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 
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  KET6-07 
   
   
   
   
   
  The Good of All 
   
  A Two-Round D&D® LIVING GREYHAWK™ 
  Regional Adventure set in Ket 
  Round 1 
  by Stephen Baker  
  Triad edit: Alan Brown 
  Circle Edit: Tim Sech 
   
  The nightmares begin and do not cease – a doorway is opened, or is it being closed? What was set in motion countless 
  centuries earlier is now about to be settled. The final adventure in the Natural Evolution Series…one way or the other. 
  A two-round adventure with an Extended Play Option set in Ket for character levels 1 to 15 (APLs 2-16). 
  
  Ket6-07 The Good of All 
   
  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 DM (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 PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  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 PCs 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 PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  
  Ket6-07 The Good of All 
   
  Page 2 
  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 PCs 
  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 1
  st-level PCs 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 PCs 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 
  Ket.  PCs native to Ket pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich Upkeep 
  costs 50gp per round.  Luxury Upkeep costs 100gp 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. PCs 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 that 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 DC 20 
  Survival check, 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 
  Gate of the Pyramid 
  In the Bramblewood Forest many things have been kept 
  hidden and safe that should not be used. One of these is 
  the Gate of the Pyramid. It is buried deep beneath a glade 
  within what is now a druid’s Sacred Circle. It is a 
  permanent Gate to another plane buried under the 
  ground and guarded by a tribe of elves. This Gate was 
  used by Tharizdun, the God of Eternal Darkness, in an 
  age long past to summon to him allies for his fight to 
  destroy this plane – allies such as the clockwork horrors. 
  Thraizdun lost this war, and most of his army either 
  escaped through the gate or was totally destroyed. 
  The Gate itself opens up travel to the Prime Material 
  Plane but it also acts to restrict travel to and from the 
  other plane – as a result, the victors chose to leave it 
  intact and set a guard around it, rather than destroy it and 
  have the restrictions on travel be likewise removed. Elves 
  were chosen and set to guard the Gate of the Pyramid 
  until, in the words of their deity, “they no longer walked 
  the face of this world”. 
  At the same time, warriors for the four Oeridian deities of 
  the wind—Sotillon, Atroa, Wenta and Telchur—took up 
  the mantle of responsibility. All agreed to protect the gate 
  as well. Four keys were forged and all were required to 
  open the final defenses to the Gate itself – but time and 
  the passing of many of the original tribes in the area, both 
  elven 
  and 
  human, 
  has 
  weakened 
  that 
  defense 
  substantially. Sotillon’s champion succumbed to madness 
  and broke the key rather than see it lost – which ended 
  the ability of any to enter the Gate complex since it 
  controlled the entry to the tunnels themselves. Wenta’s 
  champion, suffering from the long time of the 
  guardianship, gave her key away to a passing invalid and 
  thereby lost it – this key governed the tunnels of the 
  complex itself, opening them or closing them. Telchur’s 
  champion has yet to abandon the defense of the Gate but 
  has not seen the light of day in centuries, and considers 
  herself very much alone…in the bottom of the complex. 
  Atroa’s Champion fell in combat to PCs from Ket and 
  gave them the heart-shaped key that was his charge – this 
  is the AR Award heart key from KET2-05 Diamond in 
  the Rough. It controls the descent of the central shaft 
  and room itself, allowing safe passage.   
  
  Ket6-07 The Good of All 
   
  Page 3 
  Into all of this came Istus, the Baklunish deity of Fate. 
  The Lady of our Fates spun her webs around the Gate and 
  the keys to keep them safe from harm, save at the direct 
  wishes of their wielder (so that they could not be 
  destroyed or otherwise compromised). Her involvement 
  is the reason that dreams are being sent out – and why 
  there is a web motif in the Gate complex. She also has 
  opted to operate the various facets of the complex, rather 
  than limit them to missing keys, in order that the PCs 
  might actively combat the adamantine horror. 
  Clockwork Horror Evolution 
  The clockwork horrors have shown a tendency to grow 
  and adapt over time, having been exposed to the various 
  powers and abilities of the PCs who have, on occasion, 
  opposed them. This has allowed the horror army to 
  diversify and expand their capabilities but it has also 
  introduced the alien concept of “individuality” to the 
  horrors. The adamantine horror has designed a new 
  combat unit, the Cold Iron Horror, with greater 
  safeguards against such changes, in order to keep the 
  horrors on the right path. 
  The Clockwork Horrors 
  Many years ago, the Silver Pick and Black Hammer clans 
  of the Yatil Mountains discovered a very damaged 
  adamantine horror, and repaired it so that it could assist 
  in construction of a massive underground tunnel that 
  was to connect the Yatil Mountains and Barrier Peaks. 
  However, the adamantine horror attacked its dwarven 
  masters, completely destroying the Silver Pick clan, and 
  decimating the Black Hammers. The dwarves, as a last 
  resort, flooded their tunnel project, disabling the 
  adamantine horror and its minions. 
  Centuries later, history repeated itself when a gnomish 
  inventor in Ket repaired a minor clockwork horror and 
  was kidnapped by it to repair the more advanced versions 
  underground, including the adamantine. Since that time, 
  the horrors have been building an army for an unknown 
  purpose, expanding in numbers and creating half-iron 
  golem servants to do their bidding. 
  Now, for reasons known only to them, they have invaded 
  Ket. The advance of the army is inexorable, shattering 
  traditional defenses on the twin strengths of magic and 
  military power. The army of Ket was caught offguard and 
  retreated to a strong defensible position, hoping to trap 
  the horror in a place of their choosing… and that hope 
  has been dashed. 
  After an initial assault on the Bulwark of Molvar—a 
  fortress built to specifically hold off the horrors north of 
  the city of Molvar—the horrors have bypassed all other 
  defenses. Their progress is rapid and yet the loss of life 
  and property has been minimal. 
  Weaknesses of the Horrors 
  Anyone with this AR Award (from KET6-01 The Prize) 
  may sneak attack and score critical hits against any 
  clockwork horror in this adventure – noting, of course, 
  that it requires some very special circumstances for a 
  sneak attack to actually worked against the linked mind 
  of the horrors. Given the circumstances, this information 
  cannot be shared with other adventurers in a meaningful 
  manner – the nightmares and emphasis on this distracts 
  the PCs from the correct description within the 
  limitations of this adventure. 
  Communication with the Clockwork Horrors  
  There have been instances in the past where clockwork 
  horrors have understood Common or Dwarven. This was 
  because the minor horrors were mentally linked to the 
  adamantine horror, which can speak dwarven.  Any 
  clockwork horror removed from the Linked Mind can 
  only communicate with the alien language it possesses. 
  As a consequence of the sheer alien thought processes of 
  the horrors, it is not possible to communicate 
  comprehend languages, tongues or similar spells (which 
  includes telepathy). In past modules of this series, magic 
  could be used to overcome this barrier but the 
  Adamantine Horror has now inserted protections against 
  this into each clockwork horror it commands. 
  Ket or the Elves 
  This particular adventure places the party in the position 
  of choosing to accompany either the forces of Ket or the 
  forces of the Bramblewood Elves for this final conflict. 
  While it is possible to split the party, this would be 
  unfortunate (since they would not be assigned together) 
  and could be potentially lethal for the entire party. The 
  DM should do everything to ensure that the party stays 
  together. 
  Many of the Encounters have two (or more) descriptions 
  depending on the army chosen and other choices the PCs 
  make. 
  There is a remote possibility that the party will refuse to 
  choose either side. In such cases, the DM must modify 
  the box text accordingly and remove any potential 
  assistance provided, as well as restricting information 
  that is only provided by the forces. 
  Metaorg membership 
  Members of any Ket Military metaorg or the Archons of 
  Ket are provided with free Rich lifestyle for the duration 
  of the module by the government of Ket. Once they 
  
  Ket6-07 The Good of All 
   
  Page 4 
  reach the army encampment, they are provided with a 
  pair of maximized cure moderate wound potions and a 
  single protection from energy (electricity) potion at no 
  charge. 
  Members of the Puppeteers metaorg (the organization 
  most responsible for communicating and dealing with 
  the elves) or Runners of the Wind metaorg are provided 
  with free Rich lifestyle for duration of the adventure by 
  the Silvertip Elves. They are also provided with a pair of 
  cure serious wounds potions and a single resist energy 
  (electricity) potion, at no cost. 
  Returning from the Dead 
  The PCs are with a large and well-equipped force (either 
  the elves or the army of Ket) and they are therefore 
  allowed to avail themselves of raise dead spells should the 
  need arise.  In game terms, the casting of the spell is free 
  for the duration of the adventure so long as the death 
  takes place within the context of the Encounters listed, 
  but the PCs must still pay the material component costs 
  involved.   If a PC wishes to employ a favor, this favor 
  must have no TU requirement to benefit from this free 
  spell-casting. 
  Season and Weather 
  It is early autumn and the average temperature is 11ºC 
  (approximately 52
  o F) in the heartland of Ket. The late 
  days of fall produce cold winds and torrents of cold rain 
  from the Yatils. Typical weather patterns are expected 
  during the adventure and the skies are overcast night. It 
  is a full moon(s) for the 14
  th, 15
  th and 16
  th day of the 
  month. The adventure begins on the 2
  nd day of the 
  month. 
  Silent Strike 
  Silent Strike is a dagger of adamantine first discovered in 
  KET3-02 And Battles to be Won. It contains within it the 
  necessary activation sequence and magic to enable the 
  Gate of the Pyramid to be either closed or opened – and it 
  has even more within it (detailed later in this adventure). 
  Anyone bearing Silent Strike can never be attacked by 
  any clockwork horror save the adamantine horror. All 
  other horrors view the bearer of the dagger as a protected 
  person and refuse to attack or injure them. 
  Adventure Summary 
  Introduction – Nightmares: The PCs find a common 
  link when dreams they are having turn (predominantly) 
  into nightmares. There is a very real need to solve the 
  problem presented to them. 
  Encounter One – Between Light and Darkness: The 
  PCs awake in the bodies of elite platinum horrors at the 
  time of the great conflict with Tharizdun and the deities 
  of Oerth. What they learn could assist them further later 
  on as they experience part of that combat. 
  Encounter Two – It Begins Again…: Deep in a 
  stronghold of the Archons, a creature from the Far 
  Realms has agreed to question a captured gold horror 
  with the PCs present. The information is to assist in the 
  conflict with the clockwork horrors. 
  Encounter Three – The Bramblewood: The PCs enter 
  the Bramblewood, either to assist the army of Ket or to 
  help the Elves. PCs may choose only one side to assist but 
  may approach both if desired. 
  Encounter Four – A Knife’s Edge: Whether assisting 
  the army of Ket or the Elves of the Bramblewood, there is 
  a crisis of trust. The very little cooperation that has 
  transpired between the two forces is now strained as to 
  whether to help the other side, or proceed alone. The 
  PCs, with all others having spoken, can sway the choice if 
  they decide. 
  Encounter Five – Setting the Stage: The first portions 
  of both armies move forward, in a probing action. The 
  PCs participate, depending on their earlier choices, 
  against the first foray from the clockwork horror army.  
  Encounter Six – From the Skies: Now that the land-
  based probe has been experienced, the first of the aerial 
  forces comes forward from the clockwork horror army. 
  Encounter Seven – Respite: Despite the fact that the 
  vast majority of both armies have not yet engaged, there 
  is a lull in the action. For unknown reasons, the 
  clockwork horror army does not press the advantage and 
  there is a potential rest for the evening. 
  Encounter Eight – False Dawn: The clockwork horror 
  army rolls into action, with mercenaries, at 2:30 am, well 
  before dawn (and the presumed time for such things as 
  new spells for divine casters and using such spells as 
  heroes feast). The reason is quite simple and spurs the 
  response from the forces of Ket and the elves – the 
  electrical storm over the grove is gone. There is an almost 
  immediate encounter with mercenaries of the clockwork 
  horror army. 
  Encounter Nine – A Line: The wild elves of the 
  Bramblewood, shamed by the stand taken by Ket and the 
  Silvertip elves (and allies) finally act, moving forward via 
  druidic magic. The wild elves want to string out ahead of 
  both forces and engage the enemy – it is up to the PCs, as 
  the only representatives present, to decide if this is how 
  the wild elves should intervene (although there is a 
  
  Ket6-07 The Good of All 
   
  Page 5 
  default if the adventurers are unwilling to make such a 
  decision).  
  Encounter Ten – The Maze: The glade becomes the 
  centerpiece for the actions of both armies, amidst a maze 
  of plants. Those in position are all alone and it is to them 
  to hold the day. The guardians of the glade activate to 
  repel all intruders. 
  Encounter Eleven – Sudden Silence: Time has passed 
  again (anyone praying at dawn, midday or dusk may take 
  the time to get spells as there is enough leeway, but not 
  enough for a feast!) – It is now dusk and the shadows of 
  night approach. The Gate of the Pyramid has defenses – 
  and suddenly they are rendered useless (the adamantine 
  horror has arrived).  
  Encounter Twelve – The Guardian and Intruders: At 
  APL 2-8, the party meets the creatures that attacked the 
  Sacred Circle’s druid. At APL 10-12, the party meets the 
  Justicator assigned by Telchur to guard the entrance to 
  the Gate complex. The APL 10-12 party must convince 
  the Justicator of the sincerity of their quest—a difficult 
  task—or be forced to fight him. 
  Encounter Thirteen – And so it ends: The clockwork 
  horror army smashes forward without regard for losses. 
  The final fight transpires above and below where the 
  forces of the adamantine horror attempt to reach and 
  activate the Gate. The PCs must decide what to do in the 
  face of this assault.  
  Encounter Fourteen – Mop-up: With the adamantine 
  horror gone (one way or another…) the clockwork 
  horror army disintegrates. Instead of the unified 
  approach of the past, those with enough intelligence for 
  independent action collect themselves and attempt to 
  escape. The army of Ket and the elves of the 
  Bramblewood attempt a clean-up operation – but they are 
  ambushed by outside forces seeking to disrupt any 
  potential alliance.  
  Conclusion: The horrors have left Ket – but have they 
  done so as a retreat or simply to re-group? The actions of 
  the PCs have determined that outcome and whether or 
  not there is more or less trust between the people of Ket 
  and elves of the Bramblewood.  
  Introduction: Nightmares 
  Before Box Text 
  Before box text is commenced, have everyone make a DC 
  22 Will save– no buffs or other protections are 
  considered in place since it is late at night and the PC’s 
  are not on an active adventure at the start. This is against 
  the effects of a nightmare sent to warn the PCs about the 
  dangers of the clockwork horrors and their current 
  destination, the Gate in the Bramblewood Forest. The 
  nightmare continues on and off for an 8-hour period and 
  there are very few ways of effectively fighting it. The 
  nightmare is a mind-affecting effect sent by a neutral 
  deity. It is not a Compulsion, therefore no Protection 
  spells or other magic will prevent it. The effect is the 
  cumulative time in the dream/nightmare that derives the 
  result. 
  Anyone who chooses to live off the Wild (not Standard 
  Lifestyle or better) is subject to a -4 circumstance penalty 
  for the lack of comfort and amenities in their living 
  quarters. Anyone choosing Rich or better is accorded a +4 
  circumstance bonus to their save for similar reasons, but 
  instead they are benefiting from being very comfortable. 
  In effect, making the Will save means that the character 
  has a dream. Failing the Will save means that they have a 
  nightmare. 
  It is possible to avoid or mitigate the effects by the 
  following mechanics or AR Awards: 
  1) If the PC has the AR award I had a dream from 
  KET2-05 Diamonds in the Rough: In such a 
  case, the character is immune to the negative 
  effects of the dream/nightmare; 
  2) If one has the AR Award I Had a Nightmare 
  from KET2-05 Diamonds in the Rough: the 
  character cannot avoid the nightmares in any 
  fashion but has a +5 circumstance modifier to 
  the Will saves to resist the effects; 
  3) If any character has the celestial or half-celestial 
  template, they are immune to the effects of the 
  dream/nightmare, both positive and negative; 
  4) Finally, anybody who cast divine spells granted 
  by Istus, Sotillon, Wenta, Atroa and Telchur are 
  subject only to dreams, not nightmares. This 
  benefit specifically does not include other 
  divine casters who happen to worship those 
  gods. 
  All creatures associated with the character must likewise 
  make this save, including animal companions, familiars 
  and other creatures. Any animal that has the celestial 
  template 
  is 
  immune 
  to 
  the 
  effects 
  of 
  the 
  dream/nightmare, both positive and negative. 
  Elves and anyone who has the ability to not/avoid sleep is 
  still subject to these dreams/nightmares, but they are 
  daydream reveries instead. 
  
