TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
  www.wizards.com/d20.
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net. For LIVING
  GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM6-03
  Crystal Clear
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 1.0
  by Daniel Wheeler and Joe Masdon
  Reviewer: John Richardson
  Circle Reviewer: Steven Conforti
  Playtesters: Brooks Banks, Sean Flaherty, Allie Gonding, Brett King, Mark Liberman, Paige Lietman,
  Sherrie Masdon, Wayne Melnick, Eric Pelkey, Josh Pelkey, Nick Perch and Jason Swanson.
  It is now obvious that the Vecna-worshiping undead from the Lortmils are not focused on the Dim Forest.
  A showdown is coming, with Gran March's greatest hope coming from an unlikely ally, and you will be key
  to stopping this threat once and for all time. A Gran March regional adventure for APLs six to twelve and
  Part Three of the "Occluded Whispers" Series. It is strongly recommended that participating PCs have
  played at least one of the two previous adventures in this series.
  Note: This adventure will be of particular interest to Gran March Army PCs and Members of the
  Shadowhunters.
  
  GRM6-03 Crystal Clear
  Page 1
  RPGA SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2007.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. Sidebars contain
  important information for you, including special
  instruction on running the adventure. Information
  on nonplayer characters (NPCs) and monsters
  appear in abbreviated form in the adventure text.
  Full information on NPCs and monsters are given
  in the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  LIVING GREYHAWK LEVELS
  OF PLAY
  Because players bring their own characters to
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s
  challenges are proportionate to the modified
  average character level of the PCs participating in
  the adventure. To determine this modified Average
  Party Level (APL) follow the steps below:
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely dogs trained for war),
  other than those brought by virtue of a class
  ability (such as animal companions, familiars
  paladin’s mounts) or the warhorse of a
  character with the Mounted Combat feat, use
  the sidebar chart to determine the number of
  levels you add to the sum of step one. Add
  each character’s animals separately. A single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs are
  added separately.
  3. Sum the results of step 1 and 2, and divide by
  the number of characters playing in the
  adventure. Round to the nearest whole
  number.
  4. If you are running a table of six PCs, add one
  to that average.
  
  GRM6-03 Crystal Clear
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in Gran March. Characters native to Gran
  March pay one Time Unit per round, all others pay
  two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit. Rich Upkeep costs 50 gp per Time
  Unit. Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking). The player is allowed to Take 10 on
  this roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  What Happened Before
  Thousands of years ago, Vecna ruled his
  Occluded Empire as a terrifying and powerful Lich-
  King. He infused his Lieutenant Kas the Bloody
  Handed with unnaturally long life and gave to him
  a black blade, said to be as dark as the Whispered
  One’s heart. Kas heard whispers of treachery in
  his ear when he gripped the blade and eventually
  used it to slay Vecna. Both traitor and king were
  destroyed in the process. Eventually, time forgot
  the black blade and the severed hand and eye that
  it took from Vecna. Little was written about another
  display of treachery in that age, one filled with
  incredible patience and bad timing.
  Kas had commanded an order of Blackguards
  known as the Death Knights. These Death Knights
  were instrumental in Vecna’s conquering of much
  of Oerth, including all of the Sheldomar Valley.
  When his power was at its height, Vecna ordered
  the disbanding of the Death Knights because of
  fears that they had more loyalty to the Bloody
  Handed than himself. Indeed, it was one of these
  # 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
  
  GRM6-03 Crystal Clear
  Page 3
  disbanded Death Knights that discovered a man
  named Malkisharn who was studying the infusion
  of arcane and divine magic. Malkisharn was biding
  his time and gathering knowledge in hopes of
  taking control of Vecna’s kingdom when Kas finally
  revealed his treachery. He had been studying Kas
  through divination for many years, patiently
  awaiting the right moment to act. Instead, he was
  slain in his sleep by the Blackguard, who still felt
  loyalty to Vecna and Kas (and was unaware of
  Kas’s impending treachery). Malkisharn’s soul
  would not leave the Prime Material Plane,
  however. Over the course of thousands of years,
  he gathered strength and transformed his spirit
  into an incorporeal undead, fully aware of his past
  and retaining all of his magical powers. With his
  ghostly powers perfected, he set out on the
  Sheldomar Valley with misguided vengeance on
  his mind.
  Malkisharn had the ability to transform a living
  person into a wraith with a single touch and had
  already created an army of nearly 1000 undead
  members when a group of clerics and paladins
  gathered at a wayward Pholtan temple in the
  desperate realization that they had to stop him
  before his army grew too powerful to defeat. The
  battle between undead and the powers of the
  Blinding Light was something of legend, with both
  sides giving and taking losses until only a handful
  of paladins and clerics and Malkisharn himself
  remained. The Pholtan heroes managed to bind
  Malkisharn inside a large ruby, which was placed
  in a cave deep in the Lortmil Mountains. Realizing
  that Malkisharn had extensive knowledge of
  Vecna, they left a single way to free him should
  this knowledge ever become needed. Only the
  blood of an innocent Flan could disable the
  protective wards on the cave and release
  Malkisharn from the gem.
  30 years ago, a young man named Martin came in
  possession of Malkisharn’s journal, which was
  thought to have been burned by the Blackguard
  when Malkisharn was killed in his sleep. Martin
  secretly served Vecna but realized through
  reading the journal that being able to infuse
  arcane magic into his studies would make him
  more powerful. He also realized that if he could
  control Malkisharn, he could create an army of
  incorporeal undead to do his bidding. Over the
  next 10 years, he searched and researched for
  information regarding Malkisharn and devoted his
  life to the eventual release of the wraith. He was
  able to kidnap a member of the same Pholtan
  Temple that fought to stop Malkisharn and tortured
  the poor woman until she did his bidding. Still
  controlling her, he forced her to steal a tome from
  the Temple that revealed information about how to
  bypass the wards on Malkisharn’s prison.
  20 years ago, Martin crafted an amulet that would
  allow him to focus his power of subversion. He
  found a Flan farmer and his wife who had a
  newborn child, killed them, and took the baby. He
  bound the child to the amulet so that they could
  not be separated until his nefarious plan was
  complete, and then left the baby on the doorstep
  of that same Pholtan Temple. He realized that the
  best way to have a pure young man by Pholtus’s
  standards would be to raise him in the tradition of
  the Blinding Light. Martin then waited until that
  child, Gryntus, was old enough to complete the
  task that released Malkisharn and allow Martin to
  form a wraith army for the purpose of conquering
  the Sheldomar Valley. Unfortunately for Martin,
  adventurers killed him after Malkisharn was
  released. Although he has now risen as a ghost,
  he is too weak to control Malkisharn and merely
  exists now as a weak lackey, although his strength
  is beginning to build.
  What Happened in GRM4-07: A Lack of
  Focus
  In the first part of this series, the PCs traveled to
  Barony Cragmor and discovered the body of a
  Gran March courier. They investigated how he
  died and who killed him. Following leads, they
  found out that a young member of the Church of
  Pholtus had been misled and used to help release
  Malkisharn.
  Malkisharn, and the spirit of his releaser, Martin,
  are now traveling from Rock’s Face in the Barony
  Cragmor to the Dim Forest on the west border of
  Gran March. Ultimately Malkisharn plans to use
  this trip to persuade those who are searching for
  him that he is establishing a base of operations in
  the Dim Forest. His ultimate plan is actually to
  return to Barony Cragmor and raise an undead
  army from the people recently killed in attacks
  near Ander’s Fall. He is hoping that this feint will
  keep his enemies occupied searching the Dim
  until his army is ready to reclaim as much of Gran
  March as possible for Vecna.
  What Happened in GRM5-04: The Lines
  Are Blurred
  In the second part of this series the PCs were
  asked by agents of The Commandant of Gran
  March to investigate reports of undead in the area
  of Buxton’s Crossing and meet up with a member
  of the Shadowhunters who had information
  
  GRM6-03 Crystal Clear
  Page 4
  relating to the situation. The leads sent the party
  into 
  the 
  Dim 
  Forest 
  where 
  they 
  indeed
  encountered undead and the remains of agents of
  the Shadowhunters, but it soon became clear that
  Martin and Malkisharn had left false information
  and decoy undead troops to lure the PCs away
  from their true target: The many recently dead in
  Ander’s Fall.
  Acan
  Acan is a vampiric knight from the ancient Outpost
  of Vecna that was recently uncovered below
  Shiboleth (GRMI5-01: The Commandant’s Fist –
  ConCarolinas 
  2005 
  BI). 
  PCs 
  may 
  have
  encountered other vampires fleeing from the
  Outpost in GRM6-01: All That Is Secret and
  Hidden. Acan claims to be a direct (vampiric)
  descendant of Kas, the Bloody Handed. He was
  one of the leaders of the vampiric Host that
  resided undisturbed below Shiboleth for many
  centuries. Acan was a leader among the vampire
  warriors, 
  and 
  has 
  experience 
  in 
  building,
  controlling and unleashing undead armies.
  Even though he claims to be of Kas’s bloodline, he
  is loyal to Vecna and seemingly seeks to atone for
  his ancestor’s treachery. He learned about
  Malkisharn from some captured soldiers who
  entered the Outpost when it was first discovered.
  They believed that the dread wraith was a former
  cleric of Vecna from the time of the Occluded
  Empire. They did not know the details of his true
  history. Indeed, his true history is almost
  completely unknown. After escaping Shiboleth,
  Acan presented himself to Malkisharn thinking that
  the wraith had always been a loyal servant of the
  Whispered One, and Malkisharn has not revealed
  the circumstances of his death at the hands of one
  of Kas’ Death Knights. Acan is pledged to serve,
  and wants to serve Malkisharn more loyally than
  Kas served Vecna.
  What Has Happened Between The Lines are
  Blurred and Now
  After the Host fled the Outpost (see GRM6-01: All
  That is Secret and Hidden) for detail), Acan
  learned of Malkisharn and sought him out. He
  caught up with Malkisharn and Martin just west of
  Ander’s 
  Falls. 
  He 
  pledged 
  his 
  sword 
  to
  Malkisharn’s service, and revealed the details of
  his vampiric ancestry to the dread wraith.
  Malkisharn and Acan discussed Malkisharn’s
  plans, and Acan has convinced Malkisharn to
  moderate his approach. He has encouraged
  Malkisharn to be more thorough and exacting in
  his plans, and not simply rush to create an undead
  army. He has convinced Malkisharn that they are
  not ready yet to raise their army. At present, they
  could cause some destruction and mayhem if they
  raised an undead army, but success would be
  both minor and short-term. Acan has convinced
  Malkisharn to seek out more resources and allies
  before randomly tossing undead at Gran March.
  While it is still not known if Acan was active during
  the time before Kas and Vecna destroyed each
  other, it is clear to Malkisharn that he knows of
  many others from the Occluded Empire who would
  flock to Malkisharn’s leadership if they could be
  revived. Acan would prefer to be a general,
  commanding capable, loyal lieutenants rather than
  just being in charge of a ragtag flock of wights and
  wraiths. Acan has convinced Malkisharn that it is
  important that they be able to control the undead
  that they create. Much to Martin’s distress, Acan
  demonstrated to Malkisharn that even a powerful
  cleric cannot control more than a handful of minor
  undead. Acan convinced Malkisharn to force
  Martin to create as many zombies and skeletons
  as he could control. Angered that Malkisharn was
  putting more importance on Acan than himself,
  Martin 
  attempted 
  to 
  make 
  and 
  impressive
  demonstration. He exceeded his power and
  created a few too many undead. He used the
  controlled undead to herd the uncontrolled
  zombies, 
  but 
  Malkisharn 
  saw 
  through 
  it.
  Malkisharn was dismayed at the very few undead
  that Martin could actually control. It was obvious to
  Malkisharn that Martin had exceeded himself with
  less than a hundred very minor undead. Martin
  was humiliated, even though Acan seemed not to
  notice. To Acan, Martin’s failure was merely a
  demonstration of fact, while Martin took the truth
  as a humiliation. Acan conceded that Malkisharn
  could control a nearly limitless number of wraiths,
  but Malkisharn was familiar with the vulnerabilities
  of wraiths even without Acan having to point it put.
  During daylight, wraiths become powerless, and
  must find refuge. If their refuge is not protected by
  undead or mortal minions who are not vulnerable
  to sunlight, they can be easily destroyed. During
  his first attack on Gran March 40 years ago,
  Malkisharn lost many wraiths when the soldiers
  hunting them learned to destroy the buildings they
  were hiding in to expose them to sunlight.
  Malkisharn has begun to rethink his ambitions.
  With Martin and Acan’s assistance, he has
  captured a number of humans who have provided
  the undead trio with current information on Gran
  March. 
  When 
  Malkisharn 
  heard 
  about 
  the
  discovery 
  of 
  the 
  lost 
  city 
  thought 
  to 
  be
  Haradaragh, he was delighted. The city was one
  of the subjects of his research when he was
  
  GRM6-03 Crystal Clear
  Page 5
  mortal. Even in that time, it was thought to be as
  much myth as reality. Among the items rumored to
  exist in the First City of the Flan, is the Shroud of
  Neruss. Malkisharn’s research many thousands of
  years ago uncovered the probable existence of
  this artifact. Malkisharn found conflicting research
  on the power of this item, but among its rumored
  (possible) powers:
  1. The power to make an undead creature into
  another type of undead creature.
  2. The power to return the undead to mortal
  form.
  3. The power to control masses of undead.
  4. The power to move backwards in time.
  While Malkisharn is most attracted to the
  possibility that the Shroud could help him control
  an undead horde, he sees potential in all of the
  other powers as well. He evens ponders the
  possibility that his research was incomplete, and
  that the Shroud has other powers never recorded
  or revealed. As he travels, he is trying to
  remember all that he uncovered about the fabled
  city when he was researching it all those
  centuries ago. Now that Acan has helped him
  focus his vision, he is considering the steps
  needed to gain and keep power rather than just
  lashing out with uncontrolled force, expecting
  conquest.
  As they travel, Acan is considering the best way
  to obtain information about the soldiers around
  the city, the difficulty in passing through
  undetected, and the options for obtaining and
  using mortal agents.
  Martin is bitter and resentful at this point. Despite
  his careful plotting and planning to release
  Malkisharn, he never actually considered how he
  and Malkisharn were going to achieve the lofty
  goals of domination after he was freed. Worse
  still, Malkisharn has never regarded him as even
  an equal, whereas Martin’s original plan was to
  be the one in control of the ancient dread wraith.
  Martin resents Acan, and the fact that he and
  Malkisharn are plotting together and treating him
  as an unreliable, and often forgotten, lackey. He
  has become too cowardly to stand up to either
  undead monster, even though he posses as
  much power as either of them. He is currently
  busy controlling a large force of mindless undead,
  that he created because of Acan’s meddling. At
  higher APLs, he is further distracted because he
  has animated more undead than he can control.
  He has to use the larger undead he has control
  over to herd the uncontrolled undead. He spends
  much of his time shifting control between the
  undead, so his attention is spent juggling minions.
  He has considered simply destroying some of the
  less powerful undead that are uncontrolled, but
  he does not want to further reinforce Acan’s
  position by admitting weakness. For now he
  struggles with juggling the undead and watching
  his already weak influence with Malkisharn
  dwindle. He is so distracted that he did not take
  the time and care he should have to cover his
  tracks in the graveyards outside Ander’s Falls. He
  assured Malkisharn that he returned the graves to
  an undisturbed condition, even though he knows
  that he was too distracted and that he was
  careless. He thinks that he got away with his lie to
  Malkisharn, and that he avoided trouble. He has
  not considered that the disturbed graves might be
  investigated further.
  The three powerful undead are moving slowly
  toward Haradaragh, trailing Martin’s motley
  collection of undead. They are alert for patrols
  and peasants, taking precautions to hide during
  the daytime. Malkisharn has embraced the idea of
  patient planning, as he has concluded that an
  empire that lasts for centuries must be built with
  care. None of the three of them expect that a
  group might be actively looking for them.
  Nytania
  Nytania is a cleric the Elven pantheon who has
  been secretly living in various parts of the Dim
  Forest the last 20 years. Not long ago she was
  goodly aligned, but the last two years have taken
  their toll on her morality. She once prayed mostly
  to Corellon, but as she became more willing to do
  what was necessary, despite the cost, to stop
  Malkisharn, her connection to Corellon dimmed.
  She is a half-Fey, born to a Nymph druid mother
  and an Elven ranger. Although she harbors
  extreme amounts of anger toward the Gran March
  for building a road through her home and killing
  her father, she believes that her homeland is in
  danger if she does not do something about the
  undead that will soon be settling in the Dim. She
  has performed some divinations and with the help
  of her gods she knows of Malkisharn’s plans to
  build an undead army but does not know where
  for sure and assumes in the Dim. She assisted the
  original clerics who imprison Malkisharn 40 years
  ago and is the only person alive who knows all the
  proper parts of the ritual to re-imprison him. She
  has spent the last year crafting another gem that
  will imprison Malkisharn, and it has taken most of
  her life force. What started as her determination to
  
  GRM6-03 Crystal Clear
  Page 6
  keep Malkisharn out of the Dim Forest has
  spiraled beyond her control, and her commitment
  to stop the evil wraith has consumed her every
  waking minute. She expects to die fighting him,
  even though he no longer seems to be an
  immediate threat to her forest home.
  ADVENTURE SUMMARY
  Through reports of undead in the Lortmils and
  divinations with respective gods, the powers that
  be in Gran March believe that Malkisharn and
  Martin have moved toward Ander’s Falls. They
  have gathered the PCs together to investigate.
  With the troubles in Geoff coming to a head, and
  the recent problems in Shiboleth, the army has
  been busy and has failed to follow up on
  information 
  on 
  Malkisharn. 
  The 
  recent
  disturbances to graves in Ander’s Falls has
  brought 
  the 
  problem 
  back 
  to 
  hand. 
  The
  Commandant is aware that Nytania possesses the
  knowledge to imprison Malkisharn again, and will
  send instructions for the PCs to assist her in this
  quest.
  Introduction
  The PCs are asked to come to Hookhill through
  whatever contact makes the most sense: Gran
  March Army, religious contacts or simply being an
  adventurer in the right place at the wrong time.
  They will be asked by an agent of the
  Commandant to go scout out the Lortmils and to
  assist Nytania in recapturing or destroying
  Malkisharn.
  Encounter 1
  While traveling to Ander’s Falls the PCs are
  approached by Nytania, the half-fey cleric who
  was at the original imprisonment of Malkisharn.
  PCs who have met Nytania will note that the
  previously active half-fey now looks extremely frail.
  She says that she has prepared a gem to once
  again trap Malkisharn but that she no longer
  possesses the strength to perform the ritual. She
  will ask one of the PCs to accept the risk of
  performing the ritual. She will spend most of one
  day teaching the PC the ritual and answering any
  questions from the PCs. A couple of hours before
  nightfall, she will then cast wind walk on all of
  them to transport them to Ander’s Falls. The PC
  who trained to learn the ritual will feel a tugging
  away from Anders Falls toward the frozen
  Cragmors of Northeast Gran March.
  Encounter 2
  The PCs will be drawn to a clearing in the lightly
  forested mountains of the western Cragmors. The
  PCs will see four soldiers camping among an
  indistinct stone circle. There also appears to be a
  soldier chained to one of the large stones. The
  four soldiers will attempt to force the PCs away
  from 
  the 
  encampment, 
  using 
  violence 
  if
  necessary. The soldier chained to the stone is
  actually a recently created ghoul that was one of
  their file members. The soldiers encountered
  Malkisharn’s group last night, and half were killed.
  Acan has dominated the four living soldiers. The
  ghoul soldier angered Martin, and is being
  punished for an imagined slight. The PCs might
  learn a bit from these soldiers if they devise a way
  to talk to them.
  Encounter 3
  The 
  vampire 
  Knight 
  Acan 
  (ah 
  Khan) 
  will
  materialize on the horizon as darkness descends,
  and move to talk to the PCs. He will be very
  interested in anyone who has ever been to
  Haradaragh, and will attempt to identify any PCs
  who have the power to turn undead. He will
  indicate that Malkisharn is not here. Eventually, a
  fight will break out, and zombies, skeletons and
  other undead will emerge from the ground to
  confront the PCs. They will focus on Nytania. After
  one round, Malkisharn will emerge from the
  ground, staying back and directing his undead
  minions. Martin will stay hidden, directing his
  undead troops from the safety of below ground.
  Nytania will encourage the PC who volunteered to
  perform the ritual to begin. As the ritual completes,
  Malkisharn is drawn into the gem, but he has a
  surprise for Nytania and the PCs. He pulls the PC
  performing the ritual into the gem with him, leaving
  a swirling gate behind. Acan will leap into the gate,
  following his undead liege. PCs have one round to
  voluntarily follow their companion and the two
  undead into the gem. Then everyone, including all
  the undead, is drawn into the gem.
  Encounter 4
  The PCs appear in a strange landscape and must
  find a way to escape. They will encounter many
  mindless people and monsters wandering around,
  drawn to them, but not actually attacking them.
  The mindless are the bodies of the zombies and
  skeletons that were drawn into the gem. This will
  be a hint to the PCs that undead are returned to
  their living forms inside the gem, but the mindless
  undead remain mindless. They can also encounter
  some of the soldiers who were transformed into
  
  GRM6-03 Crystal Clear
  Page 7
  ghouls or wraiths. Those men will be scarred from
  their time as undead, and will be ashamed and run
  from the PCs.
  Encounter 5
  While traveling within the gem, the party
  encounters an aspect of Vecna. The PCs may
  choose to avoid the encounter completely if they
  wish. The aspect will reveal secrets about
  Malkisharn in exchange for secrets from the PCs.
  He will show particular interest in PCs who bear a
  mark or tattoo from previous adventures indicating
  association with or a taint of Vecna. The party has
  the option of avoiding the aspect, but they might
  not learn how to trap Malkisharn when they are all
  freed. The PCs might learn that the gem is slightly
  flawed and that everyone living and dead inside
  will be released shortly even if they do nothing. If
  they are paying attention, they might also figure
  out the secret to trapping Malkisharn inside the
  gem: the gem will only hold captive one who is
  neither living nor dead. Nytania built it as a barrier
  to hold an undead. The PCs must kill Malkisharn
  and animate him as some form of undead to trap
  him. They may not put all the pieces together until
  they confront Malkisharn and learn that he has
  been returned to his mortal form inside the gem.
  Encounter 6
  The 
  PCs 
  face 
  off 
  against 
  Malkisharn
  (appropriately weakened at lower APLs) and
  Acan, both transformed back into their human
  bodies. It is revealed that Nytania’s soul was
  pulled in as well and Malkisharn has captured her.
  The PCs must resolve how they will trap
  Malkisharn or release him to try fighting him
  another way.
  Conclusion
  If the PCs trap Malkisharn and/or Acan inside the
  gem, one of them must take responsibility for its
  safekeeping. Nytania dies, so the PCs can choose
  to carry the gem or entrust it to Lt. Watcher
  Melerin. PCs who traded secrets with the aspect
  of Vecna will have earned his favor as well, but
  such favors with such beings are always at least
  as dangerous as their enmity.
  PREPARATION FOR PLAY
  The DM should be aware of the supplementary
  material in the appendix. It contains any items that
  are core access for Living Greyhawk, but not in
  the DMG, PHB or MM. Use that section as a
  reference for any monsters, spells, feats or
  prestige classes that you are not familiar with.
  The DM should ask which PCs played GRM5-04:
  The Lines are Blurred. The NPC Nytania will know
  those PCs. The DM should also ask the PCs if
  they bear any marks or taints of Vecna from
  previous adventures. This could impact the role-
  playing interaction with the aspect of Vecna in
  Encounter 5.
  INTRODUCTION
  Because it is so strongly recommended that PCs
  have played one of the previous two adventures,
  the adventure hook is based off that. This
  adventure allows PCs to use military TUs, so PCs
  in the Gran March military will be assigned to
  report to Lieutenant Watcher Melody Melerin,
  Vicious Mink (who appeared in part two of this
  series). She is a Knight of the Watch and a special
  assistant to the Commandant. Indicate that for
  whatever reason of their own determination, their
  PCs are in Hookhill to receive the requests or
  assignments. PCs with religious ties will be asked
  by their church to report to the same person, as
  their aid has been requested due to the uniquely
  unholy nature of the enemies at hand. All other
  PCs are asked by letter to perform a special favor
  for Gran March, and asked to report to Lt. Watcher
  Melerin. When everyone is ready to play, read the
  following aloud:
  Winter in Hookhill is not as unpleasant as
  other areas of the Sheldomar Valley. The past
  few weeks have been mild and dry, allowing
  quick travel to the capital of Gran March. You
  find yourself sitting in a simple meeting room
  with a tray of plain but tasty food to keep you
  and a few other people waiting with you
  occupied while you wait for the person you are
  to meet, Lieutenant Watcher Melody Melerin,
  Vicious Mink. You can dimly hear first of the
  nine bells marking 9:00 in the morning when
  the door opens and an attractive woman with a
  pristine uniform walks in. Without a word she
  walks to an empty chair at the table and sets a
  pouch down but does not sit. She eyes you
  over for a quiet moment and then speaks,
  “Good morning. I am Lieutenant Watcher
  Melody Melerin, Vicious Mink. While all of you
  are known to me by reputation or by
  recommendation I don’t know all the names
  and faces yet. Would you introduce yourself
  before we continue?”
  
