle); 
  Full 
  Atk 
  +12/+12/+12/+12 melee (1d6+5, Tentacle); SA Spell-like 
  abilities, true strike; SQ Amorphous shape (see above), 
  blindsight 60 ft., change shape, damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, moral 
  penalty (see above), resistance to acid 10 and electricity 
  10, spell resistance 18; AL NE; SV Fort +7, Ref +6, Will +7; 
  Str 21, Dex 12, Con 23, Int 11, Wis 12, Cha 10. Lords of 
  Madness, page 151-152; Miniatures Handbook, page 68. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 27 
  APPENDIX 5 – APL 8 
  ENCOUNTER 4E/F  
   
   
   
  Female Warden Archon: Large Outsider (Archon, 
  Extraplanar, Good, Lawful); CR 8; HD 8d8+24; hp 72; Init 
  +4; Spd 30 ft.; AC 30, touch 9, flat-footed 30 (-1 size, +12 
  natural, +9 +1 full plate of light fortification); Base Atk/Grp: 
  +8/+20; Atk +15 melee (1d8+8, Claw); Full Atk +15/+15 
  melee (1d8+8, Claws) and +10 melee (2d6+4, Bite); SA 
  Rend 2d8+12, spell-like abilities; SQ Aura of menace, 
  damage reduction 10/evil, darkvision 60 ft., immunity to 
  electricity and petrification, improved uncanny dodge, 
  low-light vision, magic circle against evil, outsider traits, 
  scent, spell resistance 25, teleport, tongues, unerring 
  assay; AL LG; SV Fort +9 (+13 against poison), Ref +6, 
  Will +7; Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 12. 
  Book of Exalted Deeds, page 163-164. 
   
  Skills & Feats: Climb +14, Concentration +14, 
  Diplomacy +14, Jump +14, Knowledge (the planes) +14, 
  Knowledge (religion) +14, Listen +22, Search +14, Sense 
  Motive +12, Spot +22, Survival +1 (+3 on other planes), 
  Tumble -3; Alertness, Improved Initiative, Power Attack. 
   
  Rend (Ex): If a warden archon hits a single target 
  with both claws, it latches onto the opponent’s body and 
  tears the flesh. This attack deals 2d8+12 points of damage. 
   
  Spell-Like Abilities: At will – aid, continual flame, 
  detect scrying, detect thoughts (DC 13), locate creature, scrying 
  (DC 16), see invisibility, true strike; 3/day – shield of the 
  archonsBoED, true seeing (DC 16). Caster level 11th. The save 
  DCs are Charisma-based. 
   
  Aura of Menace (Su): 20 ft. radius; Will save DC 17. 
   
  Scent 
  (Ex): 
  A 
  warden 
  archon 
  can 
  detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Improved Uncanny Dodge (Ex): A warden archon 
  retains its Dexterity bonus to AC even when flat-footed 
  and cannot be flanked except by a 12th-level or higher 
  rogue. 
   
  Teleport (Su): Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the creature can 
  transport only itself and up to 50 pounds of objects. 
   
  Unerring 
  Assay 
  (Su): 
  A 
  warden 
  archon 
  instinctively knows the alignment of any creature within 
  60 feet. Typical methods of masking alignment as 
  misdirection and nondetection, have no effect upon a 
  warden archon’s unerring assay. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Skills: A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
   
  Languages: Celestial, Draconic, Infernal, and tongues. 
   
  Possessions: +1 full plate of light fortification. 
   
  Description: Standing as tall as an ogre, this hulking 
  creature has white fur, a bear-like head, and eyes like gleaming 
  black opals. Its broad white paws end in razor sharp, jet-black 
  claws. The creature is clad in fearsome full plate engraved with 
  faintly glowing symbols oh holiness and virtue. 
  Male Ursinal: Large Outsider (Extraplanar, Guardinal, 
  Good); CR 10; HD 10d8+30; hp 90; Init +2; Spd 30 ft.; AC 
  24, touch 11, flat-footed 22 (-1 size, +2 Dex, +13 natural); 
  Base Atk/Grp: +10/+18; Atk +13 melee (1d8+4, Claw); 
  Full Atk +13/+13 melee (1d8+4, Claw) and +8 (1d8+2, 
  Bite); SA Improved grab, spells, spell-like abilities; SQ 
  Damage reduction 10/evil or silver, darkvision 60 ft., 
  guardinal traits, immunity to electricity and petrification, 
  lay on hands, low-light vision, outsider traits, resistance 
  to cold 10 and sonic 10, speak with animals, spell resistance 
  22, tongues, uncanny dodge; AL NG; SV Fort +10 (+14 
  against poison), Ref +9, Will +10; Str 19, Dex 14, Con 17, 
  Int 18, Wis 17, Cha 18. Book of Exalted Deeds, page 174-175. 
   
  Skills & Feats: Concentration +16, Diplomacy +19, 
  Heal +16, Intimidate +17, Knowledge (arcana) +17, 
  Knowledge (the planes) +17, Listen +17, Profession 
  (brewer) +16, Search +17, Sense Motive +16, Spellcraft 
  +19, Spot +16, Survival +3 (+5 on other planes); Combat 
  Casting, Purify SpellBoED, Spell Focus (Enchantment), 
  Spell Penetration. 
   
  Improved Grab (Ex): If an ursinal hits an opponent 
  that is at least one size category smaller than itself with a 
  claw attack, it deals normal damage and may attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. The creature has the option to 
  conduct the grapple normally, or to simply use one claw 
  to hold the opponent (-20 penalty on the grapple check, 
  but the ursinal is not considered grappled). In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals claw damage. 
   
  Speak with Animals (Sp): An ursinal can mentally 
  communicate with animals as a free action. This works 
  exactly like speak with animals as cast by an 8th-level druid, 
  but does not require sound. 
   
  Lay on Hands (Su): This works just like the 
  paladin’s ability, but the ursinal can heal as much damage 
  per day as its own undamaged hit point total. 
   
  Uncanny Dodge (Ex): While on Elysium, ursinals 
  can react to danger before their senses would normally 
  allow them to do so. They retain their Dexterity bonuses 
  to Armor Class even when caught flat-footed. They lose 
  this ability on other planes. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Spell-Like Abilities: At will – aid, deep slumber (DC 
  17), detect evil, detect magic, detect thoughts (DC 16), 
  
  KEO6-07 Forest of Scales 
   
  Page 28 
  dimension door, dispel magic, hold monster (DC 19), magic 
  circle against evil (self only), magic missile, see invisibility, 
  solid fog; 3/day – heal (DC 20), neutralize poison, remove 
  disease; 1/day – holy word (DC 21). Caster level 12th. The 
  save DCs are Charisma-based.  
   
  Languages: Abyssal, Celestial, Common, Draconic, 
  Infernal and tongues. 
   
  Spells Prepared (4/5/5/5/4/3/2; save DC14+ spell 
  level, DC 15+ spell level for enchantment spells); caster 
  level 12th: 0 – daze, detect poison, flare, light; 1st – charm 
  person, color spray, eyes of the avoralBoED, feather fall, 
  hypnotism; 2nd – glitterdust, invisibility, touch of idiocy, web, 
  yoke of mercyBoED; 3rd – displacement, elationBoED, haste, hold 
  person, suggestion; 4th – charm monster, celestial brillianceBoED, 
  confusion, radiant fogBoED; 5th – feeblemind, PurifiedBoED wall 
  of fire, teleport; 6th – greater dispel magic, mass suggestion. 
   
  Possessions: None. 
   
  Description: This large biped has distinctive bearlike 
  attributes. Its body is covered in fur that varies in color from 
  light gold to golden-brown. The hair grows thick and long on its 
  fore-arms, back and lower legs, but thin and fine on its torso and 
  face. Its face, which has a pronounced muzzle and high-set ears, 
  bears a kind expression. 
  ENCOUNTER 5 
   
   
   
   
  “Foul Stink”: Half-fiend Scaled Stalker Bar 1/Fgt 1: 
  Large Outsider (Augmented Monstrous Humanoid, 
  Native); CR 9; HD 8d8+32 plus 1d12+4 plus 1d10+4; hp 
  105; Init +3; Spd 40 ft. (base speed of 50 ft.), fly 30 ft.; AC 
  27, touch 12, flat-footed 24 (-1 size, +3 Dex, +8 natural, +5 
  breastplate, +2 heavy shield); Base Atk/Grp: +10/+21; Atk 
  +18 melee (2d6+7/19-20, Masterwork longsword) or +16 
  melee (1d6+7, Claw) or +12 ranged (1d6+7, Sling); Full 
  Atk 
  +18/+13 
  melee 
  (2d6+7/19-20, 
  Masterwork 
  longsword) and +11 melee (1d8+3, Bite) or +16/+16 melee 
  (1d6+7, Claw) and +11 melee (1d8+3, Bite) or +12/+7 
  ranged (1d6+7, Sling); SA Rage 1/day, smite good (+10 to 
  damage), spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, resistance 
  to acid 10, cold 10, electricity 10 and fire 10, spell 
  resistance 20; AL NE; SV Fort +12, Ref +9, Will +9; Str 25, 
  Dex 16, Con 19, Int 13, Wis 12, Cha 14. Miniatures 
  Handbook, page 68. 
   
  Skills & Feats: Balance +16, Concentration +10, Climb 
  +15, Intimidate +13, Jump +21, Listen +7, Spot +6, Swim 
  +15, Tumble +7; Great Fortitude, Iron Will, Reckless 
  Rage, Power Attack, Weapon Focus (longsword). 
    
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  16); 1/day – contagion (DC 16), desecrate, unholy blight (DC 
  16). Caster level 10th. The save DCs are Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Common, Draconic, and Infernal. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. A great pair 
  of leathery wings, glowing red eyes, a stench of rotten eggs and a 
  spiked tail that drags along behind it, attest to this beast’s 
  otherworldly nature. It wears a breastplate and carries a 
  longsword, as well. 
  RAGING-“Foul Stink”: Half-fiend Scaled Stalker Bar 
  1/Fgt 1: HD 8d8+48 plus 1d12+6 plus 1d10+6; hp 125; 
  Init +3; Spd 40 ft. (base speed of 50 ft.), fly 30 ft.; AC 25, 
  touch 10, flat-footed 22 (-2 rage, -1 size, +3 Dex, +8 
  natural, +5 breastplate, +2 heavy shield); Base Atk/Grp: 
  +10/+23; Atk +20 melee (2d6+9/19-20, Masterwork 
  longsword) or +18 melee (1d6+9, Claw) or +12 ranged 
  (1d6+9, Sling); Full Atk +20/+15 melee (2d6+9/19-20, 
  Masterwork longsword) and +13 melee (1d8+4, Bite) or 
  +18/+18 melee (1d6+9, Claw) and +13 melee (1d8+4, Bite) 
  or +12/+7 ranged (1d6+9, Sling); SV Fort +14, Ref +9, Will 
  +11; Str 29, Dex 16, Con 23, Int 13, Wis 12, Cha 14. 
  Miniatures Handbook, page 68. 
  “Slime Grip”: Half-farspawn Scaled Stalker Bar 1/Fgt 
  1: Large Outsider (Augmented Monstrous Humanoid, 
  Native); CR 7; HD 8d8+56 plus 1d12+7 plus 1d10+7; hp 
  135; Init +2; Spd 40 ft. (base speed of 50 ft.); AC 28, touch 
  11, flat-footed 26 (-1 size, +2 Dex, +10 natural, +5 
  breastplate, +2 heavy shield); Base Atk/Grp: +10/+21; Atk 
  +18 melee (2d6+7/19-20, Masterwork longsword) or +16 
  melee (1d6+7, Tentacle) or +11 ranged (1d6+7, Sling); Full 
  Atk 
  +18/+13 
  melee 
  (2d6+7/19-20, 
  Masterwork 
  longsword) and +11/+11 melee (1d6+3, Tentacle) or 
  +16/+16 melee (1d6+7, Tentacle) or +11/+6 ranged 
  (1d6+7, Sling); SA Rage 1/day, spell-like abilities, true 
  strike; SQ Blindsight 60 ft., change shape, damage 
  reduction 5/magic, darkvision 60 ft., immunity to poison, 
  resistance to acid 10 and electricity 10, spell resistance 20; 
  AL NE; SV Fort +15, Ref +8, Will +9; Str 25, Dex 14, Con 
  25, Int 9, Wis 12, Cha 14. Lords of Madness, page 151-152; 
  Miniatures Handbook, page 68. 
   