  Ket6-07 The Good of All 
   
  Page 6 
  Nightmare (anyone not making the Will save noted 
  above) 
  It began weeks ago, a disquieting dream with little or 
  no semblance of order or relevance. Slowly, over the 
  days, the dream has taken on a darker tone, more 
  malevolent. Finally, during this past evening, the full 
  rush of a nightmare hit, shattering the peace of the 
  night. A dark portal or doorway just out of reach, 
  possibly about to be opened or closed, and a laughter 
  so malevolent and uncaring – this is all that can be 
  recalled.  
  When you awake, there is no respite. Instead of warm 
  rays of sunshine, you are greeted by the cold sheen of 
  sweat. It is early, before sunrise, but sleep is not for 
  you any longer. Exhaustion may be the order of the 
  day, but at least wakefulness brings some respite from 
  the images. 
  The PCs have experienced a nightmare and are exhausted 
  when they awake. They likewise did not get the 8 hours 
  of uninterrupted rest required to regain arcane spells, 
  although since this is the beginning of the adventure it 
  will not have an adverse impact – the PCs begin with 
  their standard spell complement, it is simply that of the 
  previous day. This does preclude modification of the spell 
  list, however. 
  Exhaustion has the following issues: 
  • 
  No running or charging. 
  • 
  Character moves at half speed 
  • 
  -6 Str, -6 Dex  
  It is quite feasible to undertake all the standard means of 
  removing exhaustion.  There is nothing supernatural or 
  otherwise unusual about the exhaustion. 
  Dream (anyone making the Will save or having one 
  of the AR Awards specified above or being a cleric of 
  Istus, Atroa, Wenta, Sotilllon or Telchur) 
  It began weeks ago, a disquieting dream with little or 
  no semblance of order or relevance. Slowly, over the 
  days, the dream has taken on a darker tone, more 
  malevolent. Finally, during this past evening, the full 
  rush of a nightmare hit, shattering the peace of the 
  night, but barely driven back to just a dream. A dark 
  portal or doorway just out of reach, possibly about to 
  be opened or closed, and a laughter so malevolent and 
  uncaring – this is all that can be recalled.  
  When you awake, you feel refreshed, although still 
  disquieted. Instead of warm rays of sunshine, 
  however, there is darkness. It is early, before sunrise, 
  but sleep is not for you any longer. The dream you 
  experienced stands out and prevents further rest, but 
  you find that the remnants of the dream echo in your 
  thoughts. 
  The PCs have been saved from the worst of the 
  nightmare and do not have any negative effects for the 
  night’s experience. They remember bits and pieces of the 
  dream but cannot really make out anything of 
  significance (as with many dreams, the perception of the 
  events and situations is too fast or blurry to be of much 
  use). 
  Celestial Protection (anyone with Celestial or 
  Half-Celestial Templates) 
  It began weeks ago, a disquieting dream with little or 
  no semblance of order or relevance. Slowly, over the 
  days, the dream has taken on a darker tone, more 
  malevolent. But then, as slowly as it came, it faded in 
  a single evening. Your rest was welcome and 
  deserved, with the thoughts of proper rewards 
  making it all seem quite relaxing. 
  The Morning After: At an Inn 
  The morning after the dream, the party gathers in the 
  common room of an inn in Lopolla.  Presumably the PCs 
  will talk about the dreams/nightmares. There is very 
  little that can be gleaned from the images. This is an 
  opportunity for the PCs to introduce themselves and get 
  to know one another. Only they have had these dreams 
  or nightmares in the area in which they begin (which can 
  be anywhere in Ket—if there is a distinct need for a 
  single point of reference, presume they are in or near the 
  Golden Scimitar Inn just outside the walls of Molvar in 
  northern Ket.)  
  There really is very little that can be done beyond this 
  discussion. No point of reference is provided. PCs may do 
  whatever they see fit until the evening is upon them. 
  Molvar is a large city in Ket and has standard items 
  available for purchase. 
  The party members should realize they are having the 
  same dream, although possibly it is having different 
  impacts.  
  Anyone trying to remember specifics about the 
  dream/nightmare must make a DC 24 Intelligence 
  check, but only if they actually had a dream/nightmare. 
  Unlike many such checks, this can be Assisted by other 
  PCs. Success indicates that the dream comes into more 
  concrete form and the following can be recalled: 
  1) There were faint markings upon the doorway. 
  Although very hard to see (since the door was 
  not close enough to be inspected closely) there 
  
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  was something spider-like or web-like about 
  them; 
  2) The laughter was an echo, with no actual origin. 
  If anyone in the group has played VTF5-01 
  Bonds of Light and Darkness or VTF5-02 
  Reaping the Darkness they can make a further 
  DC 22 Intelligence check to realize that the 
  sounds were similar to those heard from the 
  Horn of Darkness (the artifact that was sounded 
  to recall the Mad God Tharizdun to Oerth – or 
  the same noise that the Proxy of Tharizdun 
  made when it attempted the same thing); 
  3) If the character has played in COR5-17 Time’s 
  Tide on Bright Sands and has the Favor of 
  Shemaya AR Award, they also recognize the 
  uncomfortable feeling experienced just as the 
  Scorpion’s Crown was donned. It is a DC 15 
  Knowledge (local—VTF or Core) check to 
  remember that this feeling was attributed to the 
  presence of Tharizdun at the crowning, at least 
  in spirit; 
  4) The darkness about the portal is not some trick 
  of the light or coloration but an actual physical 
  presence 
  permeating 
  the 
  doorway 
  itself. 
  Anyone with a DC 20 Knowledge (Planes) can 
  make a check to recognize the various parts of a 
  Gate to another plane. 
  The Dreams/Nightmares Continue 
  For three nights, the dreams/nightmares continue. Each 
  night is a new save, but the DC increases by 2 for each 
  subsequent night. PCs choosing innovative ways of 
  avoiding the dreams/nightmares should be awarded with 
  circumstance modifiers to their saving throws, or other 
  benefits as the DM decides. 
  Although the PCs had the dreams first, now they are 
  spreading throughout the country. It is possible to do 
  Gather Information checks as the impact of the event 
  spreads far and fast through Ket. By the third day, there is 
  a distinct undertone of panic amidst the regular people of 
  the land. 
  If the PCs do not attempt to Gather Information, the 
  details in DC 5, DC 7 and DC 10 are provided at the end 
  of the third day, since they cannot but help overhear this 
  or garner it from their talks with most people in the 
  country. 
  Gather Information about the Nightmares  
  [DC 5] Yes, many people are having the same nightmare 
  all over the place. The current rumors confirm only the 
  major cities but that is also the largest population base so 
  it is to be expected. Only a very few people report 
  experiencing anything other than a nightmare; 
  [DC 7] Archons all over Ket are reportedly working on a 
  solution but nothing has been made public to date. The 
  Brotherhood of Sorcery was initially blamed but nothing 
  came of it. 
  [DC 10] A doorway and a cold laughter is all that most 
  people can remember. A very few of these people 
  remembering feeling a great weight upon them, as if they 
  were being forced down, or perhaps they were being 
  forced to crouch down, while they looked at this door. (If 
  anyone looks further into this, a trio of clerics of Telchur 
  had reported this fact); 
  [DC 15] Even elves are reputed to have had this 
  nightmare, eliminating one popular theory about where 
  it might have originated…although a solid percentage of 
  the population is saying that this story is just a fabrication 
  and it is a clear attack by the monsters of the 
  Bramblewood (noting that the elves are the most talked 
  about monsters of the Bramblewood); 
  [DC 20] Clerics of The Lady of Our Fate have not 
  experienced the nightmares, although they know of the 
  dreams. It also seems that a cleric of Wenta, in town to 
  bless a new brewery, likewise has experienced only very 
  mild symptoms of the nightmares, more of a dream for 
  him. Other than being both clerics, there is no apparent 
  connection between the two; 
  [DC 25] Diviners of the Archons who immediately went 
  to work on finding a solution found themselves incapable 
  of continuing their progress in subsequent days, since 
  they were not able to memorize spells further. The 
  government has immediately instituted restrictions on 
  research into the problem and limited them to the most 
  senior of Archons, whose strength of resolve is 
  apparently sufficient to defeat the problems, at least to 
  some extent; 
  [DC 30] The Diviners of the Archons did discover some 
  immunity amongst the population. Only a very few of 
  them were of use, the others were all too specific to the 
  individual, but apparently the Beygraf and High Jurats all 
  slept well last night… 
  Development 
  The PCs likely decide upon a course of action of some 
  type, even if it is to approach a temple or such for 
  guidance.  Before that is possible, however, the dreams 
  begin again, this time in broad daylight without any 
  warning. This particular Encounter transpires without 
  warning. Move to Encounter One: Between Light and 
  Darkness.  
  
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  Page 8 
  Encounter One: Between Light 
  and Darkness 
  Time Limit:  This particular Encounter can run almost 
  endlessly if the PCs are intent on truly arguing and 
  debating the options available to them.  Recognize this 
  fact and impose a 25 minute limit on the Encounter if 
  there are any time constraints on running the adventure. 
  Warn the PC’s not to verbally react during or after this 
  boxed text. 
  Without warning, the world fades and dreams start 
  again, this time in broad daylight. But now there is a 
  difference. 
  Instead of jumbled images for a long time, everything 
  fades. Then, an endless stream of light appears in a 
  field of darkness. A female voice speaks, echoing, all 
  around. 
  “You are called to witness. There is danger, but there 
  is a reward. Do you accept?” 
  And then the voice goes silent, leaving only the 
  stream of light. Your answer? 
  Immediately have all the players write down their 
  response without consultation with others. This is, after 
  all, a dream sequence that impacts upon the players and 
  there is no chance to discuss the possibilities. 
  It is not possible to identify the vision in the dream since 
  it is merely a representation of what transpires in the 
  realm of Istus, the Lady of our Fate (head of the 
  Baklunish Pantheon). PCs may make a DC 10 Knowledge 
  (Planes) check to realize it represents nowhere in the 
  known planar existence.  The voice itself does not 
  provide enough of a clue to make any Knowledge check 
  for identification. 
  For Elves and those that might be regularly immune to 
  sleep this is a daydream-like reverie that results from the 
  dreams and nightmares that have invaded their moments 
  of rest, and there is no avoidance by this means. 
  Gather the written results. The player cannot change 
  his/her mind once he/she has made a decision. 
  If the PC has refused to be a witness, read the following: 
  In the blink of an eye the stream of light is gone and 
  the horrific images of the last few weeks surface 
  again. Time, which seemed to halt at the stream, flows 
  again. And then, as quickly as it began, it is over and 
  you are standing in the middle of wherever you were 
  when this began. 
  If the PC accepts the challenge, read the following: 
  In the blink of an eye the stream of light is gone and the 
  world is once more solid and present. You sense that you 
  are a spectator, and yet you feel that you are more than 
  that. There are voices everywhere, at many different 
  volumes, not striving to be heard but instead providing a 
  constant stream of information that you are somehow 
  able to sort and correlate. The world of beautiful subtle 
  colors has been replaced by ugly and jarring shades of 
  red, black, and some tones that are not as easy to identify. 
  You have a strange sense of exact placement, as if you 
  know the range to all nearby objects to within a fraction 
  of an inch – but then a single branch on a tree sways and 
  you find the details mirrored in your image of the 
  clearing. Without looking around, you know that you are 
  surrounded by dozens of platinum clockwork horrors—
  and that you and that you are and always have been one 
  of them. 
  You have just scouted important forward elements of 
  an immense force opposing your side.  As you attempt 
  to assimilate that information, there is movement in 
  front of you. 
  A gigantic creature of fire laced with dark lines of 
  energy appears in the air.  It points to the north 
  (somehow you know it to be exactly north) and 
  bellows words in a harsh tongue that are heard and 
  translated by one of the quieter voices. 
  “To the temple, all are summoned. Our enemies 
  gather. Return to the temple and reinforce those 
  holding the Gate of the Pyramid !” 
  The Fire Creature is an elemental monolith (Fire) and can 
  be identified with a DC 34 Knowledge (Planes) check. 
  The dark energy lines are of unknown origin and there is 
  no facility for the PCs to identify this by regular means. 
  Any PCs who have the AR Award Chosen By Oblivion 
  from VTF5-01 Bonds of Light and Darkness recognizes a 
  kindred spirit (even if they have since removed the AR 
  award) – this creature is touched by Tharizdun (and 
  likely favored). 
  The forces arrayed against the clockwork horrors and the 
  other troops of Tharizdun are undetailed.  If a PC asks, it 
  cannot assimilate the information sufficiently to make an 
  identification. 
  What has happened 
  Istus, the Lady of Our Fates, has transferred the 
  individual consciousnesses of the adventurers into the 
  bodies of the elite guard of the adamantine clockwork 
  horror when it first appeared on Oerth – or perhaps just a 
  dream of that event. It is the time of the conflict between 
  
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  the gods of Oerth and Tharizdun in an age long past. The 
  normal abilities the PCs are entirely supplanted by those 
  of the horror they occupy. Give each player who chose to 
  be a witness one of the handouts. The distribution should 
  be random and under no circumstances can the players 
  choose their guard unit. Cohorts may be given a handout 
  as well but cannot participate in the eventual decision. 
  The vision of the PCs is sufficient to identify color 
  variation—although they are seeing in a higher part of 
  the spectrum than they are used to, it is translated as 
  “color” for their consciousness. The clockwork horrors 
  also all have 60’ blindsense. They are also constantly in 
  communication with all other horrors within a 10-mile 
  radius and cannot be caught flat-footed unless all in a 
  single group are flat-footed – a group is any collection of 
  clockwork horrors that is within line of sight of one 
  another. 
  It is important to note that, although each platinum 
  horror has a personality and goal, the PCs are in charge 
  and they make the decisions.  While they probably 
  should consider the personality in their decision, they are 
  in no way governed by this and can freely choose their 
  own path, diverging from that of the horror if they so 
  decide. 
  The information in the background under the section 
  The Gate of the Pyramid is available to the PCs if they 
  request it, all as part of the group mind. 
  While the PCs may not be in their normal bodies, all of 
  the typical RPGA guidelines for player vs. player conflict 
  are still in force.  Remind PCs of this fact should there be 
  any indication of potential internal conflict over the 
  choices that must be made (or are requested). 
  It doesn’t take long for you and your platinum 
  companions to arrive at the Gate of the Pyramid.  
  Named after the symbol of Tharizdun, the god who 
  enabled this Gate to exist, it is a shimmering black 
  disc of energy that connects this plane to your home 
  plane. Horror reinforcements from your home plane 
  continue to pour through the Gate, and are 
  immediately assigned to squads as they emerge. The 
  adamantine horror, your unquestioned ruler, comes 
  before you, accompanied by two huge bodyguards of 
  roiling earth. It receives your scouting report without 
  comment, then “speaks” to all of you. 
  “My calculations show that I am unlikely to survive 
  this day. You are my immediate subordinates; 
  therefore after I am destroyed one of you must be 
  promoted in order to carry on. I have implanted the 
  details of everything that is our existence in each one 
  of you. When the battle is over, those of you who 
  survive may choose amongst yourselves which one 
  shall become the new adamantine leader. The new 
  leader may then activate the knowledge.”  
  “In each one of you is a single blade of adamantine, 
  included during construction. That blade can be used 
  to open or close the Gate if I am destroyed.” 
  He turns from you and immediately tactical orders 
  issue from him and pour through the hive mind. You 
  acknowledge orders received for your squad and 
  move them to the map coordinates indicated.  
  More and more horrors continue to pour forth from 
  the open Gate until a sudden explosion in the near 
  distance announces that the final battle has been 
  joined. The adamantine horror makes a slight gesture, 
  and the Gate shimmers briefly and then closes. Your 
  access to the hive mind tells you that this is a 
  strategic 
  decision—closing 
  the 
  Gate 
  prevents 
  reinforcements from arriving, but it will also prevent 
  your enemies from launching a direct assault against 
  your home plane if you are defeated.  
  The adamantine horror is conveying the absolute truth. 
  The blade of adamantine within each of them cannot be 
  accessed by normal means and only emerges if they are 
  either destroyed or converted into a replacement 
  adamantine clockwork horror. It later becomes Silent 
  Strike (obtained as an AR Award in KET3-02 And Battles 
  to be Won) – the adamantine horror previously wanted 
  the blade prior to reaching the final scene of the original 
  battle and being able to retrieve another similar blade 
  from remnants of those left behind. 
  At this point, allow the PCs to reflect upon the horrors 
  and what they know. They may review the details 
  available to them from the handouts, which are limited to 
  the key elements. Once they are ready, proceed as 
  follows: 
  The sheer alienness of the hive mind is frightening. 
  Entire squads of clockwork horrors are being 
  destroyed and their destruction is no more than 
  streams of numbers and recalculations of battle 
  tactics being relayed by a single voice, intermingled 
  amongst all the rest. The personality of the 
  adamantine horror is everywhere. There is no 
  compassion, mercy, devotion; nothing but a strict 
  adherence to duty and an overwhelming desire to 
  complete any task assigned, no matter what the cost 
  or the consequences. 
  Time passes and the numbers in the hive mind 
  dwindle as the conflict rages all around. The Gate of 
  the Pyramid is somewhere behind you but it is all a 
  hazy mist as the flood of information threatens to 
  overwhelm you.  
  
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  Page 10 
  Then it is all gone. You are suddenly alone. The 
  others around you are intact but not communicating. 
  The adamantine horror is dead, the presence of the 
  Mad God has ended, and the link is disconnected. 
  You must now decide what to do with the Gate of the 
  Pyramid and who is to become the new Adamantine 
  Horror. Warriors arrayed against you approach even 
  now, summoning Lawful creatures whose attacks are 
  becoming hard to withstand. Who will take on the 
  role of leader in order to continue the tasks laid out 
  before you by the Mad God Tharizdun? And how to 
  best achieve them…? 
  Each member of the elite unit has been given a 
  personality and goal as determined by their individual 
  abilities. The PCs who are participating in this part of the 
  adventure (if any) must now choose one of their horror 
  counterparts to be promoted to adamantine horror. That 
  horror’s perspective and goal will define Encounter 
  Thirteen, although you should not inform the players of 
  this. (While APLs 2-8 will have no direct contact with the 
  Adamantine Horror at the end of the adventure, the 
  decision they make here will be helpful for the Critical 
  Events Summary at the end.) 
  Only PCs may participate in this decision—no cohorts. 
  The fifth (Sequoia) and sixth (Muffin) clockwork horrors 
  may not be represented based on table size, and the 
  others may also not be present (if fewer PCs accepted the 
  opportunity presented in this Encounter).   
  If no PCs choose to take part in this Encounter, or if they 
  cannot come to a decision as to which horror will become 
  the adamantine horror, then the default point of view 
  and goal will be Sequoia, and Sequoia becomes the new 
  adamantine horror. 
  Once a decision has been made, the souls of the PCs 
  return back to their bodies wherever they are sleeping (or 
  resting, in the case of Elves).  No time has passed at all for 
  them, whether they were standing or moving or 
  undertaking other activities. 
  The Platinum Horrors are split as follows on their 
  present goals (and recall that these goals can be altered by 
  the PCs, who are in control for this period): 
  Regroup and then Return to this plane:  Obsidian, 
  Lava, and Serendipity 
  Retreat to home plane and stay there:  Steel, Sequioa, 
  Muffin. 
  The Gate of the Pyramid Complex, Then and 
  Now 
  The players cannot use knowledge gained from their 
  time as a platinum horror to lead them straight to the 
  Gate later in the adventure—the horrors were 
  deactivated after the defeat of Tharizdun, THEN the Gate 
  was buried under living rock. The players will have no 
  clockwork horror memories that to help them locate the 
  Gate. 
  Development 
  The return to your bodies is as jarring on the senses as 
  the mental link of the clockwork horrors was for your 
  minds. 
  If the PCs were planning to approach the Archons, 
  proceed to Encounter Two. It is likewise suggested that 
  any party approaching temples for guidance is directed to 
  the Archons (as the acknowledged experts on arcane 
  mysteries). 
  Should the PCs have no idea or concept on how to 
  proceed, they are eventually approached by Aziz, the 
  Molvar scribe and father of Darrius al’Mullah from KET 
  1-05 Thicker Than Water. He indicates that all of them 
  appeared in a vision, standing before a stone door with a 
  complex symbol upon it. The past few weeks he has been 
  researching the PCs (unless they participated in the 
  above adventure, in which case he greets them warmly) 
  to warn them of this vision. He was also surprised that he 
  recognized the symbol – not what it was, but just the 
  imagery itself. He had seen it in a book the Archons had 
  him copy out. While he has nothing further to provide 
  (his research revealed nothing more), he does suggest 
  that the PCs should head to the Archons, with this being 
  the only thing that he can suggest. If they take his advice, 
  proceed to Encounter Two. 
  It is possible that PCs choose to simply head to the 
  Bramblewood by means of high power scrying or just 
  guessing. In such a case, proceed to Encounter Three 
  but note that the text must be paraphrased to reflect this 
  decision. 
  If the PCs choose to abandon the adventure, proceed to 
  Conclusion. 
  PCs with Knowledge of the Horrors as an AR award can 
  retain the sheets of the Platinum Horrors at this time for 
  future reference.  All other PCs must return them. 
  
