TEXT:  
  COR3-11 
   
   
   
   
  FORLORN 
  MEMORIES 
   
  A ONE-ROUND D&D® LIVING GREYHAWK™ 
  CORE ADVENTURE 
  Version 1.1 
   
   
  BY CHRIS TULACH 
  With Special Thanks to Jason Bulmahn 
   
  RPGA HQ reviewer: Christopher Lindsay 
   
  Choices of the past and echoes of the present, the future may make memories to resonate through all time. Deep 
  beneath the waves, a terror sleeps no more. The dread voice returns, corrupting those who draw near it. Will it be 
  released onto Oerth, or will it be put to a final rest? Sequel to Forbidden Choice and Forgotten Echoes.  An adventure 
  for characters levels 3 – 14. 
   
   
   
  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 Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written 
  permission. To learn more about the Open Gaming License and the d20 system License, please visit www.wizards.com/d20. 
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA® are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of 
  the Coast, Inc. Scenario detail copyright 2002 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and 
  may not be reproduced without approval of the RPGA Network.  
  
  Forlorn Memories 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  PREPARATION 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  • 
  No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  • 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, 
  and provide personal information, but don’t 
  vote for other players. The game master rates 
  the scenario and completes personal and event 
  information, but does not rate the players as a 
  team or vote for players. This method is used 
  when there is no competition, but the event 
  coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  • 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. 
  If this method is used, be sure to allow about 15-
  20 minutes for the players to briefly describe 
  their characters to the other players, and about 
  5-10 minutes for voting. This method is used 
  when the players want to know who played the 
  “best” amongst the group, or when the 
  adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  Forlorn Memories 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  • 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  2. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  • 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
   
   
   
  This is a standard one-round Core adventure. All 
  characters pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  ADVENTURE SUMMARY AND 
  BACKGROUND 
  In 591 CY, a group of adventurers journeyed to the Vesve 
  Forest, and uncovered an ancient malevolent presence 
  imprisoned beneath Delvenbrass, an ancient Baklunish 
  ruin (COR1-06 Forbidden Choice). They resealed the prison, 
  and told very few of its existence.  
  Unfortunately last year, mercenaries found out 
  about the location of the evil, and brought the stone slab 
  it was imprisoned in, back to the town of Maraven. There, 
  
  Forlorn Memories 
   
  Page 4 
  the stone was stolen by ship, and taken to Iuz’s regional 
  capital of Admundfort, on the northern shores of the Nyr 
  Dyv. Another party of adventurers managed to snatch the 
  stone from the clutches of the Old One, and in their 
  desperation to rid themselves of the oppressive evil, 
  dumped the stone into the waters of the Lake of 
  Unknown Depths, the Nyr Dyv. (COR2-10 Forgotten 
  Echoes) 
  The stone went to the bottom of the lake, into the 
  dark depths where few creatures would dare search; few, 
  save perhaps the kuo-toa, a race of amphibious creatures 
  predisposed toward finding forgotten power and using it 
  for evil.  The stone settled near an underwater 
  community of the wicked humanoids; their high whip 
  (cleric) Goluugula discovered it, not long after the heroes 
  dumped it from the surface. 
  Over the next several months, Goluugula’s will 
  began to shatter, as the evil voices plagued him daily. 
  They whispered dark secrets to him, and told him of the 
  glory that would be his if the stone was shattered and the 
  being inside was set free. Eventually, Goluugula became 
  convinced that the being inside the stone was a greater 
  servitor of Blibdoolpoolp, the evil goddess of the kuo-toa, 
  and that by freeing it, he and his community would be 
  blessed by her dark power. The voices inside the whip’s 
  head played along, and helped him conceive of a ritual to 
  release it, all the while corrupting Goluugula and those 
  closest to him. 
  Many sacrifices had to be made, both of his people 
  and of innocents. The kuo-toa raided a nearby aquatic elf 
  enclave to obtain more sacrifices. Here, the lord of their 
  people, known as Nei’Tessyr, has suffered particularly 
  greatly, as his sometimes lover, a sirine named Cylshay, 
  has been taken as well. His enclave is small, and while 
  they’ve attempted a rescue, the kuo-toas are larger in 
  number, and far overpower the aquatic elves in magic. 
  Therefore, he has sent an envoy to the surface world to 
  find aid. 
   
  The heroes begin the adventure in transit on the 
  ship known as Tidecutter. On their way to the Domain of 
  Greyhawk, they are boarded by aquatic elves. The elven 
  envoy explains their plight, and asks the heroes to come 
  down into the depths with them to speak with their lord.  
  Assuming they agree, the heroes continue down into 
  the Nyr Dyv, and the lord of the enclave of aquatic elves 
  known as Nei’Tessyr addresses them. He explains that 
  several of their people were captured by the kuo-toas, and 
  also informs them that the most recent abduction was his 
  siren lover Cylshay. Nei’Tessyr asks the heroes for aid in 
  rescuing the abducted elves and his lover. If the heroes 
  accept, then he gives them the location of the kuo-toa’s 
  lair. Nei’Tessyr also informs the characters that they 
  should seek out the wisdom of the Kelp Seer, an 
  enigmatic triton that lives nearby. 
  The heroes are on their way to the Kelp Seer, when 
  the fiendish sea lion servitors of Goluugula ambush 
  them. After the fight, they can continue on their way 
  unmolested. 
  The Kelp Seer talks to the heroes, and tells them of 
  the nature of the kuo-toa ritual, and what dire 
  consequences it holds for all of Oerth. He implores them 
  to stop it, before the soon-to-be-released creature’s power 
  can be brought to bear. However, they must attack 
  during the ritual tomorrow, when Goluugula is occupied; 
  otherwise, he may attempt to escape with knowledge of 
  the ceremony. 
  The heroes may return to the aquatic elves, and 
  inform them of what has happened. The elves house 
  them for the evening, allowing them a chance to prepare 
  for the inevitable conflict with the kuo-toas. 
  The next day, the heroes leave the aquatic elves, and 
  head to the domain of the kuo-toas. There, they must 
  defeat Goluugula and his forces before the ritual can be 
  finished and the evil is freed. Higher-level parties have to 
  fight the demon-creature, and hopefully defeat it or drive 
  it back to its Plane of existence. 
  Afterward, all knowledge of the evil that once dwelt 
  beneath the ruins of Delvenbrass is somehow purged 
  from their minds, leaving the whole encounter with the 
  demon-creature as a vague dream. The only ones that are 
  aware at all of the events that transpired, are those that 
  bore the Curse of the Voice; they are the ones that are left 
  alone with their memories. 
   
  CURSE OF THE VOICE 
  Many heroes possess a certificate called the Curse of the 
  Voice. In some places during the event, special 
  circumstances arise for a PC with such an item. Such 
  instances are noted in the individual encounters below. 
   
  BINDER OF SOULS 
  If a hero possesses the dagger known as binder of souls, a 
  dagger from COR1-06 Forbidden Choice, please note which 
  hero possesses the item. It is acceptable for more than 
  one hero at the table to have the dagger. 
   
  UNDERWATER CONDITIONS 
  Much of the adventure is set under the surface of the Nyr 
  Dyv. The DM should become familiar with the special 
  rules governing characters underwater. Appendix 2: 
  Underwater Rules contains the relevant information. 
   
  INTRODUCTION 
  It is 24 Reaping in the Common Year 593, and you are 
  standing on the deck of the Tidecutter, a merchant vessel that 
  has agreed to take you from the port of Radigast City in the 
  County of Urnst to the Domain of Greyhawk. Your journey 
  across the Lake of Unknown Depths has thus far been a 
  wonderfully pleasant one; the morning sky is clear and the 
  wind is gusty but warm. Above your heads, the bright blue sail 
  adorned with a white wave symbol has billowed to tautness, 
  and the small green pennant snapping in the breeze bears the 
  familiar swan signifying this vessel’s allegiance to Urnst. 
   
  Captain Rand, an old salt of at least 50 winters, walks 
  toward your group, favoring his right leg as always. “Another 
  beautiful day it seems, eh? Looks like Xerbo’s smiling upon us 
  so far. Shouldn’t be too much longer to Greyhawk. With the 
  
  Forlorn Memories 
   
  Page 5 
  good wind at our sails, we should be there in another day and a 
  half or so. As usual, if you need anything, let Sinvya know. I’ll 
  be down in my quarters for a bit.” 
   
  �Captain Rand: Male human Exp5/War2. 
   
  �First Mate Sinvya: Female human Exp4.  
   
  Captain Rand and his first mate Sinvya are merchants 
  traveling to Greyhawk City to sell the fine cloth used in 
  many 
  nobles' 
  garments. 
  They’ve 
  been 
  very 
  accommodating to the heroes, since they were paid well 
  for passage.  
   
  Allow the players a chance to introduce their 
  characters to one another, as they have been at sea for 
  several days. Spellcasters may also select their spells at 
  this time. Characters with animal companions and 
  familiars may bring any creature of size Small or smaller 
  aboard, although traditionally wild animals need to be 
  restrained, as well as dogs. In addition, aquatic animals 
  such as dolphins and sharks may tag alongside the boat, 
  although anything other than dolphins/porpoises makes 
  the crew on board the sailing vessel very nervous. Once 
  the players are ready, go to Encounter 1: Envoy from the 
  Depths.  
   
  CURSE OF THE VOICE 
  Pull any players that have PCs with the Curse of the Voice 
  aside, and read the following to them: 
   
  A familiar voice, smooth and close, utters a single word in your 
  mind. You find yourself muttering it; you try to keep it from 
  being said, but you cannot. It says, "Urzulegon". 
   
  Tell the player that he should vocalize this word in front 
  of the other heroes. Continue on to Encounter 1: Envoy 
  from the Depths. 
   
   
  ENCOUNTER 1: ENVOY FROM 
  THE DEPTHS 
  In the evening hours, a group of aquatic elves boards the 
  Tidecutter with the intent of making peaceful contact with 
  the heroes, and to ask for help for their beleaguered 
  people. The elves board the ship just after sundown. 
  Players should roll Listen (DC 12) and Spot (DC 17) 
  checks for the characters that are currently on deck, if 
  awake. The normal sleeping quarters for the PCs are 
  below decks. Characters that succeed, hear the sounds of 
  several forms drop onto the deck of the ship, or see long 
  whale-tails sprout from the surface of the Nyr Dyv and 
  humanoid forms walk along them to the deck, or both if a 
  hero succeeds at both checks. Read or paraphrase the 
  following once one or more heroes move to investigate. 
   
  Several lithe, man-shaped forms walk along the deck of the 
  ship. From the pale light of the full Great Moon hanging high 
  in the sky, you can see their forms are glistening with the 
  accoutrements of the lake, as they walk slowly without much 
  more than the slightest of sound toward the helm of the ship. 
   
  Once the heroes approach the envoy, the elves raise their 
  hands to show they bear no ill intent. If the heroes 
  approach peacefully, read or paraphrase the following. 
   
  One of the four forms parts from the group and moves forward. 
  Wearing little more than a few strings of shells, a beautiful 
  silvery green female elf smiles and steps closer, brushing bright 
  blue-green seaweed hair out of her face. Two delicate charms 
  hang from her neck, one an aquamarine dolphin, the other an 
  intricate weave of small decorative shells and fibrous lake 
  plants. Her webbed hand remains raised slightly above her 
  shoulder, as she begins to speak in an unusual rolling form of 
  Elven. 
   
  If no one seems to understand her, Sil'Krenna  apologizes 
  and speaks in Common. 
   
  �Sil'Krenna: Female aquatic elf Clr6 (Deep Sashelas); hp 
  39; AL CG; Diplomacy +11, Sense Motive +5. 
   
  "Greetings to those overtide. I am known as Sil'Krenna, first in 
  the Creator's faith among my people, the Neitirral. I have been 
  tasked by Nei'Tessyr, Lord of the Neitirral, to find those on 
  vessels with allegiance to the swan, tower, or castle, and ask for 
  assistance with a matter most urgent to my kind. Would any of 
  you on this ship be in staunch opposition to the depredations of 
  evil, wherever it may lie?" 
   
  Sil'Krenna is the head cleric of an enclave of aquatic elves 
  that live in the depths of the Nyr Dyv close to the current 
  position of the Tidecutter. The ruler of her people, 
  Nei'Tessyr, has sent her and some warriors to find 
  surface-dwelling heroes from the County of Urnst, 
  Greyhawk, or the Shield Lands (good-aligned nations 
  that are known for their heroes), and ask for help. After 
  the characters assent to her question, Sil'Krenna can 
  provide some information: 
   
  • 
  Sil'Krenna's clan is rather small, only numbering one 
  hundred or so inhabitants. Unfortunately, they do 
  not have the strength of arms or resources to stop 
  the latest threat to their people. 
  • 
  A tribe of kuo-toas, an evil lake-dwelling race that 
  seeks out baleful secrets to use against the more 
  peaceful creatures of the Lake of Unknown Depths, 
  has begun to conduct raids against the Neitirral. 
  Until recently, the kuo-toas did not intrude upon the 
  domain of the aquatic elves, but now, their leader 
  Goluugula, seems intent on abducting the Neitirral.  
  • 
  No one knows what the purpose is of the abductions, 
  but it is certain that the kuo-toas are doing 
  something sinister, and it must be stopped. The 
  Neitirral were already weakened by a battle twenty 
  years ago with a dragon turtle that slew most of their 
  warriors. The abduction of several of their fighting 
  men has further sapped their defensive capabilities. 
  
  Forlorn Memories 
   
  Page 6 
  • 
  Nei'Tessyr sent some of his greatest warriors to 
  combat Goluugula, but none have returned. He fears 
  the worst. Apparently, his mood has darkened even 
  further most recently. However, he won't talk to his 
  people about what else could be troubling him. 
  • 
  Sil'Krenna wants the heroes to journey down into 
  the Nyr Dyv, and accompany her back to the 
  demesne of her people. There, Nei'Tessyr awaits, to 
  speak with whomever Sil'Krenna deems worthy 
  enough to present to him. 
  • 
  Sil'Krenna informs the heroes that they will ensure 
  their safe return to Greyhawk whenever they are 
  ready to depart from the aquatic elves' company. 
  Captain Rand can continue on his way, and she 
  promises that several of her lake allies will protect 
  the ship on its way to Greyhawk City. 
   
  When Sil'Krenna has told them all she knows, she 
  politely asks them if she may subject the characters to a 
  spell to "determine their true hearts." She casts detect evil, and 
  concentrates on each hero. If any heroes are revealed to 
  be evil, a Diplomacy check (DC 10 + 1/APL; i.e., APL 2 is 
  DC 12, APL 4 is DC 14, etc.) is required by a "non-evil" PC 
  to convince her to allow the "evil" hero to be escorted 
  beneath the waves. Allow a +1-+4 bonus to the roll if the 
  heroes are convincing in their argument, and multiple 
  heroes can assist in the matter, assuming they all speak 
  on behalf of the heroes in question. If this Diplomacy 
  check fails, the adventure is over for those heroes that 
  detect as evil. If the player has another character that is 
  not "afflicted", they may play him or her (adjust the APL 
  of the adventure accordingly, and the character is subject 
  to all levels of play rules. So, he/she may earn only 1/2 xp 
  for the adventure as a result, depending upon their level. 
  Regardless, no matter how convincing the heroes are, the 
  elves are very watchful and cautious around any heroes 
  who detect as evil. Sil'Krenna also demands that "evil" 
  characters be disarmed upon entering the domain of the 
  Neitirral. 
   
  When the heroes are ready to depart Sil'Krenna 
  gathers them together, and informs them that she is 
  going to grant them a blessing from the Lord of the Seas 
  (Deep Sashelas). Her necklace is a powerful relic devoted 
  to her deity. She holds out her shell necklace, and casts 
  water breathing on each hero, lasting 10 hours each. In 
  addition, the necklace also bestows a swim speed of 20 
  feet for each hero, lasting as long as the water breathing. 
  Review Appendix 2 for details on how a swim speed 
  affects underwater combat and movement. She also 
  recommends that heroes in heavy or medium armor take 
  it off, as it may impede their swimming, and Sil'Krenna 
  has one waterproof bag big enough to hold a couple of 
  spellbooks and other small miscellaneous items the 
  characters don't want getting wet. Animals won't be able 
  to journey down into the depths, with the exception of 
  aquatic creatures or familiars stowed carefully away. 
  Captain Rand promises that any animals left aboard will 
  be awaiting them upon their return to Greyhawk City. 
  Once everyone is ready to leave the ship, go to Encounter 
  2: Home of the Neitirral. 
   
  Note: While under the effects of a water breathing 
  spell, heroes can cast spells with a verbal component. 
  While hearing may be severely impaired underwater, the 
  ability to vocalize spells while water breathing is not. Also, 
  remember to have the players calculate their new Swim 
  skill check modifiers, taking into account all gear carried 
  and the +8 bonus given for having a swim speed. 
   
  Development: If the heroes decide to attack the 
  aquatic elves, they flee at the first opportunity. If 
  Sil'Krenna escapes, the adventure is over for the heroes. 
  If the heroes manage to immobilize her without harming 
  her, she can still be convinced to divulge her purpose 
  with a successful Diplomacy check (DC 20). Otherwise, 
  she refuses to discuss anything, and begs for release so 
  that she may seek out worthy adventurers to help her in 
  her task. 
   
  ENCOUNTER –2: HOME OF 
  THE NEITIRRAL 
  The lake elves slide back off of the deck of the Tidecutter, and 
  beckon you to join them in the cool waters of the Lake of 
  Unknown Depths. Entering the water, you are quite pleased 
  with your newfound mobility, as you realize that not only can 
  you breathe as a fish, but you swim as gracefully as one too! 
  After a few more moments of acclimating yourself to your 
  environment, Sil'Krenna and the others take their slick webbed 
  hands in yours, and submerge into the depths. 
   
  As your chain of bodies descends, you taste the various 
  particles that flow in and around your mouth, knowing that 
  nothing on the surface world could be quite like this. The water 
  becomes colder and colder, and your vision is very limited here 
  at night; just when everything starts to go black, a small violet 
  flame erupts nearby, and you can once again see one of the 
  Neitirral smiling in the eerie glow. It is difficult to hear much 
  more than the cool cocoon of the Nyr Dyv rushing past your 
  ears, but you manage to make out several snippets of 
  conversation between the aquatic elves; they seem relieved to 
  have found your group so quickly. 
   