  GRM6-03 Crystal Clear
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  At this point ask the players to introduce their
  characters. When introductions are complete the
  Lieutenant Watcher will continue.
  “Thank you for all coming here this morning. I
  will get right to the point. We believe that there
  is a dread wraith attempting to build a force of
  undead in the general area of Ander’s Falls.
  There have been disturbing reports of graves
  being robbed in the Lortmils near Ander’s Fall.
  On behalf of the Commandant I would like you
  to travel to the area and investigate. A woman
  named Nytania is almost certainly going to
  contact you and offer her knowledge and
  assistance. Accept her offer and use what she
  shows you to protect the safety of Gran March
  citizens.”
  The Lieutenant Watcher will offer the following
  points of information:
  • 
  Reports have come in from areas around
  Ander’s Fall of gravesites being upset. The
  news is recent enough that no confirmation or
  details 
  have 
  been 
  gathered. 
  (The
  Commandant’s 
  advisors 
  were 
  magically
  contacted this morning. She will not offer up
  this information).
  • 
  Based on intelligence from the previous
  summer it is thought that the incorporeal being
  Malkisharn and his lackey Martin the Pale are
  in the Lortmils. It is believed that Martin was
  killed last summer, but somehow rose as
  some form of incorporeal undead as well.
  • 
  The half-Fey Nytania is known to the
  Commandant. If she contacts the PCs they
  are to learn from her and use what she shows
  them to their best advantage. She has refused
  to meet with the military, but Lt. Melerin and
  Commandant Vrianian believe that she will
  make an effort to contact the PCs during their
  journey to Ander’s Falls.
  • 
  Nytania 
  is 
  loosely 
  associated 
  with 
  the
  Shadowhunters, an organization in Gran
  March pledged to the destruction of shadows
  and other undead. She is not fond of the Gran
  March government, and has refused to work
  directly with the army in the past. It is believed
  that she will put aside her prejudice to ally
  against this common foe. But she will probably
  react badly if anyone tries to issue her an
  order or make demands of her. Indulge her
  delusions of independence and use her aid for
  what it is worth.
  • 
  Use what she shows you to prepare for the
  certain danger you will face. She is the last
  remaining member of the force that faced
  Malkisharn and his undead minions 40 years
  ago.
  • 
   Discretion is important. This matter is not to
  be discussed with anyone who does not need
  to know as rumors of undead armies cause
  fear among average citizens.
  • 
  Do not travel magically at first. Take the road
  until Nytania locates you. It might take a day
  or two. After that, follow her directions if you
  feel that they do not impede you.
  The Lieutenant Watcher will ask if there are any
  questions, and try to answer them to the best of
  her ability. If she is directly asked, she will reveal
  the following:
  If there is fear of an undead army, why are we
  being sent rather than a couple hundred soldiers?
  • 
  The Commandant prefers to use the
  correct tool for any given task. He and I
  feel that you are sufficient to this task.
  And, as mentioned, Nytania has avoided
  the army in the past. (If any PC have had
  previous experience with Nytania, she will
  mention that as well).
  What can you tell us about dread wraiths or
  Malkisharn in particular?
  • 
  Lt. Melerin is not especially educated in
  the area of undead (Knowledge – Religion
  +2). She knows that Nytania is, so she will
  advise PCs to learn from her if none of the
  other PCs can provide information.
  Why do you feel that Nytania will try to contact us?
  • 
  Because the Commandant has seen to it
  that her informants have learned what we
  know and that he considers it important
  that she not learn of it so our agents can
  investigate without her interference. (She
  will smile slightly at this)
  Since this situation is being kept secret, there will
  be no supplies or provisions handed out, however
  there will be monetary compensation when the
  PCs finish their investigation. She asks that
  information be brought back directly to her and her
  alone. If there are no more questions she will bid
  the PCs good luck and leave. She will offer 200 gp
  to any PCs who are not assigned to the task by
  the army, a knighthood or a religious organization.
  Treasure:
  
  GRM6-03 Crystal Clear
  Page 9
  All APLs: L: 0 gp, C: 200 gp, M: 0 gp.
  Lieutenant Watcher Melody Melerin, Vicious
  Mink, Female Human, Clr15: hp 108; see
  Appendix 5.
  ENCOUNTER 1: NYTANIA
  The PCs should shortly be traveling to Ander’s
  Falls. Allow them to purchase anything reasonable
  in Hookhill and then continue on. They will be
  advised to travel east toward Red Arbor and
  Cragmor, then south. When the PCs are 10 miles
  east of Hookhill they will see a lone hooded rider
  in the distance waiting on the road. A bit more
  conspicuous than the hooded rider is her Pegasus
  mount. Nytania has used divination to discover
  how the PCs were getting to Ander’s Fall and took
  steps to be ready for them. Her mount, a Pegasus
  named Fury, flew her here from the Dim Forest.
  The Pegasus has been pushing hard, and has
  flown for 5 hours. He is a bit tired, but ready to
  fight on Nytania’s behalf. He will regard the PCs
  suspiciously with an obviously intelligent glare. He
  knows that Nytania has weakened tremendously
  over the last two years and feels protective of her.
  When the PCs are about 30 feet away she will
  greet any PCs who she met in the previous
  adventure. Fury will not allow her to dismount, and
  will keep a distance between the PCs and Nytania
  until he determines that the PCs will not harm her.
  In Fury’s experience, just because someone
  radiates good, does not mean that they are not
  willing to become quickly hostile toward others.
  “Hello. I need your help. I know that your
  Commandant has sent you toward Ander’s
  Falls and I know that he knows about me and
  what I plan. I am almost ready with what needs
  to be done. I cannot do it alone, though.”
  She will pull back her hood, revealing her
  astonishing beauty. But she also looks extremely
  frail and she moves slowly. PCs who played The
  Lines are Blurred will remember that she was hale
  and healthy when they saw her last. While she still
  looks young and beautiful, she now looks like she
  might break if she moves too quickly.
  She will share this information with the PCs
  openly:
  • 
  She has prepared a gem to recreate the ritual
  to entrap Malkisharn. Due to the fact that he
  has still not regained his full power and she
  has had many years to study his history and
  what originally happened when he was
  trapped, the ritual will require just a few
  moments.
  • 
  Under no circumstances should the PCs
  attempt to destroy Malkisharn’s wraith body,
  either with attacks or magic. He has been
  “destroyed” before, and he always reappears
  within weeks, and far from where forces were
  mustered to confront him.
  • 
  His servant Martin the Pale was killed in the
  Lortmils two summers ago. His spirit arose as
  either a ghost or a wraith, she believes, she is
  not sure which. His body has not been found.
  She knows the following information but will only
  present it if asked:
  • 
  Martin and Malkisharn are indeed in the
  Lortmils near Ander’s Falls recently. She
  guesses (correctly) that they are hoping to
  utilize the recently dead there to create
  undead to fight for them. She thinks they’ve
  moved somewhere else. (She does not say
  where just yet.)
  • 
  Malkisharn was thought to be a servant of
  some sort of the Whispered One. His name
  appears in none of the ancient books she has
  seen, so she thinks that he was either not
  significant or he was so important that he
  managed to destroy all evidence of his history.
  • 
  There is another force aware of the situation,
  watching but keeping itself just out of reach of
  divination or discovery.
  On the matter of the gem or her health:
  • 
  The gem she carries required a great
  amount of positive energy to create. Over
  time, it took its toll. Her life force powers
  the prison meant for Malkisharn. It is a
  small sacrifice if it works. Restoring her life
  force pulls it back from the gem,
  weakening the prison. If she could pour
  more life into the gem, she would. It
  seems to be “full” right now.
  • 
  She fashioned this gem to work differently
  from the previous gem. She learned from
  their previous mistakes. It functions more
  like a magic item than a spell focus, so it
  does not require a powerful spellcaster to
  utilize it. However, it requires additional
  life force to activate it. She is not strong
  enough to activate it and survive. She
  hopes to teach someone who is strong
  enough how to perform the ritual needed
  
  GRM6-03 Crystal Clear
  Page 10
  to activate it. She will look hopefully to the
  PCs at this point, expecting a volunteer.
  • 
  The gem creates a barrier of positive
  energy while it diffuses negative energy.
  Trapping the spirit of the incorporeal
  undead inside it will weaken the spirit’s
  negative energy while encasing it in a
  prison of positive energy.
  • 
  The volunteer does not have to be a
  spellcaster to activate the gem. There are
  words to chant, and some movements.
  She could teach someone how to do it,
  and could coach them to do it with her, but
  she has so little life force left that the gem
  would probably drain her before she was
  able to complete the activation. She would
  start the activation with an infusion of
  positive energy and would help whatever
  PC was wielding the crystal.
  • 
  Multiple PCs can volunteer, but Nytania
  will not suggest that. She understands the
  wisdom of having multiple people trained
  to perform the ritual, but she also warns
  the PCs that learning the ritual takes a
  sacrifice.
  • 
  To learn the ritual, the PC must bond with
  the gem. Bonding with the gem requires
  using some of your life force to give it
  power. In game terms, it requires a willing
  loss (drain) of 1 point of CON. The point
  can be restored by normal means, but the
  PC cannot perform the ritual unless some
  of his life force is part of the gem’s magic.
  • 
  She built in protections for the wielder, so
  Malkisharn should not be able to get to the
  wielder directly, but any minions at his
  command would certainly be a threat to
  the wielder so someone must protect the
  wielder.
  • 
  If checked, the gem radiates strong good.
  The DM should note which PCs agree to learn the
  ritual and sacrifice a point of CON at this point.
  There is a reward on the AR directly tied to the
  PCs who make this sacrifice. PCs that sacrifice a
  point of Constitution should adjust their hit points,
  saves and skill checks at this time.
  She would prefer to take most of the day to work
  with the PC who volunteers to perform the ritual.
  Then she will arrange to magically transport them
  all to Ander’s Falls. She plans to cast wind walk on
  the PCs and herself. Mounts can be left in the care
  of Fury. She will not cast any other spells on the
  PCs, and will flatly refuse any requests.
  Nytania is not interested in much other small talk.
  She knows that she is being manipulated by the
  Commandant, but as long as his machinations aid
  her in confronting her hated enemy, she will allow
  him to think that she is being led.
  Once she has a PC volunteer to wield the crystal,
  she will pull it from her pocket. It is clear and
  multifaceted like a diamond. Unlike a diamond,
  this gem does not reflect or refract light, it seems
  to absorb it. When she hands it to the PC who will
  wield it, it feels warm and smooth. The PC will be
  able to hear a gentle humming sound in their head
  that is reminiscent of Nytania’s voice. She insists
  on coaching the PC before making the trip to
  Ander’s Falls. If the PCs insist that they could be
  in Ander’s Falls working on the disturbed graves
  while she trains the other PC, she will become
  stubborn and simply insist that she will not travel
  first. She is naturally obstinate and sometimes
  disagrees with others for no apparent reason.
  Nytania will work with the PC(s) for most of the
  day, coaching them on the proper words and
  movements. When there are still a couple of hours
  of daylight left, Nytania will be satisfied that the PC
  will be able to do the ritual. The DM can ask the
  PC to make a concentration check, a perform
  check or an activate magic device check if he
  wishes to simulate that the PC has “gotten it.” It is
  not necessary.
  The PC who works with Nytania will begin to feel a
  connection with the crystal. After a couple of
  hours, the PC will feel himself looking toward east
  by northeast, not toward Anders Falls (southeast).
  Nytania will ask if the PC is feeling the pull of the
  crystal. She will indicate that she feels it too now
  that someone else’s energy is filling the crystal.
  She will confide quietly in the PC that she may
  have erred in trying to do this alone. The group
  that confronted Malkisharn 40 years ago drew
  strength and guidance as a group. She has failed
  to utilize the strength of others until now. The gem
  is made stronger by the energy of others, just as
  the last one was.
  When Nytania indicates that the PC has learned
  and is ready to proceed, she will cast wind walk on
  herself and the PCs. If there are 6 PCs, she will
  activate an orange prism ioun stone (+1 caster
  level), raising her caster level high enough to
  affect all 6 PCs. If any PCs have animal
  companions that are a class feature (druids,
  rangers, etc.), Nytania will cast an additional wind
  
  GRM6-03 Crystal Clear
  Page 11
  walk if necessary to bring them along. She will
  only make the effort to bring along animals that
  are bonded in some way to the PCs (class
  features or cohorts) unless she has additional
  targets that she can affect with the same casting
  of the spell. If she can affect all of the PCs and
  intelligent companions and cohorts with a single
  casting of wind walk, she will not cast her second
  spell just to bring along animals.
  If the PC wielding the crystal does not say
  anything, Nytania will indicate that she believes
  that Malkisharn is not in Anders Falls, but is
  instead somewhere northeast of their current
  position. 
  Cragmor 
  is 
  that 
  direction, 
  as 
  is
  Haradaragh, but the DM should allow the PCs to
  come to those conclusions by themselves.
  Nytania, Female Elf/Half-fey Clr12/SMI5: hp 41;
  see Appendix 5.
  Fury, Male Pegasus: hp 68, see Appendix 5.
  ENCOUNTER 2:
  DEATHYARD
  After about one hour of rapid travel, the PCs will
  pass Red Arbor and continue on. The crystal will
  be guiding the PC holding it steadily forward. After
  another 15 minutes of travel (15 miles), the pull of
  the crystal will slowly start to fade. Continuing on
  for just a short distance, the PCs will see an
  overgrown ring of stones. They are beginning to
  enter the mountains, and there are no paths
  below. The stones are on a rough slope that is
  lightly wooded and rocky. There is movement at
  the stones, and there is still a short period of
  daylight remaining. As the PCs move closer, they
  will see movement among the stones. A group of
  Gran March soldiers are seemingly camped out
  among the stones. The soldiers will not notice the
  PCs if they are in the air in gaseous form. There is
  also a soldier formerly of their file who has been
  transformed into a ghoul chained to one of the
  stones on the far side of the clearing. If the PCs
  approach visibly, in any form, the soldiers will all
  stand and begin trying to wave the PCs off. They
  have been dominated by Acan, and have been
  ordered to tell no one about the undead, chase off
  any intruders and kill anyone who will not leave.
  Acan’s orders are not well thought out, as it has
  been many centuries since he dominated mortals
  to follow orders. The soldiers will do as they are
  compelled, without any hedging on the wording of
  the compulsion.
  As you approach the ring of stones, you can
  see four soldiers in Gran March uniforms
  camped in the area. As they spot you, they rise
  and grab their weapons, moving to wave you
  off.
  PCs can attempt a spot check DC 20. Success
  indicates that they notice what appears to be
  another soldier chained to one of the rocks on the
  far side of the ring. DC 25 will reveal that the
  soldier is something like a ghoul or a ghast.
  The soldiers are an infantry patrol with the 6th
  Battle that ran afoul of the undead last night. The
  soldiers will not be polite or subtle to the PCs.
  They will order them to move on, by order of Gran
  March. They do not care if any PCs outrank them,
  they will be respectful but adamant. They are
  being magically compelled to chase off anyone
  who approaches. Additionally, in regards to their
  general nature, chasing people away from this
  location is exactly what they would do if they
  could, so they are not unwilling to do this task.
  They understand the dreadful creatures that are
  lying below this ancient area, and some part of
  them hopes that chasing people off will help
  protect those people. If it escalates to melee, the
  soldiers will receive a fresh saving throw versus
  the domination at +2 unless the PCs have been
  the aggressors. If the PCs provoke the fight, the
  soldiers will fight back.
  They will tell the PCs that “they need to move
  along”, “get away”, “leave this place now” or other
  very direct statements. They will respond to
  whatever the PCs say in a conversational tone,
  but the result of each exchange is “leave this place
  now.” The ranking soldier, Sgt. Waynen will
  directly confront whoever speaks for the PCs. The
  other soldiers will issue the same orders, not
  merely stand silently behind Sgt. Waynen. All of
  them are dominated, and all are compelled to
  order intruders away. If the PCs do not leave the
  area after about a minute of such exchange, the
  soldiers will attack them to kill.
  If the PCs ask what happened to the soldier
  chained to the large stone, the living soldiers will
  respond along the lines of, “Something very, very
  bad. This is not a good place for you, you need to
  get away – Now.”
  None of the dominated soldiers detect as evil. The
  ghoul detects as evil.
  
  GRM6-03 Crystal Clear
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  If the players ask to have their PC make a sense
  motive check on the soldiers or if they indicate that
  their PCs are trying to determine if the soldiers are
  charmed or dominated, the check is DC 15 to
  discern the compulsion. Protection from evil will
  suppress the orders that Acan gave the soldiers
  as long as the soldiers are under such protective
  influence. The domination is treated as caster
  level 12 at all APLs for the purpose of dispelling or
  other opposed checks.
   The soldiers will not allow the PCs to approach
  the undead soldier chained to the stone. Any
  efforts to bypass the dominated soldiers to get to
  the ghoul will provoke an attack. If the PCs
  approach from the side where the ghoul is
  chained, the other soldiers rush to intercept them.
  If the PCs approach the ghoul who is chained to
  the stone, they will notice that he is wearing the
  uniform of a Gran March soldier in the 6th Battle.
  The ghoul is chained to one of the stones, and is
  trying to hide from the sun under the stone. If the
  PCs approach in wind walk form, the ghoul will not
  notice them. He is hiding from the sun, and will
  only notice if the PCs walk up in normal form.
  From a distance, you notice a man in a Gran
  March infantryman’s uniform chained to a
  large stone. The chain shackles his wrists and
  wraps tightly around the large rock holding his
  back firmly against the rock. He is on the other
  side of the rock from you, and the bloody
  smears against the stone indicate that he
  might have scraped his flesh raw to move
  away from the setting sun. Getting closer, you
  can see the soldier’s skin is pallid gray, and
  torn in places. His uniform has two large
  sword holes that are ringed with brown
  bloodstains indicating the cause of his death.
  He squirms away from the sun’s rays and your
  movements.
  The monster on the stone was a Gran March
  soldier that was killed last night by Acan and
  animated by Martin as a ghoul. He was with the 6th
  Battle. He was Corporal Prenten. He showed too
  much independent spirit and was punished by
  having his arms chained tightly around the 10’ tall
  stone during the day. The chains are simple
  shackles that the soldiers were carrying.
  If the PCs reveal themselves to him, he will cry out
  in terror, wailing and trying to pull away from them.
  His skin will scrub across the rough stone, leaving
  bits of thick blood and skin behind.
  He loathes his undead existence, and is torn
  between begging the PCs to kill him and trying to
  bite them to steal the warmth of their flesh. He is
  firmly bound to the stone and has no chance of
  escape. The PCs can kill him at any time with little
  effort.
  If the PCs manage to suppress or break the
  enchantment on the soldiers or choose to talk to
  Cpl. Prenten, they can learn:
  From the soldiers or the ghoul:
  • 
  They are with the 6th Battle, stationed
  along the eastern border of Gran March.
  This 
  file 
  was 
  supporting 
  some
  mountaineers in recent movements and
  was returning to the border when they
  encountered Malkisharn’s group.
  • 
  A giant shadow and a knight in ornate
  chain mail attacked their file last night.
  • 
  The knight was freakishly strong and the
  shadow killed men with a single touch.
  Corporal Prenten was killed by the knight.
  (two large sword strokes through his
  leather armor and flesh support this).
  • 
  The knight called the shadow Malkisharn.
  • 
  There were shambling creatures that
  followed them far behind. We did not see
  them, but we heard them and saw
  shadows.
  The soldiers:
  • 
  Staff Sgt. Waynen, Sgt. Garret, Soldier
  Serin and Soldier Falstan.
  From the living soldiers:
  • 
  A couple others in the file were killed by
  the knight. There was a third traveler – he
  was pale and ghostly. He cast spells on
  “that” (motions to the ghoul) and some
  others. They got up and moved. The ones
  killed by the shadow are gone. We did not
  see where.
  • 
  We four were the last ones fighting; we
  are a little older than the lads who the
  shadow monster went after.
  • 
  The knight told us to chase off intruders
  and kill any who did not obey. We had to
  do it, we don’t know why.
  • 
  The knight asked us if we had ever been
  to Haradaragh. None of us have.
  
  GRM6-03 Crystal Clear
  Page 13
  • 
  He also asked if we knew of some great
  leader he called “The Colonel”, or a
  woman named Shreesa. None of us had.
  He seemed perturbed.
  From the ghoul:
  • 
  There was another – pale and ghostly.
  Cpl. Prenten will refer to him as The
  Master. (Martin the Pale) “I did not show
  proper respect. I was punished. Others
  held me and I was bound.” (Actually, he
  was placed here as a vessel for Martin.)
  The others (undead) fled into the night
  leaving me here.
  • 
  Corporal Preten’s version of the events is
  a bit twisted and the DM should not worry
  about consistency or absolute truth.
  Prenten is resisting the hungers of
  undeath, but is going to fail. The PCs will
  be doing him a favor by killing him.
  • 
  The huge shadow was the leader, and the
  knight directed the other shadows and
  dead things.
  • 
  As soon as he says that, he locks up and
  can not speak anymore. His eyes beg the
  PCs to kill him.
  If the PCs investigate the area, they might
  learn the following:
  Map #1 shows what the ring of stones would look
  like if many years of the dirt and growth were
  cleared away. There are stones forming what
  appears to be a summoning circle.
  If a PC casts detect evil (or detect undead – both
  have similar rules for this), he will sense no evil or
  undead. All of the undead in the area are about 3’
  or deeper underground, which blocks detect evil.
  The ghoul detects as evil and undead. The area
  does not radiate evil.
  The undead are currently hiding 3’ under the
  ground. Martin summoned an earth elemental to
  transport all of the undead underground using its
  earthglide ability. The elemental pulled the undead
  underground at the edge of the clearing and then
  moved them under the clearing, where many
  people have been sacrificed to Vecna over the
  millennia. The circle was once a desecrated burial
  ground to Vecna., but the area is no longer
  specifically 
  dedicated 
  to 
  Vecna. 
  Over 
  the
  centuries, many different evil deity’s clerics have
  made use of this place, and it has been re-
  desecrated to various deities over the generations.
  It still provides a haven for undead who find
  comfort in the tainted soil. The main point is that
  there is no evidence on the surface that a horde of
  undead lie in wait under the ring of stones.
  A tracking check DC 20 reveals that lots of
  monsters shuffled toward the circle less than a
  day ago. All tracks within 20 feet of the ring are
  those of the four soldiers, and another booted
  person (Acan). The PCs will be able to discern
  specific types of corporeal undead with better
  track checks (DC 30) on the edge of the clearing.
  The DM will have to check which monsters appear
  at each APL to tell the tracking PC what specific
  types of skeletons, zombies or ghouls passed
  through. Incorporeal undead leave no trail. At all
  APLs, a DC 25 track check will reveal a pair of
  armored boots that went uphill, away from the
  stones and then disappeared.
  The living soldiers were dominated and made to
  sleep while the undead were moved around, so
  they only saw Malkisharn, Acan and Martin.
  Corporal Prenten managed to resist Martin’s
  commands, and was shackled to the stone
  because it embarrassed Martin to have a spawn
  resist his will even the slightest in front of his
  master and his master’s new favorite, Acan. Both
  Malkisharn and Acan had retreated to their own
  hiding places as Martin completed the process of
  hiding his undead, and chaining Prenten to the
  stone. Both Malkisharn and Acan would be
  annoyed with Martin for such a stupid idea as
  leaving an undead in the open while trying to hide.
  Martin is clearly out of his element and is losing
  ground with every day.
  APL 6 (EL 8)
  Gran March Soldiers (4), Male Human Ftr 4:
  hp 30; see Appendix 1.
  Corporal Prenton, Male Human Ghoul
  (undead): hp 13; see Appendix 1.
  APL 8 (EL 10)
  Gran March Soldiers (4), Male Human Ftr 6:
  hp 46; see Appendix 2.
  Corporal Prenton, Male Human Ghoul
  (undead): hp 13; see Appendix 2.
  APL 10 (EL 12)
  Gran March Soldiers (4), Male Human Ftr 8:
  hp 59; see Appendix 3.
  Corporal Prenton, Male Human Ghoul
  (undead): hp 13; see Appendix 3.
  