  Ket6-07 The Good of All 
   
  Page 11 
  Encounter Two: It Begins 
  Again… 
   
  This boxed text may require paraphrasing depending on 
  how or why the Archons were approached. 
  Approaching the Archons for assistance is never an 
  easy task. The wizards of Ket respond in such a way as 
  to make it clear that they, and nobody else, are in 
  charge. Even the True Faith of Al’Akbar, revered as it 
  is in Ket, does not always hold sway in their 
  strongholds. 
  It was a whirlwind of activity upon arrival at the 
  Archon facility in the countryside. With much of the 
  same news that you had already in their hands, your 
  appearance was anticipated. 
  Slowly, the bureaucracy of the Archons (and Ket 
  itself) bent and you and your companions were taken 
  deeper and deeper into the stronghold, far below the 
  ground and much further than any would have 
  thought likely in this wizardly outpost. 
  The length of a final corridor and a single stone door 
  with a Symbol upon it marks the end of that 
  endeavor. Your guide, an Archon named Saroosh 
  glances over and gestures for you to open the door.  
  With the portal open, a curious sight awaits - a room 
  filled with a tar-like substance on the walls, roof and 
  floor, although it is clearly solid. In the middle of the 
  room, dominating it, a tall humanoid stands, dressed 
  in the robes of a monk – and beside him, a clockwork 
  horror, golden in appearance. They appear to be 
  staring at a parchment lying on a small table, ignoring 
  the noise at the doorway. 
  The symbol upon the door is a non-functioning trap. It 
  radiates powerful abjuration magic if detected – DC 15 
  Spellcraft check - but the actual spell cannot be 
  ascertained, since it is not really a spell but rather a pre-
  prepared site for a magical trap to be activated by having a 
  spell cast into it. It is a DC 10 Knowledge (arcana) or 
  Craft (trapmaking) check to realize this fact. The 
  Knowledge (arcana) check may only be attempted after 
  detect magic or similar spell is used. 
  It is a DC 15 Knowledge (planes) check to identify the 
  humanoid as a Kaorti, a race from the Far Realms. 
  Anyone who has played KET3-04 Sneers of the Mind 
  knows this information automatically. The Kaorti here 
  (Shinre) is different from the one encountered then, 
  since he is actually a willing visitor to our plane and a 
  guest of the Archons. The monk robes are those of the 
  Xan Yae order – it is a DC 15 Knowledge (religion) check 
  to recognize this fact. Use of detect evil or similar spells 
  can confirm that the Kaorti is indeed evil. That he is 
  wearing these robes is unusual – if somehow confirmed, 
  he can also verify that he is also a worshipper of Xan Yae, 
  distant though his connection to the Prime Material 
  might be at this point. 
  The tar-like substance in the room is the resin that the 
  Kaorti craft to make their existence in the Prime Material 
  Plane possible – without it, they suffer damage just by 
  mere contact to the Plane. It is a DC 20 Knowledge 
  (planes) check to recognize this fact, with a +10 
  circumstance bonus to anyone who played KET3-04 
  Sneers of the Mind. 
  The gold horror is indeed a specimen of the clockwork 
  horrors. It is quite intelligent and functional, although 
  non-combative at this moment. The horror is cut-off from 
  the linked mind of the brethren by virtue of this location 
  and it has an independent streak no less. Indeed, 
  although it is unable to communicate with anyone other 
  than the Kaorti (as a result of its alien language) it 
  deliberately sought out the Archons and surrendered to 
  them, rather than fighting. 
  *** Note *** There have been instances in the past where 
  clockwork horrors have understood Dwarven and 
  Common (the latter only in an Interactive). This was only 
  as a result of being in the Linked Mind and being able to 
  share the knowledge of the Adamantine Horror, which 
  can indeed to that. Any clockwork horror removed from 
  the Linked Mind can only communicate using its own 
  alien language. It is not possible to communicate using 
  comprehend languages, tongues or similar spells (which 
  includes telepathy) – the problem is not the language 
  itself, but rather the thought processes behind that 
  language which, although the words might be 
  intelligible, 
  make 
  their 
  context 
  and 
  application 
  impossible to ascertain. 
  There is no other furniture in the room beyond the table 
  and a single chair. If anyone notes this fact and makes a 
  DC 22 Knowledge (Planes) check, they are advised that 
  the Kaorti can frequently craft the resin in the room (the 
  tar-like substance that is everywhere) into furniture as 
  needed. This information is also readily available by 
  simply asking the Kaorti about the situation. 
  There are four scrying sensors in the room, one in each 
  corner at the ceiling, watching the whole room. Each PC 
  entering the room is permitted the standard check to 
  note the sensors providing their Intelligence is 12 or 
  greater. If detected, the Archon simply raises one 
  eyebrow and notes that it is typical security.  
  
  Ket6-07 The Good of All 
   
  Page 12 
  For the purposes of this adventure, if any of the scrying 
  sensors are dispelled or somehow removed, the 
  Encounter ends at that point as Archon forces show up to 
  remove the PC’s. Further participation in the Adventure 
  is then at the discretion of the DM, should the PCs not 
  have enough information to proceed. 
  “The creature before you, the clockwork horror, 
  surrendered to our forces north of the Bramblewood 
  some months ago,” begins the Archon. “We have been 
  unable to communicate with it, save on a very basic 
  level, until our contact Shinre here was approached 
  for his assistance. 
  “Your presence here is remarkably convenient. 
  Although I disapprove, you are to be allowed to 
  participate 
  in 
  the 
  first 
  interrogation, 
  at 
  the 
  instruction of my superiors. I cannot begin to advise 
  why you are allowed this privilege but I remind you 
  that whatever is said in this room is considered to be 
  vital to the security of Ket. Anyone who tells of 
  anything that goes on within this room – without 
  strict permission - will be summarily convicted of 
  High Treason, and immediately sentenced to the 
  harshest penalty. 
  “There is one immediately permissible exception. The 
  Wood Elves of the Bramblewood, represented by the 
  Silvertip tribe, have officially requested our assistance 
  further to the negotiations that were started last year. 
  Therefore we wish to share the information gathered 
  here.  Should you wish to convey the details to them, 
  in fact, the Archons approve and will provide you 
  with confirmation papers. 
  “If you understand and agree with these terms, 
  remain and participate. If you do not, you must leave 
  – the terms are not negotiable.” 
  At this stage, the Archon allows the PCs time to 
  contemplate the situation – but if they take any actions to 
  communicate or otherwise interact with the clockwork 
  horror or the Kaorti, they are deemed to have accepted 
  the above stipulations. Anyone staying in the room for 
  longer than a minute after this statement is also subject to 
  the guidelines presented.  
  Information for the Elves 
  It is possible to choose to take information to the Elves of 
  the Bramblewood. This is all further to the negotiations 
  begun after KET5-01 Choices of the Dragon, which 
  resulted in Ket wishing to open discussions with the 
  Elves about an official status for the denizens of the 
  Bramblewood (the wood elves, at least) that was greater 
  than “monster”. As with all such negotiations, things are 
  going slowly but the government of Ket sees potential 
  benefit in staying friendly, especially when their own 
  interests mirror those of the Elves. 
  The information gathered is identical to that gathered in 
  this interrogation. The PCs may indeed review the details 
  before the document sealed and stamped with the arcane 
  mark of the Archons (atop the seal itself, which serves to 
  act as a further protective item ensuring that it is not 
  tampered with during transit). 
  Diplomacy, Gunboat or Otherwise 
  It is now up to the PCs to determine the direction of the 
  questioning. The clockwork horror actually wants to 
  cooperate, so matters are easier than might otherwise be 
  expected. Results are given for Diplomacy, Bluff or 
  Intimidate, as the case may be – making a check provides 
  all information up to that level. Only one check (of one of 
  the three types) may be attempted per person – if a 
  character wishes to assist another, this counts as a check. 
  Any PC who participated in KET3-04 Sneers of the Mind 
  may either choose a second attempt, or a re-roll. The 
  clockwork horror, with a tremendously rigid mind, 
  cannot be persuaded to part with more information with 
  the framework of the adventure: 
  Diplomacy Check 
  [DC 5] The clockwork horror army is poised to make 
  the final assault on the area containing the Gate of 
  the Pyramid; 
  [DC 10] The defense of the Elves against this 
  incursion has been fierce and unrelenting, but the 
  only real halts in the advance have come from the 
  desires of the clockwork horrors to remain cohesive 
  and locate the gate; 
  [DC 15] None of the other potentially independent 
  clockwork horrors have seen any chance of fighting 
  the influence and power of the adamantine horror; 
  [DC 20] The goal of the adamantine horror is to open 
  the Gate for two-way travel and to obtain a further 
  army from the other plane; 
  [DC 25] The Plane on the other side of the gate is a 
  sub-plane of Mechanus – if it assigned a name this 
  clockwork horror does not know it. It is the home 
  plane of the clockwork horrors; 
  [DC 30] As the adamantine horror has shifted with 
  the advance of its troops, so too have its powers. 
  Where it could once destroy magic at a whim, it now 
  has the most diverse magical power available – 
  Spellcraft [DC 24] to recognize a limited wish spell-
  like ability; 
  
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  Bluff Check 
  [DC 3] The clockwork horror army is poised to make 
  the final assault on the area containing the Gate of 
  the Pyramid; 
  [DC 9] Nothing has yet to stop the advance of the 
  clockwork horror army, although it has been 
  hampered by less than reliable allies created from 
  half-iron golems; 
  [DC 13] The adamantine horror has crushed all 
  opposition amongst the independent clockwork 
  horrors and removed their free will – no assistance is 
  forthcoming from that end; 
  [DC 16] The adamantine horror wants to conquer 
  the entire Flanaess – but it does not have the forces 
  available. It is seeking to open the Gate to get more; 
  [DC 20] The Plane on the other side of the Gate of 
  the Pyramid the home plane of the clockwork 
  horrors – only the adamantine horror has passed 
  through that Gate of the existing clockwork horrors; 
  [DC 24] The adamantine horror has become more 
  powerful and dangerous recently. It appears to have 
  some new source of power and is creating items to 
  supplement the advance of the clockwork horror 
  army, although how it is doing so on the march is 
  unknown; 
  [DC 28] An assortment of creatures have approached 
  the adamantine horror. Any creatures who arrived 
  promising favors were instantly killed, while those 
  who arrived simply wishing to be mercenaries were 
  hired, despite the hatred of the clockwork horrors 
  for all such creatures. A trio of hags did impress the 
  adamantine horror, but they left the army two days 
  ago.  
  Intimidate Check 
  [DC 7] The clockwork horror army is poised to make 
  the final assault on the area containing the Gate of 
  the Pyramid. There are at least 5,000 clockwork 
  horrors in combat roles; 
  [DC 12] Nothing has stopped the advance of the 
  clockwork horror army. The half-iron golems have 
  been abandoned, being unable to keep up with the 
  advance and being less than reliable; 
  [DC 16] No independent clockwork horror is going 
  to oppose the adamantine horror at this time – it is 
  simply too powerful; 
  [DC 19] The relative weakness of the forces arrayed 
  against it has persuaded the adamantine horror to 
  attempt to conquer the entire Flanaess; 
  [DC 23] The Plane on the other side of the Gate of 
  the Pyramid the home plane of the clockwork 
  horrors – it should be a source of a substantially 
  bigger army to assist it; 
  [DC 27] Not since the Great Battle has the 
  adamantine horror been as powerful as it is now. It 
  can change the very fabric of reality and this has 
  improved upon the design of the most recent batch 
  of horrors; 
  [DC 30] The Great Battle was the conflict between 
  powers greater than mortals. The adamantine horror 
  was summoned to assist one side and stripped of the 
  powers it possessed when that side lost. 
  When each PC has attempted either a check or an assist 
  once (total), the Kaorti announces that the clockwork 
  horror is unwilling to share further details without some 
  stringent conditions – and that settling these could take 
  weeks. The Archons take this as a sign to move onward, 
  since the army of Ket is going to act well before then and 
  the clockwork horrors are likewise going to reach the 
  area of the Gate of the Pyramid. 
  The Final Detail 
  After all questioning is finished, the gold clockwork 
  horror has one more detail to provide. It is independent 
  now and seeks to keep this status. As a result, it chooses 
  to reveal a significant weakness in the Adamantine 
  horror itself – but the cost to whoever chooses to 
  implement it is steep. 
  The adamantine horror is the most advanced of the 
  clockwork horrors. More than that, however, it can 
  power an endless series of spell-like abilities, with far 
  greater speed and accuracy than any others in the 
  clockwork horror army. The source is a direct connection 
  with Tharizdun, the Mad God. The power may or may 
  not have been present earlier, but it was certainly 
  enhanced during the conflict that took place so many 
  years ago. 
  APL10-16 only: This power can be removed. At this 
  point, an archon takes a coin-shaped object from his 
  pocket and places it on the table. It is a dull but lustrous 
  silver color, and has a design etched upon it. The gold 
  horror tells you that this “coin” has been crafted from a 
  very special amalgam of copper, electrum, gold and 
  platinum. If a person attaches this to the underside of the 
  adamantine horror and then invokes the name of 
  Tharizdun, that person then takes the energy of the 
  
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  adamantine horror into themselves all at once, removing 
  it from the horror. The result is a huge explosion that 
  permanently drains all of the spell-like abilities from the 
  adamantine horror, as well as causing the loss of any 
  current spells in effect, and the horror also suffers a 
  substantial amount of physical damage. Whoever absorbs 
  the energy more than likely dies—they are the focal 
  point of the energies, so Evasion or Improved Evasion 
  will not work. What the power of Tharizdun might do to 
  such a soul is unknown, but countless others can be 
  saved… The game mechanics for this particular course of 
  action are provided in Encounter Thirteen. If any PC 
  shows any interest in this, the Archons give the amalgam 
  coin to the party. This can then be used in Encounter 
  Thirteen for the above purpose.  
  Since APLs 2-8 do not encounter the Adamantine horror, 
  they do not need to be told this information unless the 
  DM wishes to pass it on for some reason. 
  Information from the Dream/Nightmare 
  Information obtained in Encounter One can be shared 
  with this Clockwork Horror as desired. It has never 
  heard of implanting the information of the Adamantine 
  horror in the Elite guard of the Platinum horrors – in 
  fact, it is both shocked and upset that the Adamantine 
  horror may not be the original after all. It can neither 
  confirm nor deny any details gathered in the 
  Dream/Nightmare, because it was not in existence at that 
  time and the collective memory of the clockwork horrors 
  contains no reference to it. 
  Development 
  The PCs may choose to abandon the adventure here and 
  proceed to the Conclusion. If not, proceed to Encounter 
  Three: The Bramblewood. 
  Interlude: The Bramblewood 
  The Bramblewood is an immense forest in the middle of 
  Ket that remains a dangerous and treacherous area 
  uncontrolled by Ket. The elves of the Ketite are almost 
  entirely Chaotic, making them natural historical 
  antagonists of the Lawful Ketites. Some elves are Chaotic 
  Good defenders of the wilderness, some Chaotic Neutral 
  xenophobes who shun outsiders—including other 
  elves—and some are undoubtedly Chaotic Evil, seeking 
  to spread the darkness and evil of their tribal enclave. 
  The creatures of the Bramblewood are tough and feral, 
  frequently Dire creatures of various types.  
  The Bramblewood is divided into three zones by the Ket 
  military: 
  • areas controlled by Ket: generally the outer five 
  miles of the perimeter of the entire forest, as well as 
  the Irafa Road  
  • Near Bramblewood: generally the band of forest 
  lying within five to seven miles from the edge of the 
  forest  
  • The Deep Bramblewood: generally anything beyond 
  seven miles from the edge of the forest, as well as the 
  forest immediately on either side of the Irafa Road. 
  Note that in recent years, the Far Bramblewood has 
  shown an alarming tendency to “take over” the Near 
  Bramblewood in places, making even relatively short 
  jaunts within the Forest dangerous.  
  Movement through the Near Bramblewood is medium 
  forest (two squares of movement for every one on the 
  map) unless along game trails or specific areas marked 
  open. The tree that produces the yarpick nut is the 
  primary vegetation type grown here, many having been 
  planted over top of other vegetation that was eliminated 
  for the express purpose of being replaced. The 
  daggerthorn tree, as it is called, produces the yarpik nut, 
  the staple of Ket diet and cuisine. It is ground down into 
  flour for basic foods, used as a garnish and also fermented 
  into bosq (a very potent alcoholic drink). 
  Movement into the Deep Bramblewood is dense forest 
  (four squares of movement for every one in the area) 
  unless otherwise noted. The vegetation here is old 
  growth coniferous trees and dense woods. Some areas of 
  the forest that were once Near Bramblewood have 
  become Deep Bramblewood over time and the change is 
  both dramatic and startling. 
  Mounts (and any Large or larger four-legged creatures) in 
  the Bramblewood have not done well in the past). Areas 
  of dense forest are always a squeeze for them, penalizing 
  both their armor class and capabilities. Additionally, any 
  creature of this type must make a DC 15 Reflex save 
  every hour or suffer a broken leg or other impairment. 
  This slows movement to ¼ that of normal and causes 3d6 
  damage, to a maximum of ½ the hp of the creature. It 
  may be splinted – a DC 15 Heal check – to return speed 
  to ½, but only a Heal or Regeneration (or similar type of 
  spell, such as Healing Cocoon) can repair the damage to 
  the leg. Other forms of magical healing can repair the hp 
  loss but not the leg. 
  Rapid Travel 
  It is possible to simply bull one’s way through the forest. 
  For each round a PC chooses to do so, they may move at 
  full speed so long as they make no more than one change 
  of direction and so long as they move at least 15 feet 
  forward during that turn. In the process, they take 1d6 
  