  After swimming for quite some time, a large dark form 
  dotted with glowing purple specks grows from the tight, wet 
  oblivion that surrounds you. Gliding closer, you notice it is a 
  large shell-like structure growing from a rock bed. Approaching 
  even further, you see a giant stone clamshell, carved from the 
  side of a sloping undersea mountain. A walkway ring bulges 
  from the center, working its way along the entire 
  circumference. The same glowing purple flames that your 
  newfound allies hold to light the way are on the ring; every so 
  often, you see movement along the stone shelf. You fathom that 
  they must be sentries guarding the enclave. 
   
  You ascend briefly as you close the distance with the shell 
  fortress. A corona of indigo lights a passage directly down, into 
  the heart of the structure. The elves release their strong, but 
  gentle grip, and point below them in the direction of the purple 
  nimbus. One by one, they dive downward, and a violet flash is 
  visible as they pass through the portal. Sil'Krenna remains, and 
  waits for each of you to pass. 
   
  
  Forlorn Memories 
   
  Page 7 
  Ask each hero if they follow down into the hole. As each 
  one passes through, a bright purple flash encompasses 
  them and all of their magic, with the exception of the 
  blessings from Sil'Krenna's necklace, is suppressed while 
  inside the home of the Neitirral. Effects with duration 
  still wear off normally, since the magic is not suspended 
  in time, but just suppressed. Whenever a PC leaves 
  another flash renders their magic active again; upon re-
  entry, magic is suppressed again. 
   
  Any characters that detected as evil are stripped of 
  their weapons upon entering the fortress. 
   
  IN THE HALLS OF THE DEEP LORD 
  The eerie glow of purple flame, along with the strange, delicate 
  curves of the stone passageways make your swim through the 
  complex a bit disorienting. You follow Sil'Krenna through the 
  halls, admiring the beautiful scintillating colors of the 
  decorative shells which hang all about in very pleasing 
  patterns. Eventually, you are led to a large arched chamber, 
  with an immense, vaulted ceiling. Guards, aquatic elves dressed 
  in a beautiful scale and shell armor, pull away their golden 
  spears upon sight of Sil'Krenna. They bow low and Sil'Krenna 
  nods ever so slightly as she approaches the raised platform 
  toward the back of the room. 
   
  In a stone chair wreathed in a decorative shell pattern sits 
  a mighty elf. His silver-scale armor is finer than mithral. His 
  deep blue hair floats about like a headdress in the silent stillness 
  of the cool lake water. The elf, who can only be Nei'Tessyr, Lord 
  of the Neitirral, exchanges a few words with Sil'Krenna, far out 
  of range of your limited hearing underwater. After a few 
  moments, she bows and leaves his presence, moving toward you 
  and the guards at the entrance. 
   
  "Nei'Tessyr wishes to speak with you in private. I will 
  escort the guards out with me. Approach close, so that your ears 
  may hear his words. May the Dolphin Prince be with you as 
  you aid us; many thanks, again." Sil'Krenna leaves the room 
  with the guards, as you approach the throne to talk with the 
  leader of the Neitirral. 
   
  You drift up toward the throne; when you are close 
  enough to see the stormy eyes of the regal elf, he raises his 
  webbed hand to you, to halt your advance. While you have to 
  strain your ears to hear him speak, the words are in Common 
  and clear enough. "I am Nei'Tessyr, thirty-seventh Lord of the 
  Neitirral, son of Nei'Thelen, and slayer of the Wrath of the 
  Deep Old One. I thank you for answering my summons. 
  Please, tell me of yourselves and your great deeds." 
   
  �Nei'Tessyr: Male aquatic elf Ftr14; hp 130; AL NG. 
   
  Nei'Tessyr waits patiently, listening to each hero's 
  introduction carefully. Once they are finished, he asks 
  each of them why they have come to help him; he is 
  primarily looking for champions of good, but any answer 
  that isn't completely selfish suits him.  
   
  Once he has received appropriate introductions 
  from each PC, Nei'Tessyr shares the following 
  information with the heroes. 
   
  In times past, the Neitirral were a large clan of elves devoted to 
  protecting this region of the Nyr Dyv from the depredations of 
  evil. Twenty years ago a great battle took place in which the 
  forces of the Deep Old One  sent an army against my people. 
  The army included an agent of destruction known as the 
  Wrath of the Deep Old One that took the form of a dragon 
  turtle. 
   
  A successful Knowledge (religion) check (DC 20) reveals 
  that name to be one used by the god Panzuriel, an evil 
  deity of the seas. 
   
  The battle was long, and bloody. In the end, we routed the 
  forces of evil, but not before most of our greatest warriors were 
  slain. My father was lost there as well, no doubt swallowed up 
  by some horror summoned from beyond. 
   
  After the battle, we retreated to this fortress to rebuild our 
  clan and once again stand as the Creator's champions. 
  Obviously, we are still a long swim from our previous might. 
   
  Recently, another threat has manifested itself to my 
  people. The vile kuo-toa that live near here have decided to 
  initiate an act of war against the Neitirral. Their leader, a 
  corrupt insane being known as Goluugula, or more recently the 
  Dark Caller, has abducted many of my people. At first, they 
  were mostly farmers tending to the kelp beds that lie near here, 
  but now, he's become bold, attacking the walls of our very 
  fortress and stealing away with our warriors. 
   
  Not more than ten brightwaters (days to the aquatic 
  elves) ago, I prepared a counterstrike with several of my 
  bravest warriors. We sent them to the cave-lair of the kuo-toa 
  to kill Goluugula, but they never returned. I fear they have 
  been lost as well. 
   
  What I am about to say now is not known to any but 
  myself. I must have your word that you will not speak of it to 
  any of my people, including Sil'Krenna (once he gets his 
  assent from all the heroes, he continues).  Our patron and 
  my lover, Cylshay has disappeared. While she can be capricious, 
  I know that something terrible has happened. Cylshay is rare 
  for her kind in that she has forged a special bond with not only 
  myself, but through me, my people as well. She maintains the 
  protective wards of this fortress, and without her, in time the 
  magic will fail. While my love for her is greater than the depths 
  of the Nyr Dyv, I also fear for the Neitirral's existence. If our 
  protections fall, it would not be long before our many enemies 
  descend upon us like blood-crazed sharks and forever eliminate 
  my clan from existence. My people do not know of her absence, 
  as she is an infrequent visitor, but they know full well the 
  importance of her gift. If the Neitirral learned of this, their 
  morale, which I have carefully rebuilt, would be shattered.  
   
  This is why I sent for you. I need courage and honor to 
  win the day against Goluugula and his dark plots. My people 
  are at their last, and it has fallen to those overtide to aid us. 
  Will you help save my people from a dark fate that may 
  swallow us all? 
   
  Nei'Tessyr does not reveal to the heroes the true nature 
  of Cylshay, as she is a sirine. Nei'Tessyr waits for the 
  heroes to agree to help. Any that do not agree are asked to 
  leave soon with Sil'Krenna to the surface. They are 
  brought back to the Tidecutter, which hasn't gone very far 
  yet. The adventure is over for those heroes. 
  
  Forlorn Memories 
   
  Page 8 
   
  Once the heroes agree to help, read or paraphrase 
  the following. 
   
  "By the Creator, you are a blessing. On behalf of my people, I 
  thank you. There is one who lives near here known as the Kelp 
  Seer, from whom you should seek counsel. He is quite wise, and 
  a bit eccentric. Our people consult him on many matters, and 
  he keeps many secrets. You may reveal all that I have told you 
  to him."  
   
  The Lord of the Neitirral produces a small stone that 
  glows a faint luminescent white. "Take this. Its glow will 
  become brighter as you get closer to his home. He lives on the 
  other side of the kelp beds, and is not too far from here. You can 
  leave as soon as you are ready. Return here when you're done; 
  the stone will recess in brightness as you make your way back. I 
  have prepared for your stay; there is a chamber that has been 
  made especially for those overtide. Make speed now; the magic 
  of Sil'Krenna's necklace will not last forever." 
   
  Upon leaving the chamber, the heroes are escorted back 
  outside the fortress, to seek out the Kelp Seer. They are 
  given two purple continual flame torches to help guide 
  their way. Proceed to Encounter 3: Lions of the Sea. 
   
   
  ENCOUNTER –3: LIONS OF 
  THE SEA 
  As the heroes near the location of the Kelp Seer, 
  Goluugula has sent one or more of his "special pets" to 
  intercept anyone that might be headed in that direction. 
  While the Kelp Seer is too powerful a foe, the Dark Caller 
  hopes to stop any others from visiting him, as Goluugula 
  knows that the Kelp Seer may be able to divine his 
  purpose. 
   
  Each hero that makes a successful Spot check (DC 
  15) to notice the fiendish sea lions gets a chance to act 
  during the surprise round. They look like normal sea 
  lions, except for their jet-black scales and glowing red 
  eyes. 
   
  APL 4 (EL 5) 
  �Fiendish Sea Lion: hp 51; see Appendix 1: NPCs. 
   
  APL 6 (EL 7) 
  �Fiendish Sea Lions (2): hp 55, 51; see Appendix 1: 
  NPCs. 
   
  APL 8 (EL 9) 
  �Fiendish Sea Lions (4): hp 55, 55, 51, 51; see Appendix 
  1: NPCs. 
   
  APL 10 (EL 11) 
  �Fiendish Sea Lions, Advanced (4): hp 80, 76, 76, 72; see 
  Appendix 1: NPCs. 
   
  APL 12 (EL 13) 
  �Fiendish Sea Lions, Advanced (6): hp 130, 126, 122, 
  118, 114; see Appendix 1: NPCs. 
   
  APL 14 (EL 15) 
  �Fiendish Sea Lions, Advanced (6): hp 197, 193, 189, 
  189, 185, 181; see Appendix 1: NPCs. 
   
  Tactics: The sea lions are cunning, and use flanking 
  tactics to focus their attacks on one or two of the PCs at a 
  time. If reduced to 10 hp or less, they attempt to flee back 
  to the kuo-toa's lair; it is then possible that Goluugula 
  may cure one or more of them. If so, they are present in 
  the final summoning chamber, Area D of Encounter 5: The 
  Caves of the Kuo-Toa.  
   
  When the heroes defeat the creatures, they may 
  proceed to the Kelp Seer's home and Encounter 4: The Kelp 
  Seer Reveals All. 
   
   
  ENCOUNTER –4: THE KELP 
  SEER REVEALS ALL 
  You can make out a faint yellow glow on a small hill ahead. As 
  you close the distance in the cool night water, you see a cozy 
  little hut, wrapped in the plant life of the lake. The interior 
  light silhouettes a humanoid figure at the entrance. The 
  creature apparently has the upper body of most humanoid races 
  and two fin-like legs, and appears to be waving at you. 
   
  At the entrance, you can fully make out the figure now. It 
  is an older-looking male, with aquamarine hair and an 
  argent-azure skin tone, becoming a darker blue on his lower 
  torso. He carries some sort of long, curved bone staff, and 
  appears to bear a grinning impression on his face. He says in a 
  very odd dialect of Common, "Oh, I knew I didn't stay up late 
  in the dark for nothing! It's so good to see air-gulpers again. 
  The elves call me the Kelp Seer, so you can call me that as well, 
  if you like. Everything's ready, so come on in!" 
   
  This is the Kelp Seer, who has everything set out for the 
  heroes inside his small hut.  
   
  �Kelp Seer: Male triton Clr11; AL NG. 
   
  When the characters step inside, they can see that his 
  living quarters are littered with all sort of strange 
  undersea accoutrements: fish head bones, clam shells, 
  large vials of strange liquids, and stretched fish skins. In 
  the center of it all is a strange unadorned stone pillar, 
  about three feet in height. The very top of the pillar has 
  been hollowed out, and there's a mound of rust-colored 
  kelp inside, being held in place by several black stones. 
   
  "Please, please look around. Make yourselves comfortable. 
  Everyone should have a taste of the delicious treat I've made. 
  After all, I did work on it all day long." The Kelp Seer pulls a 
  strand of rust-colored kelp and a small black stone from the 
  
  Forlorn Memories 
   
  Page 9 
  strange rock pillar-bowl in the center of the room, and gobbles 
  it up. "Ooh, just perfect now. Why doesn't each of you take one 
  and try it? Make certain that you take the stone holding yours 
  down!" 
   
  The Kelp Seer insists everyone takes a strand of kelp and 
  eats it. The strands are slimy to the touch, and when each 
  hero tries one, they are immediately assailed by some sort 
  of disturbingly fishy taste in the plant. The triton waits 
  until everyone has taken theirs and consumed it before 
  talking any further; he doesn't even make small talk. He 
  only insists that they try some of his delicious meal. 
   
  Once everyone has partaken from the Kelp Seer's 
  bowl, he chats with the heroes, asking about each of 
  them. He is more than willing to talk about himself to 
  the heroes. The Kelp Seer is a little eccentric, and quite 
  excitable, and should be played by the DM as such. He 
  has the following interesting things to say: 
   
  • 
  I've been here quite a while now, and while I long 
  for my home in the Eternal Seas, this place has been 
  good to me. So, it seems that since my purpose here 
  has not yet been completely fulfilled, I'll stay and 
  help out the kinder folk that come my way. 
  • 
  It's really quite good of you to come. I've been 
  expecting you for a number of brightwaters now, so 
  it's quite exciting to me to finally meet you. I hope 
  you enjoyed the dinner I made; I thought you might 
  be quite hungry. Naquar kelp always tastes best with 
  my special blend of seven succulent fish oils. 
  • 
  While the elves and some of the other good denizens 
  of the waters come and visit from time to time, it 
  always seems that the evil-doing creatures stay away. 
  I don't know why they don't want to pick on such a 
  harmless old man, but, its nice to have such a 
  dangerous reputation among them, I guess. 
  • 
  That elf-lord is a good fellow. A little fish told me 
  that he's lost his lover though; I hope she's not in any 
  trouble. Although, with Cylshay, you never know. 
  She's always here and there, so maybe she's just off 
  somewhere else for a while? Sirines can be very 
  capricious, you know. 
   
  After a while of chatting, the Kelp Seer finally gets down 
  to business. Read or paraphrase the following. 
   
  "Well, now to the matter at hand, I guess. Does everyone still 
  have their stone? It's very important that you hold it while I do 
  this." The Kelp Seer dips his silvery webbed hand into the 
  remaining kelp in the bowl, and pulls out a handful. He casts 
  them into the water directly before him, and while they are 
  suspended, floating in the water outstretched like the arms of 
  an octopus, he begins to pluck them, one by one. As he takes 
  them from their floating position above the bowl, he holds each 
  in his hand, one at a time, inspecting them as if looking for 
  some small detail. While doing so, he speaks. 
   
  "Ah, here we are. The Dark Caller has brought much 
  death to his own people and the Neitirral to bring his work to 
  an end. His mind is now lost to insanity, as he prepares to 
  summon a great lord of evil from a black stone. The stone is not 
  from here; it is from your world, the realm of the sky. There are 
  few left to attend him, but he has enough power to finish the 
  rite; the sacrifice of many elves and his own assures this. None 
  of those taken remain, wait, what's this? Cylshay is captive, 
  and still alive! She is in great pain. He is using her as some sort 
  of fuel to empower the ritual. It is to happen soon, just upon the 
  next brightwater." 
   
  The Kelp Seer quiets, and begins to slowly put back the 
  strands he just removed from the bowl. After several long 
  moments, he speaks. "You need to stop Goluugula from 
  completing his ritual. He will complete the bridge to bring a 
  creature from a terrible place into this world. If that happens, 
  all will be lost. The fate of both this world and your sky world 
  may be sealed with the passage of this thing. You must confront 
  the Dark Caller, and stop the ritual, but only once it has begun. 
  Otherwise, he may use his powerful magic to escape with the 
  stone, and we may not find him again. Cylshay will remain 
  alive until the ritual is done; then, he will perform a final 
  sacrifice to channel a great amount of unholy power into the 
  creature." 
   
  Lines of worry cross the Kelp Seer's face. "You must go 
  back to the Neitirral, and tell Nei'Tessyr what I have told you. 
  Remember, do not go to the lair of the kuo-toa until just after 
  brightwater begins; the Dark Caller must be distracted with his 
  ritual in order for you to have a chance to defeat him, and save 
  Cylshay. May the Creator look upon you with favor!" He then 
  motions toward the door. "You good folk come back again when 
  this is done. It would be so nice to talk under better 
  circumstances." 
   
  RETURNING TO THE NEITIRRAL 
  The journey to the fortress of the Neitirral is uneventful. 
  When the heroes arrive again, they are granted an 
  immediate audience with Nei'Tessyr, and he listens 
  carefully to what they have learned. Afterward, he seems 
  quite upset, but hopeful that the heroes can stop 
  Goluugula, save his beloved, and in turn, his people. He 
  has the PCs escorted to a warm room in the fortress filled 
  with air, so that they may sleep and the blessing may 
  wear off without any danger to them. Heroes may rest, 
  and prepare spells again. 
   
  In the morning, just before brightwater begins 
  (before daybreak), Sil'Krenna comes to the heroes, and 
  renews the blessings upon them. The priestess also gives 
  leave to two scouts, Mer'Iala and Mer'Eoth, to take the 
  PCs to the kuo-toa caves. 
   
  CURSE OF THE VOICE 
  Just before the hero with the Curse awakens, he/she has 
  the following happen (pull the player aside and read or 
  paraphrase the following. 
   
  At the edges of wakefulness, you feel the soft warmth of the 
  deep, soothing voice. It comforts you like a thick blanket on a 
  cool autumn evening. "I have crossed the bridge. I only await 
  the door to open. Come to me, and all will be as it should." You 
  open your eyes, and find yourself in the cold, wet room the 
  Neitirral prepared last evening. 
   