  GRM6-03 Crystal Clear
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  APL 12 (EL 14)
  Gran March Soldiers (4), Male Human Ftr
  10: hp 72; see Appendix 4.
  Corporal Prenton, Male Human Ghoul
  (undead): hp 13; see Appendix 4.
  Tactics: The soldiers will try to chase off the
  PCs. If the PCs retreat, they will follow far enough
  to make sure that the PCs have actually left. If that
  fails, they will attack to kill. If the PCs can break or
  suppress the enchantment, the soldiers will talk to
  the PCs, warning them of the undead. The ghoul
  cannot get free on his own, and none of the
  soldiers will release him.
  Treasure: None – PCs should know better
  than to loot the equipment from Gran March
  soldiers.
  Developments: If the PCs can break the
  enchantment on the soldiers, they will want to
  leave the area. If another PC outranks them, they
  will ask to be allowed to report in - and quickly, as
  the sun will be setting soon. They will encourage
  the PCs to leave the area as well. To any
  experienced PC, it will be obvious that these men
  will not be able to assist in any kind of a fight, as
  they are extremely afraid of the undead returning.
  If the PCs insist that the traumatized soldiers stay
  and to help confront the undead if they return, they
  stay, but will spend the entire fight fighting
  defensively. 
  ENCOUNTER 3: A ROUGH IN
  THE DIAMOND
  Dealing with the soldiers and the ghoul and doing
  a bit of investigating of the circle will take the rest
  of the PC’s daylight. As the sun goes down, a
  figure will appear uphill from the stones. It is a
  man wearing a suit of extremely old, ornate chain
  mail and carrying a bastard sword. He stops at
  least 100’ out and hails the PCs:
  In the fading sunlight, you see a short man in
  armor coming down the hillside through the
  trees. He notices you as you spot him. He
  walks gracefully, with a knightly sword on his
  back, and he carries no shield. There are no
  heraldic symbols anywhere on him. He speaks
  in Flan, “Hail travelers. You should not be
  here. You should leave.” He says with genuine
  sincerity. Now that he is close, you can see
  that he is pure Flan, and pale – very pale.
  This is Acan. He will talk with the PCs as long as
  they will talk with him, switching to common unless
  they all speak Flan. His accent and speech
  patterns seem to be genuinely ancient. If the PCs
  appear to be cavalry, and they brought a mount
  somehow, he will place himself where the stones
  and the rough ground will prevent a direct charge.
  If the PCs attack him outright, he will signal the
  undead monsters resting beneath the stone circle.
  The DM should note that he does not recognize
  Nytania or the PCs. In fact, he has no idea that the
  PCs are actively pursuing his group unless they
  said something to the soldiers.
  What he will share:
  • 
  My name is Acan (ah Khan).
  • 
  I am in service to the great lord
  Malkisharn, of the Once and Future
  Empire (Occluded).
  • 
  Malkisharn is not here. (lie) He is far
  beyond your ability to harm. (true – he
  believes)
  • 
  My lord seeks to remake this great land as
  it once was. Your kind has desecrated the
  land with roads, cities and profane
  religions. Embrace the Master of All That
  Is Secret and Hidden, and you will have a
  place in the new age.
  What he wants to know:
  • 
  Who are you, and why are you here?
  • 
  Have any of you been to the great city in
  the frozen mountains? (Haradaragh)
  • 
  Such a place is a fable, is it not?
  • 
  Have you entered it?
  • 
  What things have been found there?
  • 
  Has there been found…a graveyard?
  • 
  I seek a leader of warriors – he was
  known as The Colonel – have you heard
  of him? (DC 40 Knowledge – history – a
  warrior from the time of the Occluded
  Empire that led armies of undead. His
  current whereabouts will be unknown to
  PCs.)
  Acan will not reveal more or ask more. He has
  been cloistered away in the secluded world of a
  vampire society for many hundreds of years. He is
  still coming to terms with the inconvenience of
  mortals as possible threats. Despite his wisdom
  and tactical acumen, he is still prone to seemingly
  
  GRM6-03 Crystal Clear
  Page 15
  careless statements that can provoke the PCs to
  violence. For instance, he might casually mention
  the intention to conquer the lands for his master,
  The Whispered One, oblivious to the offense that
  someone (PCs) could take at such an idea.
  Eventually, a fight will erupt. The PCs will not be
  able to give Acan the answers he wants, and he
  will be unwilling to truly regard them as anything
  but servants or cattle. While Martin is beginning to
  hate Acan, he will send his undead minions out to
  fight when Acan orders it. He is too afraid of Acan
  to attempt a betrayal, even though he is more
  powerful than Acan at lower APLs. The controlled
  undead will force the uncontrolled undead to the
  surface, and once there, even the uncontrolled
  undead will naturally attack the living. The undead
  will rise from the ground and initiative should be
  rolled. The undead cannot just erupt from the
  earth, they must clamber to the surface and stand
  on their own. It requires a standard action to dig to
  the surface and a move action to stand. Most of
  the zombies will not be able to enter the fight until
  the third round of combat, but they will be exposed
  on round one.
  Malkisharn is building an undead army, but in
  truth, it is currently a motley collection of walking
  corpses and a few wraiths. At higher APLs, there
  will be many undead that are not actually in the
  fighting. They will move to the edge of the circle,
  giving the appearance that they are trying to
  prevent the PCs from escaping. The DM should
  have the low CR undead that will not be fighting
  emerge somewhere away from the PCs, and then
  let them form a wide circle around the PCs. This
  will reduce confusion for both the players and the
  DM. Most of the undead will not be a challenge for
  experienced adventurers, and the PCs will likely
  quickly dispatch lots of smaller undead. The DM
  should not slow down too much to maximize the
  effectiveness of the undead fodder in the combat.
  They are mostly mindless, and will move up to the
  nearest target and recklessly attack. Martin has
  the feat Necromantic Presence, which provides
  his controlled undead within 60 ft. with turn
  resistance +4. Martin does not control any of the
  wraiths, so they all turn as normal. Martin does not
  control all of the undead at some APLs. To
  simplify, the DM should assume that about half of
  the undead are actually under his control, and the
  other half are uncontrolled. He will hide for the
  entire fight, so the undead that begin the fight out
  of his control are never placed under his control.
  See DM Aid #2 for guidance on turning hit die of
  all undead in Encounter 3.
  If the PCs attack Malkisharn directly and do
  enough damage to destroy his wraith body, or
  affect him with a greater undead turning, his
  incorporeal body dissipates. Nytania will be furious
  with the PCs. The scenario ends, and in a month,
  the PCs hear of small villages south of Orlane
  being turned in to undead armies by a giant
  shadowy undead.
  Round One:
  Acan orders the undead to kill everyone and
  draws his sword. If the party is strong for the APL,
  he moves into battle. If the DM suspects that the
  PCs will have their hands full with the undead
  minions, Acan stays back and allows Martin’s
  servants to do the menial work.
  Incorporeal undead flow from the ground and
  attack.
  Corporeal undead claw their way out of the
  ground. There will be some between Acan and the
  PCs, and many scattered among the PCs. If there
  are large-size undead, the DM can actually have
  some emerge underneath PCs. Skeletons and
  ghouls can surface and stand in one round, but
  not attack. Zombies need one round to claw to the
  surface, one round to stand and one round to
  attack. If PCs are within reach, some undead will
  attack from the ground and others will stand,
  provoking the attack of opportunity. The mindless
  undead are not intelligent combatants and will not
  avoid AoOs. The DM is free to determine which
  ones stand and which ones attack from the
  ground. The DM should note that all undead are
  exposed after their first round and are subject to
  being turned, even if they are still on the ground.
  The lower CR undead at each APL will stay back,
  guarding the perimeter as the more serious
  threats actually attack the PCs. This gives the
  impression that Malkisharn has built a sizable
  force, while actually saving the DM from trying to
  negotiate five or six different types of undead
  combatants. The DM can have an occasional
  skeleton or ghoul move into the fight at higher
  APLs if he wants to juggle the additional NPC
  combatants. The fight should only last about 3
  rounds before the gem is fully activated, so it
  would be well-timed if the PCs are finishing off the
  undead fodder as the gem triggers its effect. At
  higher APLs, the human skeletons, ghouls and
  other low CR undead are not included in the EL of
  the encounter. The DM should not feel the need to
  include them unless the PCs need something to
  hack into on round 3.
  
  GRM6-03 Crystal Clear
  Page 16
  Nytania readies an action to begin the ritual if she
  sees Malkisharn, and she encourages the PC
  wielding the crystal to do the same.
  Round Two
  Any remaining skeletons try to close with the PCs
  and zombies rise and try to close with Nytania and
  anyone in the way.
  Acan can enter melee or keep his distance if the
  DM prefers. If the PCs have their hands full with
  the undead fodder, Acan will not sully his blade
  with them. If any PC moves to engage Acan, he
  will fully attempt to kill them.
  Malkisharn will emerge from the ground 100’ away
  from the PCs, as close to Acan as he can get
  unless Acan is in melee with PCs. When
  Malkisharn emerges, the intimidation and menace
  should be palpable. The temperature in the area
  will drop, time seems to slow and even the lowliest
  undead seem to grow darker and more menacing.
  Malkisharn will not engage in this melee unless
  the PCs destroy all of his minions easily.
  Malkisharn can enter the melee at APL 12 if the
  PCs have too easy a time with the combat, but the
  DM should only use him as a threat in APL 6 and
  8, not an actual combatant for any reason.
  Malkisharn will try to spring attack the PC wielding
  the gem, but be rebuffed by the forcecage. He
  does not recognize the significance of Nytania
  until it is too late, so he does not understand that
  attacking her would be his best tactic.
  At the sight of him, Nytania will cry out:
  “You escaped your prison once foul monster,
  but you will not escape the righteous wrath of
  those whose life you’ve destroyed! Prepare to
  meet your end!”
  Sadly for Nytania, Malkisharn has no idea who she
  is, as she was a very minor cleric in the crusade
  against him 40 years ago. He will inquire in a
  deep, whispered voice:
  “Acan – who is this foolish half-breed whelp?
  Never mind – kill them all”
  Once the PC and Nytania begin the ritual, a ruby
  red force shield erupts from the gem and partially
  surrounds the PC holding the gem. The shield
  stays between the PC and Malkisharn and
  functions as a three-sided forcecage (with 5 ft.
  radius) for the purposes of preventing attacks from
  other creatures. There is a small hole in the back
  of the forcecage where Nytania stands. She is not
  protected by the forcecage, and if the PCs leave
  her unguarded, undead will try to attack her.
  The ritual takes two full rounds. During that time,
  the PC wielding the gem will have to make
  Fortitude 
  saves, 
  DC 
  15+APL, 
  or 
  suffer
  Constitution drain (1d4). Successful save indicates
  that the PC takes half of the drain. The PC must
  make this check on his turn, and on Malkisharn’s
  turn, as Malkisharn is fighting the effects of the
  gem, requiring more energy each round. The PC
  wielding the gem can feel Nytania channeling
  positive energy into him and the gem each round
  on her turn. If the PC falls below 1 CON, he
  collapses, and is dead by all appearances.
  Nytania will reach out and take the gem to
  complete the ritual herself. The PC is not dead, his
  spirit has just been pulled into the gem, but the
  DM is encouraged to play it as if the PC has just
  suffered a very heroic and valiant death. As far as
  the player knows, the PC has done just that.
  Round Three
  The undead continue trying to kill the PCs. Any
  remaining zombies might reach PCs this round.
  The low CR creatures can venture forward if the
  PCs have destroyed everything else. The DM can
  simply have them in the process of moving
  (interrupting their attack actions) when the gem
  finally activates to save time. The gem activates at
  the end of round 3, or interrupting the undead in
  the course of their attacks if the DM wishes. If this
  combat is dragging on too long, the DM can have
  the gem finish at any point during the second
  round of its activation. The gem is not going to
  work the way Nytania expected it to, so if the DM
  needs to speed things up, this can be just another
  way that the gem acts different from Nytania’s
  expectations.
  APL 6 (EL 10)
  Acan, Male Human (Flan) Vampire Ftr6: hp
  51; see Appendix 1.
  Wraith (2): medium undead; hp 32; see
  Appendix 1.
  Ogre Skeleton (4): large undead; hp 26; see
  Appendix 1.
  GhoulM (2): medium undead; hp 13; see
  Appendix 1.
  Gnoll 
  Warrior 
  ZombiesM 
  (3): 
  medium
  undead; hp 29; see Appendix 1.
  Human Warrior SkeletonM (10): medium
  undead; hp 6; see Appendix 1.
  
  GRM6-03 Crystal Clear
  Page 17
  M These undead will stay back, surrounding
  the PCs rather than attacking – see text for
  details.
  APL 8 (EL 12)
  Acan, 
  Male 
  Human 
  (Flan) 
  Vampire
  Ftr7/EWM1: hp 68; see Appendix 2.
  Wraith (4): medium undead; hp 32; see
  Appendix 2.
  Ettin Skeleton (4): large undead; hp 65; see
  Appendix 2.
  Ogre ZombieM (3): large undead; hp 55; see
  Appendix 2.
  GhoulM (6): medium undead; hp 13; see
  Appendix 2.
  Human Warrior SkeletonM (10): medium
  undead; hp 6; see Appendix 2.
  M These undead will stay back, surrounding
  the PCs rather than attacking – see text for
  details.
  APL 10 (EL 14)
  Acan, 
  Male 
  Human 
  (Flan) 
  Vampire
  Ftr8/EWM1/Rog1: hp 85; see Appendix 3.
  Dire Bear Skeleton (6): large undead; hp 78;
  see Appendix 3.
  Wraith (6): medium undead; hp 32; see
  Appendix 3.
  Bugbear ZombieM (8): medium undead; hp
  42; see Appendix 3.
  GhoulM (4): medium undead; hp 13; see
  Appendix 3.
  Human Warrior SkeletonM (10): medium
  undead; hp 6; see Appendix 3.
  M These undead will stay back, surrounding
  the PCs rather than attacking – see text for
  details.
  APL 12 (EL 16)
  Acan, 
  Male 
  Human 
  (Flan) 
  Vampire
  Ftr8/EWM1/Rog3: hp 102; see Appendix 4.
  Dire Bear Skeleton (8): medium undead; hp
  78; see Appendix 4.
  Wraith (8): medium undead; hp 32; see
  Appendix 4.
  Ettin SkeletonM (3): large undead; hp 65; see
  Appendix 4.
  Ogre ZombieM (6): large undead; hp 55; see
  Appendix 4.
  GhoulM (4): medium undead; hp 13; see
  Appendix 4.
  Human Warrior SkeletonM (10): medium
  undead; hp 6; see Appendix 4.
  M These undead will stay back, surrounding
  the PCs rather than attacking – see text for
  details.
  All APLs
  Malkisharn, Male Advanced Dread Wraith; large
  undead; hp 240; see Appendix 4 for APL 12, or
  Appendix 5 for all others.
  Treasure:
  APL 6: L: 31 gp, C: 0 gp, M: 2,297 +1 ghost
  touch bastard sword (693 gp), +2 chain mail
  (354 gp), gauntlets of ogre power (333 gp),
  cloak of turn resistance (917).
  APL 8: L: 34 gp, C: 0 gp, M: 2,964 +1 ghost
  touch bastard sword (693 gp), +2 chain mail
  (354 gp), gauntlets of ogre power (333 gp),
  cloak of turn resistance (917), +2 ring of
  protection (667).
  APL 10: L: 38 gp, C: 0 gp, M: 6,630 +3 ghost
  touch bastard sword (2,693 gp), +2 chain mail
  (354 gp), belt of giant strength +4 (1,333 gp),
  cloak of turn resistance (917), +2 amulet of
  natural armor (667).
  APL 12: L: 38 gp, C: 0 gp, M: 7,630 +3 ghost
  touch bastard sword (2,693 gp), +4 chain mail
  (1,333 gp), belt of giant strength +4 (1,333
  gp), cloak of turn resistance (917), +2 amulet
  of natural armor (667).
  After Nytania and the PC wielding the crystal have
  had two full rounds to perform the ritual (or the DM
  shortens it), the following will occur:
  As the final word passes from Nytania and to
  you (the PC wielding the gem), and you finish
  the ritual, the mountainside is brightly lit,
  seemingly from all around. You suddenly feel
  yourself moving slower, and before you the
  incorporeal figure of Malkisharn starts to be
  pulled toward the gem like water going down a
  drain. A malevolent hiss erupts from his
  mouth, as he struggles to resist the pull of the
  light.
  
  GRM6-03 Crystal Clear
  Page 18
  The light of the mountain range is now being
  drawn into the crystal with him, whipping
  against trees, and digging groves into the
  ground. It almost seems that the wraith is not
  the only force trying to resist being contained
  by the gem.
  As the dread wraith is pulled into the currents
  of light, the hiss becomes a dry chuckle. It
  pulls something from beneath its shadowy
  robes, and you faintly hear, “Not so easily
  again, child.”
  Nytania collapses, finally succumbing to the
  strain. As the swirling mass of light pulls the
  darkness into the gem, darkness spreads from
  Malkisharn reaching out to envelop (PC who is,
  or was, wielding the gem). As Malkisharn falls
  into the swirling light, (PC wielding the gem) is
  drawn in by the darkness with him.
  The intermingled darkness and light swirl
  before you, and begins to collapse.
  At this point, all of the mindless undead will stop
  attacking. They will pull away from the light if
  possible on their next turn, even if it provokes
  attacks of opportunity. At higher APLs, the low CR
  undead around the perimeter will attempt to
  stagger away from the light as well.
  If he has not been destroyed yet, Acan will dive
  into the swirling light as soon as he is able. If he
  has been killed and forced into gaseous form, his
  gaseous form will move toward the swirling light in
  an effort to follow. PCs should get the hint that
  they can enter the light to follow their captured
  companion if they wish. The DM should note
  which PCs willingly follow into the gem. At the end
  of the round, the light will finish collapsing, pulling
  everyone on the mountainside into the gem with it,
  even the dead. PCs who decide that smashing the
  gem is a good idea are drawn into the gem as they
  make contact with it.
  For those who did not enter the gem:
  You find your body getting heavier, being
  pulled to the ground. With a sickening, sucking
  sensation you watch as your body is pulled
  out from underneath you and then realize that
  it is actually your spirit being pulled into the
  crystal, slowly stretched away from your
  material self. With a rush like falling from a cliff
  you are pulled into the crystal and all goes
  black.
  Martin the Pale remains underground during the
  entire fight, and therefore he has full cover and is
  not in the area of effect of the gem’s magic. After a
  few seconds of complete silence from above, he
  will venture upward and see that the area is
  deserted. He will cut his losses and flee, leaving
  everything as he found it.
  ENCOUNTER 4: HOW’S THE
  VIEW FROM INSIDE?
  The PCs have been pulled into the gem with
  Malkisharn, in a last-ditch move by him to ensure
  he isn’t trapped alone. He has been preparing for
  another attempt to imprison him, and this time he
  is ready with magic of his own. Unknown to the
  party, Nytania is trapped as well, but dormant due
  to the strain of starting the ritual and then trying to
  survive Malkisharn’s counter-attack. The PCs on
  the other hand, are alive if they died in the
  previous encounter, and are fully healed of hit
  point damage, and energy damage or drain with
  the exception of the sacrifice they made to bond
  with the gem. PCs who bonded with the gem are
  still –1 Con. They appear to have all of their
  possessions here, though any spells used for the
  day are gone, and any spells that have been cast
  on the PCs or their possessions are not active in
  the gem. PCs who were killed before entering the
  gem will still be dead when they escape the gem,
  though they do not know that yet. PCs who were
  between -1 and -9 hit points are stabilized by the
  gem.
  All creatures, living, dead and undead, from the
  stone ring have been transported here. Unknown
  to the PCs, and what will prove surprising to
  Nytania, all undead have been remade into mortal
  forms while they are inside the gem. The positive
  energy of the gem brought back life and flesh to
  the spirits that moved through it. This condition
  only lasts as long as they are within the gem. The
  mindless undead have been given mortal shells,
  but they remain mindless. Their spirits fled when
  they were made undead, and only fleshly husks
  remain.
  The party will all wake up around the same time
  and it will be obvious they only have one way to go
  inside this gem, which is actually a strange demi-
  plane created by the clash of wills between
  Nytania and Malkisharn.
  You regain consciousness to the feeling that
  you are no longer in the forest clearing.
  Coming to, you look around and see a
  landscape of obsidian and swirling lava-like
  stone. You are at the base of a canyon, walls
  
  GRM6-03 Crystal Clear
  Page 19
  scaling higher than you can make out. Only
  one clear path lies before you, winding out
  through the canyon.
  Looking down the path to the horizon you see
  the sky is made up of many faceted angles, not
  unlike a gem.
  There is little choice but to move down the path.
  The walls of the canyon are impossible to hammer
  a piton into and the climb DC is 50 (perfectly
  smooth, featureless, nearly vertical wall). A PC
  who uses magic to try climbing the walls will find
  that the canyon walls and horizon slowly shift until
  they find themselves on the ground again. Any
  spell that utilizes dimensional travel including
  dimension door, teleport, and plane shift are
  limited. PCs cannot travel a distance greater than
  30 ft. using any of those spells. Divination and
  conjuration spells function normally. Paladin
  mounts can be summoned and dismissed. PCs
  cannot use magic to escape the gem.
  Eventually the PCs will realize they have to walk
  down the path. When they do, read the following
  aloud:
  As you walk down the path the walls of the
  canyon seem to come down to the path until
  you are no longer in a canyon, but on a wide
  plane of the same obsidian/volcanic rock swirl
  that formed the walls of the canyon. The nearly
  featureless flat landscape is almost enough on
  its own to drive one mad. The sky made of a
  faceted crystal face certainly doesn’t help
  things any.
  You see movements further down the path you
  are on. Moving slowly, unsteadily in your
  direction are two (APL below). Their vacant
  eyes stare in your general direction, and their
  arms hang limply at their sides.
  These are the once living bodies of the skeletons
  and zombies that the PCs fought in the Deathyard.
  They are no longer undead, so Martin no longer
  controls them. Only one or two can be seen at
  first, but over time, others will appear up close, or
  in the distance. They will migrate toward the PCs
  in mindless motions, bumping into them, and
  trying distantly to flock slowly with them. Their
  move rate is 5 ft. and they cannot run. They will
  not harm the PCs, but they will attempt to enter
  their squares as their mindless brains struggle
  helplessly to grasp some purpose. PCs can leave
  them behind or hack them to pieces. If the PCs
  attack, the mindless bodies try to move away at 5
  ft. a round. After 10 rounds of not being attacked,
  the mindless begin flocking to the PCs again.
  APL 6
  • 
  Humans in Gran March army uniforms (4)
  • 
  Humans in peasant clothing (10)
  • 
  Ogres (4)
  • 
  Gnolls
  APL 8
  • 
  Humans in Gran March army uniforms (4)
  • 
  Humans in peasant clothing (16)
  • 
  Ettins (4)
  • 
  Ogres (3)
  APL 10
  • 
  Humans in Gran March army uniforms (4)
  • 
  Humans in peasant clothing (16)
  • 
  Bugbears (8)
  • 
  Dire bears (6)
  APL 12
  • 
  Humans in Gran March army uniforms (4)
  • 
  Humans in peasant clothing (20)
  • 
  Dire bears (8)
  • 
  Ettins (3)
  • 
  Ogres (6)
  There is no need to mob the PCs with all of these
  mindless bodies. The PCs can see many of them
  in the distance, rather than have to deal with them
  up close.
  The PCs will also see men in the distance wearing
  Gran March army uniforms. These are the soldiers
  who were turned into wraiths and ghouls, including
  Corporal Prenton. These men are ashamed of
  what they felt and did as undead and do not want
  to see the PCs. If there is plenty of time remaining
  in the round, the DM can have the PCs encounter
  Corporal Prenton between the aspect of Vecna
  encounter (5) and the final encounter with
  Malkisharn (6). The PCs will not encounter the
  living soldiers who were dominated.
  ENCOUNTER 5: SECRETS
  You continue along the trail, seeking direction
  and 
  purpose. 
  The 
  featureless 
  plain 
  is
  beginning to assume some features. The flat
  gray is slowly becoming more of a softly
  rolling plain of gray, and the ground is
  becoming moist beneath your feet. After a
  time, some rushes seem to grow from the flat
  gray ground, and you feel like the landscape is
  slowly becoming marsh-like. Ahead of you, far
  down the trail, and well off what now has
  
  GRM6-03 Crystal Clear
  Page 20
  become a road, stands a tattered robed figure.
  It is looking away from you, but you can see
  once royal robes now tattered and rotted to
  rags.
  As you draw nearer, it turns in your direction,
  but does not move toward you. It is man-sized;
  a skeleton dressed in desiccated silk and
  velvet embroidered with unreadable sigils. Its
  left hand is missing and in its right eye socket
  there is a burning red glow. It hovers a few
  inches over the ground, the tatters in its robes
  wavering and flapping in a silent breeze that
  you do not feel.
  The featureless landscape is becoming swamp-
  like, reflecting the influence of Malkisharn and the
  aspect.
  The aspect of Vecna will observe the PCs, and
  make no hostile moves. If the PCs wish to walk on
  by, the aspect never speaks. If the PCs move
  toward him, or speak to him, he responds in a
  slow whisper.
  A crackly, whispered voice breaks the strange
  silence, “You…are in need of a few Secrets.”
  It will enjoy its own humor. The aspect will allow
  the PCs to address him in return or discuss it. It is
  in no hurry, and tends to speak no more than one
  sentence at a time. If the PCs talk, it will present
  the following:
  The nightmare speaks again, “You know my
  payment.”
  A knowledge (religion) check DC 10 will tell PCs
  that Vecna frequently trades in secrets, if the
  players do not figure it out. The following will be
  shared, but the PCs should have a chance to
  discuss things between the aspect’s words.
  “I will share some Secrets of those here with
  you - and of this place.”
  “You may request Secrets.”
  “Your payment must be equal to your
  request.”
  “The fewer that know, the more value the
  Secret.”
  The creature speaking is an aspect of Vecna. It is
  not Vecna himself, but a shard of the Lich King’s
  power, sent out as a messenger or servant. He
  indeed knows much about Malkisharn and is here
  to genuinely offer the PCs a deal. The PCs are
  free to attack him, but it should be clear that he is
  powerful. At higher APLs, he is actually not a
  threat, and will leave without bothering to fight
  back if attacked. He will fight for no more than 3
  rounds, and during the fight, he will stop if the PCs
  revert to conversation. If the PCs are vastly more
  powerful than the aspect, the aspect will not
  bother waiting around to be stomped. It will
  disappear as the PCs attack. It is not limited by the
  magical teleportation rules that hamper the PCs.
  The aspect will offer Secrets about himself, in
  addition to secrets about the Gem and the others
  inside it. The aspect is vain, and will discuss
  himself, even though he did not include that in the
  offer. He will not reveal his plans for Malkisharn,
  but for the moment, it fits its schemes to have
  Malkisharn imprisoned in the gem.
  The aspect will be especially cordial to any PC
  who bears a mark or taint of Vecna from previous
  adventures. The Hand of Vecna’s Glory or
  Sacrifice to the Whispered One from SHE5-01,
  Sounds of Silence, The Mark of the Eye from
  GRM3-03 Shades of the Past, and The Taint of
  the Well of Vecna from SHE3-03 Shades of Gray
  are examples of marks that would interest the
  aspect. If the DM failed to get this information from
  the players at the beginning of the module, he
  should inquire now.
  If PCs wish to get information from the aspect,
  they must tell him some of their secrets. The DM is
  the arbiter of the value of secrets that the PCs
  offer up. PCs can share with the whole table, or
  just with the aspect, away from the other PCs and
  players. If a PC offers a particularly valuable and
  personal secret, the aspect might give a more
  valuable secret to the PCs than they are
  requesting. As a guide, some of the secrets the
  aspect will reveal are numbered below. Those
  marked 
  with 
  a 
  1 
  require 
  good, 
  possibly
  uncomfortable secrets from the PCs. Those
  marked with a 2 are useful, and might be used to
  lead the PCs into revealing better secrets, or
  clarify previously revealed level 1 secrets. If the
  PCs try to give secrets that amount to nothing to
  receive something, the aspect will not dignify their
  efforts with a response. Secrets such as PC
  revealing that he does not like tomatoes are a
  pathetic effort at trickery in the aspect’s estimation,
  and as a lord of trickery, he is above such infantile
  behavior. He will not be baited into trading useless
  secrets for useless secrets.
  The aspect wants the PCs to be able to trap
  Malkisharn inside the gem, so it wants to give
  them clues about what they must do. Unless the
  PCs are extremely willing to spend time with the
  aspect, the DM should try to give secrets about
  