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  damage from the vines and sharp edges of the trees for 
  each 10 feet of territory they cover. These are considered 
  individual attacks that hit automatically but are subject to 
  DR and hardness.  
  As with normal travel, any mount or any Large or larger 
  four-legged animal must make a DC 15 Reflex save every 
  hour or suffer a broken leg or other impairment. This 
  slows movement to ¼ that of normal and causes 3d6 
  damage, to a maximum of ½ the hp of the creature. It 
  may be splinted – DC 15 Heal check– to return speed to 
  ½, but only a Heal or Regeneration (or similar type of 
  spell, such as Healing Cocoon) can repair the damage to 
  the leg. Other forms of magical healing can repair the hp 
  loss but not the leg. 
  Mounts and Food 
  Mounts and such creatures represent large quantities of 
  meat on the hoof, so to speak. For every hour in the 
  Bramblewood with one or more Large-sized or larger 
  herbivores used as Mounts (except bonded companions 
  and animal companions), it is a DC 15 Knowledge 
  (nature) check to avoid making such obvious noises and 
  moves in order to avoid having a natural creature choose 
  to attack the mount. The check is made only once by the 
  party per hour, regardless of the number, and that by the 
  person with the lowest modifier. If the check fails, the 
  creatures of Encounter Five attack again (or for the first 
  time) without any xp to be gained. Centaurs, regardless of 
  their size, qualify as mounts for the purpose of this roll 
  unless they have at least one rank in Knowledge (nature). 
  Encounter Three: The 
  Bramblewood 
  As the information imparted by the clockwork horror 
  sinks in, the Archon steps forward again. 
  “You need to reach Fort Daris upon the Irafa Road as 
  quickly as possible and convey this information to the 
  Commander of the Fort there. We have no resources 
  to spare – the army of Ket has demanded all that we 
  can provide and we have, naturally, complied. We 
  will, however, provide you with fast horses and 
  supplies, as well as clearance for the military camps. 
  “If you are bearing the information for the Elves, the 
  same horses will take you to a meeting spot with the 
  Silvertip tribe just south of Fort Daris. Proceed there 
  instead. 
  “I wish you luck and may the Restorer of 
  Righteousness protect you.” 
  With those words, the Archon escorts everyone back 
  to the exit to the complex. 
  It is a DC 10 Knowledge (religion) check DC or 
  automatic for all Citizens and Residents of Ket to know 
  that the Restorer of Righteousness is the True Faith 
  honorific of Al’Akbar, predominant deity in Ket.  
  It is a DC 10 Knowledge (local-VTF) check for non-
  Ketites to recognize the Irafa Road as the primary trade 
  route through the Bramblewood, leading to the 
  Bramblewood Gap and the Sheldomar Valley.  This is 
  automatic knowledge for anyone from Ket. 
  Compensation 
  The Archons promise nothing but indicate that the army 
  of Ket, to which they are being sent, or the Elves, should 
  reward handsomely for those willing to stay and fight.  
  There is no other cash reward being offered.  If anyone 
  finds this objectionable, they may simply end the 
  adventure at this point. 
  Rest 
  Once the PCs reach the Bramblewood, the nightmares 
  and/or dreams fade to nothing and the adventurers 
  regain their regular rested state. 
  To the Elves or to the Camp? 
  The PCs have a choice in heading to the Ket military 
  encampment or the Elven stronghold (although the 
  elven stronghold must be first approached via a long 
  game trail…). While some parties might have an 
  opportunity to do both (depending on travel speed), the 
  vast majority are likely to only choose one or the other. 
  That is perfectly acceptable. 
  The Real Details 
  In actual fact, the PCs are nothing more than a diversion. 
  The real messengers are already underway with the 
  confidential details. As long as the PCs believe they are 
  doing the job, it is sufficient – which is why, quite 
  frankly, even lower level PCs are being asked for this 
  mission and why even strangers to Ket might be asked to 
  partake. Should significant concerns be raised about this, 
  the Archons are at pains to ensure that everything seems 
  sensible – they take such precautions as sealing tubes 
  with a message, trapping the tube and also indicating 
  they will send ahead to clear the route. The Archon in 
  question is excellent at Bluff [+28] and even penetrating 
  this deception only reveals that the party is being told 
  less than the full truth – none in the Archons can or will 
  reveal the truth to the PCs since this is a matter of 
  national security. 
  
  Ket6-07 The Good of All 
   
  Page 16 
  The PCs now have 5 days to reach the area of the Fort or 
  the elven meeting place 2 miles south of the Fort. It is a 
  distance of some 150 miles from the Archon facility 
  (located in Lopolla province). The PCs must advise what 
  method they are using (and any is acceptable). For any 
  who desire, the Archons provide an elite light warhorse 
  (capable of a light load of some 250 lbs), or an elite heavy 
  warhorse (capable of a light load of 519 pds). These horses 
  are loans only – they must be returned and cannot be 
  purchased.  
  It is entirely possible to travel faster to the Fort than in 
  less than eight days. Teleportation and other similar 
  means of transportation will take the adventurers to a 
  point on the Irafa Road that is only a 5- to 10-minute walk 
  to the Fort. It is a DC 15 Knowledge (local – VTF) check 
  or automatic for any members of the Archons or 
  Brotherhood of Sorcery metaorgs to recall that the Forts 
  have anti-teleportation magic in effect that prevents 
  entry into the fortification in this manner – to attempt it 
  requires a DC 30 Spellcraft check or spell fails. 
  The DM must simply determine how long the party takes 
  to reach the area. This is one case where higher-level 
  parties can and likely will accrue benefits for the 
  adventure. 
  Once at the Irafa Road, it becomes immediately apparent 
  that the army of Ket is there in force. Papers are checked 
  on an hourly basis by patrols of 20 Kaman (light mounted 
  cavalry archers). All forts are garrisoned with twice the 
  usual complements (meaning 500 troops in each) and 
  there is a further encampment of between 500-1000 
  troops outside each fort along the way (there are five forts 
  if the PCs come from the north before reaching Fort 
  Daris). At Fort Daris, it is obvious that this is the center of 
  all activity. The standard kill zone around the fortress has 
  been doubled in size and an encampment of roughly 
  5,000 troops is present. 
  At the fort, the PCs may ask for permission to meet with 
  the Commander and are granted access almost 
  immediately. For those with ranks in Profession 
  (bureaucracy), Profession (soldier), Profession (guard) or 
  anyone native to Ket (or another similarly bureaucratic 
  nation) this is both odd and disturbing – the Commander 
  should be much more difficult to meet at such a time as 
  this. 
  If the PCs wish to proceed to visit the Elves, they may do 
  so. The military considers Elves allies in this case 
  (however repugnant that might be to various Ketites they 
  are following their orders to the letter) and makes no 
  attempt to stop or slow anyone desiring passage to the 
  meeting place with the Elves.  
  Meeting the Commander of the Ket Force 
  Commander Karyn al’Mullah is the person in charge of 
  the military force while awaiting the arrival of the Black 
  Arrow, the general in charge of the actual operation, who 
  is teleporting in from Lopolla with his command staff 
  two days prior to the start of everything. The PCs are 
  shown to her office immediately. She takes any and all 
  details first from the PCs, then pauses to contemplate. 
  Anyone making a DC 25 Sense Motive check can discern 
  that she is not surprised by the messages or even 
  thinking on them much. Nevertheless, she does make a 
  show of questioning the information and asking for the 
  opinion of the PCs about the details – this is only a 
  precaution in case there is any scrying being done. (There 
  isn’t.). 
  Karyn al’Mullah 
  Karyn is an intense Baklunish woman in her mid-thirties, 
  with black hair and black eyes. She is not married and is 
  considered an up and coming military commander. She 
  does not care for trivial conversation but holds herself 
  rigidly polite at all times. Despite her presence as a 
  military commander on the Irafa Road, she does not 
  particularly have any hard feelings toward the elves, but 
  she does not like them either. 
  Karyn may have been encountered previously in VTF5-
  01 Bonds of Light and Darkness as the head of Fort Daris. 
  Any PC she has met before she treats with respect and 
  dignity, especially if the PC in question helped to rescue 
  her. 
  Meeting the Elves and their leader 
  The Silvertip tribe of Wood Elves has called in every 
  favor and called upon ancient alliances. Their meeting 
  place along the Irafa Road is guarded by a large number 
  of elves, as a result – over 200 are visible along the road, 
  all armed with composite longbows and obsidian 
  longswords (these are very visible). Anyone presenting 
  themselves to the Elves are treated politely (even half-
  orcs!) and taken to meet with the local leaders. 
  The meeting with the local leaders is quick (10 minutes 
  wait at most) and simply undertaken to confirm the 
  mission of the PCs. Upon being informed of the details 
  from the Archons, the elves express satisfaction that the 
  alliance is actually working to some degree, and indicate 
  that the PCs are now to be taken to the Deep 
  Bramblwood to meet with the leaders of the overall elven 
  defense. 
  This particular meeting takes another 6 hours to 
  complete. The PCs are taken down a twisting gametrail 
  about 3 miles long (as the crow flies, much longer in 
  
  Ket6-07 The Good of All 
   
  Page 17 
  terms of how far is actually traveled). At the end of this 
  trail, they meet with Ivar Manyclaws, head of the Wood 
  Elf military response.  
  Ivar Manyclaws 
  Ivar is a wood elf around 140 years old, with blonde hair 
  and blue eyes. He is married but his mate is in Highfolk 
  currently, attempting to obtain assistance for the coming 
  struggle. He is polite and friendly to elves, polite to 
  everyone else, and genuinely surprised that Ket is 
  actually holding to their end of the alliance. He is very 
  interested in the details provided (insofar as he has 
  received the details earlier, much of what he wants to do 
  is confirm that the information is identical and not being 
  changed or altered). 
  Benefits to arriving early 
  The standard travel time postulates 4 days to reach the 
  forces. Anyone arriving before this time is considered 
  “early”. Arriving early at the encampment or the elven 
  stronghold allows the PCs the opportunity to familiarize 
  themselves with the surroundings and forest. Only the 
  PCs may obtain these benefits – they are not provided to 
  animal companions, familiars, cohorts or the like. This 
  provides the following benefits (they may choose one 
  only): 
  1) +2 to Knowledge (nature), Spot, Survival and 
  Listen checks while in the Bramblewood Forest 
  on this mission; 
  2) +4 circumstance bonus to Hide checks while in 
  the forest; 
  3) In tune with the surroundings to the extent that 
  they cannot be surprised for one Encounter (as 
  if the character played the Feign Surprise 
  campaign card). Much like the campaign card, 
  this is at the discretion of the player; 
  4) The benefit of a re-roll for one Reflex Save, 
  before the result is known (and before it is 
  know if it is a failure or not). The second roll 
  must be kept, whether or not it is better than 
  the first. After making this check, the character 
  is prone in the square (since they have dived for 
  cover); 
  Development  
  The PCs may choose to take the time to go to the other 
  part of this Encounter if they wish. The elves and Ketite 
  force make no effort to stop communication between 
  both camps, although the PCs can sense an underlying 
  tension from many – a DC 5 Sense Motive check reveals 
  that both sides are still uneasy about working with one 
  another but find the circumstances…convincing. The 
  PCs should decide whether they wish to remain in the 
  Ket camp or the Elven camp for the next encounter. They 
  do indeed have to choose one, since simply hanging out 
  in the general vicinity is not terribly appreciated by 
  either military force. Proceed to Encounter Four, noting 
  the decision of the PCs. 
  Encounter Four: A Knife’s Edge 
  Time Passes: It has been 6½ hours since the end of 
  Encounter Three. 
  Limit Discussion Time Here: This Encounter can 
  potentially take a long period of time to discuss and 
  consider.  Allow a maximum of 20 minutes if there are 
  any time considerations to be taken into account.  If a 
  decision has not been made in this time, the default is 
  Alliance.  
  The lashing rain of the night slowed to a light drizzle 
  with the coming of light, and now has completely 
  dissipated. Nevertheless, it is a cold morning and the 
  fires around the cooking areas barely seem to have an 
  effect upon the pervasive damp chill. 
  A flurry of activity throughout the camp indicates 
  that there is more happening this day than the past 
  few. It is not long before you are summoned to a large 
  tent in the middle of the encampment where the 
  leaders of the force stand in the midst of a tense 
  discussion. 
  As you stand waiting, you pick up snatches of 
  murmured conversations. Apparently a holy glade is 
  the target for the Clockwork Horror army. A location 
  sacred to the Elves, the glade is now awash with 
  electrical energy both day and night. The local druid 
  charged with protecting it has not been seen in some 
  time. Groups of elves and Ketites eye each other 
  suspiciously and quiet but heated discussions break 
  out about whether or not to assist the other side. 
  The PCs are being brought before either the leaders of 
  the Elves or the Ketite forces. Commander Karyn is no 
  longer in charge of the Ketite force but she does greet the 
  PCs politely. The Ketite force is instead led by the Black 
  Arrow, brother of the Beygraf and leader of the invasion 
  forces in Tusmit three years ago. Some may have met him 
  in Ket4-09/Tus4-08 All’s Fair. He is a middle-aged 
  Baklunish man, very forthright and honest and a superb 
  military tactician. 
  The Electrical Discharges 
  The glade at the center of everything houses the Gate of 
  the Pyramid and is bounded on two sides of a triangle by 
  
  Ket6-07 The Good of All 
   
  Page 18 
  a fast-moving river and on the third by treacherous hilly 
  terrain. The entirety of this area is subject to a massive 
  electrical storm currently, such that none of the elves or 
  Ketites have been able to approach through various 
  means. The druid in charge of the clearing, Liori of the 
  Green, has not been seen in weeks. Her guardian 
  creatures have apparently dispersed in the face of the 
  electrical storm but the military expects these were not 
  the only physical defenses of the locale. The above 
  information can be conveyed at this time if the PCs ask, 
  or it is conveyed to them at a later point (another 
  Encounter). 
  It is a DC 25 Knowledge (Arcana) check to recognize the 
  electrical storm as a permanent call lightning storm spell 
  in effect. It is a further DC 25 Knowledge (local/VTF) 
  check, with a +5 circumstance bonus for any PC who 
  played Ket2-03 Shockwave, to recognize that the 
  eltarithsel (shockwave) at the end could have eventually 
  become this if nobody took up the position in the Glade. 
  Specifically, the druid died a short time ago and there was 
  nobody to take her place – as a last act, she coupled a call 
  lightning spell with the power of the Sickle of the Sun 
  and hoped it could protect the area. 
  Anyone with influence points with the elves, and in their 
  encampment, is automatically informed of the fact that 
  Liori is dead – for anyone else, it is merely speculation. 
  The influence points are not expended for this 
  information. 
  What is happening? 
  Both military forces are in the midst of a crisis. The 
  clockwork horror army has been finally spotted moving 
  into action and the engagement is today. Now is the time 
  that the real questions about trust and the alliance 
  between the elves and Ket are being asked…do the forces 
  coordinate their attack and defenses, or do they act on 
  their own against the common foe? 
  The PCs can sway the decision at this time. There is so 
  much arguing and evenness in the positions that even a 
  single voice of persuasion could be enough – everything 
  hangs in the balance for the actions of the PCs!  Below are 
  details that can be provided as needed which illustrate 
  some of the various arguments both for and against.  This 
  is conceived as a role-playing encounter and the 
  following arguments are merely starting points for a 
  discussion. 
  Asking what benefits an Alliance might bring: 
  The proposed alliance here is of benefit to both Ket 
  and the Wood Elves arrayed with the Silvertip elves. 
  We can act in conjunction without having to worry 
  about the potential reaction of the other, and we can 
  coordinate a joint military effort. The elves know the 
  forest area best, but their limited numbers mean that 
  the bulk of the army of Ket would provide much 
  needed assistance to that knowledge. 
  The elves have nature magic and communications 
  that can benefit the army of Ket. In return, the army 
  of Ket has a large and powerful attached section of 
  Archons and Mullahs to provide organized clerical 
  and arcane might. 
  Alone, we must waste resources duplicating the 
  specialty of the other, and not doing it as well.  
  Together, we can concentrate on what we do best – 
  and win the fight! 
  Asking why not to join in an alliance: 
  Neither side can be trusted, quite frankly.  There is a 
  huge historical distrust between the two sides, and 
  especially Ket has major problems.  The elves have 
  always disputed any involvement with the theft of the 
  Cup and Talisman, despite clear evidence that elves 
  were involved. 
  With this in mind, we have been in conflict for 
  centuries.  It is hard to trust and ally with those who 
  were just last year doing their level best to kill you. 
  On top of that, it certainly would be a benefit to see 
  the other side take a huge beating and soak up the 
  majority of the casualties.  No matter how much they 
  might profess to help us and want to assist us, seeing 
  them weakened is only a good thing for us in the long 
  run.  On top of that, it is clear that any deaths 
  required should come from them. 
  Results 
  Once the PCs have spoken their piece, a decision must be 
  made. Given the incredible split in both forces, if the PCs 
  can unanimously decide upon a course of action, that 
  decision is accepted by the Black Arrow and the Elves If 
  the PCs are split, however, the result must be generated 
  by opposed Diplomacy checks between the PCs opposing 
  one another (or other acceptable means). 
  Since the real discussion that is transpiring is between 
  the PCs, no influence can be spent in this Encounter to 
  modify results because the PCs are relatively immune 
  from such outside concepts and can’t spend Influence 
  Points on each other. Once an actual decision is made, 
  refer to the results below. If the PCs cannot or will not 
  make a decision, the default is Alliance as noted in the 
  first section of this Encounter. 
  The various boxed texts provided allow for two options 
  each, depending on if the PCs are with the Elves or the 
  
  Ket6-07 The Good of All 
   
  Page 19 
  forces of Ket when the decision is made, and then if a 
  choice is made for alliance or to act unilaterally. 
  In Favor of an Alliance Between Ket and the 
  Elves 
  With Ket Forces 
  The Black Arrow nods in satisfaction as a decision is 
  made. A single black daggerthorn wood box is 
  produced by an Archon and opened – ten wands are 
  distributed to members of the Re’Lahd i’Shad and a 
  further ten are provided to a representative from the 
  Silvertip tribes in attendance. The wood elf looks 
  mildly uncomfortable but provides a series of quick 
  instructions to the Halflings in front of him holding 
  the wands.  
  With that, the army of Ket assembles at the edge of 
  the kill zone around Fort Daris, banners of the nation 
  flying in the winds. The members of the Re’Lahd 
  i’Shad step before the army, to the edge of the 
  Bramblewood itself. The wands are produced and, 
  mere seconds later, the forest retreats before them! 
  Where once the solid brambles and undergrowth 
  existed, there is now clear ground and few 
  impediments. A swath almost 1000 feet across 
  appears, and the army moves forward, to the aid of the 
  elves. 
  With Elven Forces 
  Ivar Manyclaws smiles a feral grin and nods toward 
  the exit from the tent. A mullah of the True Faith 
  smiles briefly and activates a ring, talking inaudibly 
  for a few seconds afterward. 
  “Our allies will know of our decision now and begun 
  to move forward by our guidance. We move to the 
  flanks – Ket will take and hold the center. Today our 
  ancient promises are to be made good.” 
  The wood elves move out in a silent, swift wave. The 
  camp is empty within minutes as you are guided 
  down a gametrail toward conflict with the Clockwork 
  Horrors. 
   