  Skills & Feats: Balance +15, Concentration +13, Climb 
  +14, Intimidate +13, Jump +20, Swim +14, Tumble +6; 
  Great Fortitude, Iron Will, Reckless Rage, Power Attack, 
  Weapon Focus (longsword). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  
  KEO6-07 Forest of Scales 
   
  Page 29 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  • The creature’s movement modes do not change. 
  • The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Spell-Like Abilities: 3/day – blink, blur; 1/day – 
  greater invisibility, touch of idiocy, stinking cloud (DC 13). 
  Caster level 8th. The save DCs are Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Draconic and Common. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. Its flesh is 
  translucent, almost gelatinous, and glistens wetly. A pair of long, 
  flailing tentacles sprouts from its shoulders. A spiked tail drags 
  along behind it. It wears forged armor and wields a gleaming 
  longsword, as well. 
  RAGING-“Slime Grip”: Half-farspawn Scaled Stalker 
  Bar 1/Fgt 1: HD 8d8+72 plus 1d12+9 plus 1d10+9; hp 
  155; Init +2; Spd 40 ft. (base speed of 50 ft.); AC 26, touch 
  9, flat-footed 24 (-2 rage, -1 size, +2 Dex, +10 natural, +5 
  breastplate, +2 heavy shield); Base Atk/Grp: +10/+23; Atk 
  +20 melee (2d6+9/19-20, Masterwork longsword) or +18 
  melee (1d6+9, Tentacle) or +11 ranged (1d6+9, Sling); Full 
  Atk 
  +20/+15 
  melee 
  (2d6+9/19-20, 
  Masterwork 
  longsword) and +13/+13 melee (1d6+4, Tentacle) or 
  +18/+18 melee (1d6+9, Tentacle) or +11/+6 ranged 
  (1d6+9, Sling); SV Fort +17, Ref +8, Will +11; Str 29, Dex 
  14, Con 29, Int 9, Wis 12, Cha 14. Lords of Madness, page 
  151-152; Miniatures Handbook, page 68. 
  ALTERNATE FORM-“Slime Grip”: Half-farspawn 
  Scaled Stalker Bar 1/Fgt 1: Large Outsider (Augmented 
  Monstrous Humanoid, Native); CR 7; HD 8d8+56 plus 
  1d12+7 plus 1d10+7; hp 135; Init +2; Spd 40 ft. (base 
  speed of 50 ft.); AC 26, touch 11, flat-footed 24 (-1 size, +2 
  Dex, +10 natural, +5 breastplate); Base Atk/Grp: +10/+21; 
  Atk 
  +16 
  melee 
  (1d6+7, 
  Tentacle); 
  Full 
  Atk 
  +16/+16/+16/+16 melee (1d6+7, Tentacle); SA Rage 
  1/day, spell-like abilities, true strike; SQ Amorphous form 
  (see above), blindsight 60 ft., change shape, damage 
  reduction 5/magic, darkvision 60 ft., immunity to poison, 
  morale penalty (see above), resistance to acid 10 and 
  electricity 10, spell resistance 20; AL NE; SV Fort +15, Ref 
  +8, Will +9; Str 25, Dex 14, Con 25, Int 9, Wis 12, Cha 14. 
  Lords of Madness, page 151-152; Miniatures Handbook, page 
  68. 
  ALTERNATE FORM + RAGING-“Slime Grip”: Half-
  farspawn Scaled Stalker Bar 1/Fgt 1: HD 8d8+72 plus 
  1d12+9 plus 1d10+9; hp 155; Init +2; Spd 40 ft. (base 
  speed of 50 ft.); AC 24, touch 9, flat-footed 22 (-1 size, +2 
  Dex, +10 natural, +5 breastplate); Base Atk/Grp: +10/+23; 
  Atk 
  +18 
  melee 
  (1d6+9, 
  Tentacle); 
  Full 
  Atk 
  +18/+18/+18/+18 melee (1d6+9, Tentacle); SV Fort +17, 
  Ref +8, Will +11; Str 29, Dex 14, Con 29, Int 9, Wis 12, 
  Cha 14. Lords of Madness, page 151-152; Miniatures 
  Handbook, page 68. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 30 
   APPENDIX 6 – APL 10 
  ENCOUNTER 4E/F  
   
   
   
  Male Ursinal: Large Outsider (Extraplanar, Guardinal, 
  Good); CR 10; HD 10d8+30; hp 90; Init +2; Spd 30 ft.; AC 
  24, touch 11, flat-footed 22 (-1 size, +2 Dex, +13 natural); 
  Base Atk/Grp: +10/+18; Atk +13 melee (1d8+4, Claw); 
  Full Atk +13/+13 melee (1d8+4, Claw) and +8 (1d8+2, 
  Bite); SA Improved grab, spells, spell-like abilities; SQ 
  Damage reduction 10/evil or silver, darkvision 60 ft., 
  guardinal traits, immunity to electricity and petrification, 
  lay on hands, low-light vision, outsider traits, resistance 
  to cold 10 and sonic 10, speak with animals, spell resistance 
  22, tongues, uncanny dodge; AL NG; SV Fort +10 (+14 
  against poison), Ref +9, Will +10; Str 19, Dex 14, Con 17, 
  Int 18, Wis 17, Cha 18. Book of Exalted Deeds, page 174-175. 
   
  Skills & Feats: Concentration +16, Diplomacy +19, 
  Heal +16, Intimidate +17, Knowledge (arcana) +17, 
  Knowledge (the planes) +17, Listen +17, Profession 
  (brewer) +16, Search +17, Sense Motive +16, Spellcraft 
  +19, Spot +16, Survival +3 (+5 on other planes); Combat 
  Casting, Purify SpellBoED, Spell Focus (Enchantment), 
  Spell Penetration. 
   
  Improved Grab (Ex): If an ursinal hits an opponent 
  that is at least one size category smaller than itself with a 
  claw attack, it deals normal damage and may attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. The creature has the option to 
  conduct the grapple normally, or to simply use one claw 
  to hold the opponent (-20 penalty on the grapple check, 
  but the ursinal is not considered grappled). In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals claw damage. 
   
  Speak with Animals (Sp): An ursinal can mentally 
  communicate with animals as a free action. This works 
  exactly like speak with animals as cast by an 8th-level druid, 
  but does not require sound. 
   
  Lay on Hands (Su): This works just like the 
  paladin’s ability, but the ursinal can heal as much damage 
  per day as its own undamaged hit point total. 
   
  Uncanny Dodge (Ex): While on Elysium, ursinals 
  can react to danger before their senses would normally 
  allow them to do so. They retain their Dexterity bonuses 
  to Armor Class even when caught flat-footed. They lose 
  this ability on other planes. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Spell-Like Abilities: At will – aid, deep slumber (DC 
  17), detect evil, detect magic, detect thoughts (DC 16), 
  dimension door, dispel magic, hold monster (DC 19), magic 
  circle against evil (self only), magic missile, see invisibility, 
  solid fog; 3/day – heal (DC 20), neutralize poison, remove 
  disease; 1/day – holy word (DC 21). Caster level 12th. The 
  save DCs are Charisma-based.  
   
  Languages: Abyssal, Celestial, Common, Draconic, 
  Infernal and tongues. 
   
  Spells Prepared (4/5/5/5/4/3/2; save DC14+ spell 
  level, DC 15+ spell level for enchantment spells); caster 
  level 12th: 0 – daze, detect poison, flare, light; 1st – charm 
  person, color spray, eyes of the avoralBoED, feather fall, 
  hypnotism; 2nd – glitterdust, invisibility, touch of idiocy, web, 
  yoke of mercyBoED; 3rd – displacement, elationBoED, haste, hold 
  person, suggestion; 4th – charm monster, celestial brillianceBoED, 
  confusion, radiant fogBoED; 5th – feeblemind, PurifiedBoED wall 
  of fire, teleport; 6th – greater dispel magic, mass suggestion. 
   
  Possessions: None. 
   
  Description: This large biped has distinctive bearlike 
  attributes. Its body is covered in fur that varies in color from 
  light gold to golden-brown. The hair grows thick and long on its 
  fore-arms, back and lower legs, but thin and fine on its torso and 
  face. Its face, which has a pronounced muzzle and high-set ears, 
  bears a kind expression. 
  Female Monadic Deva: Medium Outsider (Angel, 
  Extraplanar, Good); CR 12; HD 10d8+50; hp 110; Init +7; 
  Spd 40 ft., fly 90 ft. (good); AC 25, touch 13, flat-footed 25 
  (+3 Dex, +12 natural); Base Atk/Grp: +10/+15; Atk +18 
  melee (1d8+7, Mace of Smiting); Full Atk +18/+13 melee 
  (1d8+7, Mace of Smiting); SA Spell-like abilities; SQ Angel 
  traits, 
  change 
  shape, 
  damage 
  reduction 
  10/evil, 
  darkvision 60 ft., deliverance from death, elemental ease, 
  immunity to acid, cold and petrification, improved 
  uncanny dodge, low-light vision, outsider traits, 
  protective aura, resistance to electricity 10 and fire 10, 
  spell resistance 22, tongues; AL CG; SV Fort +12 (+16 
  against poison), Ref +10, Will +10; Str 20, Dex 16, Con 20, 
  Int 17, Wis 17, Cha 19. Fiend Folio, page 55-56. 
   
  Skills & Feats: Balance +16, Concentration +18, 
  Diplomacy +19, Knowledge (any three) +16, Listen +16, 
  Move Silently +16, Sense Motive +16, Spellcraft +16, Spot 
  +16; Cleave, Great Cleave, Improved Initiative, Power 
  Attack. 
   
  Spell-Like Abilities: At will – aid, charm monster 
  (elementals only; DC 19), consecrate, continual flame, create 
  food and water, death ward, detect evil, discern lies, hold 
  monster (DC 18), mirror image, polymorph self, prayer, 
  protection from arrows; 3/day – atonement, cure serious wounds 
  (DC 17), daylight, dispel magic, ethereal jaunt, hallow, holy 
  aura (DC 22), holy smite (DC 18), neutralize poison, plane 
  shift (DC 19), remove curse, remove fear; 1/day – commune, 
  dispel evil, raise dead. Caster level 11th; save DC 14+ spell 
  level. The save DCs are Charisma-based. 
   
  Deliverance from Death (Ex): Monadic devas are 
  immune to all magical death effects. They are likewise 
  immune to ability damage, ability drain, and energy 
  drain. 
  
  KEO6-07 Forest of Scales 
   
  Page 31 
   
  Elemental Ease (Ex): Monadic devas are immune 
  to the deleterious effects of elemental traits of air-
  dominant, earth-dominant, fire-dominant, and water-
  dominant planes. They can breathe in any environment 
  as if wearing a necklace of adaptation. 
   
  Improved Uncanny Dodge (Ex): Devas retain their 
  Dexterity bonus to Armor Class even when flat-footed or 
  struck by an invisible attacker, and they cannot be 
  flanked except by a rogue of at least 14th level. 
   
  Change Shape (Su): A monadic deva can assume 
  the form of any Small or Medium humanoid. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Languages: Celestial, Draconic, Infernal, and tongues. 
   
  Possessions: Mace of Smiting. 
   
  Description: Before you stands a statuesque, naked woman 
  with dark brown skin, jet hair, and piercing green eyes. A great 
  pair of golden brown wings sprout from the creature’s shoulders. 
  She carries an adamantine heavy mace with practiced ease. 
  ENCOUNTER 5 
   
   
   
   
  “Foul Stink”: Half-fiend Scaled Stalker War1/Bar 
  1/Fgt 2: Large Outsider (Augmented Monstrous 
  Humanoid, Native); CR 11; HD 8d8+40 plus 1d8+5 plus 
  1d12+5 plus 2d10+10; hp 138; Init +3; Spd 40 ft. (base 
  speed of 50 ft.), fly 30 ft.; AC 27, touch 12, flat-footed 24 (-
  1 size, +3 Dex, +8 natural, +5 breastplate, +2 heavy shield); 
  Base Atk/Grp: +12/+23; Atk +20 melee (2d6+7/17-20, 
  Masterwork longsword) or +18 melee (1d6+7, Claw) or 
  +14 ranged (1d6+7, Sling); Full Atk +20/+15/+10 melee 
  (2d6+7/17-20, Masterwork longsword) and +16 melee 
  (1d8+3, Bite) or +18/+18 melee (1d6+7, Claw) and +16 
  melee (1d8+3, Bite) or +14/+9/+4 ranged (1d6+7, Sling); 
  SA Rage 1/day, smite good (+12 to damage), spell-like 
  abilities; SQ Damage reduction 10/magic, darkvision 60 
  ft., immunity to poison, resistance to acid 10, cold 10, 
  electricity 10 and fire 10, spell resistance 22; AL NE; SV 
  Fort +16, Ref +9, Will +9; Str 25, Dex 16, Con 20, Int 13, 
  Wis 12, Cha 14. Miniatures Handbook, page 68. 
   
  Skills & Feats: Balance +16, Concentration +12, Climb 
  +15, Intimidate +13, Jump +21, Listen +7, Spot +6, Swim 
  +15, Tumble +8; Great Fortitude, Improved Critical 
  (longsword), Iron Will, Multiattack, Reckless Rage, 
  Power Attack, Weapon Focus (longsword). 
    