  GRM6-03 Crystal Clear
  Page 21
  Malkisharn’s imminent escape first. The rest of the
  Secrets below are provided as a guide if PCs want
  to role-play the unusual give and take with the
  aspect. Information on Acan should not be given
  before Secrets of Malkisharn’s pending escape if
  the PCs have no hint that the gem will not trap
  him.
  The DM is strongly encouraged to be respectful of
  his fellow players during this exchange. Some
  players might have their PCs offer very personal
  secrets about their PC that the DM would not learn
  as a fellow player and that the player would not
  normally reveal either out of character, or the PC
  would not reveal in-character. If a player offers a
  secret that is obviously very important to him in
  regards to his PC, treat it with the respect and
  confidentiality that the player is due.
  Some things the PCs may ask:
  How did you get here?
  “Where 
  there 
  are 
  Secrets, 
  there 
  are
  doorways.” - 2
  Why are you here?
  “Treachery must be punished, ‘err being
  rewarded.” -2
  In regards to the Gem:
  How do we get out?
  “This prison will not long hold the living or the
  dead - once the will that brought you here
  (Malkisharn) fails.” -1
  Will Malkisharn be trapped? (or anything along
  those lines)
  “Once the hidden doorway is revealed for one,
  it is revealed for all.” -1
  How do we keep Malkisharn inside the gem?
  “The doorway will be open only for the living,
  and for the dead.” -1
  The PCs will hopefully recall that the gem is a
  barrier of positive energy, built to hold an unloving
  spirit. If the PCs manage to figure out that they
  have to kill Malkisharn and animate him as an
  undead, but they express concern that none of
  them can cast such a spell, one of the Secrets the
  aspect can share:
  “There is one here who can do such magic –
  though not today.” - 2 He is referring to Nytania.
  In regards to Malkisharn:
  The aspect will reveal that he was a lowly clerk
  who plotted betrayal by silence rather than by
  action. He researched artifacts and spells for his
  King (Vecna). (All level 1 secrets)
  What does he want at Haradaragh?
  “He seeks a Shroud – he misnames it the
  Shroud of Neruss.” - 1
  What does the Shroud do?
  “He believes – it can remake the unliving to
  mortal - or perhaps it can empower the undead
  to change their form – or perhaps it unmakes
  time.” - 2
  Where is it in Haradaragh?
  “Enshrouding a betrayed king, in a tomb not
  his own.” - 1
  What does it really do/what is its real name?
  “The cost of some Secrets exceeds your coin.”
  (not a secret)
  In regards to Acan:
  Who is he?
  “He is Acan – a spawn of the line of the Bloody
  Handed One (Kas).” - 2
  Where does he come from?
  “Beneath the city you now call Shiboleth, of
  the Host.” -2 (He will not elaborate further)
  Why is he with Malkisharn?
  “He seeks to atone for the sins of the father.” -
  2
  If the PCs ask a question they already know
  the answer to:
  If the PCs ask a question that he will not answer,
  but they have already given good Secrets as
  payment, he will provide another Secret that he
  thinks they need to trap Malkisharn and escape
  the gem.
  Things he will not answer, mostly because the
  answer does not involve a Secret, and he is
  
  GRM6-03 Crystal Clear
  Page 22
  not interested in comforting or entertaining
  these mortals:
  How do we know this isn’t a trick?
  How will you get out?
  What is your quest? (or any such off-topic
  question meant to make light of the situation),
  If the PCs do not offer decent secrets, the aspect
  will not respond with decent information. After the
  PCs confront Malkisharn, if they are still trying to
  figure out how to escape the gem, leaving
  Malkisharn trapped, the aspect can be found.
  Aspect of Vecna; medium undead; hp 65; see
  appendix 5.
  Tactics: The aspect does not desire a fight with
  the PCs. If a fight occurs, he might stay for a bit,
  but he will soon fade away.
  Treasure: None.
  Developments: Once the PCs are done with
  the aspect, they can continue along the path.
  There is really only one direction to go.
  ENCOUNTER 6: CLEARING
  THE CRYSTAL
  Nytania was brought into the gem by Malkisharn,
  and he and Acan have managed to find her before
  she regained consciousness. Encasing the gem
  with her own energy has severely weakened
  Nytania, and she will not awaken during this
  encounter.
  Malkisharn is furious at being trapped, and even
  more furious at being trapped in his mortal body.
  When he was last imprisoned, he manifested as a
  wraith within his prison. He thought he was
  prepared to combat another imprisonment, but he
  was not expecting this. His power is greatly
  diminished in human form, and so is his presence.
  Malkisharn is a small, bookish little man with very
  little hair, crooked teeth and large ears. He feels
  no joy at regaining his mortal form in this prison,
  even if his spellcasting abilities have returned to
  him. Malkisharn’s spirit within the gem possesses
  the magic items he was buried with. They will not
  manifest outside of the gem, even if the PCs take
  them after defeating him.
  Acan is stoic, and maintains the baleful air he
  possessed as a vampire. He feels no less driven
  to serve Malkisharn just because his mortal form
  is awkward and ugly. Many of the powerful
  wizards Acan served had frail, loathsome forms.
  Once they found Nytania’s body, Malkisharn
  wanted to slit her throat, but Acan convinced him
  otherwise. Acan realizes that neither Malkisharn
  nor Nytania fully understand what has happened.
  Being a level-headed tactician, he does not wish
  to dispose of any possible resources until he is
  sure that Nytania is not an avenue of escape. He
  is reasonably certain that most of the PCs are of
  no use, but he will encourage Malkisharn to spare
  the PC who wielded the gem, in case that one has
  some idea of how to escape. They have located a
  possible clearing that has slowly begun to look
  more like the sacrificial ring where the PCs
  imprisoned Malkisharn.
  It is obvious there is a break in the featureless
  terrain ahead. As you move closer there is a
  large 
  platform 
  that 
  looks 
  not 
  unlike 
  a
  summoning circle. You see the knight in the
  ancient chain mail armor standing in the center
  of the circle, but his skin looks darker from
  here, you think. He is standing over the prone
  form of Nytania. Pacing along behind the
  knight is a small man dressed in green robes.
  He is very thin and has Flan features, with
  deep bronze skin. He has wispy, oily hair and
  large ears. His eyes are deep set and droopy.
  His scarred mouth shows many missing teeth
  and those that remain look rotten and brown.
  He glares at you with undisguised hatred.
  If the PCs want to talk, Malkisharn is willing to
  hear what they say. He is still off-balance from this
  transformation, and he is afraid now that he is no
  longer a towering wraith. He would have gladly
  embraced a return to life outside of this gem, but
  among his enemies, this is his worst nightmare.
  His voice is weak, and he is nervous. PCs might
  find him humorous and pathetic until he begins
  spellcasting. Acan, however, is still confident of his
  skill at arms, and will fight to the bitter, bloody end
  to protect his charge.
  Malkisharn and Acan are only interested in the
  following:
  • 
  Do you know how to get out of here?
  • 
  Are you willing to work together?
  Malkisharn will be most interested in anything the
  PCs have somehow learned about his interest in
  the Shroud of Nuress and Haradaragh. He will
  
  GRM6-03 Crystal Clear
  Page 23
  admit to be a scholar and researcher of powerful
  artifacts. He will also admit that Haradaragh was
  lost and thought a legend long before even he was
  born. He will not say anything that makes him look
  weak or admit to any errors. The gem he used to
  partially negate Nytania’s magic was a gift from
  Acan, based on some of Malkisharn’s research. It
  did not seem to come inside the gem with them,
  so Malkisharn is pretty sure that its magic has
  been used. Acan will say that it allowed
  Malkisharn to focus his will, and nothing more.
  Acan knows where to find many old and powerful
  items of magic, but will not share any such
  information with the PCs.
  The conversation will probably not last long, but
  the DM can discuss most anything from either
  NPCs’ history. Eventually, even if the PCs do not
  attack Malkisharn and Acan, the NPCs will likely
  conclude that they can do without the PCs and
  attack. Nytania begins at Malkisharn and Acan’s
  feet, with 20 hit points left. The DM should put a
  miniature on the battlemap to represent her so the
  PCs are aware of her location. Malkisharn will not
  throw a spell that kills Nytania, he knows he may
  need her. Nytania is still at risk of being killed by
  the PCs using area of effect spells. Her CON has
  been reduced to 2, and she is barely alive. She
  cannot be awakened during the fight; it will take
  time for her to come around. By contrast,
  Malkisharn will try to make maximum use of his
  area of effect spells.
  If the PCs take time to prepare spells, Malkisharn
  will also prepare spells on himself first, and Acan
  second.
  APL 6 (EL 9)
  Malkisharn, 
  Male 
  Human 
  (Flan)
  Wiz3/Clr3/MyT2: hp 46; see Appendix 1.
  Acan, Male Human (Flan) Ftr6: hp 55; see
  Appendix 1.
  APL 8 (EL 11)
  Malkisharn, 
  Male 
  Human 
  (Flan)
  Wiz3/Clr3/MyT4: hp 58; see Appendix 2.
  Acan, Male Human (Flan) Ftr7/EWM1: hp 71;
  see Appendix 2.
  APL 10 (EL 13)
  Malkisharn, 
  Male 
  Human 
  (Flan)
  Wiz3/Clr3/MyT6: hp 75; see Appendix 3.
  Acan, Male Human (Flan) Ftr8/EWM1/Rog1:
  hp 86; see Appendix 3.
  APL 12 (EL 15)
  Malkisharn, 
  Male 
  Human 
  (Flan)
  Wiz3/Clr3/MyT8: hp 85; see Appendix 4.
  Acan, Male Human (Flan) Ftr8/EWM1/Rog3:
  hp 95; see Appendix 4.
  Treasure: None
  Once Malkisharn dies, the gray featureless sky will
  begin to show faint ribbons of darkness etched
  into the horizon. The sky will slowly begin to
  lighten up, showing dark tendrils like marbling in
  the sky. The dark ribbons will begin to slowly thin,
  representing Malkisharn’s fading influence. It will
  take days, but the sky will eventually become a
  clear white. This will be an indicator to the PCs
  that they have a day or two to complete their work.
  If the PCs have not figured out that they must
  return Malkisharn’s spirit back to an undead state,
  the DM can utilize the following tactics:
  • 
  The aspect shows back up on the horizon.
  • 
  Nytania will try to steer the PCs toward the
  conclusion that something else must be
  done
  • 
  PCs who cast divination spells would get
  responses indicating that Malkisharn will
  not be trapped.
  If the DM wants to use the aspect, he reappears.
  PCs who wish to avoid him may do so, but any PC
  willing to talk can approach him without the others.
  The aspect will offer the same deal as he did in
  Encounter 5.
  Although Nytania does not know for sure that the
  gem will not work, she expresses serious concern
  that it is not working the way she expected. She is
  worried that since it is not working as devised, it
  might not work to trap Malkisharn as planned
  either. She will share her concerns with the PCs.
  If asked, she will repeat (from Encounter 1) that
  the gem was built for the express purpose of
  holding the dread wraith’s spirit.
  The gem was built to drain negative energy from
  the spirit trapped inside while surrounding it with
  positive energy.
  It was built to be as physically unbreakable as she
  could make it.
  
  GRM6-03 Crystal Clear
  Page 24
  It was not meant to drag the PCs and everything
  else in with Malkisharn. She knows that the PCs
  are used to being lied to all the time, after all, they
  work for Gran March, but she did not lie to them. If
  she had known this was going to happen, she
  would have warned them. (The comment about
  Gran March is just her prejudice coming through.
  She really is telling the truth).
  The idea that the gem is encased in positive
  energy as a barrier to a weakened being of
  negative energy is the major clue for the PCs.
  Nytania is always tired (2 Con), and will sleep 90%
  of the time. She will not draw the correct
  conclusion on what must be done to trap
  Malkisharn. For PCs who do not talk to the aspect,
  this may be their only hint that the gem will not
  work as fashioned.
  If the PCs figure out that they must make
  Malkisharn undead, they must determine who can
  (and who is willing to) cast the spell that will
  animate Malkisharn’s remains. The spell is evil,
  and cannot be cast by a good cleric. Malkisharn is
  carrying an arcane scroll of animate dead, as a
  further clue. Any cleric who can cast the spell
  without jeopardizing his alignment can pray for the
  spell on the following day, and does not need a
  scroll. Assume that Malkisahrn is carrying various
  spell components as needed.
  The DM should not go out of his way to remind the
  PCs about Acan. If the PCs think to do the same
  to Acan, he will be trapped in the gem as well.
  Initially, Nytania will be unwilling to use her
  divinely granted powers to create an undead, as it
  goes against her very being. If there are PCs who
  can cast the spell, allow them to role-play amongst
  themselves to determine who is willing to perform
  this distasteful task. If no one else is willing to do
  it, Nytania will take responsibility to do it because
  she correctly feels that the problems with the
  crystal are her fault, and she must make it right in
  regards to the PCs. She does not have such
  spells in memory, but she can cast it tomorrow if
  they have time. The rate of change in the sky
  gives the PCs an indication that they should have
  two days inside the gem. She can memorize and
  cast any particular animate or create undead
  spells the PCs request, though a simple animate
  dead should likely be sufficient. She can also cast
  any spell that a cleric of her level could cast for the
  PCs now that Malkisharn has been caught. She
  will not have the material component on hand for
  extremely expensive spells.
  CONCLUSION
  If Nytania was killed by the PCs in the their fight
  with Malkisharn, and none of them have the ability
  to animate dead on Malkisharn, then after two
  days, all of the people inside the gem are
  released.
  If the PCs do what they must to trap the undead,
  describe the effects of the mindless remains of
  Malkisharn (and perhaps Acan) staring hollowly at
  them as the PCs fade away. The PCs are returned
  to the mountainside, along with the remains of
  many of the undead. None of the undead will be
  alive. If the PCs stripped Acan of his possessions
  in the gem, but failed to trap him there, they still
  have his possessions, but he is nowhere to be
  seen.
  PCs who were killed inside the gem are dead
  when they return to the mortal world. Their spirits
  have been freed, however, and they can be raised
  with no problems. PCs who bonded with the gem
  find that their drained Con point has returned, and
  they are no longer bonded with the gem. PCs who
  suffered Con drain from wielding the gem are
  restored. Any drain caused by wraiths has not
  been restored. PCs who were injured before going
  into the gem are still injured, but anyone between -
  1 and -9 hit points is stable.
  Nytania has passed away. One of the PCs will
  have to take possession of the gem, or indicate
  that they hand it over to Lt. Watcher Melerin. Allow
  the players to determine which PC carries the
  burden. Only one PC from each table can take the
  gem.
  OTHER CONCLUSIONS
  If the PCs destroyed Malkisharn before he was
  pulled into the gem:
  The only favor they might receive on this AR is the
  Favor of the Mountaineers. Any previous favor of
  Nytania is void.
  If the PCs kill Nytania inside the gem and do
  not trap Malkisharn:
  They cannot receive the Favor of Fury, The Favor
  of the Shadowhunters, The Prison of Malkisharn
  or the Favor of the Commandant. Any previous
  favor of Nytania is void.
  If the PCs do not trap Malkisharn, and are not
  responsible for Nytania’s death:
  
  GRM6-03 Crystal Clear
  Page 25
  They cannot receive the Prison of Malkisharn or
  the Favor of the Commandant.
  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 2
  Defeat or release the dominated soldiers.
  APL 6 – 240 xp.
  APL 8 – 300 xp.
  APL 10 – 360 xp.
  APL 12 – 420 xp.
  Encounter 5
  Prevent the undead from killing Nytania.
  APL 6 – 300 xp.
  APL 8 – 360 xp.
  APL 10 – 420 xp.
  APL 12 – 480 xp.
  Encounter 6
  Defeat Malkisharn and Acan.
  APL 6 – 270 xp.
  APL 8 – 330 xp.
  APL 10 – 369 xp.
  APL 12 – 450 xp.
  Discretionary Roleplaying Award
  Judge may allocate up to the following for good
  role-playing
  APL 6 – 225 xp.
  APL 8 – 270 xp.
  APL 10 – 315 xp.
  APL 12 – 360 xp.
  Total 
  possible 
  experience 
  (Maximum
  Experience Allowed):
  APL6 – 1,035 xp (900 xp);
  APL8 – 1,260 xp (1,125 xp);
  APL10 – 1,485 xp (1,350 xp);
  APL12 – 1,710 xp (1,575 xp);
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes. Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions. Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold. If you feel it is reasonable
  that characters can go back to loot the bodies, and
  those bodies are there (i.e., not carted off by
  dungeon scavengers, removed from the scene by
  the local watch, and so on), characters may return
  to retrieve loot. If the characters do not loot the
  body, the gold piece value for the loot is subtracted
  from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available. A
  normal adventuring party can usually gather this
  wealth in a round or so. If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed. Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure. Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it. Other times they may attempt to use the
  item blindly. If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure. Write the total in the GP Gained field of
  the adventure certificate. Because this is a Regional
  
  GRM6-03 Crystal Clear
  Page 26
  adventure, characters may spend additional Time
  Units to practice professions or create items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Introduction:
  All APLs: L: 0 gp, C: 200 gp, M: 0 gp.
   
   Encounter 3:
  APL 6: L: 31 gp, C: 0 gp, M: 2,297 +1 ghost
  touch bastard sword (693 gp), +2 chain mail
  (354 gp), gauntlets of ogre power (333 gp),
  cloak of turn resistance (917).
  APL 8: L: 34 gp, C: 0 gp, M: 2,964 +1 ghost
  touch bastard sword (693 gp), +2 chain mail
  (354 gp), gauntlets of ogre power (333 gp),
  cloak of turn resistance (917), +2 ring of
  protection (667).
  APL 10: L: 38 gp, C: 0 gp, M: 6,630 +3 ghost
  touch bastard sword (2,693 gp), +2 chain mail
  (354 gp), belt of giant strength +4 (1,333 gp),
  cloak of turn resistance (917), +2 amulet of
  natural armor (667).
  APL 12: L: 38 gp, C: 0 gp, M: 7,630 +3 ghost
  touch bastard sword (2,693 gp), +4 chain mail
  (1,333 gp), belt of giant strength +4 (1,333
  gp), cloak of turn resistance (917), +2 amulet
  of natural armor (667).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 6: L: 31 gp, C: 200 gp, M: 2,297 (900 gp).
  APL 8: L: 34 gp, C: 200 gp, M: 2,964 (1,300
  gp).
  APL 10: L: 38 gp, C: 200 gp, M: 6,630; (2,300
  gp).
  APL 12: L: 38 gp, C: 200 gp, M: 7,630; (3,300
  gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  • 
  Gran March Military Commendation:
  commendation is given to an active-duty
  military PC who reported back to Lt.
  Watcher Melerin
  • 
  Favor of the Mountaineers: This favor is
  available only if the PCs freed the
  dominated soldiers of the 6th Battle from
  Acan’s control and did not kill any of them.
  The 
  soldiers 
  were 
  assisting 
  the
  mountaineers and that Special Forces unit
  is grateful for the PCs actions. The PC
  has access to have a suit of armor, a
  shield or a weapon made of adamantine.
  Mark this favor as USED when the object
  is acquired.
  • 
  Favor 
  of 
  the 
  Shadowhunters: 
  For
  helping Nytania hunt down Malkisharn and
  his minions, they offer you access
  (Frequency: Regional) to any one of the
  following: wand of lesser restoration, scroll
  of restoration, phylactery of undead
  turning. Mark as USED when the item is
  purchased. The Shadowhunters will also
  assume the responsibility for the Favor of
  Nytania as listed on the AR for the module
  GRM5-04, The Lines are Blurred.
  • 
  The Prison of Malkisharn: This PC has
  assumed the burden of safeguarding the
  Gem that contains the soul of the ancient
  dread wraith, Malkisharn. The once crystal
  clear gem is now black and oily to the
  touch. This prison requires constant
  vigilance and regular infusions of positive
  energy. 
  At 
  the 
  beginning 
  of 
  each
  adventure, an undead turning attempt
  must be used to maintain the strength of
  the prison. The PC does not have to be
  the one to use the turning attempt;
  another PC at the table can donate it. If
  the PC fails to power the gem at the
  beginning of the module, it takes positive
  energy from the PC in the form of a point
  of Constitution. It is considered an ability
  score drain and can be repaired normally.
  The gem radiates faint evil. The PC will be
  given a document signed by Lt. Watcher
  Melody Melerin, Vicious Mink, of the
  Commandant’s Special Guard indicating
  that the Commandant is aware of the item
  and the PC safeguards it with his
  blessings. There are many forces in this
  world that would gladly kill the PC to get
  the gem, so the PC is advised to be
  discreet in its safeguarding.
  • 
  Favor of the Commandant: This favor is
  only granted to the PC who carries the
  Prison of Malkisharn. The PC can
  purchase lesser restoration, restoration,
  and greater restoration spells for 50% of
  normal cost from any temple of an
  
  GRM6-03 Crystal Clear
  Page 27
  approved religion in Gran March. This
  favor is effective for as long as the PC
  carries the Prison of Malkisharn.
  • 
  Favor of Fury: This favor is only available
  to PCs that volunteered to wield the gem
  on Nytania’s behalf, and who willingly
  surrendered part of their life force to
  power the gem. The PC must also have at
  least an 11 Charisma, unmodified by
  temporary enhancements. A pegasus
  appears before the PC, and agrees to act
  as a mount for the PC. The PC must
  accept the offer within 52 TUs of this AR,
  or the pegasus returns forever to the Dim
  Forest. It requires a one-time purchase
  cost of 5,000 GP that represents training
  and providing special housing for the
  pegasus. It also requires 4 TUs of time to
  train with the Pegasus. Given the special
  care the PC provides, this pegasus grows
  quickly, and advances to 8HD 52 TUs
  after the AR that shows that the Pegasus
  was purchased. There is no partial
  advancement. If the PC does not meet the
  Charisma requirement at the time of this
  AR, but raises his Charisma to 11 at a
  future date, the pegasus will appear at
  that time. Acceptance of the pegasus is
  subject to the costs and TU restrictions as
  detailed above.
  • 
  Favor of the Whispered One: This PC
  bargained secrets with an aspect of
  Vecna, and the Whispered One now feels
  that the PC can be redeemed as a proper
  worshipper of All That Is Secret and
  Hidden. The PC may invoke the favor of
  Vecna to cast any of the following spells
  as 
  a 
  standard 
  action: 
  Time 
  Stop,
  Confusion (DC23), Weird (DC23), Insanity
  (DC21), Wail of the Banshee (DC23). The
  spells are cast at 18th level.
  PCs may invoke this favor once per
  module. Each time this favor is invoked,
  the PC’s alignment is moved one step
  toward Neutral Evil. The Law/Chaos
  movement is made first, and then the
  Good/Evil movement is made. No cleric
  will ever cast atonement on the PC for
  willingly embracing the favor of Vecna.
  The PC may not voluntarily change his
  alignment away from the path it is taking
  once he has embraced this favor the first
  time. 
  Any 
  class 
  abilities 
  that 
  are
  dependent on alignment may be lost in
  this way, and not regained. Once the PC
  has shifted alignment to evil, he becomes
  an NPC and is removed from play. The
  player should contact the Gran March
  triad to inform them of the PC’s choice.
  The player must show the DM this AR to
  invoke the Favor of The Whispered One.
  The DM should note on this AR when a
  power is used, and the PC’s new
  alignment.
  Item Access
  APL 6:
  • 
  +1 ghost touch bastard sword (Adventure)
  • 
  +2 chain mail (Adventure)
  APL 8 (all of APLs 6 plus the following):
  • 
  +2 ring of protection (Adventure)
  APL 10 (all of APLs 6, 8 plus the following):
  • 
  +3 ghost touch bastard sword (Adventure)
  • 
  belt of giant strength +4 (Adventure)
  • 
  +2 amulet of natural armor (Adventure)
  APL 12 (all of APLs 6, 8, 10 plus the following):
  • 
  +4 chain mail (Adventure)
  
  GRM6-03 Crystal Clear
  Page 28
  APPENDIX 1 – APL 6
  ENCOUNTER 2                                        
  Gran March Soldiers, Male Human Ftr4: Size
  Type; CR 4; HD 4d10+4; hp 30; Init +2; Spd 30 ft.;
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2
  armor); Base Atk/Grp: +4/+7; Atk +8 melee
  (1d8+6, long spear) or +8 melee (1d6+3,
  shortsword); Full Atk +8 melee (1d8+6, long
  spear) or +8 melee (1d6+3, shortsword); SA none;
  SQ none; AL LG; SV Fort +5, Ref +3, Will +2; Str
  16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Skills & Feats: Climb +10, Jump +10,
  Profession (soldier) +5, Ride +6, Swim +10.
  Combat Reflexes, Dodge, Weapon Focus long
  spear), Weapon Focus (short sword) Weapon
  Specialization (long spear).
  Languages: Common.
  Possessions: Leather armor, long spear, short
  sword.
  Description: Mixed human races. All are in
  their mid-twenties and are solidly built. They look
  very tired and anxious.
  Corporal 
  Prenten, 
  Male 
  Human 
  Ghoul
  (Undead): Medium Undead; CR 1; HD 2d12; hp
  13; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed
  14 (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Description: 
  Corporal 
  Prenten 
  has 
  only
  recently been animated as a ghoul after being
  killed by Acan. His skin has already thinned
  across his bones and assumed a deathly gray
  pallor. His tongue has blackened and his hair is
  beginning to fall out. He is trying to resist the call
  of undeath, but if he is freed, he will succumb and
  turn on any living creatures nearby.
  ENCOUNTER 3                                        
  Acan Male Human (Flan) Vampire Ftr6: Medium
  Undead; CR 8; HD 6d12+6; hp 51; Init +8; Spd 30
  ft.; AC 27, touch 14, flat-footed 23 (+4 Dex, +6
  natural, +7 +2 chain mail); Base Atk/Grp: +6/+13;
  Atk +13 melee (1d6+7 plus Energy Drain, Slam) or
  +15 melee (1d10+13, +1 ghost touch bastard
  sword); Full Atk +13/+8 melee (1d6+7 plus Energy
  Drain, Slam) or +15/+10 melee (1d10+13, +1
  ghost touch bastard sword); Blood drain, children
  of the night, create spawn, dominate, energy
  drain; SQ Alternate form, damage reduction
  10/silver and magic, Darkvision 60 ft,. fast healing
  5, gaseous form, resistance to cold 10 and
  electricity 10, spider climb, undead traits, vampire
  weaknesses; AL NE; SV Fort +5, Ref +8, Will +5;
  Str 24, Dex 18, Con -, Int 14, Wis 12, Cha 14.
  Skills & Feats: Bluff +10, Climb +11, Craft
  (weapons) +6, Hide +8, Jump +11, Knowledge
  (military history) +11, Listen +9, Move Silently +8,
  Search +9, Sense Motive +9, Spot +9, Swim +13;
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Exotic
  Weapon Proficiency (bastard sword), Improved
  Initiative, Improved Toughness, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Improved Turn
  Resistance, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword).
  Blood Drain (Ex): A vampire can suck blood
  from a living victim with its fangs by making a
  successful grapple check. If it pins the foe, it
  drains blood, dealing 1d4 points of Constitution
  drain each round the pin is maintained. On each
  such successful attack, the vampire gains 5
  temporary hit points.
  