  
  Forlorn Memories 
   
  Page 10 
  ENCOUNTER –5: THE CAVES 
  OF THE KUO-TOA 
  AREA A 
  It is to your relief that light has filtered down from the water's 
  surface, which makes your journey to the caves far less 
  disorienting. You swim for what must be a good couple of hours 
  until you come upon what might have been a well-concealed 
  hole in the side of a rock face, with one horrible exception. 
  Along the sides of the entrance, the severed and bloated heads of 
  dozens of elves and kuo-toa sit atop spears, their faces contorted 
  into some terrifying visage, mouths agape, and eyes wide and 
  full of fear. The two scouts with you turn away as quickly as 
  possible, and refuse to look back in the direction of the caves. 
   
  The elven scouts go no further. They wait for the heroes 
  outside, away from the cave entrance. 
   
  The entrance to the cave is lined with the heads of 
  the sacrifices on spears. The entrance itself is roughly 
  circular, about 25 feet in diameter. The two heads that are 
  nearest the entrance are each enchanted with an alarm 
  spell. The alarm on the head to the left is silent, alerting 
  only the Dark Caller to its trigger. The alarm on the head 
  to the right screams, alerting Droomlud, the Champion 
  in Area B. The alarms are triggered if a creature comes 
  within a 25-foot radius of the heads.  They can be 
  dispelled as though cast by a wizard of a level equal to the 
  APL of the event. 
   
  AREA B 
  The tunnel continues on for a short while, winding this way 
  and that. No sounds can be heard, but there is a taste in the 
  water that becomes more and more evident as you continue 
  onward. It is the taste of rot, certainly the taste of death.  
   
  At this point, the area is too dark see in normally. 
  Characters with darkvision are fine, but characters with 
  normal or low-light vision need a light source to see. In 
  any case, the maximum distance one can see with vision 
  (blindsight is an exception) is 90 feet here, unless the 
  creature is aquatic, in which case it is 180 feet. 
   
  When you reach the terminus of the tunnel, the rotting taste 
  becomes thicker as it opens up into a wide, expansive 
  underwater cavern. Below you are gigantic strands of kelp that 
  disappear into the blackness. 
   
  This cavern was used to harvest kelp, and is where the 
  headless remains of the aquatic elves and kuo-toa lie, tied 
  to the bottom of the kelp bed with stones. They bear no 
  equipment. The cavern is 200 feet long, 160 feet wide, 
  and 140 feet in diameter. The tunnel the characters 
  entered from is 30 feet from the bottom of the cavern. 
  There is another tunnel on the other side of the cavern 
  that heads northeast of their entering position, but it is 
  100 feet from the bottom of this cavern. 
   
  Lying in wait at the top center of the cavern is the 
  kuo-toa's greatest champion on his steed, a sea lion. His 
  name is Droomlud, and while he doesn't agree with the 
  Dark Caller's recent decisions regarding the sacrifices 
  made, he does his duty by defending their home from 
  intruders. He is under orders to attack anyone that 
  enters, no matter what the circumstances. 
   
  APL 4 (EL 6) 
  �Droomlud the Champion: Male kuo-toa Ftr3; hp 41; 
  see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 60; see Monster 
  Manual. 
   
  APL 6 (EL 8) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider3*; hp 65; see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 66; see Appendix 1: 
  NPCs. 
   
  APL 8 (EL 10) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider5*; hp 81; see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 74; see Appendix 1: 
  NPCs. 
   
  APL 10 (EL 12) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider7*; hp 97; see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 74; see Appendix 1: 
  NPCs. 
   
  APL 12 (EL 14) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider9*; hp 113; see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 90; see Appendix 1: 
  NPCs. 
   
  APL 14 (EL 16) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr4/Waverider10*; hp 129; see Appendix 1: NPCs. 
   
  �Ullguumm, Sea Lion Mount: hp 90; see Appendix 1: 
  NPCs. 
   
  Tactics: If Droomlud is aware of the alarm, or the heroes 
  make a lot of noise upon entering the cavern, he drinks 
  any potions he might have upon his person, and (at APL 
  14) summons a huge water elemental, to kill the 
  intruders. Droomlud charges in with his mount, using 
  Ride-By Attack to hit and run, disappearing out of normal 
  visual range while still staying within his sight. Since he 
  
  Forlorn Memories 
   
  Page 11 
  can see 180 feet as opposed to 90 feet. If either he or his 
  mount is hurt badly, he'll stay out of melee, and throw his 
  javelins of lightning until he runs out of ammunition. Once 
  that happens, he'll retreat to Area D (see Encounter 6), 
  and have Goluugula heal him. 
   
  AREA C 
  Following the twisting tunnel, you find yourself swimming in 
  a general upward direction. Once again, the tunnel opens into 
  a silent cavern. However, this time you note that there are 
  small holes carved all about the sides of the rock.– The holes are 
  up, down, and all around, spaced about the length of two 
  longspears from each other. 
   
  This was the kuo-toa's living area. The holes in the walls 
  of the cavern are each kuo-toa's home; there are well over 
  100 such holes here. None of them are currently 
  occupied, as most of the former residents are dead, and 
  there is nothing of interest to be found. The cavern is 400 
  feet long, 200 feet wide, and 90 feet high. The heroes 
  enter from a tunnel about 20 feet above the bottom of the 
  cavern. Another passageway, a tunnel only about 15 feet 
  in diameter is found opposite the heroes' entrance 
  heading off to the northwest, close to the ceiling of the 
  cavern. 
   
  Above the tunnel leading further on, carved writing 
  can be found in a strange, unfamiliar script. It is kuo-toan, 
  and it says, "Enter the domain of the Sea Mother, and tremble 
  before her power." The tunnel continues on to Area D; 
  proceed to Encounter 6: The Coming of Urzulegon. 
   
   
  ENCOUNTER –6: THE 
  COMING OF URZULEGON 
  As you make your way through this smaller tunnel, you note 
  that the distance into the next chamber is much shorter, and 
  you continue to swim upward.  
   
  Have the heroes make Spot checks (DC 12) to notice that 
  the room ahead is not completely filled with water. There 
  is a waterline here. This room is about 80 feet long, 60 
  feet high, and 90 feet across. The tunnel comes into the 
  room about 50 feet from the bottom of the cave, leaving 
  about a 40-foot ceiling above the waterline. The final 15 
  feet of the tunnel is a sheer shelf that just breaks the 
  waterline, allowing someone to stand along the far wall 
  without swimming. 
   
  LOWER-LEVEL HEROES (APLS 4-8) 
  The following text assumes the heroes have some way in 
  which to see. If they do not, adjust accordingly. Also 
  adjust for Goluugula's awareness of the heroes. If he is 
  aware, the ritual continues while he prepares to deal with 
  the heroes. 
   
  You poke your heads above the waterline, tasting air for the 
  first time in many, many hours. Immediately, you hear the 
  sounds of chanting, and see a black, bulbous webbed figure, 
  with scarlet eyes directing a number of other, more silvery-
  green kuo-toa in some sort of ritual. Next to him is a filth-
  encrusted altar with a horrible snapping toothy maw in front. 
  Many frond-like dark tentacles surround the slavering mouth; 
  the terminus of the appendages appears to be a stunning red-
  haired woman, completely unclothed, her unmoving face locked 
  in a contortion of pain. The ends of each of the many tentacles 
  pierce her skin in several places, creating thick, spider-like 
  bilious sores. The sight of such a thing of beauty in so much 
  horrible agony is unforgivable and disgusting in the least. 
   
  To the other side of the black-skinned kuo-toa is a large 
  black stone, about the length of a horse, and placed upright. 
  Small fissures are forming along the surface; while you take in 
  the scene with revulsion, you hear a small cracking sound. 
   
  Curse of the Voice 
  If a hero has the Curse of the Voice, it speaks to them now. 
  Read or paraphrase the following to the applicable PCs. 
   
  The warm, comforting voice returns, like a summer's day with 
  your sweetheart. Its silken tongue says, softly, "Attend me, my 
  chosen. Kill the ones you have come here with, and then take 
  my side so that you shall bathe in the heady lust of power you 
  so richly deserve." 
   
  The hero (or heroes) must make a Will save (DC 15 + 
  APL). Failure indicates that the hero is under a dominate 
  monster effect, and does everything in his/her power to 
  destroy the other heroes. The effect is not subject to dispel 
  magic or greater dispelling, since it is a supernatural effect. 
  It is, however, subject to an antimagic field, in which case, 
  it is suppressed as long as the target stays in the field. 
  Unless the hero has the slippery mind ability or a luck-
  based reroll power, there is no chance at making a second 
  save. The player should be taken aside, and told that his 
  PC must attempt to kill the other heroes in the most 
  efficient way possible, with full use of his/her abilities. 
   
  Binder of Souls 
  If a hero possesses the dagger known as the binder of souls, 
  plunging it into the black stone causes it to crumble away 
  into oblivion just as if the Dark Caller had been defeated. 
  See the Conclusion. 
   
  Time and the Ritual 
  Cracks are forming with greater and greater alacrity on 
  the black stone. The ritual has already been started, and 
  needs nothing more to finish it. There are only two ways 
  to stop the ritual: kill Goluugula, or free Cylshay,  the 
  woman trapped in the tentacle mass.  
   
  Cylshay: Female sirine; hp 14. 
  *See Appendix 3: New Rules for additional information. 
   
  If neither conditions are met within 15 rounds, the stone 
  bursts open, and Urzulegon is released. All kuo-toa other 
  than Goluugula are instantly slain (see the Higher-Level 
  Heroes section) and he begins to combat the heroes as 
  well. Cylshay remains alive, but only for another 15 
  
  Forlorn Memories 
   
  Page 12 
  rounds, as the tentacle-thing feeds on her life essence to 
  grant Urzulegon the remainder of his nigh-deific power. 
  If Cylshay is not freed after that time, then Urzulegon 
  receives all of his unholy powers, and immediately 
  teleports away, to rampage across all of Oerth. See the 
  Conclusion for more details. 
   
  APL 4 (EL 7) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr3 
  (Blibdoolpoolp); hp 38; see Appendix 1: NPCs. 
   
  �Kuo-toa (2): hp 11, 11; see the Monster Manual. 
   
  APL 6 (EL 9) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr5 
  (Blibdoolpoolp); hp 52; see Appendix 1: NPCs. 
   
  �Kuo-toa Whips (2): Male kuo-toa Clr1 (Blibdoolpoolp); 
  hp 21, 21; see Appendix 1: NPCs. 
   
  APL 8 (EL 11) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr7 
  (Blibdoolpoolp); hp 66; see Appendix 1: NPCs. 
   
  �Kuo-toa Whips (4): Male kuo-toa Clr1 (Blibdoolpoolp); 
  hp 21, 21, 21, 21; see Appendix 1: NPCs. 
   
   
  Tactics: If Goluugula was aware of the heroes' presence, 
  he has cast whatever preparatory spells he can upon 
  himself. This includes anything with a duration of one 
  minute/level or longer. He attempts to stay as far away 
  from the heroes as possible, ordering his underlings to 
  engage them directly. At APLs 4 and 6, the whips can let 
  loose with a lightning bolt, since they are standing near 
  each other. Goluugula does everything within his power 
  to prevent the freeing of Cylshay. When the heroes 
  finish the battle, go to the Conclusion. 
   
  Freeing Cylshay 
  The strange, demonic tentacle-creature that holds 
  Cylshay cannot in any way harm the PCs. However, it is 
  rather tough to free the sirine. Twelve tentacles hold 
  Cylshay, and each tentacle has 10 hit points, In addition, 
  they automatically regenerate all damage the following 
  round, and attempt again to reattach to Cylshay, which is 
  automatic, unless a hero attempts to prevent it. The hero 
  must win an opposed Strength check against an 
  individual tentacle's Strength of 20.  
   
  One much easier way to dispatch the tentacles is 
  with a holy weapon, since it does not regenerate from holy 
  damage. Alternatively, a cleric can use a turn attempt 
  (only positive energy will do, rebuking does not work) to 
  destroy the tentacles. They turn as 2 HD undead, so a 
  cleric of 4th level or greater can destroy them. Tentacles 
  that are turned recoil, and do not reattach. Destroyed 
  tentacles do not reappear. 
   
  A much grimmer alternative is possible as well. If 
  Cylshay is killed, the ritual is broken, and the demon 
  either cannot be freed, or if it has already been freed, it 
  cannot gain the remainder of its power. 
   
  HIGHER-LEVEL HEROES (APLS 10-14) 
  The following text assumes the heroes have some way in 
  which to see. If they do not, adjust accordingly. Also 
  adjust for Goluugula's awareness of the heroes. If he is 
  aware, the ritual continues while he prepares to deal with 
  the heroes. 
   
  You poke your heads above the waterline, tasting air for the 
  first time in many, many hours. Immediately, you hear the 
  sounds of chanting, and see a black, bulbous webbed figure, 
  with scarlet eyes directing a number of other, more silvery-
  green kuo-toa in some sort of ritual. Next to him is a filth-
  encrusted altar with a horrible snapping toothy maw in front. 
  Many frond-like dark tentacles surround the slavering mouth; 
  the terminus of the appendages appears to be a stunning red-
  haired woman, completely unclothed, her unmoving face locked 
  in a contortion of pain. The ends of each of the many tentacles 
  pierce her skin in several places, creating thick, spider-like 
  bilious sores. The sight of such a thing of beauty in so much 
  horrible agony is unforgivable and disgusting to all but the 
  blackest of hearts. 
   
  To the other side of the black-skinned kuo-toa is a large 
  black stone, about the length of an upright horse. Just as you 
  are about to act, the stone bursts, smoldering like the dying 
  embers of a fire. Out of the cloud of dust and smoke is an eight-
  foot tall black nightmare, which can only be the creature that 
  was trapped within. A bulging, elongated skull with bony 
  ridges encases a swollen brain that crawls with some sort of 
  glistening substance. Its body, slick and dripping with bile, is 
  spindly but very muscular. The malevolent crimson eyes eclipse 
  the creature's terrifying fanged maw as it turns to assess its 
  return to the world. It speaks with a spirit-crushing resonance 
  in your minds. "Urzulegon has returned! This world shall 
  suffer all the greater for imprisoning me! And it shall begin 
  with you!" You see all the other kuo-toa, with the exception of 
  the Dark Caller, crumple to the ground, their heads crushed 
  into a slick pulp as if struck by some great hammer. 
   
  Curse of the Voice 
  If a hero has the Curse of the Voice, it speaks to them now. 
  Read or paraphrase the following to the applicable PCs. 
   
  The warm, comforting voice returns, like a summer's day with 
  your sweetheart. Its silken tongue says, softly, "Attend me, my 
  chosen. Kill the ones you have come here with, and then take 
  my side so that you may bathe in the heady lust of power you so 
  richly deserve." 
   
  The hero (or heroes) must make a Will save (DC 15 + 
  APL). Failure indicates that the hero is under a dominate 
  monster effect, and does everything in his/her power to 
  destroy the other heroes. The effect is not subject to dispel 
  magic or greater dispelling, since it is a supernatural effect. 
  It is  subject to an antimagic field, in which case, it is 
  suppressed as long as the target stays in the field. Unless 
  
  Forlorn Memories 
   
  Page 13 
  the hero has the slippery mind ability or a luck-based 
  reroll power, there is no chance at making a second save. 
  The player should be taken aside, and told that his PC 
  must attempt to kill the other heroes in the most efficient 
  way possible, with full use of his/her abilities. 
   
  Binder of Souls 
  If a hero possesses the dagger known as the binder of souls, 
  it bypasses all damage reduction when wielded against 
  Urzulegon. If a critical hit is scored, Urzulegon is 
  destroyed instantly. See the Conclusion.  
   
  Time and the Ritual 
  Urzulegon is growing in power with every passing 
  moment. The ritual has already been started, and needs 
  nothing more to finish it. There are only two ways to stop 
  the ritual; kill Goluugula, or free Cylshay,  the woman 
  trapped in the tentacle mass. If neither of these 
  conditions is met within 15 rounds, the tentacle-thing 
  feeds on the sirine's life essence to grant Urzulegon the 
  remainder of his nigh-deific power. See the Conclusion 
  for more details. 
   
  �Cylshay: Female sirine; hp 14. 
  *See Appendix 3: New Rules for additional information. 
   
  Freeing Cylshay 
  The strange, demonic tentacle-creature that holds 
  Cylshay cannot in any way harm the PCs. However, it is 
  rather tough to free the sirine. Twelve tentacles hold 
  Cylshay, and each tentacle has 10 hit points. In addition, 
  they automatically regenerate all damage the following 
  round, and attempt again to reattach to Cylshay, which is 
  automatic, unless a hero attempts to prevent it. The hero 
  must win an opposed Strength check against an 
  individual tentacle's Strength of 20. The maw itself 
  cannot be harmed, and cannot attack the heroes.  
   
  One much easier way to dispatch the tentacles is 
  with a holy weapon, since it does not regenerate from holy 
  damage. Alternatively, a cleric can use a turn attempt 
  (only positive energy will do, rebuking does not work) to 
  deal with the tentacles. They turn as  2 HD undead, so a 
  cleric of 4th level or greater can destroy them. Tentacles 
  that are turned recoil, and do not reattach. Destroyed 
  tentacles do not reappear. 
   
  A much grimmer alternative is possible as well. If 
  Cylshay is killed, the ritual is broken, and the demon 
  either cannot be freed, or if it has already been freed, it 
  cannot gain the remainder of its power. 
   
  APL 10 (EL 13) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr7 
  (Blibdoolpoolp); hp 66; see Appendix 1: NPCs. 
   
  �Urzulegon*: hp 103; see Appendix 1: NPCs. 
   
  APL 12 (EL 15) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr9 
  (Blibdoolpoolp); hp 80; see Appendix 1: NPCs. 
   
  �Urzulegon*: hp 103; see Appendix 1: NPCs. 
   
  APL 14 (EL 17) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa 
  Clr11 (Blibdoolpoolp); hp 103; see Appendix 1: NPCs. 
   
  �Urzulegon*: hp 103; see Appendix 1: NPCs. 
   