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  16); 1/day – blasphemy (DC 19), contagion (DC 16), 
  desecrate, unholy blight (DC 16). Caster level 10th. The save 
  DCs are Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Common, Draconic, and Infernal. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. A great pair 
  of leathery wings, glowing red eyes, a stench of rotten eggs and a 
  spiked tail that drags along behind it, attest to this beast’s 
  otherworldly nature. It wears a breastplate and carries a 
  longsword, as well. 
  RAGING-“Foul Stink”: Half-fiend Scaled Stalker 
  War1/Bar 1/Fgt 2: HD 8d8+56 plus 1d8+7 plus 1d12+7 
  plus 2d10+14; hp 162; Init +3; Spd 40 ft. (base speed of 50 
  ft.), fly 30 ft.; AC 25, touch 10, flat-footed 22 (-2 rage, -1 
  size, +3 Dex, +8 natural, +5 breastplate, +2 heavy shield); 
  Base Atk/Grp: +12/+25; Atk +22 melee (2d6+9/17-20, 
  Masterwork longsword) or +20 melee (1d6+9, Claw) or 
  +14 ranged (1d6+9, Sling); Full Atk +22/+17/+12 melee 
  (2d6+9/17-20, Masterwork longsword) and +18 melee 
  (1d8+4, Bite) or +20/+20 melee (1d6+9, Claw) and +18 
  melee (1d8+4, Bite) or +14/+9/+4 ranged (1d6+9, Sling); 
  SV Fort +18, Ref +9, Will +11; Str 29, Dex 16, Con 24, Int 
  13, Wis 12, Cha 14. Miniatures Handbook, page 68. 
  “Slime Grip”: Half-farspawn Scaled Stalker War 
  1/Bar 1/Fgt 2: Large Outsider (Augmented Monstrous 
  Humanoid, Native); CR 11; HD 8d8+ 64 plus 1d8+8 plus 
  1d12+8 plus 2d10+16; hp 162; Init +2; Spd 40 ft. (base 
  speed of 50 ft.); AC 28, touch 11, flat-footed 26 (-1 size, +2 
  Dex, +10 natural, +5 breastplate, +2 heavy shield); Base 
  Atk/Grp: +12/+23; Atk +20 melee (2d6+7/17-20, 
  Masterwork longsword) or +18 melee (1d6+7, Tentacle) 
  or +13 ranged (1d6+7, Sling); Full Atk +20/+15/+10 melee 
  (2d6+7/17-20, Masterwork longsword) and +18/+18 
  melee (1d6+3, Tentacle) or +20/+20 melee (1d6+9, 
  Tentacle) or +13/+8/+3 ranged (1d6+7, Sling); SA Rage 
  1/day, spell-like abilities, true strike; SQ Blindsight 60 ft., 
  change shape, damage reduction 10/magic, darkvision 60 
  ft., immunity to poison, resistance to acid 10 and 
  electricity 10, spell resistance 22; AL NE; SV Fort +19, Ref 
  +8, Will +9; Str 25, Dex 14, Con 26, Int 9, Wis 12, Cha 14. 
  Lords of Madness, page 151-152; Miniatures Handbook, page 
  68. 
   
  Skills & Feats: Balance +15, Concentration +15, Climb 
  +14, Intimidate +13, Jump +20, Swim +14, Tumble +6; 
  Great Fortitude, Improved Critical (longsword), Iron 
  Will, Multiattack, Reckless Rage, Power Attack, Weapon 
  Focus (longsword). 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  
  KEO6-07 Forest of Scales 
   
  Page 32 
  • The creature’s movement modes do not change. 
  • The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Spell-Like Abilities: 3/day – blink, blur; 1/day – 
  greater invisibility, telekinesis (DC 17), touch of idiocy, stinking 
  cloud (DC 15). Caster level 8th. The save DCs are 
  Charisma-based. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
   
  Languages: Draconic and Common. 
   
  Possessions: Masterwork longsword, longsword, sling, 
  20 bullets, masterwork breastplate, and masterwork 
  heavy wooden shield. 
   
  Description: This bulky humanoid creature is covered in 
  grotesque scales, bony ridges, and disturbing spines. Its flesh is 
  translucent, almost gelatinous, and glistens wetly. A pair of long, 
  flailing tentacles sprouts from its shoulders. A spiked tail drags 
  along behind it. It wears forged armor and wields a gleaming 
  longsword, as well. 
  RAGING-“Slime Grip”: Half-farspawn Scaled Stalker 
  War 1/Bar 1/Fgt 2: HD 8d8+ 80 plus 1d8+10 plus 
  1d12+10 plus 2d10+20; hp 186; Init +2; Spd 40 ft. (base 
  speed of 50 ft.); AC 26, touch 9, flat-footed 24 (-2 rage, -1 
  size, +2 Dex, +10 natural, +5 breastplate, +2 heavy shield); 
  Base Atk/Grp: +12/+25; Atk +22 melee (2d6+9/17-20, 
  Masterwork longsword) or +20 melee (1d6+9, Tentacle) 
  or +13 ranged (1d6+9, Sling); Full Atk +22/+17/+12 melee 
  (2d6+9/17-20, Masterwork longsword) and +18/+18 
  melee (1d6+4, Tentacle) or +20/+20 melee (1d6+9, 
  Tentacle) or +13/+8/+3 ranged (1d6+9, Sling); SV Fort 
  +21, Ref +8, Will +11; Str 29, Dex 14, Con 30, Int 9, Wis 
  12, Cha 14. Lords of Madness, page 151-152; Miniatures 
  Handbook, page 68. 
  ALTERNATE FORM-“Slime Grip”: Half-farspawn 
  Scaled Stalker War 1/Bar 1/Fgt 2: HD 8d8+ 64 plus 
  1d8+8 plus 1d12+8 plus 2d10+16; hp 162; Init +2; Spd 40 
  ft. (base speed of 50 ft.); AC 26, touch 11, flat-footed 24 (-1 
  size, +2 Dex, +10 natural, +5 breastplate); Base Atk/Grp: 
  +12/+23; Atk +18 melee (1d6+7, Tentacle); Full Atk 
  +20/+20/+20/+20 melee (1d6+7, Tentacle); SV Fort +19, 
  Ref +8, Will +9; Str 25, Dex 14, Con 26, Int 9, Wis 12, Cha 
  14. Lords of Madness, page 151-152; Miniatures Handbook, 
  page 68. 
  ALTERNATE FORM + RAGING-“Slime Grip”: Half-
  farspawn Scaled Stalker War 1/Bar 1/Fgt 2: HD 8d8+ 
  80 plus 1d8+10 plus 1d12+10 plus 2d10+20; hp 186; Init 
  +2; Spd 40 ft. (base speed of 50 ft.); AC 24, touch 9, flat-
  footed 22 (-2 rage, -1 size, +2 Dex, +10 natural, +5 
  breastplate); Base Atk/Grp: +12/+25; Atk +20 melee 
  (1d6+9, Tentacle); Full Atk +22/+22/+22/+22 melee 
  (1d6+9, Tentacle); SV Fort +21, Ref +8, Will +11; Str 29, 
  Dex 14, Con 30, Int 9, Wis 12, Cha 14. Lords of Madness, 
  page 151-152; Miniatures Handbook, page 68. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 33 
  APPENDIX 7 – NEW RULES 
  NEW MONSTERS 
  Angel 
  Angels are a race of celestials, beings who live on the 
  good-aligned Outer Planes. Celestials positively drip with 
  goodness – every fiber of their bodies and souls is 
  suffused with it. They are the natural enemies of demons 
  and devils (creatures of the infernal realms). 
   
  Angels can be of any good alignment. Lawful good 
  angels hail from the plane of Celestia, neutral good angels 
  from the plane of Elysium or the Beastlands, and chaotic 
  good angels from the plane of Arborea. Regardless of 
  their alignment, angels never lie, cheat, or steal. They are 
  impeccably honorable in all dealings and often prove the 
  most trustworthy and diplomatic of all the celestials. 
   
  All angels are blessed with comely looks, though 
  their actual appearances vary widely. 
   
  Angels speak Celestial, Infernal, and Draconic, 
  though they can speak with almost any creature because 
  of their tongues ability. 
  Combat 
  Though they are honorable and good, angels don’t 
  hesitate to back up their arguments with their weapons 
  and other powers when necessary. Though they do not 
  relish combat, they do not hesitate to take the battle to 
  the enemy. In combat, most angels make full use of their 
  mobility and their ability to attack at a distance. 
   
  Angel Traits: An angel possesses the following traits 
  (unless otherwise noted in a creature’s entry). 
  • 
  Darkvision 60feet and low-light vision. 
  • 
  Immunity to acid, cold, and petrification. 
  • 
  Resistance to electricity 10 and fire 10. 
  • 
  +4 racial bonus on saves against poison. 
  • 
  Protective Aura (Su): Against attacks made or 
  effects created by evil creatures, this ability 
  provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone 
  within 20 feet of the angel. Otherwise, it 
  functions as a magic circle against evil effect and a 
  lesser globe of invulnerability, both with a radius of 
  20 feet (caster level equals angel’s HD). This 
  aura can be dispelled, but the angel can create it 
  again as a free action on its next turn. (The 
  defensive benefits from the circle are not 
  included in an angel’s statistics block.) 
  • 
  Tongues (Su): All angels can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level equal to the angel’s Hit 
  Dice). This ability is always active. 
  MONADIC DEVA (FF PG 55-56) 
  Medium Outsider (Angel, Extraplanar, Good) 
  Hit Dice: 10d8+50 (95 hp) 
  Initiative: +7 
  Speed: 40 ft. (8 squares); fly 90 ft. (good) 
  Armor Class: 25 (+3 Dex, +12 natural), touch 13, flat-
  footed 22 
  Base Attack/Grapple: +10/+15 
  Attack: Mace of Smiting +18 melee (1d8+7) 
  Full Attack: Mace of Smiting +18/+13 melee (1d8+7) 
  Space/Reach: 5 ft. /5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Angel traits, change shape, damage 
  reduction 10/evil, darkvision 60 ft., deliverance from 
  death, elemental ease, immunity to acid, cold and 
  petrification, improved uncanny dodge, low-light vision, 
  outsider traits, protective aura, resistance to electricity 10 
  and fire 10, spell resistance 22, tongues 
  Saves: Fort +12 (+16 against poison), Ref +10, Will +10 
  Abilities: Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19 
  Skills: Balance +16, Concentration +18, Diplomacy +19, 
  Knowledge (any three) +16, Listen +16, Move Silently 
  +16, Sense Motive +16, Spellcraft +16, Spot +16 
  Feats: Cleave, Great Cleave, Improved Initiative, Power 
  Attack 
  Environment: Any land and underground (Upper 
  Planes) 
  Organization: Solitary, pair, or squad (3-6) 
  Challenge Rating: 12 
  Treasure: - 
  Alignment: Always good (any) 
  Advancement: 11-20 HD (Medium); 21-30 HD (Large) 
  Level Adjustment: N/A 
  Monadic devas have dark brown skin, jet hair, and piercing 
  green eyes. A great pair of golden brown wings sprout from the 
  creature’s shoulders. 
   
  By far the most stoic of their kind, monadic devas keep 
  an eye on the Ethereal Plane and the Elemental Planes at 
  the request of their heavenly masters. This assignment 
  
  KEO6-07 Forest of Scales 
   
  Page 34 
  has granted them heroic patience and a greater 
  appreciation for balance than found among their 
  counterparts. The bulk of the neutral good devas come 
  from the ranks of the monadics. 
  Combat 
  While astral and movanic devas appreciate battle, 
  monadic devas adore it and view combat as a welcome 
  break from their tedious watch. They prefer to charm any 
  elemental foes, and they move in to harry enemies with 
  powerful blows from a mace of smiting.  
   
  Monadic devas can be summoned using a summon 
  monster IX spell. 
   
  Spell-Like Abilities: At will – aid, charm monster 
  (elementals only; DC 19), consecrate, continual flame, create 
  food and water, death ward, detect evil, discern lies, hold 
  monster (DC 18), mirror image, polymorph self, prayer, 
  protection from arrows; 3/day – atonement, cure serious wounds 
  (DC 17), daylight, dispel magic, ethereal jaunt, hallow, holy 
  aura (DC 22), holy smite (DC 18), neutralize poison, plane 
  shift (DC 19), remove curse, remove fear; 1/day – commune, 
  dispel evil, raise dead. Caster level 11th; save DC 14+ spell 
  level. The save DCs are Charisma-based. 
   
  Deliverance from Death (Ex): Monadic devas are 
  immune to all magical death effects. They are likewise 
  immune to ability damage, ability drain, and energy 
  drain. 
   
  Elemental Ease (Ex): Monadic devas are immune 
  to the deleterious effects of elemental traits of air-
  dominant, earth-dominant, fire-dominant, and water-
  dominant planes. They can breathe in any environment 
  as if wearing a necklace of adaptation. 
   
  Improved Uncanny Dodge (Ex): Devas retain their 
  Dexterity bonus to Armor Class even when flat-footed or 
  struck by an invisible attacker, and they cannot be 
  flanked except by a rogue of at least 14th level. 
   