  GRM6-03 Crystal Clear
  Page 29
  Children of the Night (Su): Vampires
  command the lesser creatures of the world and
  once per day can call forth 1d6+1 rat swarms,
  1d4+1 bat swarms, or a pack of 3d6 wolves as a
  standard action. (If the base creature is not
  terrestrial, this power might summon other
  creatures of similar power.) These creatures arrive
  in 2d6 rounds and serve the vampire for up to 1
  hour.
  Dominate (Su): A vampire can crush an
  opponent’s will just by looking onto his or her
  eyes. This is similar to a gaze attack, except that
  the vampire must use a standard action, and those
  merely looking at it are not affected. Anyone the
  vampire targets must succeed on a Will save or
  fall instantly under the vampire’s influence as
  though by a dominate person spell (caster level
  12th). The ability has a range of 30 feet.
  Create 
  Spawn 
  (Su): 
  A 
  humanoid 
  or
  monstrous humanoid slain by a vampire’s energy
  drain rises as a vampire spawn (see the Vampire
  Spawn entry) 1d4 days after burial. If the vampire
  instead drains the victim’s Constitution to 0 or
  lower, the victim returns as a spawn if it had 4 or
  less HD and as a vampire if it had 5 or more HD.
  In either case, the new vampire or spawn is under
  the command of the vampire that created it and
  remains enslaved until its master’s destruction. At
  any given time a vampire may have enslaved
  spawn totaling no more than twice its own Hit
  Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampires or
  vampire spawn. A vampire that is enslaved may
  create and enslave spawn of its own, so a master
  vampire can control a number of lesser vampires
  in this fashion. A vampire may voluntarily free an
  enslaved spawn in order to enslave a new spawn,
  but once freed, a vampire or vampire spawn
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a
  vampire’s slam attack (or any other natural
  weapon the vampire might possess) gain two
  negative levels. For each negative level bestowed,
  the vampire gains 5 temporary hit points. A
  vampire can use its energy drain ability once per
  round.
  Alternate Form (Su): A vampire can assume
  the shape of a bat, dire bat, wolf, or dire wolf as a
  standard action. This ability is similar to a
  polymorph spell cast by a 12th-level character,
  except that the vampire does not regain hit points
  for changing form and must choose from among
  the forms mentioned here. While in its alternate
  form, the vampire loses its natural slam attack and
  dominate ability, but it gains the natural weapons
  and extraordinary special attacks of its new form.
  It can remain in that form until it assumes another
  or until the next sunrise. (If the base creature is
  not terrestrial, this power might allow other forms.)
  Damage Reduction (Su): A vampire has
  damage 
  reduction 
  10/silver 
  and 
  magic. 
  A
  vampire’s natural weapons are treated as magic
  weapons for the purpose of overcoming damage
  reduction.
  Fast Healing (Ex): A vampire heals 5 points
  of damage each round so long as it has at least 1
  hit point. If reduced to 0 hit points in combat, it
  automatically 
  assumes 
  gaseous 
  form 
  and
  attempts to escape. It must reach its coffin home
  within 2 hours or be utterly destroyed. (It can travel
  up to nine miles in 2 hours.) Any additional
  damage dealt to a vampire forced into gaseous
  form has no effect. Once at rest in its coffin, a
  vampire is helpless. It regains 1 hit point after 1
  hour, then is no longer helpless and resumes
  healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a
  vampire can assume gaseous form at will as the
  spell (caster level 5th), but it can remain gaseous
  indefinitely and has a fly speed of 20 feet with
  perfect maneuverability.
  Resistances (Ex): A vampire has resistance
  to cold 10 and electricity 10.
  Spider Climb (Ex): A vampire can climb
  sheer surfaces as though with a spider climb spell.
  Turn Resistance (Ex): A vampire has +4 turn
  resistance. Acan turns as an 18 HD undead with
  his Improved Turn resistance and Cloak of
  Turn Resistance.
  Languages: Flan, Common, Suel.
  Possessions: +1 ghost touch bastard sword,
  +2 chain mail, gauntlets of ogre power, cloak of
  turn resistance +4.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage which
  contrasts with his milky pale skin. His eyes are
  black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 30
  Wraith: Medium Undead (incorporeal); CR 5 HD
  5d12; hp 32; Init +7; Spd 60 ft.fly (good); AC 15,
  touch 15, flat-footed 12 (+3 Dex, +2 deflection);
  Base Atk/Grp: +2/-; Atk +5 melee (1d4 plus 1d6
  Constitution drain, incorporeal touch); Full Atk +5
  melee 
  (1d4 
  plus 
  1d6 
  Constitution 
  drain,
  incorporeal touch); Space/Reach 5ft./5ft.; SA
  Constitution drain, create spawn; SQ Darkvision
  60 ft, daylight powerlessness, incorporeal traits,
  +2 turn resistance, undead traits, unnatural aura;
  AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16,
  Con -, Int 14, Wis 14, Cha 15.
  Skills & Feats: Diplomacy +6, Hide +11,
  Intimidate +10, Listen +12, Search +10, Sense
  Motive +8, Spot +12, Survival +2 (+4 following
  tracks); Alertness, Blind-fight, Combat Reflexes,
  Improved Initiative.
  Possessions: none
  Unnatural Aura (Su): Animals, whether wild or
  domesticated, can sense the unnatural presence
  of a wraith at a distance of 30 feet. They will not
  willingly approach nearer than that and panic if
  forced to do so; they remain panicked as long as
  they are within that range.
  Daylight Powerlessness (Ex): Wraiths are utterly
  powerless in natural sunlight (not merely a daylight
  spell) and flee from it.
  Constitution Drain (Su): Living creatures hit by a
  wraith’s incorporeal touch attack must succeed on
  a DC 14 Fortitude save or take 1d6 points of
  Constitution drain. The save DC is Charisma-
  based. On each such successful attack, the wraith
  gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  wraith becomes a wraith in 1d4 rounds. Its body
  remains intact and inanimate, but its spirit is torn
  free from its corpse and transformed. Spawn are
  under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  Ogre Skeleton: Large Undead; CR 2 HD 4d12;
  hp 26; Init +4; Spd 40 ft.; AC 11, touch 9, flat-
  footed 11 (-1 size, +2 natural); Base Atk/Grp:
  +2/+11; Atk +6 melee (2d8+7, greatclub) or +6
  melee (1d6+5, claw); Full Atk +6 melee (2d8+7,
  greatclub) or +6/+6 melee (1d6+5, 2 claws);
  Space/Reach 10ft./10ft.; SA none; SQ Damage
  reduction 
  5/bludgeoning, 
  Darkvision 
  60 
  ft.,
  immunity to cold, undead traits; AL NE; SV Fort
  +1, Ref +1, Will +4; Str 21, Dex 10, Con -, Int -,
  Wis 10, Cha 1.Libris Mortis, page 159.
  Skills & Feats: none; Improved Initiative.
  Possessions: Greatclub
  Ghoul: Medium Undead; CR 1; HD 2d12; hp 13;
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14
  (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Gnoll Warrior zombie: Medium Undead; CR 1;
  HD 4d12+3; hp 29; Init -1; Spd 30 ft.; AC 12, touch
  9, flat-footed 12 (+3 natural, -1 Dex); Base
  Atk/Grp: +2/+5; Atk +5 melee (1d6+3, slam); SA -;
  SQ Single actions only, damage reduction
  5/slashing, Darkvision 60 ft., undead traits; AL NE;
  SV Fort +1, Ref +0, Will +4; Str 17, Dex 8, Con -,
  Int -, Wis 10, Cha 1.
  Skills & Feats: none; Toughness.
  Single actions only (Ex); Zombies have poor
  reflexes and can perform only a single move
  action or attack action each round. A zombie can
  move up to its speed and attack in the same
  round, but only if it attempts a charge.
  Possessions: none
  Human Warrior Skeleton: Medium Undead; CR
  1/3; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15,
  touch 11, flat-footed 14 (+1 Dex, +2 natural, +2
  heavy steel shield); Base Atk/Grp: +0/+1; Atk +1
  melee (1d6+1, scimitar) or +1 melee (1d4+1,
  claw); Full Atk +1 melee (1d6+1, scimitar) or +1
  
  GRM6-03 Crystal Clear
  Page 31
  melee (1d4+1, 2 claw); SA none; SQ damage
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft.,
  immunity to cold, undead traits; AL NE; Fort +0,
  Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis
  10, Cha 1.
  Skills & Feats: Improved Initiative.
  Possessions: scimitar, heavy steel shield.
  ENCOUNTER 6                                        
  Malkisharn, Human Wiz 3/Clr 3/Mystic Theurge
  2: Medium Humanoid; CR 8; HD 3d4+3d8+3d4+8;
  hp 36 {46 with false life}; Init +2; Spd 30 ft. (6
  squares); AC 17 (+2 Dex, +4 mage armor, +1
  deflection), touch 13, flat-footed 15; Base Atk/Grp:
  +4/+3; Atk +3 melee (1d4-1/19-20x2, dagger); Full
  Atk +3 melee (1d4-1/19-20x2, dagger); SA Turn
  undead; SQ None; AL NE; SV Fort +6, Ref +5,
  Will +14; Str 8, Dex 14, Con 12, Int 17, Wis 18,
  Cha 12
  Skills & Feats: Concentration +15, Knowledge
  (arcana) 
  +14, 
  Knowledge 
  (history) 
  +14,
  Knowledge (religion) +13, Knowledge (the planes)
  +14, Sense Motive +5, Spellcraft +14; Craft
  Wondrous 
  Item, 
  Scribe 
  Scroll, 
  Skill 
  Focus
  (Concentration), Spell Focus (necromancy)
  Languages: Common, Flan, Infernal, Abyssal
  Wizard Spells Prepared (4/4/3/2, save DC =
  13 + spell level, 14+ spell level for necromancies):
  0 – detect magic, touch of fatigue, prestidigitation,
  mage hand; 1st –magic missile, mage armor, ray of
  enfeeblement, grease 2nd – glitterdust, scorching
  ray, false life; 3rd – fireball, slow
  Cleric Spells Prepared (4/5/4/3, save DC = 14
  + spell level, 15 + spell level for necromancies): 0
  – detect magic, resistance, light, guidance; 1st –
  sanctuary, cause fear, command, bane, protection
  from good D 2nd – sound burst, death knell,
  spiritual 
  weapon, 
  invisibility 
  D; 
  3rd 
  –
  blindness/deafness, contagion, nondetection 
  D;
  Deity – Vecna, Domains – Evil, Trickery
  Possessions: 
  Lesser 
  metamagic 
  rod 
  of
  extend, Cloak of resistance +1, ring of protection
  +1, periapt of wisdom +2, dagger, spell component
  pouch, silver holy symbol of Vecna, arcane scroll
  (animate dead) 8th level caster.
  Description: A short, skinny middle –aged Flan
  man with thin wisps of hair, big ears, rotting teeth
  and deep, droopy eyes. He looks intelligent in a
  bookish way, and is anxious and jittery.
  Acan 
  Male 
  Human 
  (Flan) 
  Ftr6: 
  Medium
  humanoid; CR 6; HD 6d10+18; hp 55; Init +2; Spd
  30 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +7
  +2 chain mail); Base Atk/Grp: +6/+10; Atk +12
  melee (1d10+9, +1 ghost touch bastard sword);
  Full Atk +12/+7 melee (1d10+9, +1 ghost touch
  bastard sword); SA none SQ none; AL NE; SV
  Fort +7, Ref +4, Will +4; Str 18, Dex 14, Con 14,
  Int 12, Wis 10, Cha 10.
  Skills & Feats: Climb +8, Craft (weapons) +5,
  Jump +8, Knowledge (military history) +10, Swim
  +10; Exotic Weapon Proficiency (bastard sword),
  Improved Toughness, Iron Will, Power Attack,
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon
  Specialization (bastard sword).
  Languages: Flan, Common, Suel.
  Possessions: +1 ghost touch bastard sword,
  +2 chain mail, gauntlets of ogre power, cloak of
  turn resistance +4.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage. His eyes
  are black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 32
  APPENDIX 2 – APL 8
  ENCOUNTER 2                                        
  Gran March Soldiers, Male Human Ftr6: Size
  Type; CR 6; HD 6d10+9; hp 46; Init +2; Spd 30 ft.;
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2
  armor); Base Atk/Grp: +6/+9; Atk +11 melee
  (1d8+6, masterwork long spear) or +11 melee
  (1d6+3, masterwork shortsword); Full Atk +11/+6
  melee (1d8+6, masterwork long spear) or +11/+6
  melee (1d6+3, masterwork shortsword); SA none;
  SQ none; AL LG; SV Fort +6, Ref +4, Will +3; Str
  16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Skills & Feats: Climb +12, Jump +12,
  Profession (soldier) +5, Ride +6, Swim +12.
  Combat 
  Reflexes, 
  Dodge, 
  Power 
  Attack,
  Toughness, Weapon Focus long spear), Weapon
  Focus (short sword) Weapon Specialization (long
  spear).
  Languages: Common.
  Possessions: Leather armor, masterwork long
  spear, masterwork short sword.
  Description: Mixed human races. All are in
  their mid-twenties and are solidly built. They look
  very tired and anxious.
  Corporal 
  Prenten, 
  Male 
  Human 
  Ghoul
  (Undead): Medium Undead; CR 1; HD 2d12; hp
  13; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed
  14 (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Description: 
  Corporal 
  Prenten 
  has 
  only
  recently been animated as a ghoul after being
  killed by Acan. His skin has already thinned
  across his bones and assumed a deathly gray
  pallor. His tongue has blackened and his hair is
  beginning to fall out. He is trying to resist the call
  of undeath, but if he is freed, he will succumb and
  turn on any living creatures nearby.
  ENCOUNTER 3                                        
  Acan Male Human (Flan) Vampire Ftr7/EWM 1:
  Medium Undead; CR 10; HD 8d12+8; hp 68; Init
  +8; Spd 30 ft.; AC 29, touch 16, flat-footed 25 (+4
  Dex, +6 natural, +7 +2 chain mail armor, +2
  deflection); Base Atk/Grp: +8/+15; Atk +15 melee
  (1d6+7 plus Energy Drain, Slam) or +17 melee
  (1d10+17, +1 ghost touch bastard sword); Full Atk
  +15/+10 melee (1d6+7 plus Energy Drain, Slam)
  or +17/+12 melee (1d10+17, Bastard Sword);
  Blood drain, children of the night, create spawn,
  dominate, energy drain; SQ Alternate form,
  damage reduction 10/silver and magic, Darkvision
  60 ft,. fast healing 5, gaseous form, resistance to
  cold 10 and electricity 10, spider climb, undead
  traits, vampire weaknesses; AL NE; SV Fort +7,
  Ref +8, Will +5; Str 25, Dex 18, Con -, Int 14, Wis
  12, Cha 14.
  Skills & Feats: Bluff +10, Climb +13, Craft
  (weapons) +8, Hide +8, Jump +13, Knowledge
  (military history) +13, Listen +9, Move Silently +8,
  Search +9, Sense Motive +9, Spot +9, Swim +15;
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Exotic
  Weapon Proficiency (bastard sword), Improved
  Initiative, Improved Toughness, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Improved Turn
  Resistance, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword).
  Blood Drain (Ex): A vampire can suck blood
  from a living victim with its fangs by making a
  successful grapple check. If it pins the foe, it
  drains blood, dealing 1d4 points of Constitution
  drain each round the pin is maintained. On each
  
  GRM6-03 Crystal Clear
  Page 33
  such successful attack, the vampire gains 5
  temporary hit points.
  Children of the Night (Su): Vampires
  command the lesser creatures of the world and
  once per day can call forth 1d6+1 rat swarms,
  1d4+1 bat swarms, or a pack of 3d6 wolves as a
  standard action. (If the base creature is not
  terrestrial, this power might summon other
  creatures of similar power.) These creatures arrive
  in 2d6 rounds and serve the vampire for up to 1
  hour.
  Dominate (Su): A vampire can crush an
  opponent’s will just by looking onto his or her
  eyes. This is similar to a gaze attack, except that
  the vampire must use a standard action, and those
  merely looking at it are not affected. Anyone the
  vampire targets must succeed on a Will save or
  fall instantly under the vampire’s influence as
  though by a dominate person spell (caster level
  12th). The ability has a range of 30 feet.
  Create 
  Spawn 
  (Su): 
  A 
  humanoid 
  or
  monstrous humanoid slain by a vampire’s energy
  drain rises as a vampire spawn (see the Vampire
  Spawn entry) 1d4 days after burial. If the vampire
  instead drains the victim’s Constitution to 0 or
  lower, the victim returns as a spawn if it had 4 or
  less HD and as a vampire if it had 5 or more HD.
  In either case, the new vampire or spawn is under
  the command of the vampire that created it and
  remains enslaved until its master’s destruction. At
  any given time a vampire may have enslaved
  spawn totaling no more than twice its own Hit
  Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampires or
  vampire spawn. A vampire that is enslaved may
  create and enslave spawn of its own, so a master
  vampire can control a number of lesser vampires
  in this fashion. A vampire may voluntarily free an
  enslaved spawn in order to enslave a new spawn,
  but once freed, a vampire or vampire spawn
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a
  vampire’s slam attack (or any other natural
  weapon the vampire might possess) gain two
  negative levels. For each negative level bestowed,
  the vampire gains 5 temporary hit points. A
  vampire can use its energy drain ability once per
  round.
  Alternate Form (Su): A vampire can assume
  the shape of a bat, dire bat, wolf, or dire wolf as a
  standard action. This ability is similar to a
  polymorph spell cast by a 12th-level character,
  except that the vampire does not regain hit points
  for changing form and must choose from among
  the forms mentioned here. While in its alternate
  form, the vampire loses its natural slam attack and
  dominate ability, but it gains the natural weapons
  and extraordinary special attacks of its new form.
  It can remain in that form until it assumes another
  or until the next sunrise. (If the base creature is
  not terrestrial, this power might allow other forms.)
  Damage Reduction (Su): A vampire has
  damage 
  reduction 
  10/silver 
  and 
  magic. 
  A
  vampire’s natural weapons are treated as magic
  weapons for the purpose of overcoming damage
  reduction.
  Fast Healing (Ex): A vampire heals 5 points
  of damage each round so long as it has at least 1
  hit point. If reduced to 0 hit points in combat, it
  automatically 
  assumes 
  gaseous 
  form 
  and
  attempts to escape. It must reach its coffin home
  within 2 hours or be utterly destroyed. (It can travel
  up to nine miles in 2 hours.) Any additional
  damage dealt to a vampire forced into gaseous
  form has no effect. Once at rest in its coffin, a
  vampire is helpless. It regains 1 hit point after 1
  hour, then is no longer helpless and resumes
  healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a
  vampire can assume gaseous form at will as the
  spell (caster level 5th), but it can remain gaseous
  indefinitely and has a fly speed of 20 feet with
  perfect maneuverability.
  Resistances (Ex): A vampire has resistance
  to cold 10 and electricity 10.
  Spider Climb (Ex): A vampire can climb
  sheer surfaces as though with a spider climb spell.
  Turn Resistance (Ex): A vampire has +4 turn
  resistance. Acan turns as a 20 HD undead with
  his Improved Turn Resistance and his Cloak of
  Turn Resistance +4.
  Languages: Flan, Common, Suel.
  Possessions: +1 ghost touch bastard sword,
  +2 chain mail, gauntlets of ogre power, +2 ring of
  protection, Cloak of turn resistance +4.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage which
  contrasts with his milky pale skin. His eyes are
  black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 34
  Wraith: Medium Undead (incorporeal); CR 5 HD
  5d12; hp 32; Init +7; Spd 60 ft.fly (good); AC 15,
  touch 15, flat-footed 12 (+3 Dex, +2 deflection);
  Base Atk/Grp: +2/-; Atk +5 melee (1d4 plus 1d6
  Constitution drain, incorporeal touch); Full Atk +5
  melee 
  (1d4 
  plus 
  1d6 
  Constitution 
  drain,
  incorporeal touch); Space/Reach 5ft./5ft.; SA
  Constitution drain, create spawn; SQ Darkvision
  60 ft, daylight powerlessness, incorporeal traits,
  +2 turn resistance, undead traits, unnatural aura;
  AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16,
  Con -, Int 14, Wis 14, Cha 15.
  Skills & Feats: Diplomacy +6, Hide +11,
  Intimidate +10, Listen +12, Search +10, Sense
  Motive +8, Spot +12, Survival +2 (+4 following
  tracks); Alertness, Blind-fight, Combat Reflexes,
  Improved Initiative.
  Possessions: none
  Unnatural Aura (Su): Animals, whether wild or
  domesticated, can sense the unnatural presence
  of a wraith at a distance of 30 feet. They will not
  willingly approach nearer than that and panic if
  forced to do so; they remain panicked as long as
  they are within that range.
  Daylight Powerlessness (Ex): Wraiths are utterly
  powerless in natural sunlight (not merely a daylight
  spell) and flee from it.
  Constitution Drain (Su): Living creatures hit by a
  wraith’s incorporeal touch attack must succeed on
  a DC 14 Fortitude save or take 1d6 points of
  Constitution drain. The save DC is Charisma-
  based. On each such successful attack, the wraith
  gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  wraith becomes a wraith in 1d4 rounds. Its body
  remains intact and inanimate, but its spirit is torn
  free from its corpse and transformed. Spawn are
  under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  Ettin Skeleton: Large Undead; CR 5 HD 10d12;
  hp 65; Init +4; Spd 40 ft.; AC 11, touch 9, flat-
  footed 11 (-1 size, +2 natural); Base Atk/Grp:
  +5/+15; Atk +10 melee (2d6+6, morningstar) or
  +10 melee (1d6+6, claw) or +4 ranged (1d8+6,
  javelin); 
  Full 
  Atk 
  +10 
  melee 
  (2d6+6, 
  2
  morningstars) or +10 melee (1d6+6, 2 claws) or
  +4 
  ranged 
  (1d8+6, 
  javelin); 
  Space/Reach
  10ft./10ft.; SA none; SQ Damage reduction
  5/bludgeoning, Darkvision 60 ft., immunity to cold,
  undead traits; AL NE; SV Fort +3, Ref +3, Will +7;
  Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1.
  Skills & Feats: none; Improved Initiative.
  Possessions: 2 morningstars, 2 javelins.
  Ogre Zombie: Large Undead; CR 3; HD 8d12+3;
  hp 55; Init-2; Spd 40 ft. (can’t run); AC 15, touch 7,
  flat-footed 15 (-1 size, -2 Dex, +8 natural); Base
  Atk/Grp: +4/+14; Atk +9 melee (2d8+9, Greatclub)
  or +9 melee (1d8+9, Slam) or +1 ranged (1d8+9,
  Javelin); Full Atk +9 melee (2d8+9, Greatclub) or
  +9 melee (1d8+9, Slam) or +1 ranged (1d8+9,
  Javelin); Space/Reach 10 ft./10 ft.; SA none; SQ
  Single actions only, damage reduction 5/slashing,
  Darkvision 60 ft., undead traits; AL NE; SV Fort
  +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis
  10, Cha 1..
  Skills & Feats: none; Toughness.
  Single actions only (Ex); Zombies have poor
  reflexes and can perform only a single move
  action or attack action each round. A zombie can
  move up to its speed and attack in the same
  round, but only if it attempts a charge.
  Possessions; Greatclub.
  Ghoul: Medium Undead; CR 1; HD 2d12; hp 13;
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14
  (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  
  GRM6-03 Crystal Clear
  Page 35
  Human Warrior Skeleton: Medium Undead; CR
  1/3; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15,
  touch 11, flat-footed 14 (+1 Dex, +2 natural, +2
  heavy steel shield); Base Atk/Grp: +0/+1; Atk +1
  melee (1d6+1, scimitar) or +1 melee (1d4+1,
  claw); Full Atk +1 melee (1d6+1, scimitar) or +1
  melee (1d4+1, 2 claw); SA none; SQ damage
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft.,
  immunity to cold, undead traits; AL NE; Fort +0,
  Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis
  10, Cha 1.
  Skills & Feats: Improved Initiative.
  Possessions: scimitar, heavy steel shield.
  ENCOUNTER 6                                        
  Malkisharn, Human Wiz 3/Clr 3/Mystic Theurge
  4: 
  Medium 
  Humanoid; 
  CR 
  10; 
  HD
  3d4+3d8+5d4+10; hp 43 {58 with false life}; Init
  +2; Spd 30 ft. (6 squares); AC 17 (+2 Dex, +4
  mage armor, +1 deflection), touch 13, flat-footed
  15; Base Atk/Grp: +5/+4; Atk +4 melee (1d4-1/19-
  20x2, dagger); Full Atk +4 melee (1d4-1/19-20x2,
  dagger); SA Turn undead; SQ None; AL NE; SV
  Fort +8, Ref +7, Will +16; Str 8, Dex 14, Con 12,
  Int 19, Wis 18, Cha 12
  Skills & Feats: Concentration +17, Knowledge
  (arcana) 
  +17, 
  Knowledge 
  (history) 
  +17,
  Knowledge (religion) +13, Knowledge (the planes)
  +17, Sense Motive +8, Spellcraft +17; Craft
  Wondrous Item, Practiced Spellcaster (wizard),
  Scribe Scroll, Skill Focus (Concentration), Spell
  Focus (necromancy)
  Languages: Common, Flan, Infernal, Abyssal
  Wizard Spells Prepared (4/5/4/3/2, save DC =
  14 + spell level, 15 + spell level for necromancies):
  0 – detect magic, touch of fatigue, prestidigitation,
  mage hand; 1st –magic missile, magic missile,
  mage armor, ray of enfeeblement, grease 2nd –
  glitterdust, command undead, scorching ray, false
  life; 3rd – fireball, slow, ray of exhaustion; 4th –
  enervation, fear
  Cleric Spells Prepared (4/6/5/4/3, save DC =
  14 + spell level, 15 + spell level for necromancies):
  0 – detect magic, resistance, light, guidance; 1st –
  sanctuary, 
  cure 
  light 
  wounds, 
  cause 
  fear,
  command, bane, protection from good D 2nd – cure
  moderate wounds, sound burst, death knell,
  spiritual weapon, invisibility D; 3rd – animate dead,
  deeper 
  darkness, 
  blindness/deafness,
  nondetection 
  D; 4th – freedom of movement,
  poison, unholy blight D; Deity – Vecna, Domains –
  Evil, Trickery
  Possessions: 
  Lesser 
  metamagic 
  rod 
  of
  extend, Cloak of resistance +2, ring of protection
  +1, periapt of wisdom +2, headband of intellect +2,
  dagger, spell component pouch, silver holy symbol
  of Vecna, arcane scroll (animate dead) 8th level
  caster.
  Description: A short, skinny middle –aged Flan
  man with thin wisps of hair, big ears, rotting teeth
  and deep, droopy eyes. He looks intelligent in a
  bookish way, and is anxious and jittery.
  Acan Male Human (Flan) Ft7/EWM1: Medium
  humanoid; CR 8; HD 7d10+1d8+24; hp 71; Init +2;
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+2 Dex,
  +7 +2 chain mail, +2 deflection); Base Atk/Grp:
  +8/+12; Atk +14 melee (1d10+11, +1 ghost touch
  bastard sword); Full Atk +14/+9 melee (1d10+11,
  +1 ghost touch bastard sword); SA none SQ none;
  AL NE; SV Fort +9, Ref +4, Will +4; Str 19, Dex
  14, Con 14, Int 12, Wis 10, Cha 10.
  Skills & Feats: Climb +10, Craft (weapons) +7,
  Jump +10, Knowledge (military history) +12, Swim
  +12; Exotic Weapon Proficiency (bastard sword),
  Improved Toughness, Iron Will, Power Attack,
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon
  Specialization (bastard sword).
  Languages: Flan, Common, Suel.
  Possessions: +1 ghost touch bastard sword,
  +2 chain mail, gauntlets of ogre power, +2 ring of
  protection, cloak of turn resistance +4.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage. His eyes
  are black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 36
  APPENDIX 3 – APL 10
  ENCOUNTER 2                                        
  Gran March Soldiers, Male Human Ftr8: Size
  Type; CR 8; HD 8d10+11; hp 59; Init +2; Spd 30
  ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2
  armor); Base Atk/Grp: +8/+11; Atk +13 melee
  (1d8+6, masterwork long spear) or +13 melee
  (1d6+3, masterwork shortsword); Full Atk +13/+8
  melee (1d8+6, masterwork long spear) or +13/+8
  melee (1d6+3, masterwork shortsword); SA none;
  SQ none; AL LG; SV Fort +7, Ref +4, Will +3; Str
  17, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Skills & Feats: Climb +14, Jump +14,
  Profession (soldier) +5, Ride +6, Swim +14.
  Combat Reflexes, Dodge, Improved Critical (long
  spear) Power Attack, Toughness, Weapon Focus
  long spear), Weapon Focus (short sword) Weapon
  Specialization (long spear).
  Languages: Common.
  Possessions: Leather armor, masterwork long
  spear, masterwork short sword.
  Description: Mixed human races. All are in
  their mid-twenties and are solidly built. They look
  very tired and anxious.
  Corporal 
  Prenten, 
  Male 
  Human 
  Ghoul
  (Undead): Medium Undead; CR 1; HD 2d12; hp
  13; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed
  14 (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Description: 
  Corporal 
  Prenten 
  has 
  only
  recently been animated as a ghoul after being
  killed by Acan. His skin has already thinned
  across his bones and assumed a deathly gray
  pallor. His tongue has blackened and his hair is
  beginning to fall out. He is trying to resist the call
  of undeath, but if he is freed, he will succumb and
  turn on any living creatures nearby.
  ENCOUNTER 3                                        
  Acan 
  Male 
  Human 
  (Flan) 
  Vampire
  Ftr8/EWM1/Rog1: Medium Undead; CR 12; HD
  10d12+10; hp 85; Init +8; Spd 30 ft.; AC 31, touch
  16, flat-footed 27 (+4 Dex, +8 natural, +7 +2 chain
  mail armor, +2 deflection); Base Atk/Grp: +9/+17;
  Atk +17 melee (1d6+8 plus Energy Drain, Slam) or
  +21 melee (1d10+21, +3 ghost touch bastard
  sword); Full Atk +17/+12 melee (1d6+8 plus
  Energy Drain, Slam) or +21/+16 melee (1d10+21,
  Bastard Sword); Blood drain, children of the night,
  create spawn, dominate, energy drain; SQ
  Alternate form, damage reduction 10/silver and
  magic, Darkvision 60 ft,. fast healing 5, gaseous
  form, resistance to cold 10 and electricity 10,
  spider climb, undead traits, vampire weaknesses;
  AL NE; SV Fort +8, Ref +10, Will +5; Str 27, Dex
  18, Con -, Int 14, Wis 12, Cha 14.
  Skills & Feats: Bluff +11, Climb +15, Craft
  (weapons) +9, Hide +9, Jump +15, Knowledge
  (military history) +15, Listen +11, Move Silently +9,
  Search +10, Sense Motive +10, Spot +11, Swim
  +16; Alertness, Blind Fight, Combat Reflexes,
  Dodge, Exotic Weapon Proficiency (bastard
  sword), 
  Improved 
  Critical 
  (bastard 
  sword),
  Improved Initiative, Improved Toughness, Iron
  Will, Lightning Reflexes, Mobility, Power Attack,
  Improved 
  Turn 
  Resistance, 
  Weapon 
  Focus
  (bastard sword), Weapon Specialization (bastard
  sword).
  Blood Drain (Ex): A vampire can suck blood
  from a living victim with its fangs by making a
  successful grapple check. If it pins the foe, it
  