  Unilateral Action 
  With Ket Forces 
  The Black Arrow nods in satisfaction as a decision is 
  made. A single black daggerthorn box is produced by 
  an Archon and opened – ten wands are distributed to 
  members of the Re’Lahd i’Shad and he then turns to 
  the representative from the Silvertip tribes in 
  attendance. The wood elf looks upset but cannot 
  speak any further – he is escorted out of the tent.  
  With that, the army of Ket assembles at the edge of 
  the kill zone around Fort Daris, banners of the nation 
  flying in the winds. The members of the Re’Lahd 
  i’Shad step before the army, to the edge of the 
  Bramblewood 
  itself, 
  although 
  their 
  hurried 
  discussion indicates they are not entirely sure where 
  to start. A few minutes later, the wands are produced 
  and the forest retreats before them! Where once the 
  solid brambles and undergrowth existed, there is now 
  clear ground and few impediments. A swath almost 
  1000 feet across appears, and the army moves forward, 
  to fight the clockwork horrors.  
  With Elven Forces 
  Ivar Manyclaws smiles a feral grin and nods toward 
  the exit from the tent. A mullah of the True Faith is 
  escorted out of the tent at that command, frowning 
  visibly. 
  “We move on our own, as we always have. Whether 
  they fight not, I cannot know, but Ket is not our 
  enemy today, it is the Horrors of the past. None shall 
  survive this day and our ancient promises will be 
  upheld.” 
  The wood elves move out in a silent, swift wave. The 
  camp is empty within minutes as you are guided 
  down a gametrail toward conflict with the Clockwork 
  Horrors. 
  Development: 
  PCs, at this point, are presumed to have chosen the force 
  with which they act (either Ket or the Elves).  Likewise, 
  they have now either chosen or defaulted to either acting 
  in Alliance or unilaterally. PCs are now approached by 
  the commanders of either force (whichever they 
  currently are in) to act and help in the attack that is now 
  going to transpire.  Compensation is not discussed but is 
  promised, in an amount commensurate to their abilities.  
  If the PCs have no desire to fight, proceed to 
  Conclusion.  
  If the PCs choose to go with the forces of Ket should 
  proceed to Encounter Five A) and then Encounter Six 
  A) as required. PCs choosing to side with the Elves 
  should proceed to Encounter Five B) and then 
  Encounter Six B) as required. 
  
  Ket6-07 The Good of All 
   
  Page 20 
  Interlude − The River and 
  Terrain Beyond 
  To get to the glade, the river to be crossed is 15 feet deep 
  and 70 feet wide. Normally, it is very fast-moving and 
  treacherous (adding as much as +10 to any DC checks 
  because of the unpredictability of it). The width of the 
  river was the reason a tunnel was built a long time ago 
  (detailed in KET2-02 Shockwave but the essential gist is 
  that elves and dwarves cooperated to build it), although 
  this tunnel has been recently collapsed. For the duration 
  of this adventure, however, the river is entirely still. It is 
  either a DC 0 Swim check to navigate (yes, people in 
  heavy armor could still drown) or you can drop to the 
  bottom and walk across. The magic that keeps the water 
  still likewise extends to the mud below, and so walking 
  through the water does not muddy things, although 
  movement is still at ¼ pace. The bank on either side is 
  steep, requiring a DC 15 Climb check to get out. Failure 
  indicates the PC gets to the surface but cannot actually 
  get up on land.  
  For anyone who has the means (likely spells) they can 
  determine that the tunnel to the Glade was collapsed by 
  means of a disintegrate spell. The spells (disintegrate) 
  themselves were cast by gold clockwork horrors – 
  imbued with the magic - who were scouting the area. The 
  decision was taken by the Adamantine Horror to prevent 
  easy access to the Glade by the elves. This took place four 
  weeks prior to the start of the adventure, likely just over 
  five weeks prior to this time period. There are no 
  protective spells or other circumstances in place to 
  prevent this information from being gathered. 
  The terrain of the glade is surprisingly tame for the 
  Bramblewood. Although lush, movement is normal save 
  when trees occupy entire squares. Animal life is normally 
  quite abundant (but obviously not in this case) and tracks 
  of all manner of creatures can be found. 
  The terrain on the flanks of the army, and inside the 
  glade, is no longer as difficult to traverse as the 
  Bramblewood noted earlier.  Visibility is now out to 30 
  feet before foliage blocks further line of sight.  
  Movement is not impeded in any manner (although 
  running and charging is still not possible in most 
  circumstances beyond 30 feet as a result of visibility).  
  The thin vegetation and undergrowth have no impact on 
  movement. 
  Timing for the first combats 
  Encounters Five and Six take place at approximately 
  3:30 pm. 
  Fly Spells on Combatants 
  The clockwork horrors have placed a fly spell, through 
  various means, on number of their forces. These spells are 
  not intended for height or other advantages, they are 
  instead simply designed to enable the creature to move 
  forward with little impediment and also to prevent being 
  tripped (and the lack of movement that goes along with 
  this).  While the creatures are free to use the fly spell as 
  they see fit, they generally attempt to remain in close 
  proximity to the ground in case the spell is somehow 
  dismissed or it ends in effectiveness. 
   
  Encounter Five A: Setting the 
  Stage (Ket) 
  The final stages of the advance bring with it a rising 
  tension. Solid ranks of pikes and crossbowmen, 
  supported in the rear and flanks by the light cavalry 
  archers of the Kaman, stand arrayed. To the right and 
  left, the undergrowth is cleared away with more 
  wands, leaving a large swath to either side for 
  maneuvering. Directly ahead of the troops, you can 
  see the fast moving river that is reported to represent 
  one of the boundaries to the glade. 
  Just in front of the army, in the untouched 
  Bramblewood beyond the river, a coruscate of 
  electrical energy leaps about, clearly indicating the 
  glade at the center of everything. 
  A messenger approaches and bids you attend near the 
  command area. 
  At this point, it is a DC 10 Spot check to realize that the 
  stream is entirely still. There is no movement in the 
  water whatsoever, although it is not rising or falling. A 
  detect magic or similar at the side of the stream indicates 
  strong transmutation magic but nothing else – if 
  somehow discovered, this is the work of a wish from the 
  adamantine clockwork horror, to assist the advance of his 
  army.  
  The PCs are instructed to guard one of the flanks of the 
  army by acting as skirmishers. The main body of the 
  army is to remain intact but the PCs may fall back at any 
  time if they feel overly threatened. Further details below 
  are dependent on the decision made earlier in 
  Encounter Four. 
  Unilateral 
  The army has expended a significant amount of resources 
  (more than desired) by advancing without the benefit of 
  
  Ket6-07 The Good of All 
   
  Page 21 
  the scouting and direction of the local wood elves. It 
  places many more troops to the right and left, effectively 
  supporting the PCs actions directly. The PCs may, once 
  every ten rounds, call upon a squad of six crossbowmen 
  to fire upon the creatures attacking their position. The 
  attackers are all at +4 to hit (into the second range 
  increment) and firing heavy crossbows (1d10 damage). 
  For the purposes of cover, grant +4 but no penalty for 
  shooting into combat.  
  At APL 10+, every PC may also request one flamestrike 
  (10
  th level caster) and one mass cure light wounds (10
  th 
  level caster).  
  Requesting benefits is a free action that can be done by a 
  player on their initiative in a round that does not provoke 
  an attack of opportunity. 
  The option to activate the spell benefits extends for the 
  remainder of the entire adventure, except for Encounter 
  Fourteen (the Extended Play Option), for which they are 
  not available.    
  At the conclusion of every combat from now until the 
  PCs enter the glade, the 10-round counter for combat 
  assistance from the crossbowmen is reset to zero.  
  In Alliance 
  The wood elves take up strong and close positions to 
  either side, freeing up the entire missile support of the 
  Ket army for the center. Each PC may request one lesser 
  vigor, lesser restoration or cure light wounds spell (5
  th 
  level caster via Reach Spell feat and a rod of Rapid Spell).  
  The spell may be cast on another at the discretion of the 
  player, and each may only request one casting for the 
  remainder of the adventure. At APL 10+, a single mass 
  cure moderate wounds spell (14
  th level caster) can be cast, 
  and one PC (and only one character) may also request a 
  heal (11
  th level).  
  The option to use these spell benefits extends for the 
  remainder of the adventure, except for Encounter 
  Fourteen (the Extended Play Option), for which they are 
  not available. 
  Requesting Benefits 
  Requesting benefits is a free action that can be done by a 
  player on their initiative in a round that does not provoke 
  an attack of opportunity. 
  Timing 
  The PCs, of course, have the opportunity to set 
  themselves up as they desire.  It is approximately 10 
  minutes to combat, +/- 3d6 minutes, if anyone needs or 
  wants to undertake activities on the flanks (such as 
  constructing a pit or something like that). 
  On the flanks, all is silent as the engagement with the 
  enemy is contemplated. A wind blows down from the 
  north, strong and cold, a bracing chill passing 
  through the bones of all in the army.  A ripple of 
  readiness passes down the line, as if expecting 
  something is about to occur. 
  The first wave from the clockwork horror army is about 
  to engage.  The animals approach in the forest, to a 
  distance of thirty feet when they spot the PCs.  As the 
  wind is from the north, the animals (attacking from the 
  flank as they are) do not give off any particular scent at a 
  range greater than normal, nor do they have any 
  advantage.  At a distance of 30 feet, opposed Listen 
  checks from the PCs vs. the Move Silently of the 
  creatures (modified for distance) should be used to 
  determine surprise or not. 
  Tactics 
  The animals about to engage the PCs were trained and 
  sent forward into combat after the horrors made 
  significant efforts to get them excited and bloodthirsty. 
  They are all hugely exuberant and looking to do damage. 
  There is nothing subtle or crafty about the attack. In 
  particular, the animals do not flank unless it is 
  inadvertent and they do not recognize the use of feats 
  against them unless almost blatantly obvious (so, for 
  instance, a creature that is caused to overreach as a result 
  of Elusive Target would do it again). It is just the first 
  wave and they are considered expendable by the 
  clockwork horrors. 
  It is also quite likely that certain parties can easily avoid 
  or otherwise combat the creatures from the air. This is 
  entirely reasonable and anticipated – sometimes, the PCs 
  are just well-equipped for a change! 
  Questioning the Animals 
  The animals know little. They can tell of many, many 
  clockwork horrors and some water to keep them going, 
  but no food.  Otherwise they were all born in the 
  Bramblewood but remember nothing beyond the army. 
  APL 2 (EL 2) 
  Dire Weasel; Medium Animal; 19 hp; See Appendix 
  One; 
  APL 4 (EL 4) 
  Dire Weasels (2); Medium Animal; hp 19 each; See 
  Appendix One; 
  
  Ket6-07 The Good of All 
   
  Page 22 
  APL 6 (EL 6) 
  Advanced Dire Weasels (2); Medium Animal; hp 45 
  each; See Appendix One; 
  APL 8 (EL 8) 
  Very Advanced Dire Weasels (2); Large Animal; hp 
  85 each; See Appendix One; 
  APL 10 (EL 10) 
  Young Bramblewood Dire Bear; Huge Animal; hp 
  225; See Appendix One; 
  APL 12 (EL 12) 
  Bramblewood Dire Bear; Huge Animal; hp 304; See 
  Appendix One; 
  APL 14 (EL 14) 
  Bramblewood Dire Bears (2); Huge Animal; hp 304 
  each; See Appendix One; 
  APL 16 (EL 18) 
  Bramblewood Dire Bears (4); Huge Animal; hp 304 
  each; See Appendix One; 
  Development 
  When the combat is over, it is 30 seconds (5 rounds) to 
  the start of the next. Move to Encounter Six A) at this 
  time, or sooner if there is some reason. 
  Encounter Five B: Setting the 
  Stage (Elves) 
  The forces of the Wood Elf tribes move forward 
  silently, following the gametrails and twisting paths 
  of 
  the 
  Bramblewood 
  without 
  discussion 
  or 
  commentary. A fast-moving courier passes twice, 
  apparently one of the Runners of the Wind from the 
  Silvertip tribe itself. Before long, the stream and the 
  energy of the glade come into view, obscured by the 
  Bramblewood but not blocked entirely. 
  Your guide points to a largish tree beside the river 
  and motions up it. “This is where you hold. The 
  clockwork horrors may arrive soon. Do what you can, 
  as long as you can. Help is being sent even as we 
  speak, but it takes time to arrive. I wish you well and 
  must now get to my position.” 
  At this point, it is a DC 10 Spot check to realize that the 
  river is entirely still. There is no movement in the water 
  whatsoever, although it is not rising or falling. A detect 
  magic or the like at the side of the stream indicates strong 
  transmutation magic but nothing else – if somehow 
  discovered, this is the work of a wish from the 
  adamantine clockwork horror, to assist the advance of his 
  army. 
  The Wood Elves are holding the forest areas itself. The 
  degree of support for the PCs and the type depends on 
  the decisions made in Encounter Four. 
  When the PCs have been advised of their options as 
  noted in the correct section for support, the animals 
  attack. They are sweeping in from the left or right, 
  depending on the flank chosen by the PCs.  
  Unilateral 
  The wood elves have spread themselves thin without the 
  benefit of the troop mass of Ket to support them. 
  Although spread out, the communications is excellent (at 
  least for this Encounter). The PCs may, once every ten 
  rounds, call upon a trio of elf snipers to fire upon the 
  creatures attacking their position. The attackers are all at 
  +6/+6 to hit (into the second range increment) and firing 
  composite (+2 Str) longbows (1d8+2 damage). For the 
  purposes of cover, grant +4 but no penalty for shooting 
  into combat.  
  At APL 10+, the PCs may also request an arc of lightning 
  (10
  th level caster, presume one of the PCs is the focal 
  point for distance calculations) and a mass lesser vigor 
  (10
  th level caster) once every ten rounds.  
  The option to use spell benefits extends for the 
  remainder of the adventure, except for Encounter 
  Fourteen (the Extended Play Option), for which they are 
  not available.  
  Requesting spell benefits is a free action that can be done 
  by a player on their initiative in a round that does not 
  provoke an attack of opportunity. 
  At the conclusion of every combat from now until the 
  PCs enter the glade, the 10-round counter for combat 
  assistance from the elvish archers is reset to zero.  
  In Alliance 
  The army of Ket is solidly occupying the middle and the 
  elves are likewise able to concentrate. Each character 
  benefits from an expeditious retreat spell (CL 10) and 
  may choose to have one of the following buff spells cast 
  in addition (at the time of their choosing): magic weapon, 
  magic fang, bull’s strength, bear’s endurance, cat’s grace. 
  Each character may request one cure light wounds spell 
  be cast (5
  th level caster via Reach Spell feat), and they may 
  choose the character to benefit from this spell. At APL 
  10+, the PCs are considered hasted just as this combat 
  begins (CL 11) and have a freedom of movement each 
  
  Ket6-07 The Good of All 
   
  Page 23 
  (CL 11). In addition, a single mass cure moderate wounds 
  spell (14
  th level caster) can be cast on the party. 
  The option to use benefits extends for the remainder of 
  the adventure, except for Encounter Fourteen (the 
  Extended Play Option), for which they are not available. 
  Requesting Benefits 
  Requesting benefits is a free action that can be done by a 
  player on their initiative in a round that does not provoke 
  an attack of opportunity.  
  Timing 
  The PCs, of course, have the opportunity to set 
  themselves up as they desire.  It is approximately 10 
  minutes to combat, +/-3d6 minutes, if anyone needs or 
  wants to undertake activities on the flanks (such as 
  constructing a pit or something like that). 
  Amidst the trees, all is silent as the engagement with 
  the enemy is contemplated. A wind blows down from 
  the north, strong and cold, a bracing chill passing 
  through the bones of all in the forces of the Elves.  A 
  ripple of readiness passes everywhere, as if expecting 
  something is about to occur. 
  The first wave from the clockwork horror army is about 
  to engage.  The animals approach in the forest, to a 
  distance of thirty feet when they spot the PCs.  As the 
  wind is from the north, the animals (attacking from the 
  flank as they are) do not give off any particular scent at a 
  range greater than normal, nor do they have any 
  advantage.  At a distance of 30 feet, opposed Listen 
  checks from the PCs vs. the Move Silently of the 
  creatures (modified for distance) should be used to 
  determine surprise or not. 
  Tactics 
  The animals about to engage the PCs were trained and 
  sent forward into combat after the horrors made 
  significant efforts to get them excited and bloodthirsty. 
  They are all hugely exuberant and looking to do damage. 
  There is nothing subtle or crafty about the attack. In 
  particular, the animals do not flank unless it is 
  inadvertent and they do not recognize the use of feats 
  against them unless almost blatantly obvious (so, for 
  instance, a creature that is caused to overreach as a result 
  of Elusive Target would do it again). It is just the first 
  wave and they are considered expendable by the 
  clockwork horrors. 
  It is also quite likely that certain parties can easily avoid 
  or otherwise combat the creatures from the air. This is 
  entirely reasonable and anticipated – sometimes, the PCs 
  are just well-equipped for a change! 
  Questioning the Animals 
  The animals know little. They can tell of many, many 
  clockwork horrors and some water to keep them going, 
  but no food.  Otherwise they were all born in the 
  Bramblewood but remember nothing beyond the army. 
  Opponents 
  APL 2 (EL 2) 
  Dire Weasel; Medium Animal; hp 19; See Appendix 
  One; 
  APL 4 (EL 4) 
  Dire Weasels (2); Medium Animal; hp 19 each; See 
  Appendix One; 
  APL 6 (EL 6) 
  Advanced Dire Weasels (2); Medium Animal; hp 45 
  each; See Appendix One; 
  APL 8 (EL 8) 
  Very Advanced Dire Weasels (2); Large Animal; hp 
  85 each; See Appendix One; 
  APL 10 (EL 10) 
  Young Bramblewood Dire Bear; Huge Animal; hp 
  225; See Appendix One; 
  APL 12 (EL 12) 
  Bramblewood Dire Bear; Huge Animal; hp 304; See 
  Appendix One; 
  APL 14 (EL 14) 
  Bramblewood Dire Bears (2); Huge Animal; hp 304 
  each; See Appendix One; 
  APL 16 (EL 18) 
  Bramblewood Dire Bears (4); Huge Animal; hp 304 
  each; See Appendix One; 
  Development 
  When the combat is over, it is 30 seconds (5 rounds) to 
  the start of the next. Move to Encounter Six B) at this 
  time, or sooner if there is some reason.  As a DM, this 
  should also be a real time limitation to keep the 
  adventure flowing, unless there is good reason to limit it. 
   