  Change Shape (Su): A monadic deva can assume 
  the form of any Small or Medium humanoid. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
  Archons 
  Archons are celestials from the plane of Celestia. They 
  have charged themselves with the protection of the 
  plane, and also consider themselves guardians of all who 
  are innocent or free of evil. They are the natural enemies 
  of fiends (creatures of the lower planes), particularly 
  demons. 
   
  Archons speak Celestial, Infernal, and Draconic, but 
  can speak with almost any creature because of their 
  tongues ability. 
  Combat 
  Archons never attack without provocation (though their 
  overwhelming lawful goodness often makes them easily 
  provoked). They avoid harming other good creatures if 
  they can, using non-damaging spells or weapon attacks 
  that deal non-lethal damage if possible. An angry archon 
  can be vengeance itself, however, no matter what the 
  foe’s alignment is. 
   
  Archons generally prefer to meet a foe head-on if it is 
  prudent to do so, but if outmatched, they do what they 
  can to even the odds (usually by employing hit and run 
  tactics or standing off and engaging a foe with magic 
  before moving into melee). 
   
  Archon Traits: An archon possesses the following 
  traits (unless otherwise noted in a creature’s entry). 
  • 
  Darkvision 60 feet and low-light vision. 
  • 
  Aura of Menace (Su): A righteous aura surrounds 
  archons that fight or get angry. Any hostile 
  creature within a 20-foot radius of an archon 
  must succeed on a Will save to resist its effects. 
  The save DC varies with the type of archon, is 
  Charisma-based, and includes a +2 racial bonus. 
  Those who fail take a -2 penalty on attacks, AC, 
  and saves for 24 hours or until they successfully 
  hit the archon that generated the aura. A 
  creature that has resisted or broken the effect 
  cannot be affected again by the same archon’s 
  aura for 24 hours. 
  • 
  Immunity to electricity and petrification. 
  • 
  +4 racial bonus on saves against poison. 
  • 
  Magic Circle Against Evil (Su): A magic circle 
  against evil effect always surrounds an archon 
  (caster level equals the archon’s Hit Dice). (The 
  defensive benefits from the circle are not 
  included in an archon’s statistics block.). 
  • 
  Teleport (Su): Archons can use greater teleport at 
  will, as the spell (caster level 14th), except that 
  the creature can transport only itself and up to 
  50 pounds of objects. 
  • 
  Tongues (Su): All archons can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level 14th). This ability is 
  always active. 
  JUSTICE ARCHON (MM IV PG 80-82) 
  Medium Outsider (Archon, Extraplanar, Good, Lawful) 
  Hit Dice: 6d8+36 (63 hp) 
  Initiative: +1 
  Speed: 20 ft. in full plate armor (6 squares); base 30 ft., fly 
  40 ft. (good) in full plate, base fly speed 60 ft. 
  Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 
  18 
  Base Attack/Grapple: +6/+9 
  
  KEO6-07 Forest of Scales 
   
  Page 35 
  Attack: +1 greatsword +10 melee (2d6+5/19-20) 
  Full Attack: +1 greatsword +10/+5 melee (2d6+5/19-20) 
  Space/Reach: 5 ft. /5 ft. 
  Special Attacks: Justice strike, spell-like abilities 
  Special Qualities: Aura of menace, damage reduction 
  10/evil, darkvision 60 ft., immunity to electricity and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, spell resistance 16, teleport, tongues 
  Saves: Fort +10 (+14 against poison), Ref +8, Will +8 
  Abilities: Str 16, Dex 12, Con 21, Int 10, Wis 13, Cha 14 
  Skills: Concentration +14, Diplomacy +13, Intimidate 
  +11, Knowledge (the planes) +9, Listen +10, Move 
  Silently +4, Sense Motive +10, Spot +10, Survival +1 (+3 
  on other planes) 
  Feats: Improved Toughness (Complete Warrior pg 101), 
  Iron Will, Lightning Reflexes 
  Environment: Seven Mounting Heavens of Celestia 
  Organization: Often solitary 
  Challenge Rating: 6 
  Treasure: No coins; standard items 
  Alignment: Always lawful good 
  Advancement: by character class 
  Level Adjustment: +5 
  A glorious but menacing angel dives toward you. She is a 
  radiant warrior clad in bright full plate, wielding a greatsword 
  that crackles with divine power. 
  Justice 
  archons 
  consider 
  themselves 
  the 
  purest 
  champions of justice in Celestia. Decisive and self-
  righteous, their desire to act swiftly on behalf of justice 
  sometimes leads them astray. 
   
  A typical justice archon stands about 6 feet tall and 
  weighs 190 pounds. It looks like a beautiful humanoid, 
  usually an elf or human, with gleaming golden eyes, skin, 
  and hair. Justice archons favor full plate armor and two-
  handed weapons, usually greatswords but occasionally 
  greataxes or glaives. 
   
  Justice archons have no gender, though one might 
  resemble a male or female humanoid. 
   
  They speak Celestial, Draconic, and Infernal. 
  Combat 
  A justice archon does not attack without provocation, but 
  its highly tuned sense of justice and retribution often 
  causes it to become incensed at the mere sight of an evil 
  being or even the suspicion of an evil act. If it is unsure of 
  who was responsible for the wrongdoing, a justice archon 
  uses it’s detect evil spell-like ability to locate evil creatures 
  and charges headlong into battle with dreadful cries of 
  vengeance, laying into the nearest opponent with its 
  greatsword. It uses the weapon’s normal damage until it 
  can discover the nature of its opponent’s melee attack 
  (generally as a result of being hit), then uses its justice 
  strike if that is more effective. If the opponent provides a 
  serious challenge, the justice archon teleports away to 
  bring reinforcements or to strike again when it has some 
  other advantage. 
   
  A justice archon’s natural weapons, as well as any 
  weapons it wields, are treated as having the good and 
  lawful alignments for the purpose of overcoming damage 
  reduction. 
   
  Aura of Menace (Su): Will save DC 17. Those who 
  fail take a -2 penalty on attacks, AC, and saves for 24 
  hours or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or broken 
  the effect cannot be affected again by the same archon’s 
  aura for 24 hours. The save is Charisma-based. 
   
  Justice Strike (Su): A justice archon that hits with a 
  melee attack can choose to use this special ability instead 
  of dealing normal weapon damage. Justice strike deals 
  the damage of the struck opponent’s primary melee 
  attack. This damage includes effects that apply 
  automatically on a hit, such as energy damage or poison, 
  but not those from optional effects or feats, such as Power 
  Attack. 
   
  Spell-Like Abilities: At will – aid, continual flame, 
  detect evil. Caster level 6th. 
  WARDEN ARCHON (BOED PG 163-164) 
  Large Outsider (Archon, Extraplanar, Good, Lawful) 
  Hit Dice: 8d8+24 (60 hp) 
  Initiative: +4 
  Speed: 30 ft. in full plate armor (6 squares); base 40 ft. 
  Armor Class: 30 (-1 size, +12 natural, +9 +1 full plate of 
  light fortification), touch 9, flat-footed 30 
  Base Attack/Grapple: +8/+20 
  Attack: Claw +15 melee (1d8+8) 
  Full Attack: 2 Claws +15 melee (1d8+8) and bite +10 
  melee (2d6+4) 
  Space/Reach: 10 ft. /10 ft. 
  Special Attacks: Rend 2d8+12, spell-like abilities 
  Special Qualities: Aura of menace, damage reduction 
  10/evil, darkvision 60 ft., immunity to electricity and 
  petrification, improved uncanny dodge, low-light vision, 
  magic circle against evil, outsider traits, scent, spell 
  resistance 25, teleport, tongues, unerring assay 
  Saves: Fort +9 (+13 against poison), Ref +6, Will +7 
  Abilities: Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 12 
  
  KEO6-07 Forest of Scales 
   
  Page 36 
  Skills: Climb +14, Concentration +14, Diplomacy +14, 
  Jump +14, Knowledge (the planes) +14, Knowledge 
  (religion) +14, Listen +22, Search +14, Sense Motive +12, 
  Spot +22, Survival +1 (+3 on other planes), Tumble -3 
  Feats: Alertness, Improved Initiative, Power Attack 
  Environment: Seven Mounting Heavens of Celestia 
  Organization: Solitary, pair, or squad (3-5) 
  Challenge Rating: 8 
  Treasure: No coins; double goods; half items 
  Alignment: Always lawful good 
  Advancement: 9-18 HD (Large); 19-24 HD (Huge) 
  Level Adjustment: +7 
  Standing as tall as an ogre, this hulking creature has white fur, 
  a bear-like head, and eyes like gleaming black opals. Its broad 
  white paws end in razor sharp, jet-black claws. The creature is 
  clad in fearsome full plate engraved with faintly glowing 
  symbols oh holiness and virtue. 
  The solemn warden archons guard the gates of the Seven 
  Heavens, standing ever vigilant should that bastion of 
  law and order fall under siege. Since such attacks seldom 
  occur, the wardens have a secondary task of observing the 
  affairs of the Material Plane through great magical 
  scrying pools located near the gates.  
   
  A warden archon’s bear-like head and gentle nature 
  sometimes lead its enemies to assume it possesses an 
  ursine disposition to laziness, a conclusion soon proven 
  wrong by powerful jaws and claws once combat has 
  begun. 
   
  Wardens never sleep, spending all of their time 
  observing their assigned pools or gates. Many mortals 
  hence refer to wardens as “Watchers”. They have more 
  interactions with and keener understanding of the 
  mortal world than any other archons, a point of pride 
  they bear openly (occasionally too openly, leading to 
  some chafing among the other archons). Perhaps because 
  of the temptations they view daily, more warden archons 
  fall to the vices of evil than any other type of celestial. 
  Combat 
  Most warden archons abhor battle, but take to it with 
  relish when protecting the gateways of Celestia from 
  interlopers or when tasked to carry out some important 
  deed in the name of the deities of good. Wardens 
  generally use their unerring assay ability to locate 
  potential targets before wading into melee and 
  attempting to grab, constrict, and rend as many 
  opponents as possible. Their powerful muscles and razor-
  sharp claws make them stunning, if reluctant, hand-to-
  hand fighters. 
   
  A warden archon’s natural weapons, as well as any 
  weapons it wields, are treated as having the good and 
  lawful alignments for the purpose of overcoming damage 
  reduction. 
   
  Rend (Ex): If a warden archon hits a single target 
  with both claws, it latches onto the opponent’s body and 
  tears the flesh. This attack deals 2d8+12 points of damage. 
   
  Spell-Like Abilities: At will – aid, continual flame, 
  detect scrying, detect thoughts (DC 13), locate creature, scrying 
  (DC 16), see invisibility, true strike; 3/day – shield of the 
  archons*, true seeing (DC 16). Caster level 11th. The save 
  DCs are Charisma-based. 
   
  Aura of Menace (Su): Will save DC 12+ ½ archon’s 
  HD from class levels + archon’s Charisma modifier. 
   
  Scent 
  (Ex): 
  A 
  warden 
  archon 
  can 
  detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Improved Uncanny Dodge (Ex): A warden archon 
  retains its Dexterity bonus to AC even when flat-footed 
  and cannot be flanked except by a 12th-level or higher 
  rogue. 
   
  Teleport (Su): Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the creature can 
  transport only itself and up to 50 pounds of objects. 
   
  Unerring 
  Assay 
  (Su): 
  A 
  warden 
  archon 
  instinctively knows the alignment of any creature within 
  60 feet. Typical methods of masking alignment as 
  misdirection and nondetection, have no effect upon a 
  warden archon’s unerring assay. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
   
  Skills: A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
  Guardinals 
  Guardinals are a celestial race native to the plane of 
  Elysium. When at home, they are among the most 
  peaceful of creatures, quick laugh and slow to anger. They 
  show a very different face when away from Elysium, 
  however – they have no tolerance for evil and often rove 
  the cosmos looking for evil to confront. 
   
  Guardinals speak Celestial, Infernal, and Draconic, 
  but can speak with almost any creature, thanks to their 
  tongues ability. 
   