  Tactics: Urzulegon stays out of melee, preferring to 
  defeat his enemies with his potent spell-like abilities. 
  Goluugula, at the higher APLs, moves forward to engage 
  the heroes, particularly if he's had advance notice of their 
  arrival, and has cast preparatory spells on himself. He 
  prefers to use touch-delivered spells instead of weapons, 
  and at APL 14, a favorite tactic of his is to cast harm and 
  then follow up with a quickened inflict light wounds in an 
  attempt to slay the opponent. Both he and Urzulegon 
  attempt to interpose themselves if heroes try to free 
  Cylshay. Once Urzulegon is defeated, go to the 
  Conclusion. 
   
  CONCLUSION 
  KILLING GOLUUGULA OR DESTROYING 
  THE BLACK STONE (LOW APLS) 
  A great splitting noise is heard, as the entire cavern shakes, bits 
  of the ceiling plunging down into the water. At the altar, the 
  horrifying thing that was holding Cylshay retreats back into 
  the stone, tentacles snapping backward like whips. The black 
  stone crumbles into fragments, and falls away into an endless 
  void. A voice loud and filled with hate cries out in your head, 
  its one word fading quickly, as if falling down a never-ending 
  chasm. "Nooooooooooooooooooooo!" 
   
  A wave of concussive force rolls out from the point where 
  the black stone once stood, and momentarily you black out from 
  the force it carries. As you shake yourself back into 
  consciousness, you realize that your memory of what has 
  happened here is somewhat incomplete. You remember coming 
  here at the behest of Nei'Tessyr to free Cylshay from the 
  depredations of Goluugula, but for some reason, you feel as 
  though there is something missing. 
   
  Inform the players that, with the exception of those that 
  had the Curse of the Voice, their characters have forgotten 
  everything specifically about the black stone, the exact 
  location in which it was found, and the demon 
  Urzulegon. While they remember much of the details of 
  the adventures COR1-06 Forbidden Choice, COR2-10 
  Forgotten Echoes, and this adventure, anything specific to 
  the black stone or the demon is blank. For example, the 
  heroes know they were in a dungeon dodging traps in 
  the COR1-06 Forbidden Choice, but they can't remember 
  what they found at the end, or where exactly the 
  
  Forlorn Memories 
   
  Page 14 
  dungeon was. In COR2-10 Forgotten Echoes, the characters 
  remember going to Admundfort to retrieve something of 
  great importance, but they can't remember exactly what 
  it was. This forgetfulness spreads across the Flanaess in a 
  matter of days; after a short time, all is forgotten about 
  Urzulegon and the events surrounding its attempted 
  return. Even written records erase themselves of the 
  specific events related to its coming. 
   
  KILLING URZULEGON  
  As you strike the final blow, the demon crumples to the ground, 
  its eyes smoldering as it begins to crack and pop, as if it is being 
  cooked from the inside out. A final word from the now defeated 
  creature from beyond, full of hate coalesces in your head. 
  "Nooooooooooo!"  
   
  The word falls away into oblivion, as a wave of concussive 
  force rolls out from the point where the creature fell, and 
  momentarily you black out from the force it carries. As you 
  shake yourself back into consciousness, you realize that your 
  memory of what has happened here is somewhat incomplete. 
  You remember coming here at the behest of Nei'Tessyr to free 
  Cylshay from the depredations of Goluugula, but for some 
  reason, you feel as though there's something missing. 
   
  There is no sign of Urzulegon. Inform the players that, 
  with the exception of those that had the Curse of the Voice, 
  their characters have forgotten everything specifically 
  about the black stone, the exact location in which it was 
  found, and the demon Urzulegon. While they remember 
  much of the details of the adventures COR1-06 Forbidden 
  Choice, COR2-10 Forgotten Echoes, and this adventure, 
  anything specific to the black stone or the demon is 
  blank. For example, the heroes know they were in a 
  dungeon dodging traps in the COR1-06 Forbidden Choice, 
  but they can't remember what they found at the end, or 
  where exactly the dungeon was. In COR2-10 Forgotten 
  Echoes, the characters remember going to Admundfort to 
  retrieve something of great importance, but they can't 
  remember exactly what it was. This forgetfulness spreads 
  across the Flanaess in a matter of days; after a short time, 
  all is forgotten about Urzulegon and the events 
  surrounding its attempted return. Even written records 
  erase themselves of the specific events related to its 
  coming. 
   
  THE RITUAL IS COMPLETED 
  As the last bit of tenuous life energy is drained from the graying 
  husk that used to be the maiden known as Cylshay, the 
  tentacles retreat back into the stone, and the gaping maw fades 
  away. Urzulegon, his eyes burning like a red inferno, stares 
  intensely at the ceiling, now impervious to your spells and 
  weapons. In your mind, a terrible, terrible laughter is heard. 
  "My power has returned. Oerth will feel my wrath." As the 
  smell of sulfur reaches your nostrils, you realize that the dread 
  demon Urzulegon has disappeared, to begin his reign of unholy 
  terror. 
   
  If a hero possesses the Curse of the Voice, the DM should 
  write on it "Thrall of Urzulegon." The character does not 
  lose the curse unless otherwise instructed by the critical 
  events of this adventure. The other heroes do not lose 
  memory of what has happened unless again instructed by 
  the critical event of this adventure. 
   
  THE REMAINS OF GOLUUGULA 
  Searching the lair of the mad kuo-toa high priest, you find 
  several tablets written in the strange script of that vile race.  
   
  Characters that wish to study the writings of the Dark 
  Caller may do so, but if mentioned to the aquatic elves, 
  they inform the heroes that such secrets are not meant to 
  be known by those who do not harbor malevolence in 
  their hearts.  
   
  Studying the tablets requires that the character 
  understand the kuo-toas written language, a relatively 
  obscure language. Access to the unspeakable secrets 
  within the writings requires one of the following: 
   
  • 
  The hero has the Speak Language (kuo-toa) skill. 
  • 
  The hero makes a successful Decipher Script check 
  (DC 25). 
  • 
  The hero has daily access to comprehend languages or a 
  magic item such as a helm of comprehend languages and 
  read magic, and clears the 90% chance to understand 
  kuo-toa. 
  • 
  Alternatively, the hero may take the tablets back to 
  the Great Library of Greyhawk. Non-members of the 
  library must spend one Time Unit in research and 
  200 gold; members need only spend the Time Unit. 
   
  If a PC does unlock the sanity-bending secrets of the 
  Writings of the Dark Caller, a Will save (DC 15) must be 
  made upon completion, as this knowledge has its price. 
  Failure of the saving throw indicates that the character 
  has permanently lost a portion of his sanity to the study 
  of the blasphemous texts, and immediately receives a -1 
  inherent penalty to Wisdom. This cannot be reversed in 
  any way, save by a wish or miracle spell. The DM should 
  write the result of the saving throw on the Adventure 
  Record in the space provided. In addition, the dark 
  writings yield the following benefits. 
   
  • 
  The character may now spend a skill point or two 
  skill points to select Speak Language (kuo-toa) per 
  the standard rules for his/her character class (either 
  class or cross-class skill).  
  • 
  If the character is a spellcaster with access to the 
  summon monster IV spell, the tablets reveal the 
  secrets of summoning a fiendish sea lion (alignment 
  CE) as an alternate monster. Depending on the 
  character's class and alignment, they may still be 
  barred from summoning such a creature, but they 
  always possess the knowledge to do so. 
   
  
  Forlorn Memories 
   
  Page 15 
  SAVING CYLSHAY AND RETURNING TO 
  THE NEITIRRAL 
  In the coming few days, you spend time helping the beautiful 
  sirine recover under the care of the aquatic elves. She has grown 
  quite fond of the adventurers that saved her life, and she asks 
  you to stop by the Kelp Seer's home sometime in the future so 
  that you may receive a reward. After a little while, wanderlust 
  begins to overcome Cylshay, and she eventually takes her leave 
  of the Neitirral.  
   
  You stay a little while longer, helping Nei'Tessyr 
  understand your customs as well as learning some of the 
  aquatic elves' culture. Eventually, Nei'Tessyr readies an 
  exquisite longboat that somehow magically rose from the 
  depths, new and clean. Several of the warriors from the fortress, 
  as well as Sil'Krenna, board the ship with you to set sail for 
  Greyhawk City. The symbol of a blue dolphin cresting a wave 
  flies high from the mast, signifying the ship's allegiance only to 
  the one the elves of the Nyr Dyv call the Creator, Deep Sashelas. 
   
  When you arrive in port, you say your final goodbye to the 
  good-natured elves. They ask you to come to their home 
  anytime you are able, and they seem honestly saddened to leave 
  your company. It seems that with the removal of the threat of 
  the Dark Caller, and Cylshay's return, their future may be 
  brighter than it has been in over twenty years, and they would 
  like you to share in what you've fought so hard to preserve. 
   
  Characters may return at any time to retrieve the gift left 
  for them at the Kelp Seer's home; a beautiful aquamarine 
  charm in the shape of a dolphin. It is Cylshay's gift to the 
  heroes, a figurine of wondrous power (aquamarine dolphin). 
   
  CURSE OF THE VOICE 
  For heroes that defeated the menace of Urzulegon, and 
  possess the Curse of the Voice, read or paraphrase the 
  following. 
   
  After watching the menace from beyond laid to rest, you 
  realized that something has changed. Inside, you are more at 
  peace. You know the voice will not return to haunt you again.  
   
  As you discuss the events that unfolded to your 
  companions, frustration starts to set in. No one can seem to 
  remember exactly what happened except for you! You try to tell 
  the others what transpired, but they look at you as if you're 
  crazy.  
   
  Weeks pass, and you go to the Great Library of Greyhawk 
  to talk with the librarians about the research they once did on 
  the ancient evil buried beneath Delvenbrass. They have 
  absolutely no idea what you're talking about when you 
  mention the specifics of your adventures. While they seem to 
  remember a scholar being found dead here last year, they don't 
  seem to remember what exactly he was researching at the time 
  of his demise.  
   
  You feel as though you're going mad. You must have been 
  in some dream that you're only now waking up from. 
  Whatever the mysterious circumstance, it seems like you alone 
  will bear forlorn memories of the almost catastrophic events 
  surrounding the return of Urzulegon. Perhaps, you wonder if 
  the voice was but a blessing, and this is the true curse. 
   
  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 Three 
  Defeat the fiendish sea lions. 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  Encounter Five 
   
  Defeat Droomlud the Champion. 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  Encounter Six 
  Defeat Goluugula (and Urzulegon at high 
  APLs). 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Saving Cylshay's life. 
  APL 4 
  60 XP 
  APL 6 
  75 XP 
  APL 8 
  90 XP 
  APL 10 
  105 XP 
  APL 12 
  120 XP 
  APL 14 
  135 XP 
   
  Roleplaying Award 
  Give out this award however you see fit - roleplaying, 
  accomplishing goals, performing heroic actions, etc. 
   
  APL 4 
  75 XP 
  APL 6 
  105 XP 
  APL 8 
  135 XP 
  APL 10 
  165 XP 
  APL 12 
  195 XP 
  APL 14 
  225 XP 
   
  Total Possible Experience 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  
  Forlorn Memories 
   
  Page 16 
  APL 8 
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.   
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
    
   
  Encounter Five 
  APL 4: L: 1 gp; C: 0 gp; M: 387 gp; +1 shell armor (98 gp per 
  character), +1 trident (193 gp per character), javelin of 
  lightning (63 gp per character), 2 potions of cure light wounds 
  (4 gp per potion per character), potion of endurance (25 gp 
  per character). 
   
  APL 6: L: 1 gp; C: 0 gp; M: 517 gp; +1 shell armor (98 
  gp per character), +1 trident (193 gp per character), 2 
  javelins of lightning (63 gp per javelin per character), 2 
  potions of cure moderate wounds (25 gp per potion per 
  character), potion of bull’s strength (25 gp per character), 
  potion of endurance (25 gp per character). 
   
   
  APL 8: L: 0 gp; C: 0 gp; M: 1113 gp; +1 shell armor (98 
  gp per character), +1 large shield (96 gp per character), 
  trident of the depths (693 gp per character), 2 javelins of 
  lightning (63 gp per javelin per character), 2 potions of cure 
  moderate wounds (25 gp per potion per character), potion of 
  bull’s strength (25 gp per character), potion of endurance (25 
  gp per character).  
   
  APL 10: L: 0 gp; C: 0 gp; M: 1613 gp; +2 shell armor 
  (348 gp per character), +2 large shield (346 gp per 
  character), trident of the depths (693 gp per character), 2 
  javelins of lightning (63 gp per javelin per character), 2 
  potions of cure moderate wounds (25 gp per potion per 
  character), potion of bull’s strength (25 gp per character), 
  potion of endurance (25 gp per character). 
   
   
  APL 12: L: 0 gp; C: 0 gp; M: 1613 gp; +2 shell armor 
  (348 gp per character), +2 large shield (346 gp per 
  character), trident of the depths (693 gp per character), 2 
  javelins of lightning (63 gp per javelin per character), 2 
  potions of cure moderate wounds (25 gp per potion per 
  character), potion of bull’s strength (25 gp per character), 
  potion of endurance (25 gp per character). 
   
   
  APL 14: L: 0 gp; C: 0 gp; M: 2030 gp; +3 shell armor 
  (765 gp per character), +2 large shield (346 gp per 
  character), trident of the depths (693 gp per character), 2 
  javelins of lightning (63 gp per javelin per character), 2 
  potions of cure moderate wounds (25 gp per potion per 
  character), potion of bull’s strength (25 gp per character), 
  potion of endurance (25 gp per character). 
   
  Encounter Six  
  APL 4: L: 0 gp; C: 0 gp; M: 170 gp; +1 large shield (96 gp per 
  character), wand of endurance (10 charges; 7 gp per charge 
  per character), potion of cure light wounds (4 gp per 
  character). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 174 gp; +1 large shield (96 
  gp per character), wand of endurance (10 charges; 7 gp per 
  charge per character), 2 potions of cure light wounds (4 gp 
  per potion per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 174 gp; +1 large shield (96 
  gp per character), wand of endurance (10 charges; 7 gp per 
  charge per character), 2 potions of cure light wounds (4 gp 
  per potion per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 507 gp; +1 large shield (96 
  gp per character), periapt of Wisdom (+2) (333 gp per 
  character), wand of endurance (10 charges; 7 gp per charge 
  per character), 2 potions of cure light wounds (4 gp per 
  potion per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1090 gp; +1 large shield (96 
  gp per character), periapt of Wisdom (+2) (333 gp per 
  character), staff of frost (5 charges; 583 gp per charge per 
  character), wand of endurance (10 charges; 7 gp per charge 
  per character), 2 potions of cure light wounds (4 gp per 
  potion per character). 
   
  APL 14: L: 0 gp; C: 0 gp; M: 4007 gp; +1 large shield (96 
  gp per character), periapt of Wisdom (+2) (333 gp per 
  character), rod of negation (2917 gp per character), staff of 
  frost (5 charges; 583 gp per charge per character), wand of 
  
  Forlorn Memories 
   
  Page 17 
  endurance (10 charges; 7 gp per charge per character), 2 
  potions of cure light wounds (4 gp per potion per character). 
   
  Total Possible Treasure 
  APL 4: L: 1 gp; C: 0 gp; M: 557 gp  - Total: 558 gp 
  APL 6: L: 1 gp; C: 0 gp; M: 691 gp  - Total: 692 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 1287 gp  - Total: 1250 gp 
  APL 10: L: 0 gp; C: 0 gp; M: 2120 gp  - Total: 2100 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 2703 gp  - Total: 2703 gp 
  APL 14: L: 0 gp; C: 0 gp; M: 6037 gp  - Total: 6000 gp 
   
  Special 
  Figurine of Wondrous Power (Aquamarine Dolphin): This 
  small ornate aquamarine figurine, commonly crafted by 
  good-aligned aquatic races, transforms into a normal 
  dolphin under the command of its possessor. The item 
  can be used twice per week for up to 6 hours per use. In 
  addition, the dolphin can cast water breathing as an 11th-
  level sorcerer once during each 6-hour period; the spell 
  effect may last beyond the time the figure remains 
  animated. When 6 hours have passed or the command 
  word is spoken, the aquamarine dolphin once again 
  becomes a tiny statuette. 
   
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  water breathing, must have the assistance of a good-aligned 
  aquatic creature (which can be accomplished at the 
  conclusion of any normal scenario in which the character 
  makes friendly contact with good-aligned aquatic 
  creatures); Market Price: 14,000 gp; Weight: N/A. 
   
  Writings of the Dark Caller: You have decided to plumb 
  into the blasphemous works of the corrupt kuo-toa 
  known as Goluugula, the Dark Caller. For reading the 
  vile tablets, you have uncovered knowledge most men 
  were not meant to know, and upon concluding your 
  studies, you must make a Will save (DC 15) or suffer a -1 
  inherent penalty to your Wisdom attribute that may only 
  be reversed with a wish or miracle spell. Your studies allow 
  you to have the potential to learn Speak Language (kuo-
  toa) (although you must still pay the normal skill point 
  cost for learning the language), and you are able to 
  summon a fiendish sea lion (alignment CE) with a 
  summon monster IV spell, if you have such magic available 
  to you (based on class and alignment restrictions). 
  Will save result ____  -1 Inherent Penalty? ____ 
   
  Forlorn Memories: For bearing the burden of the Curse 
  of the Voice, it seems that you are one of the very few 
  that bear knowledge of Urzulegon, and the events 
  leading to his return. Almost all others you have met 
  remember nothing surrounding the prison beneath 
  Delvenbrass, the black stone slab, or the demon. Despite 
  all you do, written records and the conscious thought of 
  others dismiss your ramblings on the matter. Whether 
  this is a boon, or yet another curse, remains to be seen. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Wand of Endurance 
  Caster Level: 3rd; Prerequisites: Craft Wand, endurance; 
  Market Price: 4250 gp; Weight: N/A. 
   
  Shell Armor: This armor is created out of specially 
  treated tortoise shells and more exotic sea life. Druids can 
  wear shell armor without losing access to their spells or 
  class features. Normal shell armor is medium armor, has a 
  cost of 25 gp, gives a +3 AC bonus, has a maximum Dex 
  bonus of +3, an armor check penalty of -2, 20% arcane 
  spell failure, and weighs 20 lb. Description of this item 
  can be found in the Arms and Equipment Guide, pages 15-
  17. 
  Caster Level: varies dependant on bonus; Prerequisites: Craft 
  Magic Arms and Armor for magical suits; Market Price: 
  varies; Weight: 20 lb. 
   