  GRM6-03 Crystal Clear
  Page 37
  drains blood, dealing 1d4 points of Constitution
  drain each round the pin is maintained. On each
  such successful attack, the vampire gains 5
  temporary hit points.
  Children of the Night (Su): Vampires
  command the lesser creatures of the world and
  once per day can call forth 1d6+1 rat swarms,
  1d4+1 bat swarms, or a pack of 3d6 wolves as a
  standard action. (If the base creature is not
  terrestrial, this power might summon other
  creatures of similar power.) These creatures arrive
  in 2d6 rounds and serve the vampire for up to 1
  hour.
  Dominate (Su): A vampire can crush an
  opponent’s will just by looking onto his or her
  eyes. This is similar to a gaze attack, except that
  the vampire must use a standard action, and those
  merely looking at it are not affected. Anyone the
  vampire targets must succeed on a Will save or
  fall instantly under the vampire’s influence as
  though by a dominate person spell (caster level
  12th). The ability has a range of 30 feet.
  Create 
  Spawn 
  (Su): 
  A 
  humanoid 
  or
  monstrous humanoid slain by a vampire’s energy
  drain rises as a vampire spawn (see the Vampire
  Spawn entry) 1d4 days after burial. If the vampire
  instead drains the victim’s Constitution to 0 or
  lower, the victim returns as a spawn if it had 4 or
  less HD and as a vampire if it had 5 or more HD.
  In either case, the new vampire or spawn is under
  the command of the vampire that created it and
  remains enslaved until its master’s destruction. At
  any given time a vampire may have enslaved
  spawn totaling no more than twice its own Hit
  Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampires or
  vampire spawn. A vampire that is enslaved may
  create and enslave spawn of its own, so a master
  vampire can control a number of lesser vampires
  in this fashion. A vampire may voluntarily free an
  enslaved spawn in order to enslave a new spawn,
  but once freed, a vampire or vampire spawn
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a
  vampire’s slam attack (or any other natural
  weapon the vampire might possess) gain two
  negative levels. For each negative level bestowed,
  the vampire gains 5 temporary hit points. A
  vampire can use its energy drain ability once per
  round.
  Alternate Form (Su): A vampire can assume
  the shape of a bat, dire bat, wolf, or dire wolf as a
  standard action. This ability is similar to a
  polymorph spell cast by a 12th-level character,
  except that the vampire does not regain hit points
  for changing form and must choose from among
  the forms mentioned here. While in its alternate
  form, the vampire loses its natural slam attack and
  dominate ability, but it gains the natural weapons
  and extraordinary special attacks of its new form.
  It can remain in that form until it assumes another
  or until the next sunrise. (If the base creature is
  not terrestrial, this power might allow other forms.)
  Damage Reduction (Su): A vampire has
  damage 
  reduction 
  10/silver 
  and 
  magic. 
  A
  vampire’s natural weapons are treated as magic
  weapons for the purpose of overcoming damage
  reduction.
  Fast Healing (Ex): A vampire heals 5 points
  of damage each round so long as it has at least 1
  hit point. If reduced to 0 hit points in combat, it
  automatically 
  assumes 
  gaseous 
  form 
  and
  attempts to escape. It must reach its coffin home
  within 2 hours or be utterly destroyed. (It can travel
  up to nine miles in 2 hours.) Any additional
  damage dealt to a vampire forced into gaseous
  form has no effect. Once at rest in its coffin, a
  vampire is helpless. It regains 1 hit point after 1
  hour, then is no longer helpless and resumes
  healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a
  vampire can assume gaseous form at will as the
  spell (caster level 5th), but it can remain gaseous
  indefinitely and has a fly speed of 20 feet with
  perfect maneuverability.
  Resistances (Ex): A vampire has resistance
  to cold 10 and electricity 10.
  Spider Climb (Ex): A vampire can climb
  sheer surfaces as though with a spider climb spell.
  Turn Resistance (Ex): A vampire has +4 turn
  resistance. Acan turns as a 22 HD undead with
  his Improved Turn Resistance and his Cloak of
  Turn Resistance (+4).
  Languages: Flan, Common, Suel.
  Possessions: +3 ghost touch bastard sword,
  +2 chain mail, belt of giant strength +4, +2 ring of
  protection, +2 amulet of natural armor, cloak of
  turn resistance.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage which
  contrasts with his milky pale skin. His eyes are
  black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 38
  Dire Bear Skeleton: Large Undead; CR 6 HD
  12d12; hp 78; Init +6; Spd 40 ft.; AC 13, touch 11,
  flat-footed 11 (+2 Dex, -1 size, +2 natural); Base
  Atk/Grp: +6/+20; Atk +15 melee (2d4+10, claw);
  Full Atk +15 melee (2d4+10, 2 claws) and +10
  melee (2d8+5, bite); Space/Reach 10ft./5ft.; SA
  none; SQ Damage reduction 5/bludgeoning,
  Darkvision 60 ft., immunity to cold, undead traits;
  AL NE; SV Fort +4, Ref +6, Will +8; Str 31, Dex
  15, Con -, Int -, Wis 10, Cha 1.
  Skills & Feats: none; Improved Initiative.
  Possessions: none
  Wraith: Medium Undead (incorporeal); CR 5 HD
  5d12; hp 32; Init +7; Spd 60 ft.fly (good); AC 15,
  touch 15, flat-footed 12 (+3 Dex, +2 deflection);
  Base Atk/Grp: +2/-; Atk +5 melee (1d4 plus 1d6
  Constitution drain, incorporeal touch); Full Atk +5
  melee 
  (1d4 
  plus 
  1d6 
  Constitution 
  drain,
  incorporeal touch); Space/Reach 5ft./5ft.; SA
  Constitution drain, create spawn; SQ Darkvision
  60 ft, daylight powerlessness, incorporeal traits,
  +2 turn resistance, undead traits, unnatural aura;
  AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16,
  Con -, Int 14, Wis 14, Cha 15.
  Skills & Feats: Diplomacy +6, Hide +11,
  Intimidate +10, Listen +12, Search +10, Sense
  Motive +8, Spot +12, Survival +2 (+4 following
  tracks); Alertness, Blind-fight, Combat Reflexes,
  Improved Initiative.
  Possessions: none
  Unnatural Aura (Su): Animals, whether wild or
  domesticated, can sense the unnatural presence
  of a wraith at a distance of 30 feet. They will not
  willingly approach nearer than that and panic if
  forced to do so; they remain panicked as long as
  they are within that range.
  Daylight Powerlessness (Ex): Wraiths are utterly
  powerless in natural sunlight (not merely a daylight
  spell) and flee from it.
  Constitution Drain (Su): Living creatures hit by a
  wraith’s incorporeal touch attack must succeed on
  a DC 14 Fortitude save or take 1d6 points of
  Constitution drain. The save DC is Charisma-
  based. On each such successful attack, the wraith
  gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  wraith becomes a wraith in 1d4 rounds. Its body
  remains intact and inanimate, but its spirit is torn
  free from its corpse and transformed. Spawn are
  under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  Bugbear zombie: Medium Undead; CR 2; HD
  6d12+3; hp 42; Init +0; Spd 30 ft.; AC 16, touch
  10, flat-footed 16 (+5 natural, +1 light wood
  shield); Base Atk/Grp: +3/+6; Atk +6 melee
  (1d8+3, morningstar) or +6 melee (1d6+3, Slam)
  or +3 ranged (1d6+3, Javelin); Full Atk +6 melee
  (1d8+3, morningstar) or +6 melee (1d6+3, Slam)
  or +3 ranged (1d6+3, Javelin); SA -; SQ Single
  actions 
  only, 
  damage 
  reduction 
  5/slashing,
  Darkvision 60 ft., undead traits; AL NE; SV Fort
  +2, Ref +2, Will +5; Str 17, Dex 10, Con -, Int -,
  Wis 10, Cha 1.
  Skills & Feats: none; Toughness.
  Single actions only (Ex); Zombies have poor
  reflexes and can perform only a single move
  action or attack action each round. A zombie can
  move up to its speed and attack in the same
  round, but only if it attempts a charge.
  Possessions: Morningstar, light wood shield, 3
  javelins.
  Ghoul: Medium Undead; CR 1; HD 2d12; hp 13;
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14
  (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  
  GRM6-03 Crystal Clear
  Page 39
  Human Warrior Skeleton: Medium Undead; CR
  1/3; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15,
  touch 11, flat-footed 14 (+1 Dex, +2 natural, +2
  heavy steel shield); Base Atk/Grp: +0/+1; Atk +1
  melee (1d6+1, scimitar) or +1 melee (1d4+1,
  claw); Full Atk +1 melee (1d6+1, scimitar) or +1
  melee (1d4+1, 2 claw); SA none; SQ damage
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft.,
  immunity to cold, undead traits; AL NE; Fort +0,
  Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis
  10, Cha 1.
  Skills & Feats: Improved Initiative.
  Possessions: scimitar, heavy steel shield.
  ENCOUNTER 6                                        
  Malkisharn, Human Wiz 3/Clr 3/Mystic Theurge
  6: 
  Medium 
  Humanoid; 
  CR 
  12; 
  HD
  3d4+3d8+6d4+24; hp 60 {75 with false life}; Init
  +2; Spd 30 ft. (6 squares); AC 18 (+2 Dex, +4
  mage armor, +2 deflection), touch 14, flat-footed
  16; Base Atk/Grp: +6/+5; Atk +5 melee (1d4-1/19-
  20x2, dagger); Full Atk +5 melee (1d4-1/19-20x2,
  dagger); SA Turn undead; SQ None; AL NE; SV
  Fort +10, Ref +8, Will +18; Str 8, Dex 14, Con 14,
  Int 20, Wis 20, Cha 12
  Skills & Feats: Concentration +20, Knowledge
  (arcana) 
  +20, 
  Knowledge 
  (history) 
  +20,
  Knowledge (religion) +14, Knowledge (the planes)
  +20, Sense Motive +11, Spellcraft +20; Craft
  Wondrous Item, Practiced Spellcaster (wizard),
  Practiced Spellcaster (cleric), Scribe Scroll, Skill
  Focus (Concentration), Spell Focus (necromancy)
  Languages: Common, Flan, Infernal, Abyssal
  Wizard Spells Prepared (4/6/5/4/3/2, save DC
  = 15 + spell level, 16 + spell level for
  necromancies): 0 – detect magic, touch of fatigue,
  prestidigitation, mage hand; 1st –magic missile,
  magic missile, mage armor, ray of enfeeblement,
  ray of enfeeblement, grease 2nd – glitterdust,
  command 
  undead, 
  scorching 
  ray,
  blindness/deafness, false life; 3rd – fireball, slow,
  ray of exhaustion, vampiric touch; 4th – enervation,
  fear, Evard’s black tentacles, 5th – cloudkill,
  feeblemind
  Cleric Spells Prepared (4/7/6/5/4/3, save DC =
  15 + spell level, 16 + spell level for necromancies):
  0 – detect magic, resistance, light, guidance; 1st –
  sanctuary, 
  cure 
  light 
  wounds, 
  cause 
  fear,
  command, command, bane, protection from good
  D 2nd – cure moderate wounds, sound burst, death
  knell, spiritual weapon, spiritual weapon, invisibility
  D; 3rd – cure serious wounds, deeper darkness,
  blindness/deafness, contagion, nondetection D; 4th
  – death ward, freedom of movement, poison,
  unholy blight D; 5th – slay living, flame strike, dispel
  good D Deity – Vecna, Domains – Evil, Trickery
  Possessions: 
  Lesser 
  metamagic 
  rod 
  of
  empower, lesser metamagic rod of extend, Cloak
  of resistance +3, ring of protection +2, periapt of
  wisdom +4, headband of intellect +2, amulet of
  health +2, dagger, spell component pouch, silver
  holy symbol of Vecna, arcane scroll (animate
  dead) 8th level caster.
  Description: A short, skinny middle –aged Flan
  man with thin wisps of hair, big ears, rotting teeth
  and deep, droopy eyes. He looks intelligent in a
  bookish way, and is anxious and jittery.
  Acan Male Human (Flan) Ftr8/EWM1/Rog1:
  Medium 
  humanoid; 
  CR 
  10; 
  HD
  8d10+1d8+1d6+30; hp 86; Init +2; Spd 30 ft.; AC
  23, touch 14, flat-footed 21 (+2 Dex, +7 +2 chain
  mail, +2 deflection, +2 natural); Base Atk/Grp:
  +9/+14; Atk +18 melee (1d10+15, +3 ghost touch
  bastard sword); Full Atk +18/+13 melee (1d10+13,
  +3 ghost touch bastard sword); SA none SQ none;
  AL NE; SV Fort +10, Ref +6, Will +4; Str 21, Dex
  14, Con 14, Int 12, Wis 10, Cha 10.
  Skills & Feats: Bluff +1, Climb +12, Craft
  (weapons) +8, Hide -1, Jump +12, Knowledge
  (military history) +14, Listen +2, Move Silently -1,
  Search +1, Sense Motive +1, Spot +2, Swim +13;
  Blind Fight, Exotic Weapon Proficiency (bastard
  sword), 
  Improved 
  Critical 
  (bastard 
  sword),
  Improved Toughness, Iron Will, Power Attack,
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon
  Specialization (bastard sword).
  Languages: Flan, Common, Suel.
  Possessions: +3 ghost touch bastard sword,
  +2 chain mail, belt of giant strength +4, +2 ring of
  protection, cloak of turn resistance +4, +2 amulet
  of natural armor.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage. His eyes
  are black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 40
  APPENDIX 4 – APL 12
  ENCOUNTER 2                                        
  Gran March Soldiers, Male Human Ftr10: Size
  Type; CR 10; HD 10d10+13; hp 72; Init +2; Spd 30
  ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2
  armor); Base Atk/Grp: +10/+13; Atk +16 melee
  (1d8+6, masterwork long spear) or +15 melee
  (1d6+5, masterwork shortsword); Full Atk +16/+11
  melee (1d8+6, masterwork long spear) or +15/+10
  melee (1d6+5, masterwork shortsword); SA none;
  SQ none; AL LG; SV Fort +8, Ref +5, Will +4; Str
  17, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
  Skills & Feats: Climb +16, Jump +16,
  Profession (soldier) +5, Ride +6, Swim +16.
  Combat Reflexes, Dodge, Improved Critical (long
  spear), Improved Weapon Focus (long spear),
  Power Attack, Toughness, Weapon Focus long
  spear), Weapon Focus (short sword) Weapon
  Specialization 
  (long 
  spear), 
  Weapon
  Specialization (short sword).
  Languages: Common.
  Possessions: Leather armor, masterwork long
  spear, masterwork short sword.
  Description: Mixed human races. All are in
  their mid-twenties and are solidly built. They look
  very tired and anxious.
  Corporal 
  Prenten, 
  Male 
  Human 
  Ghoul
  (Undead): Medium Undead; CR 1; HD 2d12; hp
  13; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed
  14 (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Description: 
  Corporal 
  Prenten 
  has 
  only
  recently been animated as a ghoul after being
  killed by Acan. His skin has already thinned
  across his bones and assumed a deathly gray
  pallor. His tongue has blackened and his hair is
  beginning to fall out. He is trying to resist the call
  of undeath, but if he is freed, he will succumb and
  turn on any living creatures nearby.
  ENCOUNTER 3                                        
  Acan 
  Male 
  Human 
  (Flan) 
  Vampire
  Ftr8/EWM1/Rog3: Medium Undead; CR 14; HD
  12d12+12; hp 102; Init +8; Spd 30 ft.; AC 33,
  touch 16, flat-footed 29 (+4 Dex, +8 natural, +9 +4
  chain mail armor, +2 deflection); Base Atk/Grp:
  +11/+20; Atk +20 melee (1d6+9 plus Energy
  Drain, Slam) or +25 melee (1d10+23, +3 ghost
  touch bastard sword); Full Atk +20/+15/+10 melee
  (1d6+9 plus Energy Drain, Slam) or +25/+20/+15
  melee (1d10+23, Bastard Sword); Blood drain,
  children of the night, create spawn, dominate,
  energy 
  drain; 
  SQ 
  Alternate 
  form, 
  damage
  reduction 10/silver and magic, Darkvision 60 ft,.
  fast healing 5, gaseous form, resistance to cold 10
  and electricity 10, spider climb, undead traits,
  vampire weaknesses; AL NE; SV Fort +9, Ref
  +11, Will +6; Str 28, Dex 18, Con -, Int 14, Wis 12,
  Cha 14.
  Skills & Feats: Bluff +11, Climb +16, Craft
  (weapons) +9, Hide +9, Jump +16, Knowledge
  (military history) +17, Listen +15, Move Silently +9,
  Search +10, Sense Motive +11, Spot +15, Swim
  +17; Alertness, Blind Fight, Combat Reflexes,
  Dodge, Exotic Weapon Proficiency (bastard
  sword), Greater Weapon Focus (bastard sword),
  Improved Critical (bastard sword), Improved
  Initiative, Improved Toughness, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Improved Turn
  Resistance, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword).
  