  Guardinal Traits: A guardinal possesses the 
  following traits (unless otherwise noted in the creature’s 
  entry). 
  • 
  Darkvision out to 60 feet and low-light vision. 
  • 
  Immunity to electricity and petrification. 
  • 
  Resistance to cold 10 and sonic 10. 
  • 
  Lay on Hands (Su): As the paladin class feature, 
  except that each day, a guardinal can heal an 
  
  KEO6-07 Forest of Scales 
   
  Page 37 
  amount of damage equal to its full normal hit 
  points. 
  • 
  +4 racial bonus on saves against poison. 
  • 
  Speak with Animals (Su): This ability works like 
  speak with animals (caster level 8th), but is a free 
  action and does not require sound. 
  • 
  Tongues (Su): Guardinals can speak with any 
  creature that has a language, as though using a 
  tongues spell cast by a 14th level cleric. This 
  ability is always active. 
  EQUINAL (BOED PG 173-174) 
  Large Outsider (Extraplanar, Guardinal, Good) 
  Hit Dice: 6d8+18 (31 hp) 
  Initiative: +0 
  Speed: 60 ft. (12 squares) 
  Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 
  20 
  Base Attack/Grapple: +6/+15 
  Attack: Slam +10 melee (1d8+5) 
  Full Attack: 2 Slams +10 melee (1d8+5) 
  Space/Reach: 10 ft. /10 ft. 
  Special Attacks: Spell-like abilities, whinny 
  Special Qualities: Damage reduction 10/evil or silver, 
  darkvision 60 ft., guardinal traits, immunity to electricity 
  and petrification, lay on hands, low-light vision, outsider 
  traits, resistance to cold 10 and sonic 10, speak with 
  animals, spell resistance 18, tongues 
  Saves: Fort +8 (+12 against poison), Ref +5, Will +7 
  Abilities: Str 20, Dex 11, Con 16, Int 13, Wis 15, Cha 15 
  Skills: Balance +2, Concentration +12, Diplomacy +4, 
  Hide +5, Jump +14, Knowledge (the planes) +10, 
  Knowledge (religion) +10, Listen +11, Sense Motive +11, 
  Spot +11, Survival +11 (+13 on other planes), Tumble +2 
  Feats: Improved Overrun, Improved Sunder, Power 
  Attack, Run(b) 
  Environment: Blessed Fields of Elysium 
  Organization: Solitary or band (2-12) 
  Challenge Rating: 6 
  Treasure: No coins; double goods; standard items 
  Alignment: Always neutral good 
  Advancement: 7-9 HD (Large); 10-18 HD (Huge) 
  Level Adjustment: +7 
  This creature resembles a human with some of the qualities of a 
  draft horse. Its chest and shoulders are of heroic proportion, and 
  its long arms end in thick, iron-hard fingers that make a 
  credible hoof when curled into a fist. Its legs are even more horse 
  like, with a long foot ending in a true hoof. Its lower limbs are 
  covered with short, bristly hair, and its face is long and narrow, 
  with a long, wild mane running from the crest of its head down 
  to the center of its back. 
   
  Along with cervidals, equinals are the most common 
  guardinals. They are strong, boisterous, and generally 
  good-natured champions of good. 
   
  Equinals stand just shy of 8 feet tall, but their chests 
  are like barrels and they weigh 600 pounds or more. They 
  speak Celestial and Common. 
  Combat 
  In combat, equinals disdain the use of weapons and wade 
  into melee with their iron-hard fists. They embrace any 
  reasonable opportunity to stand hoof-to-toe with evil 
  creatures and beat them senseless. They never back down 
  from a fight, even when obviously outmatched. 
   
  An equinal’s natural weapons, as well as any weapons 
  it wields, are treated as having the good alignment for 
  purpose of overcoming damage reduction. 
   
  Spell-Like Abilities: At will – aid (DC 14), command 
  (DC 13), detect evil, detect magic, dimension door, dispel magic, 
  fog cloud, light, magic circle against evil (self only), magic 
  missile, and see invisibility; 1/day slow (DC15) and wall of 
  stone. Caster level 6th. The save DCs are Charisma-based. 
   
  Whinny (Su): Once per hour, as a free action, an 
  equinal can emit a piercing shriek that affects all 
  nonguardinals in a 20 foot spread. Creatures with 4 HD 
  or fewer are stunned for 1d6 rounds, while creatures with 
  more than 4 HD are deafened for 1d6 rounds. A 
  successful DC 16 Fortitude save negates either effect. 
  This is a sonic effect. The save DC is Constitution-based. 
   
  Speak with Animals (Sp): An equinal can mentally 
  communicate with animals as a free action. This works 
  exactly like speak with animals as cast by an 8th-level druid, 
  but does not require sound. 
   
  Lay on Hands (Su): This works just like the 
  paladin’s ability, but the equinal can heal as much damage 
  per day as its own undamaged hit point total. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
  URSINAL (BOED PG 174-175) 
  Large Outsider (Extraplanar, Guardinal, Good) 
  Hit Dice: 10d8+30 (75 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares) 
  
  KEO6-07 Forest of Scales 
   
  Page 38 
  Armor Class: 24 (-1 size, +2 Dex, +13 natural), touch 11, 
  flat-footed 22 
  Base Attack/Grapple: +10/+18 
  Attack: Claw +13 melee (1d8+4) 
  Full Attack: 2 Claws +13 melee (1d8+4) and bite +8 
  melee (1d8+2) 
  Space/Reach: 10 ft. /10 ft. 
  Special Attacks: Improved grab, spells, spell-like 
  abilities 
  Special Qualities: Damage reduction 10/evil or silver, 
  darkvision 60 ft., guardinal traits, immunity to electricity 
  and petrification, lay on hands, low-light vision, outsider 
  traits, resistance to cold 10 and sonic 10, speak with 
  animals, spell resistance 22, tongues, uncanny dodge 
  Saves: Fort +10 (+14 against poison), Ref +9, Will +10 
  Abilities: Str 19, Dex 14, Con 17, Int 18, Wis 17, Cha 18 
  Skills: Concentration +16, Diplomacy +19, Heal +16, 
  Intimidate +17, Knowledge (arcana) +17, Knowledge (the 
  planes) +17, Listen +17, Profession (any one) +16, Search 
  +17, Sense Motive +16, Spellcraft +19, Spot +16, Survival 
  +3 (+5 on other planes) 
  Feats: Combat Casting, Purify Spell, Spell Focus 
  (Enchantment), Spell penetration 
  Environment: Blessed Fields of Elysium 
  Organization: Solitary or pair 
  Challenge Rating: 10 
  Treasure: No coins; double goods; standard items 
  Alignment: Always neutral good 
  Advancement: 11-15 HD (Large); 16-30 HD (Huge) 
  Level Adjustment: +8 
  This large biped has distinctive bearlike attributes. Its body is 
  covered in fur that varies in color from light gold to golden-
  brown. The hair grows thick and long on its fore-arms, back and 
  lower legs, but thin and fine on its torso and face. Its face, which 
  has a pronounced muzzle and high-set ears, bears a kind 
  expression. 
  Ursinals are the scholars and philosophers of the 
  guardinals, benevolent and wise. They serve as advisors to 
  the leonals and record-keepers of Elysium. They enjoy 
  sharing their knowledge, often at great length with 
  endless digressions. 
   
  Ursinals stand just over 8 feet tall and weigh close to 
  700 pounds. They speak Abyssal, Celestial, Common, 
  Draconic, and Infernal. 
  Combat 
  Ursinals 
  dislike 
  combat 
  and 
  avoid 
  physical 
  confrontations as long as possible. They are as fierce once 
  they enter melee as any dire bear, but they prefer to use 
  their spell ability to break off combat before it gets 
  started. 
   
  An ursinal’s natural weapons, as well as any weapons 
  it wields, are treated as having the good alignment for the 
  purpose of overcoming damage reduction. 
   
  Improved Grab (Ex): If an ursinal hits an opponent 
  that is at least one size category smaller than itself with a 
  claw attack, it deals normal damage and may attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. The creature has the option to 
  conduct the grapple normally, or to simply use one claw 
  to hold the opponent (-20 penalty on the grapple check, 
  but the ursinal is not considered grappled). In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals claw damage. 
   
  Spells: An ursinal casts spells as a 12th level wizard. 
  They favor Divination and Enchantment spells, as well as 
  those that mislead or confuse opponents rather than deal 
  damage. 
   
  Typical Spells Prepared (4/5/5/5/4/3/2; save DC14+ 
  spell level): 0 – daze, detect poison, flare, light; 1st – charm 
  person, color spray, eyes of the avoral*, feather fall, hypnotism; 
  2nd – glitterdust, invisibility, locate object, touch of idiocy, yoke of 
  mercy*; 3rd – clairaudience/clairvoyance, daylight, elation*, 
  healing touch*, suggestion; 4th – celestial brilliance*, confusion, 
  radiant fog*, scrying; 5th – dismissal, Purified wall of fire, 
  teleport; 6th – mass suggestion, wages of sin*. 
   
   
  *See new spells. 
   
  Spell-Like Abilities: At will – aid, deep slumber (DC 
  17), detect evil, detect magic, detect thoughts (DC 16), 
  dimension door, dispel magic, hold monster (DC 19), magic 
  circle against evil (self only), magic missile, see invisibility, 
  solid fog; 3/day – heal (DC 20), neutralize poison, remove 
  disease; 1/day – holy word (DC 21). Caster level 12th. The 
  save DCs are Charisma-based.  
   
  Speak with Animals (Sp): An ursinal can mentally 
  communicate with animals as a free action. This works 
  exactly like speak with animals as cast by an 8th-level druid, 
  but does not require sound. 
   
  Lay on Hands (Su): This works just like the 
  paladin’s ability, but the ursinal can heal as much damage 
  per day as its own undamaged hit point total. 
   
  Uncanny Dodge (Ex): While on Elysium, ursinals 
  can react to danger before their senses would normally 
  allow them to do so. They retain their Dexterity bonuses 
  to Armor Class even when caught flat-footed. They lose 
  this ability on other planes. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
  HOLLYPHANT (BOED PG 176-177) 
  Winged Elephant Form 
  
  KEO6-07 Forest of Scales 
   
  Page 39 
  Small Outsider (Extraplanar, Good) 
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares), fly 60 ft. (good) 
  Armor Class: 24 (+1 size, +1 Dex, +9 natural, +3 
  deflection), touch 15, flat-footed 23 
  Base Attack/Grapple: +6/+2 
  Attack: Gore +7 melee (1d3) 
  Full Attack: 2 Gores +7 melee (1d3) 
  Space/Reach: 5 ft. /5 ft. 
  Special Attacks: Psionics, spell-like abilities, summon 
  celestial, trumpet 
  Special Qualities: Alternate form, damage reduction 
  10/cold iron or evil, immunity to disease and poison, 
  invulnerability, outsider traits, spell resistance 18 (22 
  against evil spells and spells cast by evil outsiders), 
  telepathy 
  Saves: Fort +6, Ref +6, Will +9 
  Abilities: Str 10, Dex 13, Con 12, Int 17, Wis 18, Cha 17 
  Skills: Concentration +10, Diplomacy +14, Heal +13, 
  Hide +14, Knowledge (the planes) +12, Listen +13, Move 
  Silently +10, Search +12, Sense Motive +13, Spellcraft 
  +12, Spot +13, Survival +4 (+6 on other planes) 
  Feats: Combat Casting, Exalted Spell Resistance, 
  Improved Initiative 
  Environment: Wilderness of the Beastlands 
  Organization: Solitary or family (2-4) 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Always neutral good 
  Advancement: By character class 
  Level Adjustment: +9 
  Winged Mastodon Form 
  Large Outsider (Extraplanar, Good) 
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares), fly 60 ft. (good) 
  Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, 
  flat-footed 24 
  Base Attack/Grapple: +6/+16 
  Attack: Slam +11 melee (1d8+6) 
  Full Attack: 2 Slams +11 melee (1d8+6) and gore +6 
  melee (2d6+3) 
  Space/Reach: 10 ft. /10 ft. 
  Special Attacks: Psionics, spell-like abilities, summon 
  celestial, trumpet 
  Special Qualities: Alternate form, damage reduction 
  10/cold iron or evil, immunity to disease and poison, 
  invulnerability, outsider traits, spell resistance 18 (22 
  against evil spells and spells cast by evil outsiders), 
  telepathy 
  Saves: Fort +6, Ref +6, Will +9 
  Abilities: Str 22, Dex 13, Con 12, Int 17, Wis 18, Cha 17 
  Skills: Concentration +10, Diplomacy +14, Heal +13, 
  Hide +14, Knowledge (the planes) +12, Listen +13, Move 
  Silently +10, Search +12, Sense Motive +13, Spellcraft 
  +12, Spot +13, Survival +4 (+6 on other planes) 
  Feats: Combat Casting, Exalted Spell Resistance, 
  Improved Initiative 
  Environment: Wilderness of the Beastlands 
  Organization: Solitary or family (2-4) 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Always neutral good 
  Advancement: By character class 
  Level Adjustment: +9 
  A hollyphant has two forms. Its smaller form can be 
  described as follows: 
  This creature looks like a small, golden-furred elephant about 
  two feet long, with a pair of shining white wings sprouting from 
  its back. Its coat shimmers and gleams, and its eyes dance with a 
  rainbow of colors. 
  The hollyphant’s larger form can be described as follows: 
  Immense leathery wings sprout from the broad shoulders of this 
  bipedal mastodon. It has bright eyes, shaggy black fur covering 
  most of its great bulk, and curved tusks like gleaming scimitars. 
  Hollyphants are servants of the powers of good, found 
  through-out the Upper Planes on missions for such 
  exalted deities as Pelor and Rao. They act as messengers 
  and helpers for any good deity, carry messages to mortals, 
  and help celestial agents in their tasks. Their harmless, 
  even comical appearance has proven the downfall of 
  many evil creatures that grossly underestimate their 
  significant magical and psionic power. 
   