  Trident of the Depths: This +1 trident allows its wielder to 
  move through water with ease. While holding a trident of 
  the depths, the wielder can swim at a speed of 30 feet. 
  When submerged in water of any kind, the trident gains 
  an additional +1 bonus on attack and damage. When 
  submerged in ocean water, this bonus increases to +2; the 
  bonus for being underwater stacks with the trident's 
  enhancement bonus. Presented in the Arms and 
  Equipment Guide, page 121. 
  Caster Level: 6th; Prerequisites: Craft Magic Arms and 
  Armor, water walk; Market Price: 8315 gp; Weight: 5 lb. 
   
  Figurine of Wondrous Power (Aquamarine Dolphin): This 
  small ornate aquamarine figurine, commonly crafted by 
  good-aligned aquatic races, transforms into a normal 
  dolphin under the command of its possessor. The item 
  can be used twice per week for up to 6 hours per use. In 
  addition, the dolphin can cast water breathing as an 11th-
  level sorcerer once during each 6-hour period; the spell 
  effect may last beyond the time the figure remains 
  animated. When 6 hours have passed or the command 
  word is spoken, the aquamarine dolphin once again 
  becomes a tiny statuette. 
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, 
  water breathing, must have the assistance of a good-aligned 
  aquatic creature (which can be accomplished at the 
  conclusion of any normal scenario in which the character 
  makes friendly contact with good-aligned aquatic 
  creatures); Market Price: 14,000 gp; Weight: N/A. 
   
  Writings of the Dark Caller: You have decided to plumb 
  into the blasphemous works of the corrupt kuo-toa 
  known as Goluugula, the Dark Caller. For reading the 
  vile tablets, you have uncovered knowledge most men 
  were not meant to know, and upon concluding your 
  studies, you must make a Will save (DC 15) or suffer a -1 
  inherent penalty to your Wisdom attribute that may only 
  be reversed with a wish or miracle spell. Your studies allow 
  you to have the potential to learn Speak Language (kuo-
  
  Forlorn Memories 
   
  Page 18 
  toa) (although you must still pay the normal skill point 
  cost for learning the language), and you are able to 
  summon a fiendish sea lion (alignment CE) with a 
  summon monster IV spell, if you have such magic available 
  to you (based on class and alignment restrictions). 
  Will save result ____  -1 Inherent Penalty? ____ 
   
  Forlorn Memories: For bearing the burden of the Curse 
  of the Voice, it seems that you are one of the very few 
  that bear knowledge of Urzulegon, and the events 
  leading to his return. Almost all others you have met 
  remember nothing surrounding the prison beneath 
  Delvenbrass, the black stone slab, or the demon. Despite 
  all you do, written records and the conscious thought of 
  others dismiss your ramblings on the matter. Whether 
  this is a boon, or yet another curse, remains to be seen. 
   
  ITEM ACCESS 
  APLs 4-6 
  � 
  Figurine of wondrous power (aquamarine dolphin) (Any, 
  see above) 
  � 
  Wand of endurance (Adventure, see above) 
  � 
  +1 shell armor (Adventure, A&EG) 
  � 
  Javelin of lightning (Adventure, DMG) 
   
  APL 8 (All of APLs 4-6, plus the following) 
  � 
  Trident of the depths (Adventure, A&EG) 
   
  APL 10 (All of APLs 4-8, except +1 shell armor, plus the 
  following) 
  � 
  +2 shell armor (Adventure, A&EG) 
  � 
  +2 large shield (Adventure, DMG) 
  � 
  Periapt of Wisdom (+2) (Adventure, DMG) 
   
  APL 12 (All of APLs 4-10, except +1 shell armor, plus the 
  following) 
  � 
  Staff of frost (Adventure, DMG)  
   
  APL 14 (All of APLs 4-12, except +1 and +2 shell armor, 
  plus the following) 
  � 
  +3 shell armor (Adventure, A&EG) 
  � 
  Rod of negation (Adventure, DMG) 
   
  
  Forlorn Memories 
   
  Page 19 
  APPENDIX 1: NPCS 
  ENCOUNTER 3: LIONS OF THE SEA 
  APL 4 (EL 5) 
  �Fiendish Sea Lion: CR 5; Large magical beast; HD 
  6d10+18; hp 51; Init +1; Spd swim 40 ft.; AC 18 (touch 10, 
  flat-footed 17); Atk +7 melee (1d6+4, 2 claws) and +2 
  melee (1d8+2, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA 
  Rend (2d6+6), smite good; SQ Scent, darkvision 60 ft., 
  cold and fire resistance 10, DR 5/+1; SR 12; AL NE; SV 
  Fort +8, Ref +6, Will +3; Str 19, Dex 12, Con 17, Int 4, Wis 
  13, Cha 10. 
   
  Skills: Listen +7, Spot +7. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d6+6 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  APL 6 (EL 7) 
  �Fiendish Sea Lions (2): CR 5; Large magical beast; HD 
  6d10+18; hp varies; Init +1; Spd swim 40 ft.; AC 18 (touch 
  10, flat-footed 17); Atk +7 melee (1d6+4, 2 claws) and +2 
  melee (1d8+2, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA 
  Rend (2d6+6), smite good; SQ Scent, darkvision 60 ft., 
  cold and fire resistance 10, DR 5/+1; SR 12; AL NE; SV 
  Fort +8, Ref +6, Will +3; Str 19, Dex 12, Con 17, Int 4, Wis 
  13, Cha 10. 
   
  Skills: Listen +7, Spot +7. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d6+6 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  APL 8 (EL 9) 
  �Fiendish Sea Lions (4): CR 5; Large magical beast; HD 
  6d10+18; hp varies; Init +1; Spd swim 40 ft.; AC 18 (touch 
  10, flat-footed 17); Atk +7 melee (1d6+4, 2 claws) and +2 
  melee (1d8+2, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA 
  Rend (2d6+6), smite good; SQ Scent, darkvision 60 ft., 
  cold and fire resistance 10, DR 5/+1; SR 12; AL NE; SV 
  Fort +8, Ref +6, Will +3; Str 19, Dex 12, Con 17, Int 4, Wis 
  13, Cha 10. 
   
  Skills: Listen +7, Spot +7. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d6+6 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  APL 10 (EL 11) 
  �Fiendish Sea Lions, Advanced (4): CR 7; Large magical 
  beast; HD 8d10+24; hp varies; Init +1; Spd swim 40 ft.; AC 
  18 (touch 10, flat-footed 17); Atk +9 melee (1d6+4, 2 
  claws) and +4 melee (1d8+2, bite); Face/Reach 5 ft. by 10 
  ft./5 ft.; SA Rend (2d6+6), smite good; SQ Scent, 
  darkvision 60 ft., cold and fire resistance 15, DR 5/+2; SR 
  16; AL NE; SV Fort +9, Ref +7, Will +3; Str 19, Dex 12, 
  Con 17, Int 4, Wis 13, Cha 10. 
   
  Skills: Listen +8, Spot +8. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d6+6 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  APL 12 (EL 13) 
  �Fiendish Sea Lions, Advanced (6): CR 8; Huge magical 
  beast; HD 10d10+50; hp varies; Init +0; Spd swim 40 ft.; 
  AC 19 (touch 8, flat-footed 19); Atk +13 melee (1d8+8, 2 
  claws) and +8 melee (2d6+4, bite); Face/Reach 5 ft. by 10 
  ft./5 ft.; SA Rend (2d8+12), smite good; SQ Scent, 
  darkvision 60 ft., cold and fire resistance 15, DR 5/+2; SR 
  20; AL NE; SV Fort +12, Ref +7, Will +4; Str 27, Dex 10, 
  Con 21, Int 4, Wis 13, Cha 10. 
   
  Skills: Listen +9, Spot +9. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d8+12 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  APL 14 (EL 15) 
  �Fiendish Sea Lions, Advanced (6): CR 10; Huge 
  magical beast; HD 14d10+70; hp varies; Init +0; Spd swim 
  40 ft.; AC 19 (touch 8, flat-footed 19); Atk +16 melee 
  (1d8+8, 2 claws) and +11 melee (2d6+4, bite); Face/Reach 
  5 ft. by 10 ft./5 ft.; SA Rend (2d8+12), smite good; SQ 
  Scent, darkvision 60 ft., cold and fire resistance 15, DR 
  5/+2; SR 25; AL NE; SV Fort +14, Ref +9, Will +5; Str 27, 
  Dex 10, Con 21, Int 4, Wis 13, Cha 10. 
   
  Skills: Listen +11, Spot +11. 
   
  Rend (Ex): A fiendish sea lion that hits with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This automatically deals an additional 2d8+12 
  points of damage. 
   
  Smite Good (Su): Once per day the creature can make 
  a normal attack to deal additional damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  
  Forlorn Memories 
   
  Page 20 
  ENCOUNTER 5 (AREA B) 
  APL 4 (EL 6) 
  �Droomlud the Champion: Male kuo-toa Ftr3; CR 5; 
  Medium-size 
  monstrous 
  humanoid 
  (aquatic); 
  HD 
  2d8+3d10+10; hp 41; Init +0; Spd 15 ft., swim 50 ft.; AC 22 
  (touch 10, flat-footed 22); Atk +9 melee (1d8+4, trident) 
  or +5 ranged (1d6+3, javelin); SQ Keen sight, slippery, 
  adhesive, immunities, electricity resistance 30, light 
  blindness, amphibious; AL NE; SV Fort +7, Ref +4, Will 
  +6; Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +7, Escape 
  Artist +18, Listen +9, Move Silently +2, Ride +8, Search 
  +10, Spot +11; Alertness, Great Fortitude, Mounted 
  Combat, Mounted Archery, Ride-By Attack. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +1 shell armor, large shield, +1 trident, 
  quiver with 4 javelins, javelin of lightning, 2 potions of cure 
  light wounds, potion of endurance. 
   
  APL 6 (EL 8) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider3*; CR 8; Medium-size monstrous 
  humanoid (aquatic); HD 2d8+6d10+16; hp 65; Init +0; 
  Spd 15 ft., swim 50 ft.; AC 22 (touch 10, flat-footed 22); 
  Atk +12/+7 melee (1d8+4, trident) or +8 ranged (1d6+3, 
  javelin); SA Breach, mounted weapon bonus, trident 
  charge; SQ Keen sight, slippery, adhesive, immunities, 
  electricity resistance 30, light blindness, amphibious, ride 
  bonus; AL NE; SV Fort +10, Ref +5, Will +9; Str 17, Dex 
  10, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +7, Escape 
  Artist +18, Jump +9, Listen +9, Move Silently +2, Ride 
  +13, Search +10, Spot +11; Alertness, Great Fortitude, 
  Mounted Combat, Mounted Archery, Ride-By Attack, 
  Spirited Charge. 
   
  Mount: See Ullguumm, below. 
   
  Breach (Ex): While mounted, Droomlud can make a 
  leaping charge to attack opponents out of the water. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum 
  height distance of twice its length. If it contacts an 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on her attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater are 
  still able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Mounted Weapon Bonus (Ex): Droomlud has a +2 
  bonus on trident attack rolls while mounted, and a +1 
  bonus on javelin attack rolls while mounted. 
   
  Trident Charge (Ex): Droomlud can use a trident to 
  deal double damage when used from the back of a 
  charging mount. The Spirited Charge feat can be used to 
  increase the damage multiple to triple normal. 
   
  Ride Bonus (Ex): Droomlud gains a +2 bonus to all 
  Ride checks (bonus is already included in skill). 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
  
  Forlorn Memories 
   
  Page 21 
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +1 shell armor*, large shield, +1 trident, 
  quiver with 4 javelins, 2 javelins of lightning, 2 potions of 
  cure moderate wounds, potion of bull’s strength, potion of 
  endurance. 
  *See Appendix 3: New Rules for additional information. 
   
  �Ullguumm, Sea Lion Mount: Large magical beast; HD 
  6d10+1d8+21; hp 66; Init +1; Spd swim 40 ft.; AC 19 
  (touch 10, flat-footed 18); Atk +9 melee (1d6+5, 2 claws) 
  and +4 melee (1d8+2, bite); SA Rend; SQ Improved 
  evasion, empathic link, share saving throws; AL N; SV 
  Fort +9, Ref +6, Will +8; Str 20, Dex 12, Con 17, Int 5, Wis 
  13, Cha 10. 
   
  Skills and Feats: Listen +7, Spot +8. 
   
  Rend (Ex): A sea lion that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. This 
  automatically deals an additional 2d6+7 points of damage. 
   
  Improved Evasion (Ex): If the waverider’s mount is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw and half damage even if 
  the saving throw fails. 
   
  Empathic Link (Su): The waverider has an empathic 
  link with his mount out to a distance of 1 mile. The 
  waverider cannot see through the mount’s eyes, but the 
  two can communicate telepathically. Even intelligent 
  mounts see the world differently from their riders, so 
  misunderstandings are always possible. 
   
  Share Saving Throws: The mount uses its own base 
  saves or the waverider’s, whichever is higher (already 
  factored into the mount’s statistics above). 
   
  APL 8 (EL 10) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider5*; CR 10; Medium-size monstrous 
  humanoid (aquatic); HD 2d8+8d10+20; hp 81; Init +0; 
  Spd 15 ft., swim 50 ft.; AC 23 (touch 10, flat-footed 23); 
  Atk +16/+11 melee (1d8+5, trident of the depths*) or +10 
  ranged (1d6+3, javelin); SA Breach, improved mounted 
  archery, mounted weapon bonus, sound, trident charge; 
  SQ Keen sight, slippery, adhesive, immunities, electricity 
  resistance 30, light blindness, amphibious, ride bonus; AL 
  NE; SV Fort +11, Ref +5, Will +10; Str 17, Dex 10, Con 14, 
  Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +7, Escape 
  Artist +18, Jump +13, Listen +9, Move Silently +2, Ride 
  +17, Search +10, Spot +11; Alertness, Great Fortitude, 
  Mounted Combat, Mounted Archery, Ride-By Attack, 
  Spirited Charge, Weapon Focus (trident). 
   
  Mount: See Ullguumm, below. 
   
  Breach (Ex): While mounted, Droomlud can make a 
  leaping charge to attack opponents out of the water. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum 
  height distance of twice its length. If it contacts an 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on her attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater are 
  still able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Improved Mounted Archery: When making ranged 
  attacks with his javelin or trident while mounted, 
  Droomlud takes only a –1 penalty on ranged attacks if the 
  mount is making a double move, and –2 if the mount is 
  running.  
   
  Mounted Weapon Bonus (Ex): Droomlud has a +3 
  bonus on trident attack rolls while mounted, and a +2 
  bonus on javelin attack rolls while mounted. 
   
  Sound (Ex): Droomlud can dive at high speed as part 
  of a charge when attacking opponents underwater. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” long jump as part of a charge, with a maximum 
  distance of six times its length. If it contacts an opponent 
  during the dive, the waverider gains a +4 bonus on his 
  attack roll and increases the damage multiplier with his 
  mounted weapon one more step (double to triple, triple 
  to quadruple) but takes a –4 penalty to Armor Class for 
  the next round. A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Trident Charge (Ex): Droomlud can use a trident to 
  deal double damage when used from the back of a 
  charging mount. The Spirited Charge feat can be used to 
  increase the damage multiple to triple normal. 
   
  Ride Bonus (Ex): Droomlud gains a +4 bonus to all 
  Ride checks (bonus is already included in skill). 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
  
  Forlorn Memories 
   
  Page 22 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +1 shell armor*, +1 large shield, trident of the 
  depths*, quiver with 4 javelins, 2 javelins of lightning, 2 
  potions of cure moderate wounds, potion of bull’s strength, potion 
  of endurance. 
  *See Appendix 3: New Rules for additional information. 
   
  �Ullguumm, Sea Lion Mount: Large magical beast; HD 
  6d10+2d8+24; hp 74; Init +1; Spd Swim 40 ft.; AC 20 
  (touch 10, flat-footed 19); Atk +10 melee (1d6+5, 2 claws) 
  and +5 melee (1d8+2, bite); SA Rend; SQ Improved 
  evasion, empathic link, share saving throws; AL N; SV 
  Fort +11, Ref +7, Will +10; Str 21, Dex 12, Con 17, Int 6, 
  Wis 13, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8. 
   
  Rend (Ex): A sea lion that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. This 
  automatically deals an additional 2d6+7 points of damage. 
   
  Improved Evasion (Ex): If the waverider’s mount is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw and half damage even if 
  the saving throw fails. 
   
  Empathic Link (Su): The waverider has an empathic 
  link with his mount out to a distance of 1 mile. The 
  waverider cannot see through the mount’s eyes, but the 
  two can communicate telepathically. Even intelligent 
  mounts see the world differently from their riders, so 
  misunderstandings are always possible. 
   
  Share Saving Throws: The mount uses its own base 
  saves or the waverider’s, whichever is higher (already 
  factored into the mount’s statistics above). 
   
  APL 10 (EL 12) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider7*; CR 12; Medium-size monstrous 
  humanoid (aquatic); HD 2d8+10d10+24; hp 97; Init +0; 
  Spd 15 ft., swim 50 ft.; AC 25 (touch 10, flat-footed 25); 
  Atk +19/+14/+9 melee (1d8+6/19-20, trident of the depths*) 
  or +12 ranged (1d6+3, javelin); SA Breach, full mounted 
  attack, improved mounted archery, mounted weapon 
  bonus, skim, sound, trident charge; SQ Keen sight, 
  slippery, adhesive, immunities, electricity resistance 30, 
  light blindness, amphibious, ride bonus; AL NE; SV Fort 
  +12, Ref +6, Will +11; Str 18, Dex 10, Con 14, Int 12, Wis 
  14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +8, Escape 
  Artist +18, Jump +19, Listen +9, Move Silently +2, Ride 
  +21, Search +10, Spot +11; Alertness, Great Fortitude, 
  Improved Critical (trident), Mounted Combat, Mounted 
  Archery, Ride-By Attack, Spirited Charge, Weapon Focus 
  (trident). 
   