  GRM6-03 Crystal Clear
  Page 41
  Blood Drain (Ex): A vampire can suck blood
  from a living victim with its fangs by making a
  successful grapple check. If it pins the foe, it
  drains blood, dealing 1d4 points of Constitution
  drain each round the pin is maintained. On each
  such successful attack, the vampire gains 5
  temporary hit points.
  Children of the Night (Su): Vampires
  command the lesser creatures of the world and
  once per day can call forth 1d6+1 rat swarms,
  1d4+1 bat swarms, or a pack of 3d6 wolves as a
  standard action. (If the base creature is not
  terrestrial, this power might summon other
  creatures of similar power.) These creatures arrive
  in 2d6 rounds and serve the vampire for up to 1
  hour.
  Dominate (Su): A vampire can crush an
  opponent’s will just by looking onto his or her
  eyes. This is similar to a gaze attack, except that
  the vampire must use a standard action, and those
  merely looking at it are not affected. Anyone the
  vampire targets must succeed on a Will save or
  fall instantly under the vampire’s influence as
  though by a dominate person spell (caster level
  12th). The ability has a range of 30 feet.
  Create 
  Spawn 
  (Su): 
  A 
  humanoid 
  or
  monstrous humanoid slain by a vampire’s energy
  drain rises as a vampire spawn (see the Vampire
  Spawn entry) 1d4 days after burial. If the vampire
  instead drains the victim’s Constitution to 0 or
  lower, the victim returns as a spawn if it had 4 or
  less HD and as a vampire if it had 5 or more HD.
  In either case, the new vampire or spawn is under
  the command of the vampire that created it and
  remains enslaved until its master’s destruction. At
  any given time a vampire may have enslaved
  spawn totaling no more than twice its own Hit
  Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampires or
  vampire spawn. A vampire that is enslaved may
  create and enslave spawn of its own, so a master
  vampire can control a number of lesser vampires
  in this fashion. A vampire may voluntarily free an
  enslaved spawn in order to enslave a new spawn,
  but once freed, a vampire or vampire spawn
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a
  vampire’s slam attack (or any other natural
  weapon the vampire might possess) gain two
  negative levels. For each negative level bestowed,
  the vampire gains 5 temporary hit points. A
  vampire can use its energy drain ability once per
  round.
  Alternate Form (Su): A vampire can assume
  the shape of a bat, dire bat, wolf, or dire wolf as a
  standard action. This ability is similar to a
  polymorph spell cast by a 12th-level character,
  except that the vampire does not regain hit points
  for changing form and must choose from among
  the forms mentioned here. While in its alternate
  form, the vampire loses its natural slam attack and
  dominate ability, but it gains the natural weapons
  and extraordinary special attacks of its new form.
  It can remain in that form until it assumes another
  or until the next sunrise. (If the base creature is
  not terrestrial, this power might allow other forms.)
  Damage Reduction (Su): A vampire has
  damage 
  reduction 
  10/silver 
  and 
  magic. 
  A
  vampire’s natural weapons are treated as magic
  weapons for the purpose of overcoming damage
  reduction.
  Fast Healing (Ex): A vampire heals 5 points
  of damage each round so long as it has at least 1
  hit point. If reduced to 0 hit points in combat, it
  automatically 
  assumes 
  gaseous 
  form 
  and
  attempts to escape. It must reach its coffin home
  within 2 hours or be utterly destroyed. (It can travel
  up to nine miles in 2 hours.) Any additional
  damage dealt to a vampire forced into gaseous
  form has no effect. Once at rest in its coffin, a
  vampire is helpless. It regains 1 hit point after 1
  hour, then is no longer helpless and resumes
  healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a
  vampire can assume gaseous form at will as the
  spell (caster level 5th), but it can remain gaseous
  indefinitely and has a fly speed of 20 feet with
  perfect maneuverability.
  Resistances (Ex): A vampire has resistance
  to cold 10 and electricity 10.
  Spider Climb (Ex): A vampire can climb
  sheer surfaces as though with a spider climb spell.
  Turn Resistance (Ex): A vampire has +4 turn
  resistance. Acan turns as a 24 HD undead with
  his Improved Turn Resistance and his Cloak of
  Turn Resistance (+4).
  Languages: Flan, Common, Suel.
  Possessions: +3 ghost touch bastard sword,
  +4 chain mail, belt of giant strength +4, +2 ring of
  protection, cloak of turn resistance, +2 amulet of
  natural armor.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage which
  contrasts with his milky pale skin. His eyes are
  black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 42
  Dire Bear Skeleton: Large Undead; CR 6 HD
  12d12; hp 78; Init +6; Spd 40 ft.; AC 13, touch 11,
  flat-footed 11 (+2 Dex, -1 size, +2 natural); Base
  Atk/Grp: +6/+20; Atk +15 melee (2d4+10, claw);
  Full Atk +15 melee (2d4+10, 2 claws) and +10
  melee (2d8+5, bite); Space/Reach 10ft./5ft.; SA
  none; SQ Damage reduction 5/bludgeoning,
  Darkvision 60 ft., immunity to cold, undead traits;
  AL NE; SV Fort +4, Ref +6, Will +8; Str 31, Dex
  15, Con -, Int -, Wis 10, Cha 1.
  Skills & Feats: none; Improved Initiative.
  Possessions: none
  Wraith: Medium Undead (incorporeal); CR 5 HD
  5d12; hp 32; Init +7; Spd 60 ft. fly (good); AC 15,
  touch 15, flat-footed 12 (+3 Dex, +2 deflection);
  Base Atk/Grp: +2/-; Atk +5 melee (1d4 plus 1d6
  Constitution drain, incorporeal touch); Full Atk +5
  melee 
  (1d4 
  plus 
  1d6 
  Constitution 
  drain,
  incorporeal touch); Space/Reach 5ft./5ft.; SA
  Constitution drain, create spawn; SQ Darkvision
  60 ft, daylight powerlessness, incorporeal traits,
  +2 turn resistance, undead traits, unnatural aura;
  AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16,
  Con -, Int 14, Wis 14, Cha 15.
  Skills & Feats: Diplomacy +6, Hide +11,
  Intimidate +10, Listen +12, Search +10, Sense
  Motive +8, Spot +12, Survival +2 (+4 following
  tracks); Alertness, Blind-fight, Combat Reflexes,
  Improved Initiative.
  Possessions: none
  Unnatural Aura (Su): Animals, whether wild or
  domesticated, can sense the unnatural presence
  of a wraith at a distance of 30 feet. They will not
  willingly approach nearer than that and panic if
  forced to do so; they remain panicked as long as
  they are within that range.
  Daylight Powerlessness (Ex): Wraiths are utterly
  powerless in natural sunlight (not merely a daylight
  spell) and flee from it.
  Constitution Drain (Su): Living creatures hit by a
  wraith’s incorporeal touch attack must succeed on
  a DC 14 Fortitude save or take 1d6 points of
  Constitution drain. The save DC is Charisma-
  based. On each such successful attack, the wraith
  gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  wraith becomes a wraith in 1d4 rounds. Its body
  remains intact and inanimate, but its spirit is torn
  free from its corpse and transformed. Spawn are
  under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  Ettin Skeleton: Large Undead; CR 5 HD 10d12;
  hp 65; Init +4; Spd 40 ft.; AC 11, touch 9, flat-
  footed 11 (-1 size, +2 natural); Base Atk/Grp:
  +5/+15; Atk +10 melee (2d6+6, morningstar) or
  +10 melee (1d6+6, claw) or +4 ranged (1d8+6,
  javelin); 
  Full 
  Atk 
  +10 
  melee 
  (2d6+6, 
  2
  morningstars) or +10 melee (1d6+6, 2 claws) or
  +4 
  ranged 
  (1d8+6, 
  javelin); 
  Space/Reach
  10ft./10ft.; SA none; SQ Damage reduction
  5/bludgeoning, Darkvision 60 ft., immunity to cold,
  undead traits; AL NE; SV Fort +3, Ref +3, Will +7;
  Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1.
  Skills & Feats: none; Improved Initiative.
  Possessions: 2 morningstars, 2 javelins.
  Ogre Zombie: Large Undead; CR 3; HD 8d12+3;
  hp 55; Init-2; Spd 40 ft. (can’t run); AC 15, touch 7,
  flat-footed 15 (-1 size, -2 Dex, +8 natural); Base
  Atk/Grp: +4/+14; Atk +9 melee (2d8+9, Greatclub)
  or +9 melee (1d8+9, Slam) or +1 ranged (1d8+9,
  Javelin); Full Atk +9 melee (2d8+9, Greatclub) or
  +9 melee (1d8+9, Slam) or +1 ranged (1d8+9,
  Javelin); Space/Reach 10 ft./10 ft.; SA none; SQ
  Single actions only, damage reduction 5/slashing,
  Darkvision 60 ft., undead traits; AL NE; SV Fort
  +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis
  10, Cha 1..
  Skills & Feats: none; Toughness.
  Single actions only (Ex); Zombies have poor
  reflexes and can perform only a single move
  action or attack action each round. A zombie can
  move up to its speed and attack in the same
  round, but only if it attempts a charge.
  Possessions; Greatclub.
  Ghoul: Medium Undead; CR 1; HD 2d12; hp 13;
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14
  (+2 Dex, +2 armor, +2 natural armor); Base
  Atk/Grp: +1/+2; Atk +2 melee (1d6+1 plus
  paralysis, Bite); Full Atk +2 melee (1d6+1 plus
  paralysis, Bite) and +0 melee (1d3 plus paralysis,
  2 claws); SA Ghoul fever, paralysis; SQ Darkvision
  60 ft., undead traits, +2 turn resistance; AL CE;
  Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int
  13, Wis 14, Cha 12.
  Skills & Feats: Balance +6, Climb +5, Hide +6,
  Jump +5, Move Silently +6, Spot +7; Multiattack
  Ghoul Fever (Su): Disease—bite, Fortitude DC
  12, incubation period 1 day, damage 1d3 Con and
  1d3 Dex. The save DC is Charisma-based. An
  afflicted humanoid who dies of ghoul fever rises as
  a ghoul at the next midnight. A humanoid who
  becomes a ghoul in this way retains none of the
  abilities it possessed in life. It is not under the
  
  GRM6-03 Crystal Clear
  Page 43
  control of any other ghouls, but it hungers for the
  flesh of the living and behaves like a normal ghoul
  in all respects. A humanoid of 4 Hit Dice or more
  rises as a ghast, not a ghoul.
  Paralysis (Ex): Those hit by a ghoul’s bite or claw
  attack must succeed on a DC 12 Fortitude save or
  be paralyzed for 1d4+1 rounds. Elves have
  immunity to this paralysis. The save DC is
  Charisma-based.
  Languages: Common.
  Possessions: Leather armor, Gran March
  infantry uniform.
  Human Warrior Skeleton: Medium Undead; CR
  1/3; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15,
  touch 11, flat-footed 14 (+1 Dex, +2 natural, +2
  heavy steel shield); Base Atk/Grp: +0/+1; Atk +1
  melee (1d6+1, scimitar) or +1 melee (1d4+1,
  claw); Full Atk +1 melee (1d6+1, scimitar) or +1
  melee (1d4+1, 2 claw); SA none; SQ damage
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft.,
  immunity to cold, undead traits; AL NE; Fort +0,
  Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis
  10, Cha 1.
  Skills & Feats: Improved Initiative.
  Possessions: scimitar, heavy steel shield.
  Malkisharn, Advanced (32 HD) Dread Wraith:
  Medium Undead (Incorporeal); CR 16; HD
  32d12+32; hp 240; Init +14; Spd Fly 60 ft. (Good)
  (12 squares); AC 27 (+10 Dex, +8 deflection, -1
  Size), touch 27, flat-footed 17; Base Atk/Grp: +16/-
  ; Atk +25 incorporeal touch melee (2d6 plus 1d8 x
  1½ constitution drain); Full Atk incorporeal touch
  melee (2d6 plus 1d8 x 1½ constitution drain); SA
  Constitution drain, create spawn; SQ Darkvision
  60’, daylight powerlessness, incorporeal traits,
  lifesense 60’, undead traits, unnatural aura,
  Rejuvenation2; AL NE; SV Fort +10, Ref +20, Will
  +22; Str -, Dex 30, Con -, Int 17, Wis 18, Cha 26
  Skills & Feats: Diplomacy +26, Hide +41,
  Intimidate +35, Knowledge (religion) +30, Listen
  +41, Search +38, Sense Motive +39, Spot +41,
  Survival +4 (+6 following tracks); Ability Focus
  (constitution 
  drain), 
  AlertnessB, 
  Blind-Fight,
  Combat Reflexes, Dodge, Empowered Energy
  Drain1, Improved InitiativeB, Improved Natural
  Attack (incorporeal touch), Improved Toughness1,
  Mobility, Spring Attack, 1 – Libris Mortis pg. 27
  Lifesense (Su): A dread wraith notices and
  locates living creatures within 60 feet, just as if it
  possessed the blindsight ability. It also senses the
  strength of their life force automatically, as if it had
  cast deathwatch.
  Constitution Drain (Su): Living creatures hit by a
  dread wraith’s incorporeal touch attack must
  succeed on a DC 36 Fortitude save or take 1d8
  points of Constitution drain. The save DC is
  Charisma-based. On each such successful attack,
  the dread wraith gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  dread wraith becomes a wraith in 1d4 rounds. Its
  body remains intact and inanimate, but its spirit is
  torn free from its corpse and transformed. Spawn
  are under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  2Rejuvenation (Su): In most cases, it’s difficult to
  destroy a ghost through simple combat: The
  “destroyed” spirit will often restore itself in 2d4
  days. Even the most powerful spells are usually
  only temporary solutions. A ghost that would
  otherwise be destroyed returns to its old haunts
  with a successful level check (1d20 + ghost’s HD)
  against DC 16. As a rule, the only way to get rid of
  a ghost for sure is to determine the reason for its
  existence and set right whatever prevents it from
  resting in peace. The exact means varies with
  each spirit and may require a good deal of
  research.
  Description: As a dread wraith, Malkisharn is a
  true nightmare. He is 12 ft. tall, and looks like a
  robed skeletal demon, with horns and tendrils of
  shadowy blackness flickering out in all directions.
  Even though he moves with great speed, he
  always seems to flow in slow motion, filling the
  area around him with cold black ribbons of torn
  robe and flesh.
  ENCOUNTER 6                                        
  Malkisharn, Human Wiz 3/Clr 3/Mystic Theurge
  8: 
  Medium 
  Humanoid; 
  CR 
  14; 
  HD
  3d4+3d8+8d4+28; hp 70 {85 with false life}; Init
  +3; Spd 30 ft. (6 squares); AC 19 (+3 Dex, +4
  mage armor, +2 deflection), touch 15, flat-footed
  16; Base Atk/Grp: +7/+6; Atk +6 melee (1d4-1/19-
  20x2, dagger); Full Atk +6 melee (1d4-1/19-20x2,
  dagger); SA Turn undead; SQ None; AL NE; SV
  Fort +11, Ref +9, Will +20; Str 8, Dex 16, Con 14,
  Int 22, Wis 20, Cha 12
  Skills & Feats: Concentration +22, Knowledge
  (arcana) 
  +23, 
  Knowledge 
  (history) 
  +23,
  Knowledge (religion) +15, Knowledge (the planes)
  +23, Sense Motive +13, Spellcraft +23; Craft
  Wondrous Item, Practiced Spellcaster (wizard),
  
  GRM6-03 Crystal Clear
  Page 44
  Practiced Spellcaster (cleric), Scribe Scroll, Skill
  Focus (Concentration), Spell Focus (necromancy).
  Languages: Common, Flan, Infernal, Abyssal
  Wizard Spells Prepared (4/6/6/5/4/3/2, save
  DC = 15 + spell level, 16 + spell level for
  necromancies): 0 – detect magic, touch of fatigue,
  prestidigitation, mage hand; 1st –magic missile,
  magic missile, mage armor, ray of enfeeblement,
  ray of enfeeblement, grease 2nd – glitterdust,
  glitterdust, command undead, scorching ray,
  blindness/deafness, false life; 3rd – fireball,
  lightning bolt, slow, ray of exhaustion, vampiric
  touch; 4th – enervation, fear, Evard’s black
  tentacles, Evard’s black tentacles 5th – cloudkill,
  feeblemind 6th – disintegrate, repulsion.
  Cleric Spells Prepared (6/8/6/6/5/4/2, save DC
  = 15 + spell level, 16 + spell level for
  necromancies): 0 – cause minor wounds, cause
  minor wounds, detect magic, resistance, light,
  guidance; 1st – sanctuary, cure light wounds,
  cause fear, command, command, bane, bane,
  protection from good D 2nd – cure moderate
  wounds, sound burst, death knell, spiritual
  weapon, spiritual weapon, invisibility D; 3rd – cure
  serious wounds, cure serious wounds, deeper
  darkness, 
  blindness/deafness, 
  contagion,
  nondetection D; 4th – death ward, freedom of
  movement, poison, unholy blight, unholy blight D;
  5th – slay living, flame strike, flame strike, dispel
  good D; 6th – Blade Barrier, Mislead D Deity –
  Vecna, Domains – Evil, Trickery
  Possessions: 
  Lesser 
  metamagic 
  rod 
  of
  empower, lesser metamagic rod of extend, Gloves
  of dexterity +2, cloak of resistance +4, ring of
  protection +2, periapt of wisdom +4, headband of
  intellect +4, amulet of health +2, dagger, spell
  component pouch, silver holy symbol of Vecna,
  arcane scroll (animate dead) 8th level caster.
  Description: A short, skinny middle –aged Flan
  man with thin wisps of hair, big ears, rotting teeth
  and deep, droopy eyes. He looks intelligent in a
  bookish way, and is anxious and jittery.
  Acan Male Human (Flan) Ftr8/EWM1/Rog3:
  Medium 
  humanoid; 
  CR 
  12; 
  HD
  8d10+1d8+3d6+36; hp 95; Init +2; Spd 30 ft.; AC
  25, touch 14, flat-footed 23 (+2 Dex, +9 +4 chain
  mail, +2 deflection, +2 natural); Base Atk/Grp:
  +11/+17; Atk +22 melee (1d10+17, +3 ghost touch
  bastard sword); Full Atk +22/+17/+12 melee
  (1d10+17, +3 ghost touch bastard sword); SA
  none SQ none; AL NE; SV Fort +11, Ref +7, Will
  +5; Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha
  10.
  Skills & Feats: Bluff +1, Climb +13, Craft
  (weapons) +8, Hide -1, Jump +13, Knowledge
  (military history) +16, Listen +6, Move Silently -1,
  Search +1, Sense Motive +2, Spot +6, Swim +14;
  Blind Fight, Exotic Weapon Proficiency (bastard
  sword), Greater Weapon Focus (bastard sword),
  Improved Critical (bastard sword), Improved
  Toughness, Iron Will, Power Attack, Weapon
  Focus (bastard sword), Weapon Specialization
  (bastard sword).
  Languages: Flan, Common, Suel.
  Possessions: +3 ghost touch bastard sword,
  +4 chain mail, belt of giant strength +4, +2 ring of
  protection, cloak of turn resistance +4, +2 amulet
  of natural armor.
  Description: Acan is short and stocky. His
  features display his pure Flan heritage. His eyes
  are black and glare balefully at all things. He never
  smiles or feigns diplomacy with anyone. He wears
  very ancient, ornate chain mail with no heraldic
  markings. He carries an ancient bastard sword
  that looks a bit long for him, but that he wields with
  practiced ease.
  
  GRM6-03 Crystal Clear
  Page 45
   APPENDIX 5 – ALL APLS
  INTRODUCTION                                      
  Lieutenant Watcher Melody Melerin, Vicious
  Mink, Female Human Clr15: Medium humanoid
  (Oeridian human); CR 15; HD 15d8+30; hp 108;
  Init +0; Spd 30 ft.; AC 28, touch 10, flat-footed 28;
  Base Atk +11; Grp +13; Atk +18 melee (1d8+6 +4
  adamantine battle axe); Full Atk +18/+13/+8 melee
  (1d8+6 +4 adamantine battle axe) or); SA Spells;
  SQ cast good spells at +1 caster level; AL LG; SV
  Fort +10, Ref +5, Will +19; Str 14, Dex 10, Con 14,
  Int 10, Wis 25, Cha 10.
  Skills and Feats: Concentration +18, Craft +2,
  Diplomacy +10, Heal +14, Knowledge (religion)
  +2, Profession (Soldier) +6, Ride +5, Speak
  language 
  (dwarven), 
  Spellcraft 
  +2; 
  Martial
  Weapon Proficiency (Battleaxe), Weapon Focus
  (Battleaxe), Combat Casting, Blind-fight, Craft
  Magic Arms and Armor, Lightning Reflexes, Craft
  Wondrous Item, Leadership, Quicken Spell.
  Spells: 
  Domains: 
  War, 
  Good;
  (6/7+1/7+1/7+1/5+1/5+1/4+1/3+1/1+1) 0 - detect
  magic x2, detect poison, light, mending, purify
  food and water; 1 - comprehend languages, detect
  evil, divine favor, remove fear, sanctuary, shield of
  faith x2, protection from evil*; 2 - align weapon,
  calm emotions, remove paralysis, resist elements
  x2, silence, status spiritual weapon*; 3 - dispel
  magic, magic vestment x2*, invisibility purge,
  magic circle against evil x2, speak with dead,
  water breathing; 4 - air walk, death ward, freedom
  of movement, greater magic weapon x2, divine
  power*; 5 - flame strike x2*, quickened divine
  favor, quickened shield of faith, righteous might
  x2; 6 – find the path, heal x2, hero’s feast, blade
  barrier; 7 - aspect of the deity, greater restoration,
  holy word*; 8 - greater spell immunity, holy aura*.
  Possessions: +1 moderate fortification, ease
  full plate, heavy steel shield +2, animated, +1
  adamantine battle axe, ring of blinking, boots of
  striding 
  and 
  springing, 
  cloak 
  of 
  elemental
  protection, vest of resistance +3, periapt of
  wisdom +6, strand of prayer beads, rod of
  extension, lesser rod of extension, Heward’s
  handy haversack, crown of light.
  ENCOUNTER 1                                        
  Nytania; Medium Fey Female CLR12/SMI5¹; CR
  19; HD 17d8-51; hp 41; Init +2; Spd 30 ft/x4 or 60
  ft fly; AC 28 (+7 armor, +5 shield, +2 dex, +4
  deflection), 
  touch 
  16, 
  flat-footed 
  26; 
  Base
  Atk/Grapple +12/+12; Full Atk +13/+8/+3 +1 Ghost
  Touch Bane Undead Longsword (1d8+1;19-
  20/x2), +13/+8/+3 +1 Ghost Touch Disrupting
  Heavy Mace (1d8+1;20/x2), +22/+17/+12 +1
  Seeking Holy Composite Longbow (1d8+1;20/x3);
  SA: Spell-like abilities (see below) SQ: Low-light
  vision, Fey Blood, immune to enchantments; AL N;
  SV Fort +13, Ref +14, Will +22; Str 10(+0), Dex
  14(+2), Con 4(-3), Int 14(+2), Wis 28(+9), Cha
  26(+8)
  Skills & Feats: Concentration +19, Heal +17,
  Knowledge (geography) +11, Knowledge (religion)
  +16, Spellcraft +12, Spot +34, Survival +25;
  Leadership, Skill Focus (Concentration), Craft
  Magic Arms and Armor, Craft Wondrous Item, Zen
  Archery¹, Augment Healing¹
  ¹ - See DM Aid
  Possessions: +1 Bane Undead Ghost Touch
  Longsword, +1 Ghost Touch Disrupting Heavy
  Mace, +1 Seeking Holy Composite Longbow, +3
  Death Ward Mithral Chain Shirt¹, +3 Darkwood
  Large Shield, Periapt of Wisdom +6, +6 Cloak of
  Charisma, +2 Gloves of Dexterity, +4 Ring of
  Protection, +4 Vest of Resistance¹, Orange Prism
  Ioun Stone.
  ¹ - See Appendix VI for description
  Spells 
  Prepared: 
  (6/8+1/7+1/7+1/6+1/6+1/
  4+1/4+1/3+1 Base DC = 19 + spell level) 0-level –
  create water x3, detect magic x2, purify food and
  drink 1st – longstrider (D), bless, bless water,
  protection from evil, sanctuary, resurgence, lesser
  vigor, endure elements, detect undead; 2nd –
  Consecrate, Sound Burst, Spiritual Weapon,
  Locate Object (D), Resist Energy, Zone of Truth,
  Calm Emotions, Deific Vengeance; 3rd – Fly (x2)
  (D), Briar Web, Mass Lesser Vigor (x2), Prayer,
  Protection From Energy, Water Breathing; 4th –
  Dimension Door (D), Restoration (x2), Recitation,
  Freedom of Movement, Tongues, Death Ward; 5th
  – Teleport (D), True Seeing (x2), Hallow, Dispel
  Evil (x2), Commune; 6th – Find the Path (D), Heal,
  Heroes’ Feast, Wind Walk (x2); 7th – Repulsion
  (D), Greater Restoration (x2), Regenerate, Mass
  Spell Resistance; 8th – Mind Blank (D), Holy Aura,
  Fire Storm, Dimensional Lock
  (D) = Domain Spell. Domains: Travel, Protection.
  