  A hollyphant has two forms – a Large bipedal 
  mammoth with curved tusks and a small golden furred 
  elephant. In its Large form, the hollyphant stands 12 feet 
  tall and weighs 1,200 pounds. In its Small form, the 
  hollyphant measures 2 feet long and weighs 60 pounds. A 
  hollyphant communicates telepathically. 
  Combat 
  
  KEO6-07 Forest of Scales 
   
  Page 40 
  Hollyphants make frequent use of their blessed sight to 
  discern evil creatures and either harass them, attack them 
  itself, or alert more powerful celestials to their location. 
  They avoid physical confrontation because of their small 
  size, but have a wide range of spell-like, supernatural, and 
  psionic abilities to defend themselves. 
   
  Psionics (Sp): At will – blessed sight*, detect chaos, 
  detect law, detect poison, detect thoughts (DC 15), invisibility, 
  know direction, see invisibility, and suggestion (DC 16). These 
  effects are as the spells cast by a 6th-level sorcerer (save 
  DCs, where applicable, are 13+ spell level). The save DCs 
  for these abilities are based on Charisma. 
   
  Summon Celestial (Sp): Once per day, a 
  hollyphant can attempt to summon another hollyphant, 
  an asura or an avoral guardinal with a 45% chance of 
  success. The summoned creature automatically returns 
  whence it came after 1 hour. A hollyphant that has just 
  been summoned cannot use its own summon ability for 1 
  hour. 
   
  Trumpet (Su): Three times per day, a hollyphant 
  can issue a blast of sound through its trunk, choosing one 
  of the following effects each time: 
  • 
  A 60-foot cone-shaped burst of sound forces 
  creatures in its area to make a DC 14 Fortitude 
  save or take 2d10 points of sonic damage and be 
  stunned for 2 rounds. Creatures that make a 
  successful save take 1d10 points of sonic 
  damage and are stunned for 1 round. This DC is 
  Constitution-based. 
  • 
   A 30-foot cone-shaped burst of sun sparkles. 
  These motes of holy power deal 8d8 points of 
  damage to evil outsiders, undead, and any other 
  creature vulnerable to holy water. A successful 
  DC 16 Fortitude save reduces the damage by 
  half. This DC is Charisma-based. 
   
  Alternate Form (Su): A hollyphant can shift 
  between its Small and Large forms as a standard action. 
  In Large form, it loses the benefits of its invulnerability 
  (see below) but gains the advantages of its new size and 
  strength. 
   
  A hollyphant remains in one form until it chooses to 
  assume the other form. A change in form cannot be 
  dispelled, nor does the hollyphant revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
   
  Invulnerability 
  (Su): 
  A 
  Small 
  hollyphant’s 
  shimmering coat protects it as a continuous globe of 
  invulnerability, but only the hollyphant is warded. In 
  Large form, the hollyphant loses this ability. 
   
  Spell-Like Abilities: At will – bless, light, greater 
  teleport (self and up to 20 pounds of objects only); 3/day – 
  cure moderate wounds (DC 15), protection from evil; 1/day – 
  banishment (DC 19), flame strike (DC 18), heal (DC 19), raise 
  dead. Caster level 15th. The save DCs are Charisma-based. 
   
  Telepathy (Su): A hollyphant can communicate 
  telepathically with any creature within 60 feet that has a 
  language. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
  PROTECTAR (MH PG 66-67) 
  Medium Outsider (Extraplanar, Good) 
  Hit Dice: 2d8+4 (13 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares), fly 40 ft. (good) in breastplate; 
  base land speed 30 ft., base fly speed 60 ft. (good) 
  Armor Class: 18 (+1 Dex, +5 breastplate, +2 heavy 
  shield), touch 11, flat-footed 17 
  Base Attack/Grapple: +2/+4 
  Attack: Longsword +4 melee (1d8+2/19-20) 
  Full Attack: Longsword +4 melee (1d8+2/19-20) 
  Space/Reach: 5 ft. /5 ft. 
  Special Attacks: -- 
  Special Qualities: Darkvision 60 ft., outsider traits, spell-
  like abilities, tongues 
  Saves: Fort +5, Ref +4, Will +4 
  Abilities: Str 15, Dex 12, Con 15, Int 10, Wis 12, Cha 15 
  Skills: Concentration +7, Diplomacy +9, Heal +6, 
  Knowledge (the planes) +5, Knowledge (religion) +5, 
  Listen +6, Sense Motive +6, Spot +6, Survival +1 (+3 on 
  other planes) 
  Feats: Combat Casting 
  Environment: Any good-aligned plane 
  Organization: Solitary, team (2-5 plus 50% chance for 1 
  ramadeen) 
  Challenge Rating: 2 
  Treasure: No coins; double goods; standard items 
  Alignment: Always good (any) 
  Advancement: 3-5 HD (Medium); 6 HD (Large) 
  Level Adjustment: +3 
  Looking much like a tall, beautiful human with long, feathery 
  wings, this creature is attired in elegant white robes and wears a 
  white breastplate. 
  Like angels, protectars exude goodness – they are natural 
  enemies of fiends (creatures of the infernal realms). 
  Protectars do not lie, cheat, or steal. They are faultlessly 
  moral in all their dealings, and are generally more 
  concerned with the welfare of mortals than other 
  celestials. 
  
  KEO6-07 Forest of Scales 
   
  Page 41 
   
  Their graceful bodies and elaborate dress mark 
  protectars 
  as support combatants; protectars are 
  caregivers first and combatants second. 
   
  Protectars speak Celestial, Draconic, and Infernal, 
  though they can communicate with almost any creature 
  thanks to their tongues ability. 
  Combat 
  Protectars prefer to support their allies in combat by 
  healing them rather than by fighting alongside them. 
  They take the fight to the enemy if that is what it takes to 
  protect or best support their allies, though. 
   
  A protectar’s natural weapons, as well as any 
  weapons it wields, are treated as good-aligned for the 
  purpose of overcoming damage reduction. 
   
  Spell-Like Abilities: At will – tongues; 3/day – cure 
  light wounds (DC 13). Caster level 2nd. The save DC is 
  Charisma-based. 
  RAMADEEN (MH PG 67-68) 
  Large Outsider (Extraplanar, Good, Lawful) 
  Hit Dice: 4d8+12 (30 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 18 (-1 size, +1 Dex, +2 natural, +4 chain 
  shirt, +2 heavy shield), touch 10, flat-footed 17 
  Base Attack/Grapple: +4/+13 
  Attack: Masterwork scimitar +10 melee (1d8+5/18-20) 
  Full Attack: Masterwork scimitar +10 melee (1d8+5/18-
  20) 
  Space/Reach: 10 ft. /10 ft. 
  Special Attacks: Smite evil 
  Special 
  Qualities: 
  Damage 
  reduction 
  5/magic, 
  darkvision 60 ft., outsider traits 
  Saves: Fort +7, Ref +5, Will +6 
  Abilities: Str 21, Dex 12, Con 17, Int 12, Wis 14, Cha 17 
  Skills: Diplomacy +12, Heal +9, Intimidate +10, Jump +7, 
  Knowledge (the planes) +8, Knowledge (religion) +8, 
  Listen +9, Sense Motive +9, Spot +9, Survival +2 (+4 on 
  other planes), Tumble +4 
  Feats: Power Attack, Powerful Charge(b), Weapon Focus 
  (scimitar) 
  Environment: Seven Mounting Heavens of Celestia 
  Organization: Solitary, team (1 plus 2-5 protectars), or 
  cadre (2-6 plus 0-4 protectars) 
  Challenge Rating: 4 
  Treasure: Double items 
  Alignment: Always lawful good 
  Advancement: 5-7 HD (Large); 8-12 HD (Huge) 
  Level Adjustment: +5 
  This proud, well-muscled creature stands 9 feet tall. It has the 
  body of a humanoid, with the shapely head of a powerful horned 
  ram. It wears glinting and decorated armor and carries a finely 
  crafted weapon. 
  Hulking prodigies of muscle and skill, ramadeens fill the 
  ranks of many armies aligned with the forces of good. 
   
  Ramadeens appear as well-muscled, finely armored 
  giant humanoids with the heads of noble rams. Their 
  chainmail shines with the light of heaven, and their 
  shields bear the devices of heavenly patrons. They wield 
  finely honed scimitars of iron quarried from Mount 
  Celestia. 
   
  Though they are warriors through and through, 
  ramadeens are knowledgeable about the planes and the 
  powers that reside therein, and they apply diplomacy 
  when the sword blade would be to brutish. They even 
  have some knowledge of healing techniques. Ramadeens 
  are well-rounded creatures capable of holding their own 
  both on the battlefield and in learned conversation. 
   
  Ramadeens speak Celestial, Common, and Infernal. 
  Combat 
  Ramadeens barge into combat when they get the chance. 
  They are careful to pick their battles but relentless once 
  they’ve selected an enemy. 
   
  A ramadeen’s natural weapons, as well as any 
  weapons it wields, are treated as good-aligned and lawful-
  aligned for the purpose of overcoming damage reduction. 
   
  Smite Evil (Su): Once per day a ramadeen can make 
  a normal melee attack to deal an extra 4 points of damage 
  against an evil foe. 
   
  Outsider Traits: An outsider cannot be raised or 
  resurrected (though a wish or miracle can restore life). 
  SCALED STALKER (MH PG 68) 
  Large Monstrous Humanoid 
  Hit Dice: 8d8+24 
  Initiative: +0 
  Speed: 30 ft. in breastplate (6 squares); base land speed 40 
  ft. 
  Armor Class: 23 (-1 size, +7 natural, +5 breastplate, +2 
  heavy shield), touch 9, flat-footed 23 
  Base Attack/Grapple: +8/+16 
  Attack: Masterwork longsword +13 melee (2d6+4/19-20) 
  or sling +7 ranged (1d6+4) 
  Full Attack: Masterwork longsword +13/+8 melee 
  (2d6+4/19-20) or sling +7/+2 ranged (1d6+4) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: -- 
  Special Qualities: Darkvision 60 ft. 
  
  KEO6-07 Forest of Scales 
   
  Page 42 
  Saves: Fort +7, Ref +6, Will +7 
  Abilities: Str 19, Dex 10, Con 17, Int 11, Wis 8, Cha 8 
  Skills: Balance +0, Climb +11, Intimidate +10, Jump +4, 
  Swim +0 
  Feats: Great Fortitude, Iron Will, Weapon Focus 
  (longsword) 
  Environment: Warm plains 
  Organization: 
  Solitary 
  or 
  gang 
  (2-7 
  plus 
  0-3 
  triceratopses) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +2 
  This bulky humanoid creature is covered in grotesque scales, 
  bony ridges, and disturbing spines. A spiked tail drags along 
  behind it. Despite its natural protection, it wears forged armor as 
  well. 
  Scaled stalkers are large, horribly spiny creatures whose 
  way of life is continuous pillaging. 
   
  Adult stalkers stand 10 to 11 feet tall and weigh 700 
  to 900 pounds. 
   
  Scaled stalkers join bands and armies of evil 
  creatures to enhance their ability to wage terror and gain 
  booty. Stalkers make excellent paid mercenaries, because 
  they follow orders and do not flinch at atrocity. Vicious 
  and vindictive, scaled stalkers slay those who gainsay 
  them; those they fear to challenge outright they plot 
  against in secret. 
   
  The great scaly hides of these creatures are useful for 
  reflecting heat, and so scaled stalkers sometimes are 
  found in tribal groups in warm plains and desert areas. 
  They are often at odds with catfolk and crucians in these 
  environments. 
   
  Scaled 
  stalkers 
  speak 
  Giant 
  and 
  sometimes 
  Common. 
  Combat 
  Trained as mercenaries, scaled stalkers are pragmatic 
  about combat, perhaps even businesslike. Still, they take 
  pride – and perverse joy – in their business. 
   
  Skills: Thanks to their tails, scaled stalkers have a +4 
  racial bonus on Balance, Jump, and Swim checks. 
  NEW TEMPLATES 
  Half-Farspawn Template (LoM PG 151-152) 
  “Half-farspawn” is an inherited template that can be 
  added to any corporeal creature of the aberration, animal, 
  dragon, elemental, giant, humanoid, magical beast, 
  monstrous humanoid, ooze, plant, or vermin type 
  (hereafter referred to as the base creature). 
   
  A half-farspawn uses all the base creature’s statistics 
  and special abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  outsider. Do not recalculate Hit Dice, base attack bonus, 
  or saves. Size is unchanged. Half-farspawn are normally 
  native outsiders. 
   
  Armor Class: The creature’s natural armor improves 
  by 3. 
   
  Attack: A half-farspawn gains two tentacle attacks in 
  addition to any attacks the base creature could normally 
  make. If the base creature can use weapons, the half-
  farspawn can still do so. A half-farspawn fighting without 
  weapons uses a tentacle when making an attack action 
  (unless it has another natural attack it prefers). When it 
  has a weapon, it uses the weapon instead. 
   
  Full Attack: A half-farspawn fighting without 
  weapons uses both its tentacles when making a full attack 
  (plus any other natural attacks of the base creature). If 
  armed with a weapon, it uses the weapon as its primary 
  attack and its tentacles as secondary natural attacks (-5 on 
  the attack roll, half Strength bonus on damage rolls). 
   