  Mount: See Ullguumm, below. 
   
  Breach (Ex): While mounted, Droomlud can make a 
  leaping charge to attack opponents out of the water. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum 
  height distance of twice its length. If it contacts an 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on her attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater are 
  still able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Full Mounted Attack (Ex): Droomlud may attack as a 
  standard action when his mount moves more than 5 feet 
  rather than a partial action. 
   
  Improved Mounted Archery: When making ranged 
  attacks with his javelin or trident while mounted, 
  Droomlud takes only a –1 penalty on ranged attacks if the 
  mount is making a double move, and –2 if the mount is 
  running.  
   
  Mounted Weapon Bonus (Ex): Droomlud has a +4 
  bonus on trident attack rolls while mounted, and a +3 
  bonus on javelin attack rolls while mounted. 
   
  Skim (Ex): Droomlud can make more effective 
  charges against foes out of the water, skimming over the 
  surface like a flying fish. The mount makes a Jump check 
  using its own ranks in the skill or the waverider’s, 
  whichever is better, to make a “running” long jump as 
  part of a charge, with a maximum distance of four times 
  its length, and a “running” high jump with a maximum 
  vertical distance of twice its length. (Use the same roll to 
  determine height and length.) If it contacts an opponent 
  during the jump, the waverider gains the normal +2 
  bonus on its attack roll. At the end of the jump, waverider 
  and mount are once again submerged and thus do not 
  take the –2 penalty to Armor Class against opponents out 
  of the water (those underwater are still able to take 
  advantage of the waverider’s being temporarily off 
  balance). A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Sound (Ex): Droomlud can dive at high speed as part 
  of a charge when attacking opponents underwater. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” long jump as part of a charge, with a maximum 
  distance of six times its length. If it contacts an opponent 
  during the dive, the waverider gains a +4 bonus on his 
  attack roll and increases the damage multiplier with his 
  mounted weapon one more step (double to triple, triple 
  to quadruple) but takes a –4 penalty to Armor Class for 
  the next round. A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Trident Charge (Ex): Droomlud can use a trident to 
  deal double damage when used from the back of a 
  charging mount. The Spirited Charge feat can be used to 
  increase the damage multiple to triple normal. 
   
  Ride Bonus (Ex): Droomlud gains a +6 bonus to all 
  Ride checks (bonus is already included in skill). 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  
  Forlorn Memories 
   
  Page 23 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +2 shell armor*, +2 large shield, trident of the 
  depths*, quiver with 4 javelins, 2 javelins of lightning, 2 
  potions of cure moderate wounds, potion of bull’s strength, potion 
  of endurance. 
  *See Appendix 3: New Rules for additional information. 
   
  �Ullguumm, Sea Lion Mount: Large magical beast; HD 
  6d10+2d8+24; hp 74; Init +1; Spd Swim 40 ft.; AC 20 
  (touch 10, flat-footed 19); Atk +10 melee (1d6+5, 2 claws) 
  and +5 melee (1d8+2, bite); SA Rend; SQ Improved 
  evasion, empathic link, share saving throws; AL N; SV 
  Fort +11, Ref +7, Will +10; Str 21, Dex 12, Con 17, Int 6, 
  Wis 13, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8. 
   
  Rend (Ex): A sea lion that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. This 
  automatically deals an additional 2d6+7 points of damage. 
   
  Improved Evasion (Ex): If the waverider’s mount is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw and half damage even if 
  the saving throw fails. 
   
  Empathic Link (Su): The waverider has an empathic 
  link with his mount out to a distance of 1 mile. The 
  waverider cannot see through the mount’s eyes, but the 
  two can communicate telepathically. Even intelligent 
  mounts see the world differently from their riders, so 
  misunderstandings are always possible. 
   
  Share Saving Throws: The mount uses its own base 
  saves or the waverider’s, whichever is higher (already 
  factored into the mount’s statistics above). 
   
  APL 12 (EL 14) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr3/Waverider9*; CR 14; Medium-size monstrous 
  humanoid (aquatic); HD 2d8+12d10+28; hp 113; Init +0; 
  Spd 15 ft., swim 50 ft.; AC 25 (touch 10, flat-footed 25); 
  Atk +21/+16/+11 melee (1d8+6/19-20, trident of the 
  depths*) or +14 ranged (1d6+3, javelin); SA Breach, full 
  mounted attack, mounted weapon bonus, skim, sound, 
  superior mounted archery, trident charge; SQ Keen sight, 
  slippery, adhesive, immunities, electricity resistance 30, 
  light blindness, amphibious, ride bonus, wavedancing; 
  AL NE; SV Fort +12, Ref +6, Will +11; Str 18, Dex 10, Con 
  14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +8, Escape 
  Artist +18, Jump +21, Listen +9, Move Silently +2, Ride 
  +25, Search +10, Spot +12; Alertness, Great Fortitude, 
  Improved Critical (trident), Mounted Combat, Mounted 
  Archery, Ride-By Attack, Spirited Charge, Weapon Focus 
  (trident). 
   
  Mount: See Ullguumm, below. 
   
  Breach (Ex): While mounted, Droomlud can make a 
  leaping charge to attack opponents out of the water. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum 
  height distance of twice its length. If it contacts an 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on her attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater are 
  still able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Full Mounted Attack (Ex): Droomlud may attack as a 
  standard action when his mount moves more than 5 feet 
  rather than a partial action. 
   
  Mounted Weapon Bonus (Ex): Droomlud has a +5 
  bonus on trident attack rolls while mounted, and a +4 
  bonus on javelin attack rolls while mounted. 
   
  Skim (Ex): Droomlud can make more effective 
  charges against foes out of the water, skimming over the 
  surface like a flying fish. The mount makes a Jump check 
  using its own ranks in the skill or the waverider’s, 
  whichever is better, to make a “running” long jump as 
  part of a charge, with a maximum distance of four times 
  its length, and a “running” high jump with a maximum 
  vertical distance of twice its length. (Use the same roll to 
  determine height and length.) If it contacts an opponent 
  during the jump, the waverider gains the normal +2 
  bonus on its attack roll. At the end of the jump, waverider 
  and mount are once again submerged and thus do not 
  take the –2 penalty to Armor Class against opponents out 
  of the water (those underwater are still able to take 
  advantage of the waverider’s being temporarily off 
  balance). A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Sound (Ex): Droomlud can dive at high speed as part 
  of a charge when attacking opponents underwater. The 
  
  Forlorn Memories 
   
  Page 24 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” long jump as part of a charge, with a maximum 
  distance of six times its length. If it contacts an opponent 
  during the dive, the waverider gains a +4 bonus on his 
  attack roll and increases the damage multiplier with his 
  mounted weapon one more step (double to triple, triple 
  to quadruple) but takes a –4 penalty to Armor Class for 
  the next round. A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Superior Mounted Archery (Ex): Droomlud takes no 
  penalties when making ranged attacks with his trident or 
  javelin while mounted. 
   
  Trident Charge (Ex): Droomlud can use a trident to 
  deal double damage when used from the back of a 
  charging mount. The Spirited Charge feat can be used to 
  increase the damage multiple to triple normal. 
   
  Ride Bonus (Ex): Droomlud gains a +8 bonus to all 
  Ride checks (bonus is already included in skill). 
   
  Wavedancing (Ex): Droomlud can maneuver very 
  effectively out of the water. Rider and mount can move 
  up to four times the mount’s swim speed out of water and 
  can make charges, including Ride-By Attacks if the 
  waverider has this feat (normal charge rules apply). In 
  addition, he can now use his breach, sound, and skim 
  abilities in consecutive rounds. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +2 shell armor*, +2 large shield, trident of the 
  depths*, quiver with 4 javelins, 2 javelins of lightning, 2 
  potions of cure moderate wounds, potion of bull’s strength, potion 
  of endurance. 
  *See Appendix 3: New Rules for additional information. 
   
  �Ullguumm, Sea Lion Mount: Large magical beast; HD 
  6d10+4d8+30; hp 90; Init +1; Spd swim 40 ft.; AC 22 
  (touch 10, flat-footed 21); Atk +13 melee (1d6+6, 2 claws) 
  and +8 melee (1d8+3, bite); SA Rend; SQ Improved 
  evasion, empathic link, share saving throws, speak with 
  creatures of its kind; AL N; SV Fort +12, Ref +8, Will +11; 
  Str 22, Dex 12, Con 17, Int 6, Wis 13, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Improved Critical 
  (claws). 
   
  Rend (Ex): A sea lion that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. This 
  automatically deals an additional 2d6+9 points of damage. 
   
  Improved Evasion (Ex): If the waverider’s mount is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw and half damage even if 
  the saving throw fails. 
   
  Empathic Link (Su): The waverider has an empathic 
  link with his mount out to a distance of 1 mile. The 
  waverider cannot see through the mount’s eyes, but the 
  two can communicate telepathically. Even intelligent 
  mounts see the world differently from their riders, so 
  misunderstandings are always possible. 
   
  Share Saving Throws: The mount uses its own base 
  saves or the waverider’s, whichever is higher (already 
  factored into the mount’s statistics above). 
   
  Speak with Creatures of Its Kind (Su): The mount 
  can communicate with creatures of approximately the 
  same kind. 
   
  APL 14 (EL 16) 
  �Droomlud 
  the 
  Champion: 
  Male 
  kuo-toa 
  Ftr4/Waverider10*; CR 14; Medium-size monstrous 
  humanoid (aquatic); HD 2d8+14d10+32; hp 129; Init +0; 
  Spd 15 ft., swim 50 ft.; AC 26 (touch 10, flat-footed 25); 
  Atk +23/+18/+13/+8 melee (1d8+8/19-20, trident of the 
  depths*) or +16 ranged (1d6+3, javelin); SA Breach, full 
  mounted attack, mounted weapon bonus, skim, sound, 
  superior mounted archery, trident charge; SQ Keen sight, 
  slippery, adhesive, immunities, electricity resistance 30, 
  light blindness, amphibious, Rride bonus, wavedancing, 
  call of the deeps; AL NE; SV Fort +14, Ref +6, Will +12; 
  Str 19, Dex 10, Con 14, Int 12, Wis 14, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +8, Escape 
  Artist +18, Jump +23, Listen +9, Move Silently +2, Ride 
  +27, Search +10, Spot +13; Alertness, Great Fortitude, 
  Improved Critical (trident), Mounted Combat, Mounted 
  Archery, Ride-By Attack, Spirited Charge, Weapon Focus 
  (trident), Weapon Specialization (trident). 
   
  Mount: See Ullguumm, below. 
   
  Breach (Ex): While mounted, Droomlud can make a 
  leaping charge to attack opponents out of the water. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum 
  height distance of twice its length. If it contacts an 
  
  Forlorn Memories 
   
  Page 25 
  opponent during the jump, the waverider gains the 
  normal +2 bonus on her attack roll. At the end of the 
  jump, waverider and mount are once again submerged 
  and thus do not take the –2 penalty to Armor Class 
  against opponents out of the water (those underwater are 
  still able to take advantage of the waverider’s being 
  temporarily off-balance). A waverider cannot use this 
  ability in two consecutive rounds. 
   
  Call of the Deeps (Su): At 10th level, a waverider can 
  summon one or more water elementals once per day, as 
  with a planar ally spell. 
   
  Full Mounted Attack (Ex): Droomlud may attack as a 
  standard action when his mount moves more than 5 feet 
  rather than a partial action. 
   
  Mounted Weapon Bonus (Ex): Droomlud has a +5 
  bonus on trident attack rolls while mounted, and a +5 
  bonus on javelin attack rolls while mounted. 
   
  Skim (Ex): Droomlud can make more effective 
  charges against foes out of the water, skimming over the 
  surface like a flying fish. The mount makes a Jump check 
  using its own ranks in the skill or the waverider’s, 
  whichever is better, to make a “running” long jump as 
  part of a charge, with a maximum distance of four times 
  its length, and a “running” high jump with a maximum 
  vertical distance of twice its length. (Use the same roll to 
  determine height and length.) If it contacts an opponent 
  during the jump, the waverider gains the normal +2 
  bonus on its attack roll. At the end of the jump, waverider 
  and mount are once again submerged and thus do not 
  take the –2 penalty to Armor Class against opponents out 
  of the water (those underwater are still able to take 
  advantage of the waverider’s being temporarily off 
  balance). A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Sound (Ex): Droomlud can dive at high speed as part 
  of a charge when attacking opponents underwater. The 
  mount makes a Jump check using its own ranks in the 
  skill or the waverider’s, whichever is better, to make a 
  “running” long jump as part of a charge, with a maximum 
  distance of six times its length. If it contacts an opponent 
  during the dive, the waverider gains a +4 bonus on his 
  attack roll and increases the damage multiplier with his 
  mounted weapon one more step (double to triple, triple 
  to quadruple) but takes a –4 penalty to Armor Class for 
  the next round. A waverider cannot use this ability in two 
  consecutive rounds. 
   
  Superior Mounted Archery (Ex): Droomlud takes no 
  penalties when making ranged attacks with his trident or 
  javelin while mounted. 
   
  Trident Charge (Ex): Droomlud can use a trident to 
  deal double damage when used from the back of a 
  charging mount. The Spirited Charge feat can be used to 
  increase the damage multiple to triple normal. 
   
  Ride Bonus (Ex): Droomlud gains a +4 bonus to all 
  Ride checks (bonus is already included in skill). 
   
  Wavedancing (Ex): Droomlud can maneuver very 
  effectively out of the water. Rider and mount can move 
  up to four times the mount’s swim speed out of water and 
  can make charges, including Ride-By Attacks if the 
  waverider has this feat (normal charge rules apply). In 
  addition, he can now use his breach, sound, and skim 
  abilities in consecutive rounds. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks.  
   
  Possessions: +3 shell armor*, +2 large shield, trident of the 
  depths*, quiver with 4 javelins, 2 javelins of lightning, 2 
  potions of cure moderate wounds, potion of bull’s strength, potion 
  of endurance. 
  *See Appendix 3: New Rules for additional information. 
   
  �Ullguumm, Sea Lion Mount: Large magical beast; HD 
  6d10+4d8+30; hp 90; Init +1; Spd swim 40 ft.; AC 22 
  (touch 10, flat-footed 21); Atk +13 melee (1d6+6, 2 claws) 
  and +8 melee (1d8+3, bite); SA Rend; SQ Improved 
  evasion, empathic link, share saving throws, speak with 
  creatures of its kind; AL N; SV Fort +12, Ref +8, Will +11; 
  Str 22, Dex 12, Con 17, Int 6, Wis 13, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Improved Critical 
  (claws). 
   
  Rend (Ex): A sea lion that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. This 
  automatically deals an additional 2d6+9 points of damage. 
   
  Improved Evasion (Ex): If the waverider’s mount is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw and half damage even if 
  the saving throw fails. 
   
  Empathic Link (Su): The waverider has an empathic 
  link with his mount out to a distance of 1 mile. The 
  waverider cannot see through the mount’s eyes, but the 
  
  Forlorn Memories 
   
  Page 26 
  two can communicate telepathically. Even intelligent 
  mounts see the world differently from their riders, so 
  misunderstandings are always possible. 
   
  Share Saving Throws: The mount uses its own base 
  saves or the waverider’s, whichever is higher (already 
  factored into the mount’s statistics above). 
   
  Speak with Creatures of Its Kind (Su): The mount 
  can communicate with creatures of approximately the 
  same kind. 
   
   
  ENCOUNTER 6 (AREA D) 
  APL 4 (EL 7) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr3 
  (Blibdoolpoolp); 
  CR 
  6; 
  Medium-size 
  monstrous 
  humanoid (aquatic); HD 5d8+10; hp 38; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk +4 
  melee (1d8/x3, shortspear) and -1 melee (1d4, bite) or +4 
  melee (1d10, pincer staff) and -1 melee (1d4, bite) or +4 
  ranged (1d8/x3, thrown shortspear); SA Lightning bolt, 
  pincer staff, smite good, rebuke undead, spells; SQ Keen 
  sight, 
  slippery, 
  adhesive, 
  immunities, 
  electricity 
  resistance 30, light blindness, amphibious, darkvision 60 
  feet, cold resistance 10, fire resistance 10, DR 5/+1, SR 10; 
  AL NE; SV Fort +7, Ref +6, Will +10; Str 10, Dex 10, Con 
  14, Int 14, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +10, Escape Artist +18, 
  Knowledge (arcana) +10, Listen +11, Move Silently +3, 
  Search +12, Spellcraft +6, Spot +14; Alertness, Combat 
  Casting, Great Fortitude, Lightning Reflexes. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  wand of endurance (10 charges)**, potion of cure light wounds. 
   