  
  Ket6-07 The Good of All 
   
  Page 24 
  Encounter Six A: From the 
  Skies (Ket)  
  Animal Empathy in this Encounter 
  Animal empathy is possible in this combat with the 
  magical beasts, but they are subject to the standard -4 
  penalty to the check for being magical beasts, as well as a -
  10 for already being in a combat situation or engaged. 
  Moving the attitude toward friendly can end this combat 
  if the correct request or order is given. 
  Although the whipsnap of crackling energy from the 
  glade is loud and intense, even it is overwhelmed by 
  the thunder of thousands of wings. The army braces 
  itself for a horrendous fight as hundreds of griffons 
  and wyverns emerge from the treeline. Even as they 
  dive toward the army, voices ring out. 
  “Illusions, most of them are illusions. Hold your 
  ground for the glory of Ket.” 
  The attacking forces are indeed predominantly illusions 
  but the regular troops are going to be hard-pressed to 
  know the difference. It is a DC 24 Will save to recognize 
  the mass of illusions for what they are (difficult because it 
  is a limited wish spell being used to generate them). On 
  the flanks, invisible and illusory creatures are indeed 
  making an attack as well—in fact the point of this 
  engagement is to eliminate those guarding the flanks of 
  the army. 
  If a PC sees through the illusions, they can make a DC 20 
  Intelligence or Knowledge (nobility) check to realize that 
  the attack on the main body is nothing more than a feint. 
  The main thrust is coming to the flanks themselves. 
  Anyone making this check benefits from a +2 Dodge 
  bonus to AC for the duration of this Encounter with that 
  tactic in mind. 
  A Chance to be PCs 
  Your small band is not immediately the focus of an 
  attack, but as you scan the skies diligently, your 
  attention is caught by nearby cries of fear, and you 
  watch in horror as two huge wyverns swoop down on 
  a nearby military unit.  
  A nearby military unit is attacked, one that is also holding 
  a forward position as a guardian of the flank. When the 
  illusion arrives, the unit cries out in fear and the PCs can 
  choose to intervene or not.  What the PCs see, at a 
  distance, is a pair of huge wyverns about to attack - this is 
  actually a real creature hiding within an illusion of two 
  wyverns. A DC 24 Will save sees through the illusion to 
  the real wyvern/griffon (s) beneath. Anyone who has 
  already made the save earlier in this Encounter 
  automatically sees through this illusion but those who 
  failed do indeed get another try. 
  If the PCs intervene, there is no surprise round since 
  they are well aware of the situation. They are in the 
  starting position noted on the map and the combat is 
  located in B, with the creature at B1. The troops facing 
  this combat are ordered to pull out immediately 
  (although they are grateful to the PCs immensely), and 
  retreat to the main army (but not the PCs since they are 
  “not official”). 
  Anybody choosing to intervene in this manner has 
  qualified for the AR Award In Deep by the grateful 
  members of the military unit saved.  A further 
  requirement is later imposed in the adventure for this to 
  actually be granted – refer to Conclusion. 
  Not PCs 
  Should the PCs not choose to intervene, they are instead 
  attacked by a similar creature (s) operating under the 
  cover of a dose of dust of disappearance. The dust has 1 
  round remaining per 2 APLs (eg. 1 round at APL 2, 2 
  rounds at APL 4, etc.) when the combat takes place. In 
  this case, combat is at area A on the map (the starting 
  location for the PCs). 
  In this case, it is likely that a surprise round attack 
  transpires unless there are effective measures being 
  taken. The primary targets for any such attack are heavily 
  armored fighters (because the Griffons and Wyverns like 
  the tasty soft filling and hard outer shell…), followed by 
  anyone really doing visible damage to the attackers. 
  The creatures attacking have been trained for this fight 
  for a total of six months (the length of time the 
  clockwork horror army has really spent in the 
  Bramblewood slowly moving south). They do not break 
  off the attack or retreat no matter what their health is like 
  (since they always got healed up during training…). They 
  do lethal damage only, with no regard for non-lethal 
  alternatives. Given that these creatures have been trained 
  to “ravage” their foes, they complete their full attack 
  sequence on a single PC even if the PC drops. 
  Opponents 
  APL 2 (EL 4) 
  Griffon; Large Magical Beast; hp 59; See Appendix 
  One; 
  APL 4 (EL 6) 
  Griffons (2); Large Magical Beast; hp 59 each; See 
  Appendix One; See Appendix One; 
  
  Ket6-07 The Good of All 
   
  Page 25 
  APL 6 (EL 8) 
  Advanced Griffons (2); Large Magical Beast; hp 105 
  each; See Appendix One; 
  APL 8 (EL 10) 
  Very Advanced Griffons (2); Huge Magical Beast; hp 
  105 each; See Appendix One; 
  APL 10 (EL 12) 
  Bramblewood Wyvern; Huge Dragon; hp 202; See 
  Appendix One; 
  APL 12 (EL 14) 
  Bramblewood Wyverns (2); Huge Dragon; hp 202 
  each; See Appendix One; 
  APL 14 (EL 16) 
  Bramblewood Wyvern; Ftr2; Huge Dragon; hp 310; 
  See Appendix One; 
  APL 16 (EL 18) 
  Bramblewood Wyverns (2); Ftr2; Huge Dragon; hp 
  310 each; See Appendix One; 
  Development 
  Once the encounter is complete, it is obvious to all that 
  the remaining winged attackers retreat based on some 
  signal (since they do so en masse). The forces of Ket, 
  expecting more attacks. Proceed to Encounter Seven. 
   
  Encounter Six B: From the 
  Skies (Elves) 
  Animal Empathy in this Encounter 
  Animal empathy is possible in this combat with the 
  magical beasts, but they are subject to the standard -4 
  penalty to the check for being magical beasts, as well as a -
  10 for already being in a combat situation or engaged. 
  Moving the attitude toward friendly can end this combat 
  if the correct request or order is given. 
  Although the whipsnap of crackling energy from the 
  glade is loud and intense, even it is overwhelmed by 
  the thunder of thousands of wings. The thin line of 
  Elves in the forest braces itself for a horrendous fight 
  as entire wings of creatures emerge above the 
  treeline, numbering in the hundreds and composed 
  of griffons and wyverns. A single Elven voice rings 
  out from the trees behind you. 
  “Illusions, many of them are illusions. Hold your 
  ground if you can but retreat if needed.” 
  The attacking forces are indeed predominantly illusions 
  but the main elf contingent is going to be hard-pressed to 
  know the difference. It is a DC 24 Will save to recognize 
  the mass of illusions for what they are (difficult because it 
  is a wish spell being used to generate them). This attack is 
  directed predominantly against the elves and there is no 
  particular focus at this time.  
  If a PC sees through the illusions, they can make a DC 20 
  Intelligence or Knowledge (nobility) check to realize that 
  this is a broad attack with no focus and no apparent 
  reinforcements. Anyone making this check benefits from 
  a +2 Dodge bonus to AC for the duration of this 
  Encounter with that tactic in mind. 
  A Chance to be PCs 
  Your small band is not immediately the focus of an 
  attack, but as you scan the skies diligently, your 
  attention is caught by nearby cries of fear, and you 
  watch in horror as two huge wyverns swoop down on 
  a nearby pocket of lightly armored elves.  
  A nearby pocket of elves, having two local spellcasters 
  who are very vulnerable, is attacked, It is only threatened 
  in the first round, as the creature approaches and gets 
  into position. The elves cry out for assistance 
  immediately. 
  What the PCs see, at a distance, is a pair of huge wyverns 
  about to attack - this actually a real creature hiding within 
  an illusion of two wyverns. A DC 24 Will save sees 
  through the illusion to the real wyvern/griffon (s) 
  beneath. Anyone who has already made the save earlier 
  in this Encounter automatically sees through this illusion 
  but those who failed do indeed get another try. 
  If the PCs intervene, there is no surprise round since 
  they are well aware of the situation. They are in the 
  starting position noted on the map and the combat is 
  located in B, with the creature at B1. The elves facing this 
  combat pull out immediately (although they are grateful 
  to the PCs immensely), falling back as instructed in the 
  face of these creatures. Note that the PCs may do so as 
  well, at their discretion, but must remain here at least one 
  round to give the elves time to escape. 
  Anybody choosing to intervene in this manner has 
  qualified for the AR Award In Deep by the grateful 
  members of the military unit saved.  A further 
  requirement is later imposed in the adventure for this to 
  actually be granted – refer to Conclusion. 
  
  Ket6-07 The Good of All 
   
  Page 26 
  Not PCs 
  Should the PCs not choose to intervene, they are instead 
  attacked by a similar creature (s) operating under the 
  cover of a dose of dust of disappearance. The dust has 1 
  round remaining per 2 APLs (eg. 1 round at APL 2, 2 
  rounds at APL 4, etc.) when the combat takes place. In 
  this case, combat is at area A on the map (the starting 
  location for the PCs). 
  In this case, it is likely that a surprise round attack 
  transpires unless there are effective measures being 
  taken. The primary targets for any such attack are heavily 
  armored fighters (because the Griffons and Wyverns like 
  the tasty soft filling and hard outer shell…), followed by 
  anyone really doing visible damage to the attackers. 
  The creatures attacking have been trained for this fight 
  for a total of six months. They do not break off the attack 
  or retreat no matter their hp (since they always got 
  healed up during training…). They do lethal damage 
  only, with no regard for non-lethal. They do lethal 
  damage only, with no regard for non-lethal alternatives. 
  Given that these creatures have been trained to “ravage” 
  their foes, they complete their full attack sequence on a 
  single PC even if the PC drops. 
  Opponents 
  APL 2 (EL 4) 
  Griffon; Large Magical Beast; hp 59; See Appendix 
  One; 
  APL 4 (EL 6) 
  Griffons (2); Large Magical Beast; hp 59 each; See 
  Appendix One; See Appendix One; 
  APL 6 (EL 8) 
  Advanced Griffons (2); Large Magical Beast; hp 105 
  each; See Appendix One; 
  APL 8 (EL 10) 
  Very Advanced Griffons (2); Huge Magical Beast; hp 
  105 each; See Appendix One; 
  APL 10 (EL 12) 
  Bramblewood Wyvern; Huge Dragon; hp 202; See 
  Appendix One; 
  APL 12 (EL 14) 
  Bramblewood Wyverns (2); Huge Dragon; hp 202 
  each; See Appendix One; 
  APL 14 (EL 16) 
  Bramblewood Wyvern; Huge Dragon Ftr2; hp 310; 
  See Appendix One; 
  APL 16 (EL 18) 
  Bramblewood Wyverns (2); Huge Dragon Ftr2; hp 
  310 each; See Appendix One; 
  Development 
  Once the encounter is complete, it is obvious to all that 
  the remaining winged attackers retreat based on some 
  signal (since they do so en masse). The forces of Ket or 
  the elves then hold position, expecting more attacks. 
  Proceed to Encounter Seven. 
  Encounter Seven: Respite 
  With the attacking army apparently pulled back for 
  some reason, there is calm along the front, although 
  the mad electrical storm over the trees on the other 
  side of the river continues unabated. 
  Food and drink are brought around, and hushed 
  discussions are the order of the day (or night!). Before 
  long, watches are established, as everyone digs in for 
  a long night. 
  During the course of this respite from the attack, the 
  forces with which the PCs have chosen to support (be it 
  Ket or the Elves) provide what information they have 
  been able to gather about the glade on the other side of 
  the river. More information is available to those that 
  chose allied operations, simply because it can be shared. 
  It is also possible for PCs to purchase potions and scrolls 
  from the army of Ket or the elves at this point, although 
  they are going to be expensive. The PCs are offered these 
  but only at a surcharge of 100% (in other words, they cost 
  double normal). The army or Elves have any standard 
  access divine potions available up to a normal cost of 300 
  gp (so will cost 600 gp for the maximum) or standard 
  access scrolls up to a normal cost of 150 gp. The offer is 
  not made to any PCs whose actions have unduly offended 
  the side for which they are acting – despite the cost, this 
  is a goodwill gesture only and does not have to included 
  at all at the discretion of the DM. 
  Two representatives of the forces come to greet the PCs 
  and provide these details. They are together if the PCs 
  chose “For the Alliance” in Encounter Four or separate 
  and only the relevant appears if the PCs chose “Unilateral 
  Action”. 
  Ket Representative 
  Siar ibn Ganta, a member of the Kaman, rides in on a 
  light warhorse, with a continual flame cast on the bridle 
  
  Ket6-07 The Good of All 
   
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  of the horse to help light his way. He is 5’10” tall and a 
  seasoned veteran of the army of Ket, having seen service 
  in Bissel, the Thornward occupation, Tusmit, Vilayad and 
  now here. The PCs are to be provided with information 
  and he is here to provide it as fully as possible: 
  1) The glade at the center of the area over the river 
  is some 2 miles from the actual banks of the 
  river. There are varying reports about this 
  distance, and it seems the river itself might 
  move more than would be considered typical, 
  but the information is as accurate as can be had 
  currently; 
  2) Whatever defenders were present prior to the 
  electrical storm outbreak have either fled, are 
  immune to electricity or are dead. There is no 
  evidence that the druid in charge of the grove 
  still lives; 
  3) At the center of the glade is a solid rock 
  outcropping. This is either the entrance to the 
  Gate, or it is close to that area; 
  4) Divinations are being blocked on the area. Or, 
  rather, they all result in a single sentence: “It 
  ends here, as the strands of fate decreed”. 
  Members of the clergy of Istus have confirmed 
  that the voice with this message is that of Istus, 
  the Lady of Our Fates; 
  Elf Representative 
  Morebrush Behirbane is the representative from the 
  Silvertip Elves and a Runner of the Wild. If the character 
  played KET2-02 Shockwave, she knows them and 
  appreciates the fact they have returned. She is a wood elf 
  who has been combating evil and the depredations of 
  forest predators for a long time now. She provides the 
  following information: 
  1) The glade at the center of the area never moves, 
  but the local geography reacts to the mood of 
  the druid in the area and can be a bit 
  problematic. It is currently 2 miles from the 
  banks of the river to the glade at the center of 
  the area; 
  2) A tunnel built by dwarves in a time long past 
  was destroyed by an unknown force 6 months 
  ago and is no longer accessible. Liori, the druid 
  of the Glade, blamed the Silvertip Elves for 
  failing to protect their side of the river and 
  refused to see them or allow them an audience 
  after that point; 
  3) The center of the glade is no longer clear – Liori 
  of the Green loves shaping plants and there is a 
  huge maze of plants now. There is a path to the 
  center but it shifts almost daily, and even 
  airborne creatures cannot make out the correct 
  path since plants have grown over the top to 
  provide a canopy; 
  4) No elf in living memory has seen the Gate or 
  gotten close. The permission of the druid is 
  necessary to even enter the Oak Circle and this 
  has not been lightly given. It is possible the 
  druids of the grove have seen the Gate, but they 
  have never spoken of it nor what they had to 
  endure to reach it. 
  Development 
  Once the PCs have had time to mull over the answers and 
  ask any further questions that are relevant (or can be 
  answered), proceed to Encounter Eight.  This next 
  encounter begins approximately 10 ½ hours after the last 
  combat, at 2 am.  Anyone praying at dusk may have done 
  so (regaining no spells from the first combats) while 
  those praying at midnight have regained all of their 
  spells.  Those praying at dawn have no such opportunity 
  to gain spells.   
  Encounter Eight: False Dawn 
  With an ominous last crackle of noise, the electrical 
  storm that had become second nature ceases. No 
  sparks fly over the glade on the other side of the river, 
  and the silence is almost louder that the storm itself. 
  It is unsurprising that a runner arrives almost 
  immediately, out of breath, with a message – get to 
  the center of the grove and see what can be done to 
  secure the Gate. Your allies are mustering and 
  following as quickly as they can. 
  The order is identical regardless of whether the PCs are 
  with the Ketites or with the Elves. The PCs have been 
  chosen because they are the closest small unit that can 
  react swiftly. A number of other such teams are also 
  being sent forward, but to the right and left of the glade 
  to hold the area.  
  The clockwork horror army is having similar thoughts, 
  but they are even more ambitious. They immediately 
  arrange to gather together mercenaries working for them 
  (for loot only, since this is about all that the clockwork 
  horrors are willing to stomach) and teleport them to a 
  point between the adventurers and the glade, expecting 
  the mercenaries will keep the Ket army/Elves out of the 
  glade, allowing them to get to the Gate unopposed. Prior 
  to departing, depending on the differing degrees of value 
  of the mercenaries, the clockwork horrors also arrange 
  