  Damage: A half-farspawn’s tentacle attacks deal 
  bludgeoning damage as shown below. 
  Size 
  Tentacle 
  Damage 
  Reach 
  with 
  Tentacles 
  Fine 
      1 
     0 ft. 
  Diminutive 
      1 
     0 ft. 
  Tiny 
     1d2 
     0 ft. 
  Small 
     1d3 
     5 ft. 
  Medium 
     1d4 
     5 ft. 
  Large 
     1d6 
     10 ft. 
  Huge 
     1d8 
     15 ft. 
  Gargantuan 
     2d6 
     20 ft. 
  Colossal 
     3d6 
     30 ft. 
   
  Special Attacks: A half-farspawn retains all the 
  special attacks of the base creature, and gains the 
  following special attack: 
   
  True Strike (Su): Once per day, the creature can make 
  a normal attack with a +20 insight bonus on a single 
  attack roll. The half-farspawn is not affected by the miss 
  chance that applies to attacks against a concealed target. 
  ` 
  Spell-Like Abilities: A half-farspawn with an 
  Intelligence score of 3 or higher has spell-like abilities 
  depending on its Hit Dice, as indicated below. The 
  abilities are cumulative. Unless otherwise noted, an 
  ability7 is usable once per day. Caster level equals the 
  creature’s Hit Dice, and the save DC is Charisma-based. 
  HD 
      Abilities    
  1-2 
  blur 3/day 
  3-4 
  touch of idiocy 
  5-6 
  stinking cloud 
  
  KEO6-07 Forest of Scales 
   
  Page 43 
  7-8 
  blink 3/day 
  9-10 
  greater invisibility 
  11-12 
  Telekinesis 
  13-14 
  ethereal jaunt 3/day 
  15-16 
  scintillating pattern 
  17-18 
  summon 
  monster 
  IX* 
  19 
  or 
  more 
  implosion 
   
  * A half-farspawn can summon only pseudonatural 
  animals or vermin with this ability. It can select from any 
  celestial or fiendish animal or vermin that could be 
  summoned by summon monster IX, but applies the 
  pseudonatural template to the creature rather than the 
  celestial or fiendish template. 
   
  Special Qualities: A half-farspawn has all the 
  special qualities of the base creature, plus the following 
  special qualities: 
  • Blindsight out to 60 feet. 
  • Immunity to poison. 
  • Resistance to acid 10 and electricity 10. 
  • Damage reduction 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  • A half-farspawn’s natural weapons are treated as 
  magic weapons for the purpose of overcoming 
  damage reduction. 
  • Spell resistance equal to Hit Dice + 10 (up to a 
  maximum of 25). 
   
  Change Shape (Su): As a standard action, a half-
  farspawn can take the form of a grotesque, tentacled 
  mass. This ability functions as described for the change 
  shape ability (see page 306 of the Monster Manual), except 
  as follows: 
  • The creature’s movement modes do not change. 
  • The creature retains the tentacle attacks granted by 
  this template (see Attack, above) and gains two 
  additional tentacle attacks when making a full 
  attack. 
  • The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
   
  Abilities: Increase from the base creature as follows: 
  Str +2, Dex +2, Con +6, Wis +4, Cha +2. 
   
  Skills: A half-farspawn gains skill points as an 
  outsider and has skill points equal to (8 + Int modifier) x 
  (HD + 3). Do not include Hit Dice from class levels in 
  this calculation – the half-farspawn gains outsider skill 
  points only for its racial Hit Dice, and gains the normal 
  amount of skill points for its class levels. Treat skills from 
  the base creature’s entry as class skills, and other skills as 
  cross-class skills. 
   
  Challenge Rating: HD 4 or less, as base creature +1; 
  HD 5 to 10, as base creature +2; HD 11 or more, as base 
  creature +3. 
   
  Alignment: Always chaotic evil. 
   
  Level Adjustment: +4. 
  NEW FEATS 
  EXALTED SPELL RESISTANCE [EXALTED] (BOED 
  P42) 
  You are particularly resistant to evil spells. 
  Prerequisites: Cha 15, spell resistance. 
  Benefits: Against evil spells (spells with the evil 
  designator) and spell-like abilities used by evil outsiders, 
  your spell resistance increases by +4. 
  IMPROVED TOUGHNESS [GENERAL] (CW P101) 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2. 
  Benefits: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a HD (such as by 
  gaining a level) you gain 1 additional hit point. If you lose 
  a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
  POWERFUL CHARGE [GENERAL] (MH P27) 
  You can charge with extra force. 
  Prerequisites: Medium or larger, base attack bonus +1. 
  Benefits: When you charge, if your melee attack hits, it 
  deals an extra 1d8 points of damage (if you are Medium). 
  For Large creatures, the extra damage is 2d6; for Huge, 
  3d6; for Gargantuan, 4d6; for Colossal, 6d6. 
   
  This feat works only when you make a charge. It 
  does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may 
  apply this extra damage to only one of those in a round. 
  Special: A fighter may select Powerful Charge as one of 
  his fighter bonus feats. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 44 
  PURIFY SPELL [METAMAGIC] (BOED P44-45) 
  You can charge your damaging spells with celestial 
  energy that leaves good creatures unharmed. 
  Prerequisites: Any good alignment. 
  Benefits: A spell you modify with this feat gains the 
  good descriptor. Furthermore, if the spell deals damage, 
  neutral creatures take half damage, or one-quarter with a 
  successful saving throw (if allowed), while good creatures 
  take no damage at all. Evil outsiders effected by the spell 
  take extra damage: The spells damage is increased by one 
  die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, 
  and so on, using the same progression as weapons 
  increasing in size). For example a purified lightning bolt 
  cast by a 7th-level wizard deals 7d6 points of electricity 
  damage to evil creatures, half damage to neutral 
  creatures, and no damage at all to good creatures caught 
  in its path. Evil outsiders (except ones immune to 
  electricity) take 7d8 points of damage. 
   
  A purified spell uses up a spell slot one level higher 
  than the spells actual level. 
  NEW ITEMS 
  Vest of Resistance(Complete Arcane) 
   
  These garments offer magic protection in the form 
  of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster’s level must be at least three times the 
  vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
  NEW SPELLS 
  Blessed Sight (Book of Exalted Deeds) 
  Divination 
  Level: Clr 3, Pal 3, Celestial 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  This spell makes your eyes glow with a white light and 
  allows you to see evil auras within 120 feet of you. The 
  effect is similar to a detect evil spell, but does not require 
  concentration and discerns aura location and strength 
  more quickly. 
   
  You know the location and strength of all evil auras 
  within your sight. An aura’s strength depends on the type 
  and Hit Dice of any creature, as noted in the description 
  of the detect evil spell in the Player’s Handbook. 
  Celestial Brilliance (Book of Exalted Deeds) 
  Evocation 
  Level: Clr 4, Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: 1 day/level 
  Saving Throw: None 
  Spell Resistance: No 
  The object touched sheds light brighter than bright 
  sunlight, channeled directly from the celestial realms. 
  The light extends to a 120-foot radius: bright light to 60 
  feet and dim light in another 60 feet. 
   
  Creatures with light sensitivity take twice the usual 
  penalty when they are within 60 feet of the object. 
  Undead creatures take 1d6 points of damage each round 
  they are within the bright light. Evil outsiders, as well as 
  undead creatures specifically harmed by sunlight, take 
  2d6 points of damage each round in the bright light. 
   
  Celestial brilliance brought into an area of magical 
  darkness (or vice versa) is temporarily negated, so that 
  the otherwise prevailing light conditions exist in the 
  overlapping areas of effect. 
   
  Celestial brilliance counters or dispels any darkness 
  spell of equal or lower level, such as deeper darkness. 
  Elation (Book of Exalted Deeds) 
  Enchantment [Mind-Affecting] 
  Level: Brd 2, Clr 2, Joy2, Sor/Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 80 ft. 
  Target: Allies in an 80-ft.-radius spread from you 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Your allies become elated, full of energy and joy. Affected 
  creatures gain a +2 morale bonus to effective Strength 
  and Dexterity, and their speed increases by +5 feet. 
   
  Elation does not remove the condition of fatigue, but 
  it does offset most of the penalties for being fatigued. 
  Eyes of the Avoral (Book of Exalted Deeds) 
  Transmutation 
  Level: Clr 1, Drd 1, Rng 1, Sor/Wiz 1 
  Components: S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One creature 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains an avoral’s sharp eyesight, receiving a 
  +8 racial bonus on Spot checks for the duration of the 
  spell. 
  Radiant Fog (Book of Exalted Deeds) 
  Conjuration (Creation, Good) 
  Level: Sor/Wiz 4 
  Components: V, S, Abstinence 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Fog that spreads in a 20 ft. radius, 20 ft. high 
  
  KEO6-07 Forest of Scales 
   
  Page 45 
  Duration: 1 minute/level 
  Saving Throw: Fortitude partial (see text) 
  Spell Resistance: Yes (see text) 
  As solid fog, but the cloud of fog shimmers with brilliant 
  celestial radiance. Creatures within the cloud must make 
  successful Fortitude saves or be dazzled, taking a -1 
  penalty on attack rolls for as long as they remain in the 
  cloud and for 1 minute afterward. Creatures with light 
  sensitivity or otherwise susceptible to bright light are 
  blinded if they fail their saves. Sightless creatures are not 
  affected by the radiance. 
   
  Spell resistance applies to the reduced movement, 
  melee attack and damage penalties, and dazzling or 
  blinding effects, but not to the concealment provided or 
  the prevention of ranged weapon attacks. 
   
  Abstinence Component: You must not have cast a 
  darkness or Necromancy spell within the past 24 hours 
  before casting this spell. 
  Ray of Hope (Book of Exalted Deeds) 
  Enchantment (Compulsion)[Good, Mind-Affecting] 
  Level: Brd 1, Clr 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Powerful hope wells up in the subject, who gains a +2 
  morale bonus on saving throws, attack rolls, ability 
  checks, and skill checks. 
   
  Ray of hope counters and dispels sorrow (detailed in 
  the Book of Vile Darkness). 
  Shield of the Archons (Book of Exalted Deeds) 
  Transmutation 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  A mystical shield of beneficent energies interposes itself 
  between you and an incoming magical attack. The shield 
  blocks 
  harmful 
  spells, 
  spell-like 
  abilities, 
  and 
  supernatural abilities. It can only block one such attack 
  each round, intercepting the first but not any later attacks 
  until your next turn. 
   
  Any targeted magical attack that strikes the shield is 
  dissipated, but it has a 5% chance per spell level to shatter 
  the shield. Attacks with no spell level have a 5% chance 
  per 2 caster levels to shatter the shield. An attack that 
  shatters the shield is dissipated without harming you. 
   
  If you are within the area or effect of a harmful spell 
  or effect that is not directly targeted on you, the shield of 
  the archons grants you a +4 bonus on your saving throw 
  against the effect. 
  Yoke of Mercy (Book of Exalted Deeds) 
  Transmutation 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell compels a creature up to 4 HD more than the 
  caster’s level to fight in a merciful manner. Specifically, 
  the creature deals nonlethal damage with its attacks, 
  avoids using damaging spells or spell-like abilities, and 
  does not deliver coup de grace to a helpless foe. 
   
  Abstinence Component: You must not have dealt 
  damage, by spell or any other means, to another living 
  creature within the last 8 hours before casting this spell. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 46 
  DM AID #1 - PARTY COMPOSITION 
  NOTE: If you are running this adventure at a premiere, please hand in this page along with the Critical Events 
  Summary 
   
  - character Name & Classes 
  - character Home Region & 
  Deity 
  - Metaorgs?  
  [INCLUDES non-Keoish] 
  AR ITEMS: 
  - Big Bully or Treekiller [Keoland, this series] 
  - Wrath of Dorindel [Geoff] 
  - ANY OTHER AR item disrespecting nature 
   
  4 Listen Checks 
  4 Spot Checks 
  4 Sense Motive 
  1 
   
   
   
   
   
   
  2 
   
   
   
   
   
   
  3 
   
   
   
   
   
   
  4 
   
   
   
   
   
   
  5 
   
   
   
   
   
   
  6 
   
   
   
   
   
   
   
  
  KEO6-07 Forest of Scales 
   
  Page 47 
  DM AID #2: QUICK GUIDE TO FOREST OF SCALES 
  A one page encapsulation of major NPC personalities and encounter instructions. 
  (aka: How to run this adventure “cold” at Midnight Madness!) 
   