  GRM6-03 Crystal Clear
  Page 46
  (Spells in strikethrough have already been cast
  today, on Nytania if applicable. She has been
  given 12 additional hit points for Heroes’ Feast)
  Wings: Nytania has butterfly-like wings that give
  her a fly speed equal to 60 feet. She does not like
  to use her wings and rarely unfurls them.
  Spell-like Abilities (caster level 17): At will:
  Charm Person; 1/day: Faerie Fire or Glitterdust
  (can choose either or each day), Hypnotism,
  Sleep or Enthrall, Tasha’s hideous laughter or
  Suggestion, Confusion, Lesser Geas, Dominate
  Person or Hold Monster, Mass Invisibility, Geas,
  or Mass Suggestion, Insanity or Mass Charm,
  3/day: Detect Law, Protection from Law
  Save DC is 10 plus corresponding spell level plus
  17 (27+ spell level)
  Nytania is a half-elf/half-nymph cleric who has
  lived in the Dim Forest for almost 90 years. She
  was one of the original clerics sent to stop
  Malkisharn, having worked with clerics of the
  Elven pantheon long ago she volunteered to go
  fight the undead menace when she heard about it.
  Her father was recently killed by Gran March
  forces, mistaking him to be a member of the Free
  Band. Between this event and building a road
  through the Dim Forest she is extremely unhappy
  with Gran March, but she feels there is almost
  always an alternative toward fighting or violence
  and is willing to work with less gung-ho/patriotic
  members of Gran March to fight Malkisharn.
  Her work to develop a gem to imprison Malkisharn
  has drained her life’s essence until she hovers
  near death. The gem she created is powered by
  positive energy, and she has fueled it with her own
  life. She is dedicated to following through on this
  task, and will gladly die to see Malkisharn safely
  imprisoned again.
  Fury, Male Pegasus: Large Magical Beast; CR 4;
  HD 8d10+24; hp 68; Init +2; Spd 60 ft., fly 120 ft.;
  AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex,
  +3 natural); Base Atk/Grp: +8/+16; Atk +11 melee
  (1d6+4, hoof); Full Atk +11 melee (1d6+4, hoof
  (x2)) and +6 melee (1d3+2, bite); SA none; SQ
  Darkvision 60 ft., low-light vision, scent, spell-like
  abilities; AL CG; SV Fort +9, Ref +9, Will +5; Str
  18, Dex 16, Con 16, Int 10, Wis 13, Cha 13.
  Skills & Feats: Diplomacy +3, Listen +10,
  Sense Motive +13, Spot +10; Endurance, Flyby
  Attack, Iron Will.
  Spell-Like Abilities: At will – detect good and
  detect evil within a 60 ft. radius. Caster level 9th.
  Languages: Pegasi cannot speak, but they
  understand common.
  Description: Fury stands 6 feet high at the
  shoulder, weighs 1,600 pounds and has a
  wingspan of 20 feet. He is white, with a reverse
  blaze (black) running down the length of his face.
  He has been flying hard, so PCs with animal
  handling will notice that Fury is lathered from
  recent exertions, but not breathing heavily
  (Endurance feat).
  ENCOUNTER 3                                        
  Malkisharn, Advanced (32 HD) Dread Wraith:
  Medium Undead (Incorporeal); CR 16; HD
  32d12+32; hp 240; Init +14; Spd Fly 60 ft. (Good)
  (12 squares); AC 27 (+10 Dex, +8 deflection, -1
  Size), touch 27, flat-footed 17; Base Atk/Grp: +16/-
  ; Atk +25 incorporeal touch melee (2d6 plus 1d8 x
  1½ constitution drain); Full Atk incorporeal touch
  melee (2d6 plus 1d8 x 1½ constitution drain); SA
  Constitution drain, create spawn; SQ Darkvision
  60’, daylight powerlessness, incorporeal traits,
  lifesense 60’, undead traits, unnatural aura,
  Rejuvenation2; AL NE; SV Fort +10, Ref +20, Will
  +22; Str -, Dex 30, Con -, Int 17, Wis 18, Cha 26
  Skills & Feats: Diplomacy +26, Hide +41,
  Intimidate +35, Knowledge (religion) +30, Listen
  +41, Search +38, Sense Motive +39, Spot +41,
  Survival +4 (+6 following tracks); Ability Focus
  (constitution 
  drain), 
  AlertnessB, 
  Blind-Fight,
  Combat Reflexes, Dodge, Empowered Energy
  Drain1, Improved InitiativeB, Improved Natural
  Attack (incorporeal touch), Improved Toughness1,
  Mobility, Spring Attack, 1 – Libris Mortis pg. 27
  Lifesense (Su): A dread wraith notices and
  locates living creatures within 60 feet, just as if it
  possessed the blindsight ability. It also senses the
  strength of their life force automatically, as if it had
  cast deathwatch.
  Constitution Drain (Su): Living creatures hit by a
  dread wraith’s incorporeal touch attack must
  succeed on a DC 36 Fortitude save or take 1d8
  points of Constitution drain. The save DC is
  Charisma-based. On each such successful attack,
  the dread wraith gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by a
  dread wraith becomes a wraith in 1d4 rounds. Its
  body remains intact and inanimate, but its spirit is
  torn free from its corpse and transformed. Spawn
  are under the command of the wraith that created
  them and remain enslaved until its death. They do
  not possess any of the abilities they had in life.
  2Rejuvenation (Su): In most cases, it’s difficult to
  destroy a ghost through simple combat: The
  
  GRM6-03 Crystal Clear
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  “destroyed” spirit will often restore itself in 2d4
  days. Even the most powerful spells are usually
  only temporary solutions. A ghost that would
  otherwise be destroyed returns to its old haunts
  with a successful level check (1d20 + ghost’s HD)
  against DC 16. As a rule, the only way to get rid of
  a ghost for sure is to determine the reason for its
  existence and set right whatever prevents it from
  resting in peace. The exact means varies with
  each spirit and may require a good deal of
  research.
  Description: As a dread wraith, Malkisharn is a
  true nightmare. He is 12 ft. tall, and looks like a
  robed skeletal demon, with horns and tendrils of
  shadowy blackness flickering out in all directions.
  Even though he moves with great speed, he
  always seems to flow in slow motion, filling the
  area around him with cold black ribbons of torn
  robe and flesh.
  Martin 
  the 
  Pale, 
  Male 
  Human 
  Ghost
  (undead)Clr3/Wiz3/MyT8: Medium undead; CR
  16; HD 14d12; hp 91; Init +4; Spd 30 ft., fly 30 ft.
  (perfect); AC 14, touch 14, flat-footed 14 (+4
  deflection); Base Atk/Grp: +7/+6; Atk +6 melee
  (1d6-1, light mace); Full Atk +6/+1 melee (1d6-1,
  light mace; SA Corrupting gaze, corrupting touch,
  draining touch, frightful moan, horrific appearance,
  malevolence, 
  manifestation, 
  telekinesis; 
  SQ
  Rejuvenation, turn resistance +4; Fort +9, Ref +7,
  Will +23; Str 8, Dex 10, Con -, Int 22, Wis 23, Cha
  12.
  Skills & Feats: Concentration +17, Decipher
  Script +21, Diplomacy +5, Knowledge (arcane)
  +23, 
  Knowledge 
  (history) 
  +15, 
  Knowledge
  (religion) +23, Sense Motive +10, Spellcraft +25;
  Combat Casting, Eschew Materials, Improved
  Initiative, Iron Will, Empower Spell, Necromantic
  Presence 1. 1Libris Mortis pg 28.
  Corrupting Gaze (Su): A ghost can blast
  living beings with a glance, at a range of up to 30
  feet. Creatures that meet the ghost’s gaze must
  succeed on a Fortitude save or take 2d10 points
  of damage and 1d4 points of Charisma damage.
  Corrupting Touch (Su): A ghost that hits a living
  target with its incorporeal touch attack deals 1d6
  points of damage. Against ethereal opponents, it
  adds its Strength modifier to attack and damage
  rolls. Against nonethereal opponents, it adds its
  Dexterity modifier to attack rolls only.
  Draining Touch (Su): A ghost that hits a living
  target with its incorporeal touch attack drains 1d4
  points from any one ability score it selects. On
  each such successful attack, the ghost heals 5
  points of damage to itself. Against ethereal
  opponents, it adds its Strength modifier to attack
  rolls only. Against nonethereal opponents, it adds
  its Dexterity modifier to attack rolls only.
  Frightful Moan (Su): A ghost can emit a frightful
  moan as a standard action. All living creatures
  within a 30-foot spread must succeed on a Will
  save or become panicked for 2d4 rounds. This is a
  sonic necromantic mind-affecting fear effect. A
  creature that successfully saves against the moan
  cannot be affected by the same ghost’s moan for
  24 hours.
  Horrific Appearance (Su): Any living creature
  within 60 feet that views a ghost must succeed on
  a Fortitude save or immediately take 1d4 points of
  Strength damage, 1d4 points of Dexterity damage,
  and 1d4 points of Constitution damage. A creature
  that successfully saves against this effect cannot
  be 
  affected 
  by 
  the 
  same 
  ghost’s 
  horrific
  appearance for 24 hours.
  Malevolence (Su): Once per round, an ethereal
  ghost can merge its body with a creature on the
  Material Plane. This ability is similar to a magic jar
  spell (caster level 10th or the ghost’s Hit Dice,
  whichever is higher), except that it does not
  require a receptacle. To use this ability, the ghost
  must be manifested and it must try move into the
  target’s space; moving into the target’s space to
  use the malevolence ability does not provoke
  attacks of opportunity. The target can resist the
  attack with a successful Will save (DC 15 +
  ghost’s Cha modifier). A creature that successfully
  saves 
  is 
  immune 
  to 
  that 
  same 
  ghost’s
  malevolence for 24 hours, and the ghost cannot
  enter the target’s space. If the save fails, the ghost
  vanishes into the target’s body.
  Manifestation (Su): Every ghost has this ability. A
  ghost dwells on the Ethereal Plane and, as an
  ethereal creature, it cannot affect or be affected by
  anything in the material world. When a ghost
  manifests, it partly enters the Material Plane and
  becomes visible but incorporeal on the Material
  Plane. A manifested ghost can be harmed only by
  other incorporeal creatures, magic weapons, or
  spells, with a 50% chance to ignore any damage
  from a corporeal source. A manifested ghost can
  pass through solid objects at will, and its own
  attacks pass through armor. A manifested ghost
  always moves silently. A manifested ghost can
  strike with its touch attack or with a ghost touch
  weapon (see Ghostly Equipment, below). A
  
  GRM6-03 Crystal Clear
  Page 48
  manifested ghost remains partially on the Ethereal
  Plane, where is it not incorporeal. A manifested
  ghost can be attacked by opponents on either the
  Material Plane or the Ethereal Plane. The ghost’s
  incorporeality helps protect it from foes on the
  Material Plane, but not from foes on the Ethereal
  Plane.
  When a spellcasting ghost is not manifested and
  is on the Ethereal Plane, its spells cannot affect
  targets on the Material Plane, but they work
  normally against ethereal targets. When a
  spellcasting ghost manifests, its spells continue to
  affect ethereal targets and can affect targets on
  the Material Plane normally unless the spells rely
  on touch. A manifested ghost’s touch spells don’t
  work on nonethereal targets. A ghost has two
  home planes, the Material Plane and the Ethereal
  Plane. It is not considered extraplanar when on
  either of these planes.
  Telekinesis (Su): A ghost can use telekinesis as
  a standard action (caster level 12th or equal to the
  ghost’s HD, whichever is higher). When a ghost
  uses this power, it must wait 1d4 rounds before
  using it again.
  Rejuvenation (Su): In most cases, it’s difficult to
  destroy a ghost through simple combat: The
  “destroyed” spirit will often restore itself in 2d4
  days. Even the most powerful spells are usually
  only temporary solutions. A ghost that would
  otherwise be destroyed returns to its old haunts
  with a successful level check (1d20 + ghost’s HD)
  against DC 16. As a rule, the only way to get rid of
  a ghost for sure is to determine the reason for its
  existence and set right whatever prevents it from
  resting in peace. The exact means varies with
  each spirit and may require a good deal of
  research.
  Turn Resistance (Ex): A ghost has +4 turn
  resistance.
  Languages: Common, Flan, Elven, Draconic,
  Infernal.
  Spells Prepared: Cleric (6/7+1/6+1/5+1/4+1/
  3+1/2+1 Base DC = 16 + spell level) 0-level -
  detect magic, inflict minor wounds (x4), resistance;
  1st – bane (x2), obscuring mist (x2), protection
  from good, shield of faith, sanctuary (x2) 2nd –
  detect thoughts, hold person, silence (x2), sound
  burst (x2), lesser restoration 3rd – animate dead
  (x4), dispel magic, magic circle against good, 4th –
  freedom of movement, unholy blight, restoration,
  cure critical wounds, summon monster IV; 5th –
  flame strike, spell resistance, dispel good,
  summon monster V; 6th – create undead, create
  undead, summon monster VI.
  Wizard (4/6/6/5/4/3/2 Base DC = 16 + spell level)
  0-level - acid splash, Daze (x3) 1st - color spray,
  grease (x2), mage armor, magic missile (x2) 2nd –
  glitterdust (x3), Tasha’s hideous laughter, mirror
  image (x2) 3rd – haste, fireball (x2), empowered
  Ray of Enfeeblement, slow 4th – enervation (x4)
  5th – feeblemind, wall of force, empowered fireball
  6) – summon monster VI, create undead.
  *Domain spell. Domains: Trickery, Evil.
  Possessions: Light mace, headband of
  intellect +6, Martin’s spellbook, periapt of wisdom
  +4, vest of resistance +3, rod of undead mastery1.
   1Libris Mortis, pg 78.
  Description: A smallish man of mixed racial
  heritage in his late 40’s. Martin spent his life
  plotting the return of Malkisharn, only to find
  himself abandoned and killed within moments of
  achieving that goal. Martin rose as a ghost, and
  Malkisharn immediately dragged him along on his
  schemes of conquest. Malkisharn has completely
  disregarded Martin as anything other than a
  lackey, despite the fact that Martin’s power has
  actually grown considerably in the last two years.
  Before his death, Martin might have stood up to
  the ancient wraith and demanded more respect.
  Since his death, Martin has become obsessed
  with his own mortality. Despite his personal power,
  he is terrified of conflict, and will seek to avoid
  fighting adventurers, clerics and soldiers at all
  costs. He tries to act cavalierly, using his powers
  to create minions to fight on his behalf and acting
  above such petty melee, but his cowardice has not
  gone unnoticed. Even though he has the ghostly
  power of rejuvenation, Martin is always afraid that
  some outside power will find a way to overcome
  his ghostly powers, and snuff out his unlife as
  easily as they snuffed out his mortal life.
  He despises Acan, who Malkisharn treats more as
  an equal due to the fact that he presents himself
  as being nearly as ancient as the dread wraith.
  Malkisharn listens to the vampire, and Martin
  begins to despise them both for treating him like a
  lackey. He is too cowardly to say or do anything
  about it, though.
  ENCOUNTER 5                                        
  Aspect of Vecna: Medium undead; CR 10; HD
  10d12; hp 65; Init +3; Spd 30 ft.; AC 22, touch 17,
  flat-footed 19 (+3 Dex, +5 natural, +4 deflection);
  Base Atk/Grp: +5/+8; Atk +9 melee (1d4+4, +1
  
  GRM6-03 Crystal Clear
  Page 49
  ghost touch dagger); Full Atk +9 melee (1d4+4, +1
  ghost touch dagger); SA Magic missile; SQ
  Damage reduction 5/epic, darkvision 60 ft., spell
  resistance 21, undead traits; AL NE; SV Fort +3,
  Ref +6, Will +13; Str 17, Dex 16, Con -, Int 28, Wis
  23, Cha 18. Miniatures Handbook, page 54.
  Skills & Feats: Appraise +22, Concentration
  +17 (casting defensively +21), Craft (alchemy)
  +22, 
  Decipher 
  Script 
  +22, 
  Diplomacy 
  +6,
  Knowledge (arcane) +22, Knowledge (history)
  +22, Knowledge (the planes) +22, Knowledge
  (religion) +22, Listen +21, Search +22, Sense
  Motive +19, Spellcraft +24, Spot +21, Survival +6
  (+8 following tracks, +10folowing tracks on other
  planes, +8 on other planes); Alertness, Blind-
  Fight, Combat Casting, Spell Penetration.
  Magic Missile (SU)::At will, an aspect of
  Vecna can use as empowered magic missile
  effect, as the spell (caster level 10th).
  Languages: Abyssal, Common, Draconic and
  Infernal.
  Possessions: +1 ghost touch dagger.
  Description: This withered humanoid stands 6
  feet tall. Its flesh seems partly mummified, and
  portions of its flesh are absent, most notably one
  eye and one hand. It wears dark robes and cloaks,
  each embroidered with secret mystical runes. Its
  one remaining eye flashes with magic, malice and
  perhaps 
  madness.
  
  GRM6-03 Crystal Clear
  Page 50
  DM AID: MAP #1 – DEATHYARD
  
  GRM6-03 Crystal Clear
  Page 51
  DM AID 2: UNDEAD HIT DICE ENCOUNTER 3
  The undead horde from encounter 3 has the following effective hit dice for turning:
  APL 6
  Controlled
  Uncontrolled
  Acan
  18
  Wraith
  7
  Ogre Skeleton
  8
  4
  Ghoul
  8
  4
  Gnoll Warrior Zombies
  8
  4
  Human Warrior Skeleton
  5
  1
  APL 8
  Acan
  20
  Wraith
  7
  Ettin Skeleton
  14
  10
  Ogre Zombies
  12
  8
  Ghoul
  8
  4
  Human Warrior Skeleton
  5
  1
  APL 10
  Acan
  22
  Dire Bear Skeleton
  16
  12
  Wraith
  7
  Bugbear Zombie
  10
  6
  Ghoul
  8
  4
  Human Warrior Skeleton
  5
  1
  APL 12
  Acan
  24
  Dire Bear Skeleton
  16
  12
  Wraith
  7
  Ettin Skeleton
  14
  10
  Ogre Zombies
  12
  8
  Ghoul
  8
  5
  Human Warrior Skeleton
  5
  1
  
  GRM6-03 Crystal Clear
  Page 52
  DM AID: NEW RULES
  As presented in Complete Divine
  Augment Healing - Prerequisite: Heal 4 ranks Benefit: Add +2 points per spell level to the amount of
  damage healed by any Conjuration [Healing] spell that you cast.
  As presented in Complete Warrior
  Improved Toughness - You are significantly tougher than normal. Prerequisite: Base Fortitude Save
  bonus +2. Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a
  HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a
  level), you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his
  fighter bonus feats.
  Zen Archery – Your intuition guides your hand when you use a ranged weapon. Prerequisites: Wis 13,
  base attack bonus +1. Benefit: You can use your Wisdom modifier instead of your Dexterity modifier
  when making a ranged attack roll.
  Spells
  As presented in Complete Divine
  Deific Vengeance – Conjuration (summoning) Level: Cleric 2, Purification 2 Components: V, S, DF
  Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration:
  Instantaneous Saving Throw: Will Half Spell Resistance: Yes; When you cast this spell, you call out to
  a deity, listing the crimes of your target and urging the deity to punish the miscreant. (The target’s
  alignment is irrelevant to the success of the spell.) The divine power of the angry deity imposes the
  punishment in the form of a sharp, spiritual blow to the target. This attack hits automatically and deals
  1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum
  10d6) if the target is undead. A successful Will saving throw reduces the damage by half.
  Lesser Vigor – Conjuration (Healing) Level: Cleric 1, druid 1 Components: V, S Casting Time: 1
  standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level
  (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless); With a
  touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the
  duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is
  automatically stabilized if he or she begins dying from hit point loss during that time. Lesser vigor does
  not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or
  attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect
  applies. Applying a second vigor spell of equal level extends the first spell’s duration by the full duration of
  the second spell.
   Lesser Vigor, Mass – Conjuration (Healing) Level: Cleric 3, druid 3 Components: V, S Casting Time:
  1 standard action Range: 20 ft. Target: One creature/two levels, no two of which can be more than 30 ft.
  apart Duration: 10 rounds + 1 round/level (max 25 rounds) Saving Throw: Will negates (harmless)
  Spell Resistance Yes (harmless); You invoke healing energy over a group of creatures, granting each
  the fast healing ability for the duration of the spell. Each subject heals 1 hit point per round of such
  damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss
  during that time. Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation,
  nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not
  stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first
  spell’s duration by the full duration of the second spell.
  Recitation – Conjuration (creation) Level: Cleric 4, purification 3 Components: V, S, DF Casting Time:
  1 standard action Range: 60 feet. Area: All allies and foes within a 60-ft.-radius burst centered on you
  Duration: 1 round/level Saving Throw: None Spell Resistance: Yes; By reciting a sacred passage or
  declaration, you invoke your deity’s blessing upon yourself and your allies while causing confusion and
  weakness among your enemies. The spell affects all allies and foes within the spell’s area at the moment
  
  GRM6-03 Crystal Clear
  Page 53
  you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they
  worship the same patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws.
  After casting the spell, you are free to take further actions during the spell’s duration as you see fit. Divine
  Focus: In addition to your holy symbol, this spell requires a sacred text as divine focus.
  As presented in Complete Arcane
  Practiced Spellcaster
  Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster
  level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if
  you later gain Hit Dice in levels of non-spellcasting classes, you might be able to apply the rest of the
  bonus.
  As presented in Libris Mortis
  Necromantic Presence
  Whenever undead you control are within 60’ of you, they gain a +4 bonus to their turn resistance.
  
  GRM6-03 Crystal Clear
  Page 54
  Prestige Classes
  As presented in Complete Divine
  Seeker of the Misty Isle
  Millenia ago, a well-placed arrow from Corellon Larethian put out one of Gruumsh’s eye. But
  Gruumsh and Kurtulmak conspired to have their revenge on the deity of the elves. Using potent magic
  (and sacrificing thousands of orcs, kobolds, and captive elves), Gruumsh and Kurtulmak managed to
  whisk away one of the world’s most beautiful elven communities: the Misty Isle. Neither Corellon
  Larethian’s personal power nor the combined prowess of the elven nation’s diviners was able to glean so
  much as a hint about where Gruumsh and Kurtulmak have hidden the Misty Isle – only that the elves
  there yet survive, though they are trapped and cannot contact their brethren.
  Joining the seekers is an arduous process, for the order admits only those likely to survive long
  travels in hostile lands. And because looking for the Misty Isle is a lifelong quest, the ranks of the seekers
  are filled with those who no longer “fit in” among the elves: the heartbroken, the grieving, and the exiled.
  Many have at least some training as a ranger or druid, because the forbidding wilderness where a seeker
  wanters provides entry trials of its own. Multiclass barbarian druids and cleric/rangers also find the pursuit
  rewarding.
  Hit Die: d8
  Requirements
  To qualify to become a seeker of the misty isle, a character must fulfill all of the following criteria:
  Race: Elf or half-elf.
  Skills: Knowledge (religion) 4 ranks, Survival 8 ranks
  Spells: Able to cast 2nd level divine spells.
  Special: Must be inducted into the order by another member.
  Class Skills
  The seeker of the misty isle’s class skills (and the key ability for each skill) are Balance (Des), Climb (Str),
  Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int),
  Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Speak Language (n/a),
  Spellcraft (Int), Spot (Wis), and Survival (Wis).
  Skill points at each level: 6 + Int modifier
  Class Features
  All of the following are class features of the hunter of the dead prestige class.
  Weapon and Armor Proficiency: Seekers of the Misty Isle are proficient with all martial weapons
  and with light and medium armor.
  Extra Domain: A seeker of the Misty Isle gains the granted power and spell access of the Travel
  domain at 1st level and Magic domain at 7th level. For an explanation of how nonclerics receive domain
  spells, see the Extra Domains section at the beginning of this chapter.
  Spells per Day/Spells Known: When a new seeker of the Misty Isle level is gained, the character
  gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever
  spellcasting class in which she could cast 2nd level divine spells before she added the prestige class. She
  does not, however, gain any other benefit a character of that class would have gained (improved chance
  of controlling or rebuking undead, wild shape ability and so on). This essentially means that she adds the
  level of seeker of the Misty Isle to the level of whatever other spellcasting class the character has, then
  determines spells per day accordingly.
  
  GRM6-03 Crystal Clear
  Page 55
  If a character had more than one spellcasting class in which she could cast 2nd level divine spells
  before she became a seeker of the Misty Isle, the player must decide which class to assign each level of
  seeker of the Misty Isle for the purpose of determining spells per day and spells known.
  Swiftfooted (Ex): At 4th level, the seeker can ignore the normal -5 penalty for accelerated movement
  when she uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following
  tracks). Her penalty for accelerated tumbling is reduced from -10 to -5.
  Corellon’s Perception (Ex): A 5th-level seeker of the Misty Isle has sight and hearing far beyond a
  normal elf’s, and she has attuned her senses to repetitively sweep her immediate area. She gains a +5
  racial bonus on Listen, Search and Spot checks. Furthermore, she can attempt to spot or hear something
  she failed to notice previously once per round per skill as a free action (such attempts are ordinarily move
  actions).
  Surefooted (Ex): As a side effect of the seeker of the Misty Isle’s keen senses, she is always
  searching the terrain around her. Accordingly, she has a preternatural sense of minute details in the
  landscape she can use to her advantage. She can ignore the DC modifiers on Balance, Move Silently,
  and Tumble checks derived from the surface or terrain.
  Find the Path (Sp): A 6th-level seeker can use find the path on herself once per day as a spell-like
  ability. Her caster level is equal to her class level.
  Arcane Sight (Su): Three times per day, a 9th level seeker of the Misty Isle’s eyes glow blue,
  enabling her to use arcane sight, as the spell from the caster of the seeker’s highest divine caster level.
  Discern Location (Sp): A 10th-level seeker can use discern location once per week as a spell-like
  ability. Her caster level is equal to her class level.
  Table 2: Seeker of the Misty Isle
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells per Day
  1st
  +0
  +2
  +2
  +0
  Extra Domain (Travel)
  +1 level of existing divine
  spellcasting class
  2nd
  +1
  +3
  +3
  +0
  --
  +1 level of existing divine
  spellcasting class
  3rd
  +2
  +3
  +3
  +1
  --
  +1 level of existing divine
  spellcasting class
  4th
  +3
  +4
  +4
  +1
  Swiftfooted
  +1 level of existing divine
  spellcasting class
  5th
  +3
  +4
  +4
  +1
  Corellon’s Perception,
  Surefooted
  --
  6th
  +4
  +5
  +5
  +2
  Find the Path
  +1 level of existing divine
  spellcasting class
  7th
  +5
  +5
  +5
  +2
  Extra Domain (Magic)
  +1 level of existing divine
  spellcasting class
  
  GRM6-03 Crystal Clear
  Page 56
  8th
  +6
  +6
  +6
  +2
  --
  +1 level of existing divine
  spellcasting class
  9th
  +6
  +6
  +6
  +3
  Arcane Sight
  +1 level of existing divine
  spellcasting class
  10th
  +7
  +7
  +7
  +3
  Discern Location
  --
  
  GRM6-03 Crystal Clear
  Page 57
  Templates
  As presented in Fiend Folio
  Half-Fey Template
  Creating a half-nymph
  “Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter
  as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and
  special abilities except as noted here.
  Hit Dice: Change to d6
  Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that
  did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of
  movement, with good maneuverability.
  Special Attacks: A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments
  noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the
  abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1-2 HD
  row on the table as well as those on the 3-4 HD row. When a half-fey gets a choice between two abilities
  (such as Faerie Fire or Glitterdust at 1-2 HD), it can choose anew between these abilities each day.
  HD
  Abilities
  1-2
  Charm Person at will, Hypnotism 1/day, Faerie Fire or Glitterdust 1/day
  3-4
  Detect Law 3/day, Sleep or Enthrall 1/day
  5-6
  Protection from Law 3/day, Tasha’s Hideous Laughter or Suggestion 1/day
  7-8
  Confusion 1/day
  9-10
  Eyebite or Lesser Geas 1/day
  11-12
  Dominate Person or Hold Monster 1/day
  13-14
  Mass Invisibility 1/day
  15-16
  Geas/Quest or Mass Suggestion 1/day
  17-18
  Insanity or Mass Charm 1/day
  19+
  Otto’s Irresistible Dance 1/day
  Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects
  Abilities: Increase from the base creature as follows: Dex +2, Con -2, Wis +2, Cha +4.
  Skills: A half-fey has skill points equal to (6+ its Int modifier) x (its Hit Dice +3). Treat skills possessed by
  the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill
  points for class levels normally.
  Challenge Rating: as base creature +1
  Alignment: Usually chaotic (any)
  Level Adjustment: Same as base creature +2.
  
  GRM6-03 Crystal Clear
  Page 58
  CRITICAL EVENT SUMMARY: GRM6-03 CRYSTAL CLEAR
  For use only before July 1, 2006.
  Return results to John Richardson (niblik2000@gmail.com)
  1. Did the PCs trap Malkisharn inside the gem? 
  Yes
  No
  2.
  Did the PCs trap Acan inside the gem?
  Yes
  No
  3.
  Did one of the PCs cast a spell to animate the remains of Malkisharn or Acan?
  Yes
  No
  If so, list player names/PC names here:
  4.
  Did the PCs somehow destroy Martin the Pale?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/596/Normal Scenarios/GRM6-03 - Crystal Clear (APL 6-12)/GRM6-03 - Crystal Clear.pdf