  Spells Prepared (4/3+1/2+1; base DC = 14 + spell level): 
  0—cure minor wounds, detect magic, guidance, resistance; 
  1st—cause fear, inflict light wounds*, random action, shield of 
  faith; 2nd—calm emotions, fog cloud*, sound burst. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  APL 6 (EL 9) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr5 
  (Blibdoolpoolp); 
  CR 
  8; 
  Medium-size 
  monstrous 
  humanoid (aquatic); HD 7d8+14; hp 52; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk +5 
  melee (1d8/x3, shortspear) and +0 melee (1d4, bite) or +5 
  melee (1d10, pincer staff) and +0 melee (1d4, bite) or +5 
  ranged (1d8/x3, thrown shortspear); SA Lightning bolt, 
  pincer staff, smite good, rebuke undead, spells; SQ Keen 
  sight, 
  slippery, 
  adhesive, 
  immunities, 
  electricity 
  resistance 30, light blindness, amphibious, darkvision 60 
  feet, cold resistance 10, fire resistance 10, DR 5/+1, SR 14; 
  AL NE; SV Fort +8, Ref +6, Will +13; Str 10, Dex 10, Con 
  14, Int 14, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +12, Escape Artist +18, 
  Knowledge (arcana) +12, Listen +11, Move Silently +3, 
  
  Forlorn Memories 
   
  Page 27 
  Search +12, Spellcraft +6, Spot +14; Alertness, Combat 
  Casting, Great Fortitude, Iron Will, Lightning Reflexes. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  wand of endurance (10 charges)**, 2 potions of cure light 
  wounds. 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + spell 
  level): 0—cure minor wounds (2), detect magic, guidance, 
  resistance; 1st—inflict light wounds*, random action (2), shield 
  of faith; 2nd—calm emotions, fog cloud*, hold person, sound 
  burst; 3rd—blindness/deafness, contagion*, dispel magic. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  �Kuo-toa Whips (2): Male kuo-toa Clr1 (Blibdoolpoolp); 
  CR 3; Medium-size monstrous humanoid (aquatic); HD 
  3d8+3; hp 21; Init +0; Spd 20 ft., swim 50 ft.; AC 18 (touch 
  10, flat-footed 18); Atk +3 melee (1d8+1/x3, shortspear) 
  and -2 melee (1d4, bite) or +3 melee (1d10+1, pincer staff) 
  and -1 melee (1d4, bite) or +4 ranged (1d8+1/x3, thrown 
  shortspear); SA Lightning bolt, pincer staff, rebuke 
  undead, spells; SQ Keen sight, slippery, adhesive, 
  immunities, electricity resistance 30, light blindness, 
  amphibious; AL NE; SV Fort +5, Ref +3, Will +7; Str 13, 
  Dex 10, Con 13, Int 13, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +4, Escape Artist +18, 
  Knowledge (arcana) +6, Listen +9, Move Silently +3, 
  Search +10, Spot +11; Alertness, Combat Casting, Great 
  Fortitude. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  
  Forlorn Memories 
   
  Page 28 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Possessions: shortspear, pincer staff, large shield. 
   
  Spells Prepared (3/2+1; base DC = 12 + spell level): 0—
  cure minor wounds, guidance, resistance; 1st—cure light 
  wounds, inflict light wounds*, random action. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
   
  APL 8 (EL 11) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr7 
  (Blibdoolpoolp); 
  CR 
  11; 
  Medium-size 
  monstrous 
  humanoid (aquatic); HD 9d8+18; hp 66; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk +7/+2 
  melee (1d8/x3, shortspear) and +2 melee (1d4, bite) or 
  +7/+2 melee (1d10, pincer staff) and +2 melee (1d4, bite) 
  or +7 ranged (1d8/x3, thrown shortspear); SA Lightning 
  bolt, pincer staff, smite good, rebuke undead, spells; SQ 
  Keen sight, slippery, adhesive, immunities, electricity 
  resistance 30, light blindness, amphibious, darkvision 60 
  feet, cold resistance 15, fire resistance 15, DR 5/+2, SR 18; 
  AL NE; SV Fort +9, Ref +7, Will +14; Str 10, Dex 10, Con 
  14, Int 14, Wis 19, Cha 12.  
   
  Skills and Feats: Concentration +14, Escape Artist +18, 
  Knowledge (arcana) +14, Listen +11, Move Silently +3, 
  Search +12, Spellcraft +6, Spot +14; Alertness, Combat 
  Casting, Great Fortitude, Iron Will, Lightning Reflexes, 
  Quicken Spell. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  wand of endurance (10 charges)**, 2 potions of cure moderate 
  wounds. 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + 
  spell level):  0—cure minor wounds (3), detect magic, 
  guidance, resistance; 1st—entropic shield, inflict light wounds*, 
  random action (2), shield of faith; 2nd—calm emotions, fog 
  cloud*, 
  hold 
  person, 
  silence, 
  sound 
  burst; 
  3rd—
  
  Forlorn Memories 
   
  Page 29 
  blindness/deafness, contagion*, dispel magic, magic vestment; 
  4th—inflict critical wounds*, poison, summon monster IV. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  �Kuo-toa Whips (4): Male kuo-toa Clr1 (Blibdoolpoolp); 
  CR 3; Medium-size monstrous humanoid (aquatic); HD 
  3d8+3; hp 21; Init +0; Spd 20 ft., swim 50 ft.; AC 18 (touch 
  10, flat-footed 18); Atk +3 melee (1d8+1/x3, shortspear) 
  and -2 melee (1d4, bite) or +3 melee (1d10+1, pincer staff) 
  and -1 melee (1d4, bite) or +4 ranged (1d8+1/x3, thrown 
  shortspear); SA Lightning bolt, pincer staff, rebuke 
  undead, spells; SQ Keen sight, slippery, adhesive, 
  immunities, electricity resistance 30, light blindness, 
  amphibious; AL NE; SV Fort +5, Ref +3, Will +7; Str 13, 
  Dex 10, Con 13, Int 13, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +4, Escape Artist +18, 
  Knowledge (arcana) +6, Listen +9, Move Silently +3, 
  Search +10, Spot +11; Alertness, Combat Casting, Great 
  Fortitude. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Possessions: shortspear, pincer staff, large shield. 
   
  Spells Prepared (3/2+1; base DC = 12 + spell level): 0—
  cure minor wounds, guidance, resistance; 1st—cure light 
  wounds, inflict light wounds*, random action. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
   
  APL 10 (EL 13) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr7 
  (Blibdoolpoolp); 
  CR 
  11; 
  Medium-size 
  monstrous 
  humanoid (aquatic); HD 9d8+18; hp 66; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk +7/+2 
  melee (1d8/x3, shortspear) and +2 melee (1d4, bite) or 
  +7/+2 melee (1d10, pincer staff) and +2 melee (1d4, bite) 
  or +7 ranged (1d8/x3, thrown shortspear); SA Lightning 
  bolt, pincer staff, smite good, rebuke undead, spells; SQ 
  Keen sight, slippery, adhesive, immunities, electricity 
  resistance 30, light blindness, amphibious, darkvision 60 
  feet, cold resistance 15, fire resistance 15, DR 5/+2, SR 18; 
  AL NE; SV Fort +9, Ref +7, Will +14; Str 10, Dex 10, Con 
  14, Int 14, Wis 19, Cha 12.  
   
  Skills and Feats: Concentration +14, Escape Artist +18, 
  Knowledge (arcana) +14, Listen +11, Move Silently +3, 
  Search +12, Spellcraft +6, Spot +14; Alertness, Combat 
  Casting, Great Fortitude, Iron Will, Lightning Reflexes, 
  Quicken Spell. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  
  Forlorn Memories 
   
  Page 30 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  wand of endurance (10 charges)**, 2 potions of cure moderate 
  wounds. 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + 
  spell level):  0—cure minor wounds (3), detect magic, 
  guidance, resistance; 1st—entropic shield, inflict light wounds*, 
  random action (2), shield of faith; 2nd—calm emotions, fog 
  cloud*, 
  hold 
  person, 
  silence, 
  sound 
  burst; 
  3rd—
  blindness/deafness, contagion*, dispel magic, magic vestment; 
  4th—inflict critical wounds*, poison, summon monster IV. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  �Urzulegon*: Large outsider (chaotic, evil); CR 12; HD 
  9d8+63; hp 103; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-
  footed 27); Atk +16 melee (1d8+8, bite) and +11 melee 
  (1d6+4, 2 claws); SA Spell-like abilities; SQ DR 20/+2, 
  poison and electricity immunity, cold, fire and acid 
  resistance 20, telepathy, half damage; SR 23; AL CE; SV 
  Fort +14, Ref +7, Will +12; Str 27, Dex 13, Con 24, Int 15, 
  Wis 18, Cha 19.  
   
  Skills and Feats: Concentration +19, Hide +9, Listen 
  +24, Move Silently +13, Search +14, Sense Motive +10, 
  Spellcraft +14, Spot +24; Empower Spell-Like Ability*, 
  Iron Will, Quicken Spell-Like Ability*. 
   
  Spell-Like Abilities: At will—deeper darkness, desecrate, 
  detect good, mage armor, magic circle against good, suggestion* 
  (usable 3/day as a quickened spell-like ability), and unholy 
  blight* (usable 3/day as an empowered spell-like ability); 
  3/day—dispel good, and dominate person; 1/day—blasphemy. 
  These abilities are as the spells cast by a 14th-level 
  sorcerer; save DC 15 + spell level.  
   
  Telepathy (Su): Urzulegon can communicate 
  telepathically with any creature within 1 mile that has a 
  language. 
   
  Half Damage (Ex): Any physical attack against 
  Urzulegon (not spells), including hits from magical 
  weapons, deals only half damage. This effect does not 
  stack with the creature's damage reduction; apply either 
  the damage reduction or the half damage, whichever 
  results in the least amount of damage suffered. 
   
  Skills: Urzulegon receives a +8 racial bonus on 
  Listen and Spot checks. 
  * See Appendix 3: New Rules for additional information. 
   
  APL 12 (EL 15) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa Clr9 
  (Blibdoolpoolp); 
  CR 
  13; 
  Medium-size 
  monstrous 
  humanoid (aquatic); HD 11d8+22; hp 80; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk +8/+3 
  melee (1d8/x3, shortspear) and +3 melee (1d4, bite) or 
  +8/+3 melee (1d10, pincer staff) and +3 melee (1d4, bite) 
  or +8 ranged (1d8/x3, thrown shortspear); SA Lightning 
  bolt, pincer staff, smite good, rebuke undead, spells; SQ 
  Keen sight, slippery, adhesive, immunities, electricity 
  resistance 30, light blindness, amphibious, darkvision 60 
  feet, cold resistance 15, fire resistance 15, DR 5/+2, SR 22; 
  AL NE; SV Fort +10, Ref +8, Will +16; Str 10, Dex 10, Con 
  14, Int 14, Wis 21, Cha 12.  
   
  Skills and Feats: Concentration +16, Escape Artist +18, 
  Knowledge (arcana) +16, Listen +12, Move Silently +3, 
  Search +12, Spellcraft +6, Spot +15; Alertness, Combat 
  
  Forlorn Memories 
   
  Page 31 
  Casting, Great Fortitude, Iron Will, Lightning Reflexes, 
  Quicken Spell. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  periapt of Wisdom +2, staff of frost (5 charges), wand of 
  endurance (10 charges)**, 2 potions of cure moderate wounds. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC = 
  15 + spell level): 0—cure minor wounds (3), detect magic, 
  guidance, resistance; 1st—divine favor, entropic shield, inflict 
  light wounds*, random action (2), shield of faith; 2nd—calm 
  emotions, fog cloud*, hold person, silence (2), sound burst; 3rd—
  blindness/deafness, contagion*, dispel magic, magic vestment 
  (2); 4th—air walk, divine power, inflict critical wounds*, 
  poison; 5th—ice storm*, slay living, summon monster V. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  �Urzulegon*: Large outsider (chaotic, evil); CR 12; HD 
  9d8+63; hp 103; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-
  footed 27); Atk +16 melee (1d8+8, bite) and +11 melee 
  (1d6+4, 2 claws); SA Spell-like abilities; SQ DR 20/+2, 
  poison and electricity immunity, cold, fire and acid 
  resistance 20, telepathy, half damage; SR 23; AL CE; SV 
  Fort +14, Ref +7, Will +12; Str 27, Dex 13, Con 24, Int 15, 
  Wis 18, Cha 19.  
   
  Skills and Feats: Concentration +19, Hide +9, Listen 
  +24, Move Silently +13, Search +14, Sense Motive +10, 
  Spellcraft +14, Spot +24; Empower Spell-Like Ability*, 
  Iron Will, Quicken Spell-Like Ability*. 
   
  Spell-Like Abilities: At will—deeper darkness, desecrate, 
  detect good, mage armor, magic circle against good, suggestion* 
  (usable 3/day as a quickened spell-like ability), and unholy 
  blight* (usable 3/day as an empowered spell-like ability); 
  3/day—dispel good, and dominate person; 1/day—blasphemy. 
  These abilities are as the spells cast by a 14th-level 
  sorcerer; save DC 15 + spell level.  
   
  Telepathy (Su): Urzulegon can communicate 
  telepathically with any creature within 1 mile that has a 
  language. 
   
  Half Damage (Ex): Any physical attack against 
  Urzulegon (not spells), including hits from magical 
  weapons, deals only half damage. This effect does not 
  stack with the creature's damage reduction; apply either 
  the damage reduction or the half damage, whichever 
  results in the least amount of damage suffered. 
   
  Skills: Urzulegon receives a +8 racial bonus on 
  Listen and Spot checks. 
  * See Appendix 3: New Rules for additional information. 
   
  APL 14 (EL 17) 
  �Goluugula the Dark Caller: Male fiendish kuo-toa 
  Clr11 (Blibdoolpoolp); CR 15; Medium-size monstrous 
  humanoid (aquatic); HD 13d8+35; hp 103; Init +0; Spd 20 
  ft., swim 50 ft.; AC 19 (touch 10, flat-footed 19); Atk 
  +10/+5 melee (1d8/x3, shortspear) and +5 melee (1d4, 
  bite) or +10/+5 melee (1d10, pincer staff) and +5 melee 
  (1d4, bite) or +10 ranged (1d8/x3, thrown shortspear); SA 
  
  Forlorn Memories 
   
  Page 32 
  Lightning bolt, pincer staff, smite good, rebuke undead, 
  spells; SQ Keen sight, slippery, adhesive, immunities, 
  electricity resistance 30, light blindness, amphibious, 
  darkvision 60 feet, cold resistance 20, fire resistance 20, 
  DR 10/+3, SR 24; AL NE; SV Fort +11, Ref +8, Will +18; 
  Str 10, Dex 10, Con 14, Int 14, Wis 22, Cha 12.  
   
  Skills and Feats: Concentration +18, Escape Artist +18, 
  Knowledge (arcana) +18, Listen +13, Move Silently +3, 
  Search +12, Spellcraft +6, Spot +16; Alertness, Combat 
  Casting, Giant's Toughness**, Great Fortitude, Iron Will, 
  Lightning Reflexes, Quicken Spell. 
   
  Lightning Bolt (Su): Two or more kuo-toa clerics 
  (known as "whips") operating together can generate a 
  stroke of lightning every 1d4 rounds. The whips must 
  join hands to launch the bolt but need merely remain 
  within 30 feet of one another while it builds. The 
  lightning bolt deals 1d6 points of damage per whip, but a 
  successful Reflex save halves this amount (save DC 13 + 
  number of whips). 
   
  Pincer Staff: Many kuo-toa fighters and all whips 
  above 6th level carry this Large exotic weapon. A pincer 
  staff deals 1d10 points of bludgeoning damage, threatens 
  a critical hit on a 20, and deals double damage on a critical 
  hit. It has a 10-foot reach and cannot be used against an 
  adjacent opponent. A wielder that hits an opponent of at 
  least Small size but no larger than Large size attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If the wielder gets a hold, the staff 
  grabs the opponent and deals 1d10 points of damage each 
  round the hold is maintained. 
   
  Keen Sight (Ex): Kuo-toas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object or 
  creature even if it is invisible, ethereal, or astral. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, magic or 
  otherwise, don’t affect kuo-toas, and they usually can 
  wriggle free from most other forms of confinement. 
   
  Adhesive (Ex): Kuo-toas use their own body oil and 
  other materials to give their shields a finish almost like 
  flypaper, holding fast any creatures or items touching 
  them. Anyone who makes an unsuccessful melee attack 
  against a kuo-toa must succeed at a Reflex save (DC 14), 
  or the attacker’s weapon sticks to the shield and is yanked 
  out of the wielder’s grip. Creatures using natural weapons 
  are automatically grappled if they get stuck. 
   
  Immunities (Ex): Kuo-toas are immune to poison 
  and paralysis. The various hold spells also have no effect 
  on them, and their keen sight automatically detects 
  figments for what they are. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-toas 
  for 1 round. In addition, they suffer a –1 circumstance 
  penalty to all attack rolls, saves, and checks while 
  operating in bright light. 
   
  Amphibious (Ex): Although kuo-toas breathe by 
  means of gills, they can survive indefinitely on land.  
   
  Skills: Kuo-toas receive a +15 racial bonus to Escape 
  Artist checks and a +4 racial bonus to Spot and Search 
  checks. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Possessions: shortspear, pincer staff, +1 large shield, 
  periapt of Wisdom +2, rod of negation, staff of frost (5 charges), 
  wand of endurance (10 charges)**, 2 potions of cure moderate 
  wounds. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base 
  DC = 16 + spell level):  0—cure minor wounds (3), detect 
  magic, guidance, resistance; 1st—divine favor, entropic shield, 
  inflict light wounds*, random action, shield of faith; 2nd—
  calm emotions, fog cloud*, hold person, silence (2), sound burst; 
  3rd—blindness/deafness, contagion*, dispel magic (2), magic 
  vestment (2); 4th—air walk, divine power, inflict critical 
  wounds*, poison, summon monster IV; 5th—inflict light 
  wounds (quickened)*, inflict light wounds (quickened), slay 
  living, summon monster V; 6th—harm*, harm, summon 
  monster VI. 
  *Domain spell. Domains: Destruction (You gain the smite 
  power, the supernatural ability to make a single melee 
  attack with a +4 attack bonus and a damage bonus equal 
  to your cleric level (if you hit). You must delclare the 
  smite before making the attack. It is usable once per 
  day.); and Water (Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier). 
  **See Appendix 3: New Rules for additional information. 
   
  �Urzulegon*: Large outsider (chaotic, evil); CR 12; HD 
  9d8+63; hp 103; Init +1; Spd 30 ft.; AC 28 (touch 10, flat-
  footed 27); Atk +16 melee (1d8+8, bite) and +11 melee 
  (1d6+4, 2 claws); SA Spell-like abilities; SQ DR 20/+2, 
  poison and electricity immunity, cold, fire and acid 
  resistance 20, telepathy, half damage; SR 23; AL CE; SV 
  Fort +14, Ref +7, Will +12; Str 27, Dex 13, Con 24, Int 15, 
  Wis 18, Cha 19.  
   
  Skills and Feats: Concentration +19, Hide +9, Listen 
  +24, Move Silently +13, Search +14, Sense Motive +10, 
  Spellcraft +14, Spot +24; Empower Spell-Like Ability*, 
  Iron Will, Quicken Spell-Like Ability*. 
   