  MAJOR NPCS (IN ORDER OF APPEARANCE): 
  Big Brother (Bbn2/Rgr4) - The only Dreadwalker (rank: Dreadhunter) appearing in this adventure. Sounds like 
  Treebeard [you have seen the movie, right?!]. Rages like The Hulk. Don’t make him angry. He takes his duties as 
  protector of the forest very seriously. 
  Szississ (Drd 7) (KEO4-01 Hope, Entwined): - Her father, Sseselyuna, guided the nature-adhering Marshgrove tribe to 
  peace with the humans and survival against Sakatha the Lizard King. Although officially her mate leads the tribe, she 
  will do anything to ensure its survival - including risking her life to chase down remnants of stories passed down 
  through generations. 
  Schussesie (Ftr 4) (KEO4-01 Hope, Entwined): - Last time he was supposed to guard Szississ, she wound up on top of a 
  dungheap (literally!). He volunteered to guard her again to prove himself worthy, but the call of the Dreadwood is 
  strong. This close to the Dreadwood, he's very distracted. 
   
  ENCOUNTERS: 
  INTRO - It’s just an introduction - find out who’s at the table. Make sure players fill out the grid in DM Aid #1. 
  ENCOUNTER #1 - All investigation. Don’t feed characters any information they don’t look for. 
  ENCOUNTER #2 - The Hook. The ODUE [Obligatory Dreadwalker/Dreadwood Untiered Encounter] happens here, if 
  characters are foolish enough to trigger it. 
  ENCOUNTER #3 - Gives them a feel for the conditions in the Dreadwood. Overdo it if necessary to drive the point 
  home that this is a bad, creepy place to be. 
  ENCOUNTER #4 - Classic Dungeon Crawl. Some exploring. Some discovery. A chance for characters to make a moral 
  decision and possibly get themselves into a whole lot of trouble. 
  ENCOUNTER #5 - "Throw me the idol. I throw you the whip." The mutated lizardfolk affected by the “whispers of the 
  ancestors” want the relic - whether the characters actually have it or not. If characters don't give it up, the muties will 
  fight to the death. 
  CONCLUSION - characters either have a relic, or they don’t. They can only really get into trouble if they (1) attack Big 
  Brother, (2) attack the Celestials with lethal force, and/or (3) leave an unconscious party member behind in the 
  Dreadwood.  
   
   
  
  KEO6-07 Forest of Scales 
   
  Page 48 
  DM AID #3: MAP FOR ENCOUNTER 4 
  Blue is the room letter in Encounter 4 
  Dark Red is for the Pictograph placement. 
  
  KEO6-07 Forest of Scales 
   
  Page 49 
  DM AID #4: MAP FOR ENCOUNTER 5 
  Once players position their minis on the mat, place the mutated lizardfolk within 30 feet of each other, and 60 feet away 
  from the 'frontline'. Place them behind partial cover from the trees, but give them as clear a path as possible otherwise. 
  Remember LARGE creatures must squeeze. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 50 
  DM AID #5: CRIMES AND PUNISHMENT IN KEOLAND 
  Below is a list of offenses that, hopefully, will not be needed to enforce on the Adventurers throughout the game. In 
  cases where there is a range of possible punishments, allow the Adventurers (or his/her appointed representative) to 
  make a Diplomacy check. For every 5 points over 25, reduce the sentence by one step to the minimum sentence. An 
  Adventurer with the skill Profession (Barrister) may reduce the sentence by one step for every 5 points over 15. 
  Lifestyle modifiers of both the accused and/or representative apply. Adventurers may also cash in Favors and Influence 
  to reduce the sentence at one step per Favor or Influence. Appropriate Favors should count as two favors (i.e. Favor with 
  Duke of Gradsul or Lady/Duchess Maressa would reduce the penalty by 2 when used in the Duchy of Gradsul on the 
  list below). 
  The offenses and consequences listed below would lead to Wanted status 
  • 
  Damage to buildings, structures, etc – 5gp per 5 foot cube of structure damaged. 
  • 
  Complete destruction of structure – value of the structure. 
  • 
  Items damaged or destroyed – cost to repair or replace item. 
  • 
  Assaulting an innocent person – 10gp fine and imprisonment for (4/1/warning) TU per offense. 
  • 
  Assault by magic of an innocent person – 50gp per spell level and imprisonment for (26/12/4/1/Warning) TU per 
  offense. 
  The offenses and consequences listed below would lead to Hunted status:  
  • 
  Assaulting an authority figure (law enforcement, Knight, etc. – 100gp and imprisonment (26/12/4/1/warning) per 
  offense 
  • 
  Death of an innocent person – payment or casting of raise dead or resurrection (on top of assault fines) and death or 
  imprisonment (death/104/52/26/12/4) TU per offense. 
  • 
  Death of an authority figure - payment or casting of raise dead or resurrection (on top of assault fines) and death or 
  imprisonment (death/156/104/52/26/12/4) TU and Wanted status in the region per offense 
  In addition, the use of spells or magic items may result in the following penalties if used in the commission of a crime: 
  • 
  The item is forfeited. No compensation for the item is given. 
  • 
  The spell is removed from the spellbook of the caster, if applicable. A penalty of 5gp per spell level is paid 
   
  
  KEO6-07 Forest of Scales 
   
  Page 51 
   PLAYER HANDOUT #1A – ALL PCS 
   
  Upon arriving in Jaedrae, you were handed the following missive: 
   
  Dear Esteemed Traveler: 
   
  I would ask but a small favor of you in service to the 
  Viscount Richart Jorgos of Nume Eor. 
   
  Several years ago, a number of towers were built across the 
  border with the Hool Marsh to serve as an early-warning 
  system of possible threats. We have recently lost contact with 
  two of them. The citizens of Haven, who are well-versed with 
  the dangers of our southern borders, have been dispatched to 
  the area. However, as a pre-emptive measure, we would like to 
  verify that this was an isolated pair of incidents. 
   
  You are requested to travel to the largest of the 
  Dreadwalker outposts outside of the forest itself, known as 
  Waycombe, located along the Warden's Way road halfway 
  between the village of Haven and the Dreadwood. The 
  Viscount’s cousin, Sir Frederik Tannen, is Nume Eor’s 
  representative and one of five administrators regularly 
  assigned to that location. Return to Jaedrae any information 
  he may have acquired. 
   
  A high elf, Dreadrunner Ellelial Sonasay, is the ranking 
  Dreadwalker at Waycombe. I would ask that you extend to 
  the Dreadwalkers every courtesy as you would to any of the 
  Viscount’s representatives. 
  Yours in Service: 
  Durmaunt of Jaedrae, 
  Seneschal of Nume Eor 
  
  KEO6-07 Forest of Scales 
   
  Page 52 
  PLAYER HANDOUT #1B – HAVENITES 
   
   
  You have returned home from your most recent wanderings to find the following note stuck 
  beneath a piton that was hammered halfway through your front door: 
   
   
  Tee hee - yoo travels too much yoo too late for fun - 
  us travells too da towerrs dat not send messijes too 
  jorGos too yell at them wit club til dey does - maybe 
  wit axes too yoo haf too go all da way to jorGos 
  town too see what him want next  dat long walk haf 
  funs!  graf  
  brek help graf writ dis 
   
   
   
  
  KEO6-07 Forest of Scales 
   
  Page 53 
  PLAYER HANDOUT #1C – DREADWALKERS 
  AND DREADWALKER RESERVISTS 
   
  You hear a small chittering sound behind you. Turning, you spy an indignant squirrel shaking its 
  fist at you and pointing to a scroll with a familiar insignia strapped to its back. It waits, stamping its 
  foot against a root impatiently until you remove his burden, then scampers off to its master 
  somewhere in the Dreadwood. 
  Opening the tiny scroll, you are getting used to deciphering the cramped handwriting: 
   
  Reports from S/West. Native humanoid tribes fleeing deeper 
  into Dread. Find cause. Heading to or bypassing broken ley 
  lines of interrupted Greater Commune? Lines healing? 
  Corrupting? Jorgos ok to help Kialla. Extend to him same 
  courtesy. 
   
  You recognize the handwriting and insignia as belonging to Nevarr, the druid of House Lizhal. This 
  would not be the first assignment you have been given by him. 
   
  You don't need any clarification of what the druid is talking about. Every Dreadwalker knows 
  the story of how, on Midsummer's day in CY 593, the archdruidess Reynard Yargrove attempted a 
  powerful spell to discern the method of closing and locking the portals that bleed planar energy 
  into the Dreadwood. The spell was interrupted, although some information was supposedly gained. 
  Rumors of Reynard's death ran rampant for months. The ley lines at the grove were shattered, and 
  the land became unusable. 
   
  The Viscount Richart Jorgos of Nume Eor is a kinsman of Kialla’s through her mother, and he 
  renamed his capitol city [formerly Kimberton; now Jaedrae] after her mother was murdered there. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 54 
  PLAYER HANDOUT 2 – DREADWALKERS AND BIG BROTHER 
   
  "Big Brother" or, rather, "Forest Storm", as the elves call him, pulls aside you, the survivors, and the 
  returning Dreadwalkers.  
  "Only. the pure have been taken. This is a sign of The Banished."  
  You are well aware that this is the term the denizens of the forest use to describe the resin-covered 
  outsiders.  
  "The burn marks they came with their acid cloud mounts. The stories of the survivors and 
  their tales of tentacles and flight The Banished likely used their magics to darken the sky 
  and take the pure unseen. The one you search for shall not be returning. Look for him no 
  further. If he is important I will have the other 'Walkers inform The Guardian (whom you 
  know to be Princess Kialla). She will tell the other nobles in a way that is right." 
   
   
  
  KEO6-07 Forest of Scales 
   
  Page 55 
  PLAYER HANDOUT 3 – RULES OF THE DREADWOOD 
   
  Things characters need to know: 
   
  •  
  Terrain in the Dreadwood is difficult ground at all times; everyone is at half 
  movement and no 5’ adjusts are possible unless the character has Woodland Stride, Freedom 
  of Movement or a Climb speed. 
  •  
  Large (or larger) creatures are considered to be squeezing at all times. The 
  Dreadwood recognizes its own, however, and large creatures (or larger) with Plant traits do 
  not suffer this penalty. 
  •  
  The canopy of the Dreadwood is 50’ from the ground. Creatures larger than Tiny 
  whose movement is otherwise restricted [see above] are unable to move through the canopy. 
  •  
  Unless the entire party has darkvision, characters are unable to see and must carry a 
  light source at all times. 
  •  
  Due to the shadows and the density of the Dreadwood, ranged attacks are extremely 
  difficult in the Dreadwood. Treat anything 30 feet and under as normal. Attacks from 36’-60’ 
  suffer a 20% miss chance, and anything beyond 60’ suffers a 50% miss chance 
  •  
  Also due to the shadows and density of the Dreadwood, it is always possible to use 
  the Hide skill within the Dreadwood. 
   
  
  KEO6-07 Forest of Scales 
   
  Page 56 
  PLAYER HANDOUT 4 – THE PAINTED ROOM 
  As you circle the room, you notice the following cave-paintings on the walls, starting from the 
  entryway, moving from left to right. It appears to be a story, but seems out of order. 
  A. Lizardfolk warring with spider-creatures - the scene show combat escalating, first 
  between different scouting parties, then between clans. The battles always seem to be fairly 
  evenly matched between lizardfolk and spider-creatures, and destruction of the forest is 
  minimal. 
  B. Lizardfolk using some sort of dark magic - a feathered staff has been cast aside, and 
  lizardfolk are seen mimicking the gestures of a variety of dark, horned, bat-winged creatures 
  C. Lizardfolk teaching pale humanoids how to control dark magic - this grouping shows 
  lizardfolk using their claws to smother fire and lightning dancing in the palms of the 
  humanoids. When they remove their claws from the humanoids' hands, dark swirls and 
  waves are left on the humanoids' hands instead. 
  D. The birth of a lizardman - shows a lizardman with feathery wings hatching from an egg. 
  Behind him, an injured lizardfolk that rested against a broken egg is able to stand up and 
  walk again. 
  E. Return of lizardman’s body – the lizardfolk bring the lizardman’s body to the sight of the 
  tombs, per the lizardman’s dieing request. 
  F. The death of a lizardman - shows a lizardman wrapped in a death shroud lying on a funeral 
  bier. In the next scene, lizard-folk followers seem to be warded while they carry it to a cave 
  as spider-creatures attack with dark magic. The dead lizardman’s body is gone. 
  G. A lizardman leading the lizardfolk out of the forest - a fully-grown, feathered lizardman 
  is shown taking up the feathered staff and - preaching? begging? - others to follow him. For 
  the lizardfolk that do, the dark swirls and waves inside slowly turn into green tribal tattoos, 
  like the ones you saw on Szississ. 
  H. Dark magic taking over the lizardfolk - swirls and waves of dark magic flow, seemingly 
  under control of the lizardfolk, but the same dark swirls and waves appear inside each of the 
  casters. Lizardfolk begin appearing with horns, wings, and other changes. 
  I. Lizardfolk greeting strangers - this seems to be the aftermath of a battle between the 
  lizardfolk and pale humanoids with paler hair. Secondary scenes show the humanoids 
  fighting with fire and electricity with the lizardfolk against the spider-creatures. 
  J. Lizardfolk living in the forest - appears to be an idyllic grouping of lizardfolk going about 
  their day-to-day activities in the forest - foraging, hunting, building a civilization.  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO6-07 - Forest of Scales (ver 1.1) (3E).pdf