  Ket6-07 The Good of All 
   
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  for some spells (noted in the stat blocks) (This means the 
  mercenaries get more spells as they go up in levels, or 
  higher APL). The mercenaries then spread out and act as 
  a forward screen, hopefully a very tough one for the 
  clockwork horror army. 
  The PCs are therefore going to be engaged well before 
  they reach the glade. On the other hand, this is the only 
  force the clockwork horrors moved forward so quickly. If 
  the PCs can defeat their foes, they can move on to the 
  glade without further conflict and also severely blunt the 
  advance of the horror army (since the clockwork horrors 
  were expecting the mercenaries to hold the line). 
  Interaction with the Mercenary 
  Although they are very greedy mercenaries (single 
  mercenary at lower APLs), they are getting concerned 
  about their employer. They are intelligent enough to 
  realize that the sacrifice of the two waves of animals the 
  day before was a simple act of attrition to wear down the 
  Elvish/Ket armies; this does not bode well for these 
  mercenaries, —there is no indication that the horrors 
  have ever dealt with actual allies in the past as anything 
  more than potential “recruits”. 
  This being the case, it is possible to deal diplomatically 
  with the mercenaries and pay them off. It takes a rushed 
  DC 10+APL Diplomacy check, getting harder as the age 
  and reputation of the mercenaries becomes more 
  important to have the mercenaries consider such a 
  payment, which must be a minimum of 100 gp per APL 
  (so 200 gp at APL 2, and so on). If the offer is less but 
  close (within 25 gp), they insist upon their minimum. 
  Less than that, and the creatures attack, reasoning that no 
  real offer is going to be forthcoming. 
  The adventurers can actually be compensated for this 
  bribe by the army of Ket or the Elves, but it requires some 
  Influence to make it stick – the PCs must spend one 
  Influence point with an official of Ket (for compensation 
  from the Ket army) or one Influence point from the 
  Silvertip Elves or other elves of the Bramblewood (for 
  compensation from the Elves) for each person in the 
  party, to a maximum of 5 Influence points. If the PCs 
  chose “For the Alliance” in Encounter Four, they may 
  freely add together both types of Influence noted above 
  to reach the total necessary. 
  Tactics 
  The mercenaries (or mercenary at lower APLs) plan to 
  stand and wait for the adventurers to come to them. 
  Accordingly they use their darkvision to stand amidst the 
  trees and wait. Once they see the PCs (presuming they 
  do), the mercenaries charge and attack, targeting heavily 
  armored types first as ordered. They are cunning and 
  seek to survive but do a lot of damage as well – if 
  switching targets would allow even more damage, they 
  do so (for instance, if a target withdraws but there is 
  another within a 5-foot step). 
  If any PCs have darkvision, the entire party is not 
  surprised by this attack. Otherwise, determine if the PCs 
  can see the mercenaries before they begin charging (50 
  feet for APL 2, 40 ft at all other APLs).  
  For the purposes of spell durations, the mercenaries have 
  been spelled up 6 rounds prior to the combat. 
  If the mercenaries fall to 25% of their hit points or less, 
  they either attempt to escape or surrender.  If they do 
  surrender, they know very little save that they do not 
  trust the clockwork horrors and were never told what 
  was going to take place in this combat (aside from the 
  obvious fact that the mercenaries were being used as 
  fodder). 
  Trouble Shooting  
  It is possible with the use of spells that the PCs can 
  entirely bypass or avoid the mercenaries. In such a case, 
  the mercenaries turn and head toward the glade after 10 
  minutes; they then enter the Maze and could quite likely 
  engage the PCs.  Reference that Encounter for further 
  details. 
  APL 2 (EL 3) 
   Snooth: Ogre; hp 29; See Appendix One; 
  APL 4 (EL 5) 
  Snoothette: Skullcrusher Ogre; hp 60; See Appendix 
  One; 
  APL 6 (EL 7) 
  Snoothette: Skullcrusher Ogre Ftr2; hp 88; See 
  Appendix One; 
  APL 8 (EL 9) 
  Snoothette: Skullcrusher Ogre Ftr4; hp 106; See 
  Appendix One. 
  APL 10 (EL 11) 
  Snoothette: Skullcrusher Ogre Ftr6; hp 138; See 
  Appendix One. 
  APL 12 (EL 13) 
  Snoothette: Skullcrusher Ogre Ftr8; hp 176; See 
  Appendix One. 
  APL 14 (EL 15) 
  Snoothette and Velour: Skullcrusher Ogre Ftr8; hp 
  176 each; See Appendix One. 
  
  Ket6-07 The Good of All 
   
  Page 29 
  APL 16 (EL 17) 
  Dimple, 
  Snoothette, 
  Verdun, 
  and 
  Velour: 
  Skullcrusher Ogre Ftr8; hp 176 each; See Appendix 
  One. 
  Treasure (confiscated by the military) 
  None but compensation provided. 
  Development 
  It is presumed the PCs continue with their mission after 
  this point, heading directly to the Glade. If so, proceed to 
  Encounter Nine. If not, for whatever reason, proceed to 
  Encounter Nine but things may have to be paraphrased 
  or altered significantly.  
  Encounter Nine: A Line 
  All around, suddenly, there is the impression of 
  movement and danger. However, only a single 
  humanoid appears before you, stepping out of a large 
  daggerthorn tree. 
  The humanoid is a Wild Elf, the most charismatic elf the 
  gathered tribes (this is not actually saying much…) and 
  he is here to advise the PCs that the Wild Elves are now 
  going to assist. 
  Any character with the AR award Terrain Striding from 
  KET6-01 The Prize (whether used or not, it simply has to 
  have been awarded) is treated warmly and politely. All 
  others are treated coolly but politely. The wild elf 
  struggles with Common, as if not having used it for a 
  very long time (which is true…). Although polite, he 
  refuses to give a name because he believes that the person 
  who knows his name has power over him. 
  “We come. The tribes are acting. Ket and the allies of 
  the Silvertips have shamed us. Not even the actions of 
  the unwise and traitorous should stop this. Where do 
  you wish us?” 
  The Wild Elf is not here for conflict with the PCs. He is 
  tree striding as a result of a favor provided by his druidic 
  companions. If he is attacked by the PCs he retreats 
  (although, strangely enough, the wild elves do not take 
  offense, given the circumstances).  
  He is here to place the forces of the wild elves. Their 
  preference is a screen force in front of both the Silvertip 
  elves and the army of Ket, since this likely plays best to 
  their strengths – and indeed, this is the default if the PCs 
  cannot decide on a course of action or are split without 
  agreement. Nevertheless, the Wild Elves are very much 
  embarrassed by not acting sooner and willing to take 
  risks that are significant. As a result, they do indeed take 
  any and all suggestions from the PCs as to how they 
  should engage the clockwork horror army (and these 
  suggestions could verge on the suicidal and still be 
  accepted). This is a role-playing opportunity for the PCs. 
  There is no right or wrong answer here. What is being 
  determined is the bent of the PCs for later consideration 
  by the DM for the In Deep AR Award. Essentially, are 
  the PCs intent upon throwing away the lives of the elves? 
  Are they treating them as valuable allies? Do they have 
  doubts about the elves’ loyalty? All of these concepts and 
  more are being tested. 
  The Wild Elf is very agreeable to anything and it is at the 
  discretion of the PCs when this encounter ends. He has 
  no opinion (or rather, none he voices) and simply advises 
  that the Wild Elf force chooses to act voluntarily in this 
  manner. If questioned about anything outside the 
  concept of this coming battle, he refuses to answer and 
  politely steers discussion back to the topic at hand. 
  Anyone with points of influence with the Wild Elves of 
  the Bramblewood on ARs automatically has all of them 
  expended at this point. In return they are granted the 
  following spells or benefits from spellcasters or others 
  from the Wild Elf contingent, at a rate of one Influence 
  point per spell or benefit. (Another Wild Elf emerges 
  from the trees to provide this).  These spells or benefits 
  do not have to be cast or used immediately—they may be 
  called upon at anytime from this point until the 
  conclusion of Encounter Thirteen, at the discretion of 
  the PC: 
  1) Barkskin (any target); 
  2) Greater magic weapon (up to three weapons or 
  ammunition types, weapons must belong to the 
  PC with the influence); 
  3) Greater mage armor (any target but can be 
  shared 
  with 
  a 
  familiar) 
  – 
  from 
  Spell 
  Compendium, a +6 armor bonus instead of +4; 
  4) Magic vestment (only on the PC with the 
  influence); 
  5) The immediate use of pearls of power or  
  memento magica. One spell level may be 
  recalled per 2 APL – so at APL 2, a 1
  st level spell 
  may be recalled. The combination is at the 
  discretion of the player, to a maximum of a 5
  th 
  level spell being recalled. Memento magica are 
  detailed in Races of the Dragon but are 
  essentially pearls of power for spontaneous 
  casters (allowing a spell slot to be retrieved, not 
  a specific spell).  The recall may only be made by 
  the PC with the influence; 
  
  Ket6-07 The Good of All 
   
  Page 30 
  6) Overland flight (any target); 
  7) Resist energy (any target); 
  For all spells, they are Caster Level 16 and Extended.  
  Development 
  After this encounter, whatever the results, it is presumed 
  the PCs continue on to the Maze in Encounter Ten. 
  There is no real time restriction now, as the Wild Elf 
  appearance serves to hinder the forward movement of 
  the clockwork horror army and that gives a lot more 
  time.  The distance to the glade is approximately 800 feet 
  at this point, to allow for calculations on how soon the 
  glade can be reached by the DM. 
  Encounter Ten: The Maze 
  Almost surprisingly, the trip to the clearing at the 
  center of the Grove is without incident. Nothing bars 
  your path or makes any attempt to prevent you from 
  reaching the glade…which itself is very strange given 
  the circumstances at this point. 
  You step from the forest into what obviously should 
  be a clearing. But now the entire glade—120 feet 
  across--is completely filled with a huge tangled mass 
  of vines and thorns rising up twenty-five feet. In 
  front of you, a single entrance into the snarled 
  growth is visible he leaves move in the wind and it is 
  only with a careful look around that you that there is 
  no breeze—they are moving on their own... 
  The maze of vegetation was built by the druidess Liori of 
  the Green when she assumed control of the glade. The 
  liberal use of plant growth spells and other higher-level 
  druidic magic has created a very thick and resilient 
  protective canopy of plants. 
  The correct path to the center of the maze, as with any 
  maze which does not include moving walls or other 
  tricks, can be easily (albeit slowly) found by either 
  following the right or left wall. While in the maze itself, 
  there is no external light, since the canopy is extremely 
  dense. 
  The maze is the equivalent of a Standing Stone for many 
  purposes – if there is a druid or ranger able to cast divine 
  spells of 2
  nd level or higher present, they may attempt a 
  DC 25 Knowledge (nature) check to recognize this fact. 
  The vegetation itself is partially aware (but not for the 
  purposes of this adventure if communication is desired). 
  As a result of the type of area this is (and what is 
  contained herein), the maze has electricity immunity and 
  fire resistance 10. Given the wild and ongoing magical 
  effects on the maze, it also heals damage very quickly – it 
  is considered to have fast healing 20 (although some of 
  this has nothing to do with healing but rather the 
  vegetation just moving and thinning out to cover off 
  gaps).  
  Hardness for the vegetation is standard at 5. Each 5-foot 
  square requires 800 hp of damage to create a large enough 
  hole for a Medium creature (half that for a small creature) 
  to fit through. The “walls” of the maze are 10 feet thick 
  and 15 feet high – they provide total concealment for 
  anyone on the other side of a wall, as well as blocking 
  blindsight and blindsense as a result of the random 
  movements of the leaves. At the top of the walls, covering 
  everything, is a 10-foot thick layer of vegetation (that is, 
  from the top of the 15-foot walls, making the maze appear 
  to be 25 feet tall from the outside. 
  The guardians of the Maze are Topiary Guardians. While 
  in the confines of the maze, they all have electricity 
  immunity and fire resistance 10.  
  Topiary Guardians and the Walls of the Maze 
  As a full round action, the topiary guardians may merge 
  with a given section of wall of their size or one smaller (if 
  they choose a smaller section, they are considered 
  squeezing). At their discretion they can then exit on the 
  same side or the other side as a free action at a later time. 
  This ability only works in the maze but enables them to 
  travel through it easily. A topiary guardian can only move 
  from one side of a wall to the other—it cannot move 
  along the length of the walls while inside the walls (but it 
  can retreat further into the wall for safety, not considered 
  a move but taking full cover). 
  The medium and large topiary guardians can easily freeze 
  and merge with the walls, as noted above, gaining a +4 
  circumstance modifier to their Freeze DC. The huge 
  topiary guardians can do the same, but they have to 
  squeeze into the space to fit. Not only does this affect 
  their to hit values and AC, as normal for squeezing, it also 
  has an impact on Freezing (since they look out of place) – 
  they take a -4 on the DC as a result. 
  For the purposes of combat, topiary guardians can fight 
  from inside the walls (after they have spent the full round 
  action to enter it), but they receive no cover if they can 
  actually attack (they need to be at the edge to actually 
  attack since they cannot see through the walls while 
  deeper inside them). If they choose to back up away from 
  the edge of the all, they cannot be attacked and 
  effectively have 100% cover. 
  Tactics 
  Despite the ability of the topiary guardians with regard to 
  the walls as noted above, they are only as smart as their 
  
  Ket6-07 The Good of All 
   
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  programming. In this case, the medium and large topiary 
  guardians are instructed to defend the glade from all 
  strangers (anyone Liori does not confirm as acceptable) 
  and hide in the walls if the strangers use big balls of 
  energy and similar against them, striking out when they 
  can (that is, they will retreat against fireballs and similar 
  spells, but they have no other means of determining 
  damaging spells that do not resemble this and would not 
  retreat before them). The huge guardians have no 
  instructions to retreat at all. 
  The Topiary Guardians are mindless and attack the 
  nearest opponent, giving priority to those that attacked 
  them. They make no attempt to get into flanks, or escape 
  them, unless inadvertently. Topiary guardians do not 
  learn from experience, unless it is included in their 
  instructions, and they continue to attack PCs with their 
  skills and abilities even if obviously outmatched or 
  actually damaging them. 
  Topiary Guardians drop or otherwise ignore unconscious 
  foes but they can tell, via their tremorsense, if someone is 
  alive and awake but faking it (providing the PC is 
  touching the ground or part of the maze). They do not, 
  however, change their attack priority sequence even if 
  they see through such a ruse. 
  Because they were created by druids to defend against 
  hostile 
  forces, 
  the 
  Topiary 
  Guardians 
  have 
  no 
  instructions to use their non-lethal attack options and do 
  not do so against the PCs. 
  APL 2 (EL 3) 
  Topiary Dire Badger; Medium Plant; hp 32; See 
  Appendix One; 
  APL 4 (EL 5) 
  Topiary Dire Badgers (2); Medium Plant; hp 32 each; 
  See Appendix One; 
  APL 6 (EL 7) 
  Topiary Dire Ape; Large Plant; hp 85; See Appendix 
  One; 
  APL 8 (EL 9) 
  Topiary Dire Apes (2); Large Plant; hp 85 each; See 
  Appendix One; 
  APL 10 (EL 11) 
  Topiary Dire Apes (4); Large Plant; hp 85 each; See 
  Appendix One; 
  APL 12 (EL 13) 
  Topiary Dire Bear; Huge Plant; hp 210; See Appendix 
  One. 
  Topiary Dire Apes (3); Large Plant; hp 85 each; See 
  Appendix One; 
  APL 14 (EL 15) 
  Topiary Dire Bears (3); Huge Plant; hp 210 each; See 
  Appendix One. 
  APL 16 (EL 17) 
  Topiary Dire Bears (6); Huge Plant; hp 210 each; See 
  Appendix One. 
  Development 
  The combat with the Topiary Guardians is the last one for 
  a substantial period of time. At the center of the maze, the 
  two entrances underground can be found. Proceed to 
  Encounter Eleven unless the PCs wish to abandon the 
  adventure, in which case proceed to Encounter 
  Fourteen or Conclusion, as appropriate. 
   
  Encounter Eleven: Sudden 
  Silence 
  The entrances in the middle of the maze are just small 
  tunnels, no more than a dozen feet long. The dirt 
  beyond is heavily packed but should be possible to 
  dig through. 
  Reasoning that this is the way to the Gate, you use 
  every means at your disposal to dig further down. 
  However, fifteen feet further down, you encounter 
  solid rock—solid living granite that instantly repairs 
  any chips or scrapes done to it.  
  Without any real indication of what to do, there now 
  appears to be nothing to do but wait, or perhaps 
  choose some other course of action. 
  Both forces are now held in position, awaiting the 
  clockwork horror army to move forward or act. Since the 
  protections of the glade have gone down, however, the 
  clockwork horrors have only sent forward the 
  mercenaries and nothing else. All indications to both Ket 
  and the combined elven forces (now) are that they are 
  waiting for something, but the tacticians and wizards 
  conferring are not sure what that actually might be at this 
  point. 
  The PCs can take this time to rest and wait. The “launch 
  tubes” are available to be investigated but they are 
  nothing more than animal dens and hiding spots now. 
  The last creature to use them, with a DC 15 Survival 
  check with the Track feat was a wolf and pups. The webs 
  of the next encounter have not been created (but the PCs 
  
  Ket6-07 The Good of All 
   
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  can find spiders – regular size ones – in the area if they 
  choose to look) – they are generated by the powers of 
  Istus and she has no reason to have them form at this 
  point. 
  It takes until dusk for the next event to take place (this 
  should be at least 12 hours). During this time, messengers 
  from the elves and/or Ket forces visit the PCs and advise 
  of the lull in the conflict (again). There is no real 
  information as to what is taking place, but the army of 
  Ket and the elven tribes have moved up behind the glade 
  to take strong defensive positions. Neither force is 
  willing to move to encompass the glade entirely, since 
  they are worried about the electrical storm possibly 
  starting again and want to have a clear retreat path. 
  PCs may rest and recover spells at the appropriate times if 
  they so desire, remembering that spells cast within the 
  last 8 hours cannot be rememorized or the slot used. 
  Two good meals and drink (from whatever force the 
  party joined) are brought by for all to eat and rest. A third 
  good meal is in the process of being delivered for 
  consumption when the next Encounter begins. 
  Investigating the Stone 
  The stone around the complex was made tougher and 
  more resilient by the power of the creatures initially 
  constructing the Gate of the Pyramid. It has hardness 10 
  and fast healing 5 (in actual fact, repair 5). The stone does 
  not expand at all beyond the confines of the basic 
  complex, but it is very difficult to create enough of a hole 
  to get through. The stone is very heat resistant and 
  cannot be simply bored or burrowed through by thoquaa 
  or the like, although it can be accessed by such abilities as 
  earth glide (but not a burrow rate of any type). 
  To create a hole for a medium creature requires 600 
  points of damage for each 5-foot square – and there is a 
  solid sheath of 25 feet of stone until the small-sized 
  tunnels to the complex are reached (note that all of this is 
  increased in size or later withdrawn to permit access – in 
  Encounter Twelve). Note that the rock continues to 
  repair itself and breaching one square does not stop this 
  healing/repairing.  Somebody breaching the area with 
  earth glide or similar abilities may certainly enter all parts 
  of the complex. 
  People investigating this can use Stonecunning or 
  Knowledge (architecture and engineering) to determine 
  the following: 
  [DC 5] The rock is very resilient and clearly heat 
  resistant beyond the norm. The original basis for the rock 
  was solid granite, native to the area. 
  [DC 10] There are no indications that the rock has been 
  breached or otherwise opened at any point in the past. 
  [DC 15] Although it appears entirely solid, there is a very 
  slight difference between the stone in a tunnel shaped 
  hole, perhaps the size of a small dog (eg. Small-sized). 
  Development 
  Once dusk arrives, move to Encounter Twelve. The 
  adamantine horror, which is burrowing 500 feet beneath 
  the surface, has gotten to within 1000 feet of the 
  complex. It is not aware of the fact but the mere presence 
  of this particular horror is enough to open up all the 
  tunnels as it triggers the intervention of Istus. 
  If the PCs enter the tunnels before this (and they might), 
  the trigger for the next Encounter takes place 
  immediately and the Encounter must be appropriately 
  modified. 
  If the PCs wish to leave at this point, proceed to 
  Encounter Fourteen or Conclusion as appropriate. 
  Encounter Twelve: The 
  Guardian and Intruders 
  Out in the open above, the PCs find webs upon the so-
  called “launch tubes” in the middle of the maze. The 
  “launch tubes” were so named because the companions 
  for the druids of the glade frequently used them to hide 
  and attack from cover whenever there were intruders. 
  The webs upon the entrances to the complex are the only 
  ones in the clearing itself. It is a DC 15 Spot or Search 
  check to notice them, or an automatic check if the PC is 
  undertaking a search and passes within 5 feet of any of 
  the entrances – which should normally take place, but 
  PCs could be flying and higher than 5 feet. 
  There is a 10’ x 10’ area of clean stone in the middle of the 
  maze (as per the map for dimensions with respect to the 
  remainder of the glade – the area is that marked A and B 
  on the map and the adjoining square for each).  It has 
  been used by the druids of the grove over the centuries as 
  the center-piece and a place without vegetation (so as to 
  render it invulnerable to entangle and similar spells). At 
  this point, the proximity of the Adamantine Horror 
  causes formerly hidden markings to appear on the 
  surface of the stone. The markings are writings in Old 
  Oeridian. They repeat over the entirety of the rock 
  surface, in small faint writing – “Four as one, the Winds 
  encircle us, protecting us. Four shall fall and become 
  Guardians, never failing. No Dark God shall walk free 
  while we yet last.”  
  