  Spell-Like Abilities: At will—deeper darkness, desecrate, 
  detect good, mage armor, magic circle against good, suggestion* 
  (usable 3/day as a quickened spell-like ability), and unholy 
  blight* (usable 3/day as an empowered spell-like ability); 
  3/day—dispel good, and dominate person; 1/day—blasphemy. 
  These abilities are as the spells cast by a 14th-level 
  sorcerer; save DC 15 + spell level.  
   
  Telepathy (Su): Urzulegon can communicate 
  telepathically with any creature within 1 mile that has a 
  language. 
   
  Half Damage (Ex): Any physical attack against 
  Urzulegon (not spells), including hits from magical 
  weapons, deals only half damage. This effect does not 
  stack with the creature's damage reduction; apply either 
  
  Forlorn Memories 
   
  Page 33 
  the damage reduction or the half damage, whichever 
  results in the least amount of damage suffered. 
   
  Skills: Urzulegon receives a +8 racial bonus on 
  Listen and Spot checks. 
  * See Appendix 3: New Rules for additional information. 
   
   
  
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  Forlorn Memories 
   
  Page 35 
   
  APPENDIX 3: NEW RULE 
  NEW FEATS 
  Giant's Toughness [General] As presented in Masters of the Wild  
  You are amazingly tough. 
   
  Prerequisite: Base Fort save bonus +9. 
   
  Benefit: You gain +9 hit points. 
   
  Special: You can gain this feat multiple times. 
   
  Empower Spell-Like Ability [General] As presented in Savage Species 
  You can use a spell-like ability with greater effect than normal. 
   
  Prerequisite: Spell-like ability caster level 4th. 
   
  Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as an 
  empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). 
  When you use an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one-
  half An empowered spell-like ability does half again as much damage as normal, cures half again as many hit points, 
  affects half as many targets, and so on as appropriate. For example a night hag's empowered magic missile deals 1 1/2 
  times normal damage (roll 1d4+1 and multiply the result by 1 1/2 for each missile). Saving throws and opposed rolls 
  (such as the one made when a character casts dispel magic) are not affected. Spell-like abilities without random variables 
  are not affected. 
  You can only select a spell-like ability duplicating a spell with a level less than or equal to one-half your caster level 
  (round down), -2. See the table below. For example, a creature that uses its spell-like abilities as a 13th-level caster can 
  only empower spell-like abilities duplicating spells of 4th level or lower.  
   
  Special: This feat can be taken multiple times. Each time it is taken, you can apply it to another one of your spell-
  like abilities.  
   
  EMPOWER SPELL-LIKE ABILITY 
  Spell Level 
  Caster Level to Empower 
  0 
  4th 
  1 
  6th 
  2 
  8th 
  3 
  10th 
  4 
  12th 
  5 
  14th 
  6 
  16th 
  7 
  18th 
  8 
  20th 
  9 
  - 
   
  Quicken Spell-Like Ability [General] As presented in Savage Species 
  You can use a spell-like ability with a moment's thought. 
   
  Prerequisite: Spell-like ability caster level 8th. 
   
  Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as a 
  quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). 
   
  Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. You can perform 
  another action - including the use of another spell-like ability - in the same round that you use a quickened spell-like 
  ability. You may only use one quickened spell-like ability per round. 
  You can only select a spell-like ability duplicating a spell with a level less than or equal to one-half your caster level 
  (round down), -4. See the table below. For example, a creature that uses its spell-like abilities as a 15th-level caster can 
  only quicken spell-like abilities duplicating spells of 3rd level or lower. In addition, a spell-like ability that duplicates a 
  spell with a caster time greater than 1 full round cannot be quickened. 
   
  Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity 
  unless noted otherwise. 
   
  Special: This feat can be taken multiple times. Each time it is taken, you can apply it to another one of your spell-
  like abilities. 
   
  QUICKEN SPELL-LIKE ABILITY 
  Spell Level 
  Caster Level to Quicken 
  0 
      
   
  8th 
  
  Forlorn Memories 
   
  Page 36 
   
  1 
    
   
  10th 
  2 
    
   
  12th 
  3 
    
   
  14th 
  4 
    
   
  16th 
  5 
    
   
  18th 
  6 
    
   
  20th 
  7 
    
   
  - 
  8 
    
   
  - 
  9 
    
   
  - 
   
  NEW ITEMS 
  Shell Armor As presented in the Arms and Equipment Guide 
  This armor is created out of specially treated tortoise shells and more exotic sea life. Druids can wear shell armor 
  without losing access to their spells or class features. Normal shell armor is medium armor, has a cost of 25 gp, gives a +3 
  AC bonus, has a maximum Dex bonus of +3, an armor check penalty of -2, 20% arcane spell failure, and weighs 20 lb. 
   
  Caster Level: varies dependant on bonus; Prerequisites: Craft Magic Arms and Armor for magical suits; Market Price: 
  varies; Weight: 20 lb. 
   
  Trident of the Depths As presented in the Arms and Equipment Guide 
  This +1 trident allows its wielder to move through water with ease. While holding a trident of the depths, the wielder can 
  swim at a speed of 30 feet. When submerged in water of any kind, the trident gains an additional +1 bonus on attack and 
  damage. When submerged in ocean water, this bonus increases to +2; the bonus for being underwater stacks with the 
  trident's enhancement bonus.  
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, water walk; Market Price: 8315 gp; Weight: 5 lb. 
   
  Sirine As presented in Monster Manual II 
  Medium-Size Fey (Aquatic) 
  Hit Dice: 4d6 (14 hp) 
  Initiative: +4 
  Speed: 30 ft., swim 60 ft. 
  AC: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13 
  Attacks: Short sword +2 melee, or touch +2 melee touch 
  Damage: Short sword 1d6/19-20, touch 1d4 Int 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Charming song, Intelligence damage, spell-like abilities 
  Special Qualities: Deflection, low-light vision, soothing touch 
  Saves: Fort +1, Ref +8, Will +7 
  Abilities: Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17 
  Skills: Animal Empathy +10, Concentration +7, Heal +10, Hide +11, Perform (dancing, singing, plus one other) +14, 
  Swim +15, Wilderness Lore +10 
  Feats: Dodge, Expertise 
  Climate/Terrain: Temperate or warm aquatic 
  Organization: Solitary or family (3 – 8) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually chaotic neutral 
  Advancement: 5 – 8 HD (Medium-size) 
   
  Sirines are playful, gregarious creatures that love to sing, swim, dance, and laugh. They frequently draw strangers into 
  their games and parties, but they rarely grant such visitors more than a few hours of their time. 
   
  A sirine appears to be a normal human woman in most respects, although its skin often has a noticeable yellor or 
  green tinge. The hair can be any normal, human hair color or it can be lustrous silver or dark green. A sirine wears only 
  lightweight clothing  while on land and often nothing at all while in the water. The typical sirine carries a short sword 
  or dagger at all times. 
   
  Although sirines are always happy to have fun with strangers, they are extremely reclusive about their 
  communities. They take care to seek camaraderie only when away from their homes, and then only for a short while. 
  Any creature that follows a sirine home, or stumbles upon that location accidentally, is likely to come under attack. 
   
  After a few hours, mnost sirines have had enough of the companionship of other creatures, so they slip away, 
  usually by diving underwater. For a stranger, and particularly a male, earning the trust of a sirine is nearly impossible. 
  
  Forlorn Memories 
   
  Page 37 
   
  These creatures trust no one except other sirines, though in time of need they do accept any offered aid. Such assistance 
  does not earn the giver any more of a sirine's company than would otherwise have been bestowed, however, nor does 
  the creature feel obligated to reward its benefactor in any way. Occasionally a sirine bestows a gift, usually a small gem, 
  seashell, or other trinket, on an admirer who has been particularly charming company. 
   
  COMBAT 
  Sirines are not especially touch in a stand-up fight, but they excel at evading and escaping from enemies. They rarely let 
  themselves get drawn into battle unless their homes are threatened. Instead, they use their spell-like abilities and 
  special attacks to slip away, or use a combination of singing and Intelligence drain to incapacitate foes and then dump 
  them far away where they can cause no harm. 
   
  Approximately one-third of all sirines are proficient with bows, javelins, or slings. About on in ten sirines has a 
  magic weapon, usually a javelin of lightning. 
   
  Charming Song (Sp): At will, a sirine can sing a special song that functions like a charm person spell (caster level 2nd; 
  save DC 14), except that it lasts for 11 hours and affects every creature that hears it. 
   
  Intelligence Damage (Su): Any creature hit by a sirine's touch attack takes 1d4 points of Intelligence damage (or 
  2d4 points on a critical hit). 
   
  Spell-Like Abilities: 1/day – fog cloud, improved invisibility, polymorph self. Caster level 11th; save DC 13 + spell level. 
   
  Deflection (Su): A sirine is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma 
  bonus. 
   
  Soothing Touch (Su): A sirine, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by 
  any sirine. 
   
  Skills: A sirine receives a +8 racial bonus on Perform checks. 
   
  NEW PRESTIGE CLASS 
  Waverider As presented in Savage Species 
  Undersea folk have their own champions, experts at mounted combat from the backs of allied sea creatures. The 
  waverider and her companion animal defend their city with a vigor that exceeds either individual's powers. 
   
  Waveriders are often merfolk or tritons who enter military service to defend their communities. Occasionally 
  aquatic elves join this profession, although their independent nature does not tend to produce large settlements. 
  Locathah and even kuo-toa waveriders are not unknown. Rarely, sahuagin take this prestige class, but their ferocious 
  and xenophobic nature does not lend itself readily to such a partnership. 
   
  Waveriders work well in groups and are often encountered in military-style organizations. Adventuring parties of 
  aquatic beings often include one or more waveriders.  
   
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become a waverider, a character must fulfill all the following criteria. 
   
  Race: Fey, humanoid, monstrous humanoid, or outsider with the aquatic subtype. 
   
  Base Attack Bonus: +5. 
   
  Skills: Ride (an aquatic animal) 6 ranks. 
   
  Feats: Mounted Archery, Mounted Combat. 
   
  CLASS SKILLS 
  The waverider's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate 
  (Cha), Jump (Str), Profession (any) (Wis), and Ride (Dex). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are features of the waverider prestige class.  
   
  Weapon and Armor Proficiency: Waveriders are proficient with all simple and martial weapons, with all types of 
  armor, and with shields. 
   
  Waverider Mount: A waverider can call a special aquatic mount to serve her. This may be a hippocampus, sea lion, 
  shark, porpoise, elasmosaurus, or whale. This creature is stronger and more intelligent than others of its type. A 
  waverider may have only one mount at a time. If the mount is slain, the waverider can call another after a year and a day.  
  Mounted Weapon Bonus (Ex): At each level, the waverider gains the indicated bonus on her attack roll with the 
  designated weapon while mounted. 
  Trident Charge (Ex): A waverider can use a trident to deal double damage when used from the back of a charging 
  mount. The Spirited Charge feat can be used to increase the damage multiple to triple normal. 
  Ride Bonus (Ex): At 2nd, 5th, 7th, and 9th level, a waverider gains the indicated bonus on Ride checks. 
  
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  Breach (Ex): On reaching 3rd level, a mounted waverider can make a leaping charge to attack opponents out of the 
  water. The mount makes a Jump check using its own ranks in the skill or the waverider’s, whichever is better, to make a 
  “running” high jump as part of a charge, with a maximum height distance of twice its length. If it contacts an opponent 
  during the jump, the waverider gains the normal +2 bonus on her attack roll. At the end of the jump, waverider and 
  mount are once again submerged and thus do not take the –2 penalty to Armor Class against opponents out of the water 
  (those underwater are still able to take advantage of the waverider’s being temporarily off-balance). A waverider cannot 
  use this ability in two consecutive rounds. 
  Sound (Ex): On reaching 4th level, a waverider can dive at high speed as part of a charge when attacking opponents 
  underwater. The mount makes a Jump check using its own ranks in the skill or the waverider’s, whichever is better, to 
  make a “running” long jump as part of a charge, with a maximum distance of six times its length. If it contacts an 
  opponent during the dive, the waverider gains a +4 bonus on his attack roll and increases the damage multiplier with 
  his mounted weapon one more step (double to triple, triple to quadruple) but takes a –4 penalty to Armor Class for the 
  next round. A waverider cannot use this ability in two consecutive rounds. 
  Improved Mounted Archery: At 5th level, a waverider is better able to use a crossbow, harpoon, javelin, trident, or 
  shortspear while mount. When making ranged attacks with any of these weapons while mounted, a waverider takes 
  only a –1 penalty on ranged attacks if the mount is making a double move, and –2 if the mount is running. 
  Full Mounted Attack (Ex): At 6th level, a waverider may attack as a standard action when his mount moves more 
  than 5 feet rather than a partial action. 
  Skim (Ex): On reaching 7th level, a mounted waverider can make more effective charges against foes out of the 
  water, skimming over the surface like a flying fish. The mount makes a Jump check using its own ranks in the skill or 
  the waverider’s, whichever is better, to make a “running” long jump as part of a charge, with a maximum distance of four 
  times its length, and a “running” high jump with a maximum vertical distance of twice its length. (Use the same roll to 
  determine height and length.) If it contacts an opponent during the jump, the waverider gains the normal +2 bonus on 
  its attack roll. At the end of the jump, waverider and mount are once again submerged and thus do not take the –2 
  penalty to Armor Class against opponents out of the water (those underwater are still able to take advantage of the 
  waverider’s being temporarily off balance). A waverider cannot use this ability in two consecutive rounds. 
  Superior Mounted Archery (Ex): At 8th level, a waverider takes no penalties when making ranged attacks with a 
  crossbow, harpoon, javelin, trident or shortspear while mounted. 
  Wavedancing (Ex): On reaching 9th level, a mounted waverider can maneuver very effectively out of the water. 
  Rider and mount can move up to four times the mount’s swim speed out of water and can make charges, including 
  Ride-By Attacks if the waverider has this feat (normal charge rules apply). In addition, he can now use his breach, 
  sound, and skim abilities in consecutive rounds. 
  Call of the Deeps (Su): At 10th level, a waverider can summon one or more water elementals once per day, as with a 
  planar ally spell.  
  THE WAVERIDER 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Waverider mount, mounted weapon bonus +1 (trident), trident charge 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Mounted weapon bonus +1 (javelin/harpoon), Ride bonus +2 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Breach, mounted weapon bonus +2 (trident) 
  4th 
  +4 
  +4 
  +1 
  +4 
  Sound, mounted weapon bonus +2 (javelin/harpoon) 
  5th 
  +5 
  +4 
  +1 
  +4 
  Improved mounted archery, mounted weapon bonus +3 (trident), Ride bonus +4 
  6th 
  +6 
  +5 
  +2 
  +5 
  Full mounted attack, mounted weapon bonus +3 (javelin/harpoon) 
  7th 
  +7 
  +5 
  +2 
  +5 
  Skim, mounted weapon bonus +4 (trident), Ride bonus +6 
  8th 
  +8 
  +6 
  +2 
  +6 
  Superior mounted archery, mounted weapon bonus +4 (javelin/harpoon) 
  9th 
  +9 
  +6 
  +3 
  +6 
  Wavedancing, mounted weapon bonus +5 (trident), Ride bonus +8 
  10th 
  +10 
  +7 
  +3 
  +7 
  Call of the deeps, mounted weapon bonus +5 (javelin/harpoon) 
   
   
   
  NEW MAGIC ITEM 
  Figurine of Wondrous Power (Aquamarine Dolphin): This small ornate aquamarine figurine, commonly crafted by good-
  aligned aquatic races, transforms into a normal dolphin under the command of its possessor. The item can be used twice 
  per week for up to 6 hours per use. In addition, the dolphin can cast water breathing as an 11th-level sorcerer once during 
  each 6-hour period; the spell effect may last beyond the time the figure remains animated. When 6 hours have passed or 
  the command word is spoken, the aquamarine dolphin once again becomes a tiny statuette. 
   
  Caster Level: 11th; Prerequisites: Craft Wondrous Item, water breathing, must have the assistance of a good-aligned 
  aquatic creature (which can be accomplished at the conclusion of any normal scenario in which the character makes 
  friendly contact with good-aligned aquatic creatures); Market Price: 14,000 gp; Weight: N/A. 
   
  
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  NEW CREATURE 
  Urzulegon, Tanar'ri: Large outsider (chaotic, evil); CR 12; HD 9d8+63; hp 103; Init +1 (Dex); Spd 30 ft.; AC 28 (touch 10, 
  flat-footed 27) [-1 size, +1 Dex, +18 natural]; Atk +16 melee (1d8+8, bite) and +11 melee (1d6+4, 2 claws); SA Spell-like 
  abilities; SQ DR 20/+2, SR 23, poison and electricity immunity, cold, fire and acid resistance 20, telepathy, half damage; 
  AL CE; SV Fort +14, Ref +7, Will +12; Str 27, Dex 13, Con 24, Int 15, Wis 18, Cha 19.  
   
  Skills and Feats: Concentration +19, Hide +9, Listen +24, Move Silently +13, Search +14, Sense Motive +10, Spellcraft 
  +14, Spot +24; Empower Spell-Like Ability, Iron Will, Quicken Spell-Like Ability. 
   
  Spell-Like Abilities: At will—deeper darkness, desecrate, detect good, mage armor, magic circle against good, suggestion* 
  (usable 3/day as a quickened spell-like ability), and unholy blight* (usable 3/day as an empowered spell-like ability); 
  3/day—dispel good, and dominate person; 1/day—blasphemy. These abilities are as the spells cast by a 14th-level sorcerer 
  (save DC 15 + spell level).  
   
  Telepathy (Su): Urzulegon can communicate telepathically with any creature within 1 mile that has a language. 
   
  Half Damage (Ex): Any physical attack against Urzulegon (not spells), including hits from magical weapons, deals 
  only half damage. This effect does not stack with the creature's damage reduction; apply either the damage reduction or 
  the half damage, whichever results in the least amount of damage suffered. 
   
  Skills: Urzulegon receives a +8 racial bonus on Listen and Spot checks. 
  *The above creature is a highly modified, non-psionic form of the cerebilith, from the Psionics Handbook. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/593/COR3-11 Forlorn Memories (APL 4-14)/COR3-11 Forlorn Memories.pdf