  Ket6-07 The Good of All 
   
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  Anyone who attempts to read the writing (and succeeds) 
  can also make a DC 15 Intelligence check or Profession 
  (Fortune-telling) to notice that the pattern of the writings 
  is very deliberate. It appears as a web, with the writing 
  being the strands. There is nothing further to be gained 
  from this information. 
  Skill checks can reveal the following (Bardic lore at +5 
  difficulty on all of them): 
   
  1) DC10 Knowledge (religion) to recognize the web 
  motif as that of Istus (but only provide this check if the 
  PCs notice the pattern); 
  2) DC 12 Knowledge (religion) to recognize the Winds as 
  Atroa, Wenta, Sotillon and Telchur; 
  3) DC 15 Knowledge (religion) check to recognize the 
  Dark God as Tharizdun; 
  4) DC 30 Knowledge (history) check to recognize an 
  obscure reference here to a quartet of holy warriors for 
  the gods Wenta, Sotillon, Atroa and Telchur (from the 
  Oeridian Pantheon collectively known as the Four 
  Winds) who fell in conflict with Tharizdun when the 
  Dark God was imprisoned a very long time ago; 
   
  In all of the above cases, Knowledge checks are automatic 
  for religion if the PC in question worships the deity 
  noted. 
   
  The writings are a bit misleading. The Four who came did 
  not actually become the Guardians, rather they 
  summoned the Guardians themselves. The Four were 
  worried about the length of time that might pass and 
  chose Guardians who were essentially immortal instead. 
  APL 2-8 Intruders 
  “The weavings of Istus guide your path – prevent any 
  who would breach the web from passing any further, 
  including yourselves. The task is yours – protect this 
  glade.” 
  These words suddenly echo in your mind, perhaps 
  from the dream only a few days ago…forgotten until 
  now, but obviously important. 
  This is intended to advise the PCs to stay on the surface 
  and fight. If they do head down, use the APL 10 version 
  of combats and remember to assign the higher xp that is 
  gained. However remember to halve the xp for anyone 
  who is 3 or more levels below that APL, but only for these 
  fights. 
  Because 
  the 
  combats 
  are 
  taking 
  place 
  simultaneously, it is not possible to fight below and then 
  head up to the surface for that engagement. 
  Any PC standing upon or beside the entrances (and the 
  stone and the writings) invoking one of the four deities 
  in question is provided with the benefit of a maximized 
  aid spell (CL 10). This takes a standard action and is 
  provided only once. 
  Any divine caster worshipping Sotillon, Wenta, Atroa or 
  Telchur standing on the rock automatically benefits from 
  maximized spells at no level increase. In game terms, this 
  means the five foot section that represents a single 
  entrance, any area within five feet of that entrance. This 
  benefit ceases if they leave contact with the rock (so, for 
  instance, if they cast a healing spell and cure someone, it 
  is maximized. If they cast the same spell and have to 
  move off the rock to touch the person, the maximize 
  aspect is lost). The rock is an immovable focus for this 
  benefit. Taking a piece of it does not transfer the 
  benefit— that only comes from the rock and physical 
  location itself. 
  Any divine caster of Istus standing upon the rock 
  receives the benefit of a sanctuary spell while in contact 
  with the stone. The DC to break the spell effect is 22.  
  Likewise, while in contact with the rock in the manner 
  noted above, any divine caster of Istus automatically 
  receives the benefit of the Extend Spell feat on all cast 
  spells. 
  Before too long, however, the Shadow Mastiffs attack. 
  Given the dim lighting inside the glade and the maze, 
  they benefit from concealment with their abilities.  It is 
  very likely, under the circumstances, that the Shadow 
  Mastiffs gain surprise in their attack.  Keep this in mind 
  when starting the combat portion of the encounter. 
  Tactics 
  The first tactic of the Shadow Mastiffs is to bay outside 
  the maze, directly opposite the exit. Their next action is 
  to double move to the entrance and lay in wait, readying 
  on anyone exiting. They hope to drive a few PCs out in 
  this manner – given that the PCs cannot flee directly 
  away from the Shadow Mastiffs in the maze, the Shadow 
  Mastiffs hope that the random movements of the PCs 
  through the maze actually results in the PCs fleeing back 
  toward the Shadow Mastiffs. If that fails, the Shadow 
  Mastiffs enter the maze to attack 
  The Shadow Mastiffs seek to damage the PCs as much as 
  possible, approaching the tunnels but not actually 
  entering them. They attack until a PC falls but do not 
  follow up on downed foes unless they move or attack (in 
  other words, a PC playing dead automatically succeeds 
  without a Bluff check, under these circumstances). 
  The Maze in Combat 
  Since the maze must be drawn out, and keeping parts of 
  it covered is irritating and time-consuming, place it fully 
  
  Ket6-07 The Good of All 
   
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  drawn on the map. The PCs should be told not to assume 
  that the entrances and turns listed are actually valid, 
  however. Once combat begins, if the PCs are panicked 
  and at a turn, roll a d6. On a 1-3, the PC turns right.  On a 
  4-6, the PC turns left.  This is intended to simulate a lack 
  of precise thinking during panic. 
   
  APL 10-16 The Guardian 
  “The weavings of Istus guide your path – breach the 
  web and pass unto the realm of the Guardians, for 
  they cannot hold against the horror that is to come.” 
  These words suddenly echo in your mind, perhaps 
  from the dream only a few days ago…forgotten until 
  now, but obviously important.  As suddenly as the 
  words came unbidden, the tunnels in the ground 
  merge together and form a single larger tunnel 
  heading down. 
  These words are intended to advise the PCs to descend 
  into the complex. If they do not, use the APL 8 combats 
  provided and remember to assign the lower xp that is 
  gained. Also remember to halve the xp for anyone who is 
  3 or more levels beyond that APL in the combat, but only 
  for these fights. Since the combats above and below 
  ground are taking place simultaneously, it is not possible 
  to fight on the surface and then choose to head down. 
  PCs of this level are intended to go down into the Gate 
  complex. They can gather the information noted above in 
  APL 2-8 as desired but cannot benefit from the blessings 
  noted. (The divine focus involved can differentiate 
  between the two missions). 
  The entrances to the Gate of the Pyramid complex were 
  two tunnels leading down into the ground. They have 
  now merged together to form a single large tunnel (10 
  feet wide). The entrance slopes downward at a moderate 
  angle. Analysis of the rock indicates that it is hardened 
  granite – it also has a magical aura that can be detected as 
  normal. The magic upon it is moderate conjuration magic 
  and moderate abjuration magic. The Caster level is 30 and 
  separate spells are cast on each 5 by 5 square. The rock is 
  infused with a repair rate of 5 hp per round (the 
  conjuration magic) and energy immunity (fire) (the 
  abjuration). The rock cannot be penetrated by creatures 
  such as thoquaa or the like, but it may be burrowed 
  through (although it will gradually cover itself over as it 
  repairs). Areas totally denuded of rock (such as from a 
  disintegrate spell) eventually repair from neighboring 
  squares. 
  After 400 feet of descent (roughly 80 feet beneath the 
  surface itself), the tunnel levels out and opens up into a 
  10-foot wide corridor. It goes another 100 feet, opening 
  into a room. The room is 10 feet in height. 
  The Shaft Room 
  The Shaft Room is a 40 by 40 area, with a series of four 
  symbols carved into the opposite wall – a beer mug 
  (Wenta), a heart with an air glyph (Atroa), a winged tiger 
  (Sotillon) and a leafless tree (Telchur). It is an individual 
  Knowledge (religion) check [DC 12] to identify any of 
  the symbols – any cleric of any of the four deities 
  mentioned automatically knows all four of them. Each 
  symbol has a small opening beneath it. There is another 
  archway on the opposite wall, beside the symbols, but it is 
  filled with solid rock. 
   
  Shaft Room Trap, mechanical trigger (10 by 10 
  pressure place, pressure plate on all four symbols), 
  automatic reset (return to current position in 10 
  minutes), never-miss (1 round delay), Search check DC 
  35, Disable Device 35. 
  The Shaft Room itself is a trap, although it is also a means 
  of reaching the Gate of the Pyramid. For those with the 
  keys, they can ascend and descend safely – for all others, 
  it is intended that they descend quickly and be engaged 
  by the final guardian.  It is a DC 35 Search check to find 
  the mechanical trigger (pressure plate at the doorway and 
  a pressure plate on all four symbols). If any of these are 
  triggered, the PCs have one round to insert a key into one 
  or more of the four openings in the wall, or the room 
  begins to descend very quickly. During the first round, 
  grinding noises are heard all around (as the area prepares 
  for movement) – no movement takes place in this round. 
  If the key is inserted or trap disabled, the grinding noises 
  cease and the room begins to descend with soft music 
  playing. In this fashion, it takes two rounds to reach the 
  bottom and causes no movement penalties or checks.  If 
  the PC disabling the trap beats the check by 5 or more, 
  they can control the ascent or descent of the room.  
  Alternatively, the room returns to the up position in 10 
  minutes time unless being actively controlled. 
  If a PC has the Heart Key from KET2-05 Diamond in the 
  Rough, they are considered to have successfully disabled 
  the trap. Alternatively, a rogue may successfully disable 
  the device with a DC 35 Disable Device check to descend 
  once in a controlled manner, or beat the check by 5 and 
  be able to control the descent and ascent with 
  movements near the pressure plate. 
  Should the key not be inserted or the item disabled, the 
  room descends 200 feet in a rapid fashion (one round), 
  causing all those in the room at the time to have to make 
  a DC 20 Balance check to remain standing. Failure means 
  the character is prone when it reaches the bottom. The 
  entire area above the room that descended is a column of 
  
  Ket6-07 The Good of All 
   
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  solid rock and subject to the same protections as noted 
  earlier. Those who did not enter the room before it began 
  to descend may have difficulty in reaching this combat… 
  The Descent and those left behind. 
  The top of the Shaft Room is capped by a 20-foot high 
  column of solid stone.  Any PC who is not in the room 
  when it begins to descend will see this 20’ column sliding 
  downwards past the end of the tunnel after the Shaft 
  Room moves out of sight. Once this 20’ column has 
  passed by the tunnel entrance, PCs who were left in the 
  corridor may jump onto the “roof” of the Shaft Room 
  immediately (DC 15 Reflex Save, – failure means 1d6 
  damage from falling).  Once the room stops at the 
  bottom, the PC on the roof will be standing on top of the 
  20-foot column, which is the roof of the elevator. How 
  the PC bypasses the solid stone in order to enter the 
  lower level is their choice. (If the adventurer attempts to 
  dig or otherwise damage the stone cap on the Shaft 
  Room, the column stone self-heals similar to all the rock 
  of this complex.)  If a PC is on the top of the room when 
  it starts to ascend, the PC must make a DC 15 Reflex Save 
  to safely dive through the entrance to the tunnel as it 
  passes by. Failure has a simple result – immediate death 
  as the PC is crushed into the roof of the elevator shaft, 
  although the body can be recovered. 
  The Bottom 
  As the room reaches the bottom of the shaft, two exits in 
  opposite directions are uncovered. One leads into the 20’ 
  x 20’ room housing the Justicator. The other exit reveals a 
  20’x20’ room that holds the Gate.  
  The Support Shaft 
  The Support Shaft is a 10’ by 10’ column of solid stone 
  that moves up and down as directed by the magical 
  controls in the complex (usually driven by the keys).  It 
  self-heals in the manner of the other stone in the 
  complex but could be destroyed with a concerted effort. 
  The Bottom without the Shaft Room 
  Should the PCs reach the bottom and the Shaft Room is 
  still above them, (or if the adventurers use the Shaft 
  Room to reach the bottom, then wait more than 10 
  minutes and the Shaft Room automatically re-ascends to 
  the top of the shaft) then the description of the empty 
  area normally occupied by the Shaft Room changes. 
  Instead of the smooth walls of the Shaft Room, the rock 
  in this 40’x40’ area is roughly textured but not terribly 
  jagged (a DC 20 Climb check to ascend, if necessary).  
  The roof (i.e. the floor of the Shaft Room) is 175 feet 
  above if the Shaft Room is back at the top of the shaft—
  amend the description as the situation demands. Most 
  importantly, it is a 5’-foot drop from the two adjacent 
  rooms, housing the Gate of the Pyramid and Justicator 
  respectively - to the bottom of the Shaft—this is the 
  space that is normally occupied by the 5-foot thick floor 
  of the Shaft Room. . The 10-foot thick Shaft Column 
  occupies the middle of the area and is a solid hard-corner 
  object in that space. The Justicator still moves forward to 
  engage at this point, but mobility in the room (or, rather, 
  getting out of it) may prove an issue.   
  Because the Shaft Column occupies the direct middle of 
  the room, and the doorways are 10 feet wide, it is not 
  possible to see from the Justicator room into the Gate of 
  the Pyramid room or vice versa with regular forms of 
  vision. 
  The Justicator 
  The Justicator is awaiting the arrival of foes, and attacks 
  immediately. 
  The Justicator has been here for a long time and is bored, 
  but still attends faithfully to his duty. He was assigned by 
  Telchur to this task and will never abandon his post. For a 
  time at the beginning, new druids assigned to the Grove 
  sent in creatures to determine the situation with the 
  Gate, but these were never seen again… 
  The Justicator is not without a sense of honor and fair 
  play, however. He listens to any attempts at Diplomacy 
  (but not Bluff) while fighting. Since he is a guardian of a 
  very important area, he has no desire to wait for the 
  conversation to be finished and attacks immediately. 
  Those attempting Diplomacy with him should apply the 
  following modifiers: 
  -10 Rushed 
  -5 if they are non-lawful in alignment 
  -5 if they do not worship a deity (at the discretion of the 
  DM) 
  +2 for any worshipper of Istus 
  +2 if an elf of any type (not half-elf) 
  +4 for any worshipper of Sotillon, Wenta or Atroa 
  +8 for a worshipper of Telchur, or someone with a favor 
  from Telchur 
  +2 if they are lawful 
  +5 if they are the bearer of the heart key KET2-05 
  Diamond in the Rough 
  -5 if they are the bearer of Silent Strike (AR Award KET3-
  02 And Battles to be Won) 
  
  Ket6-07 The Good of All 
   
  Page 36 
  The Diplomacy is more difficult than normal—DC 35—
  since the Justicator has a higher sense of purpose. Failure 
  indicates the Justicator continues to attack until the PCs 
  defeat it or leave. Success indicates the Justicator ceases 
  to attack the PCs and converses with them.  
  Tactics for Combat 
  The Justicator is uninterested in seeing anyone return 
  from the dead to continue to attack. Therefore it targets 
  obvious clerics and divine casters first, concentrating 
  upon them until they are significantly into negative hit 
  points – this means an extra attack whenever they are 
  down to make sure. After this, it goes for spellcasters and 
  finally front-line fighters. Where possible, it uses the 
  Quickened Spell-like abilities it has (note this is an 
  amended creature from Monster Manual III) to slow 
  down or harm opponents each round. 
  The Justicator is intimately familiar with the entirety of 
  this room and complex. As a result, it suffers no negatives 
  to movement if blinded or otherwise unable to see—it 
  does not have to feel around or move with fear of hitting 
  things. It still suffers all regular penalties to hit and 
  otherwise, as well as mischance’s.  
  Information from the Justicator 
  It was summoned a very, very long time ago by a quartet 
  of warriors representing the four deities of the Winds, 
  (Atroa, Wenta, Sotillon and Telchur). They proposed 
  binding four different keys to various places to safeguard 
  the existence of this Gate and prevent it from ever being 
  used again. When the Justicator inquired as to why they 
  did not simply destroy the Gate, it was told this particular 
  Plane can only have one functional Gate at a time, 
  therefore it would be better to seal this Gate than to 
  destroy it and have another one built without their 
  knowledge. 
  The Justicator does not know the specific plane to which 
  it travels but it appears to be a sub-plane of Mechanus 
  (and the Justicator is very familiar with Mechanus). Tied 
  as it is to this duty, it has not been able to explore. 
  On three occasions, the most recent being a few years 
  ago, an Aspect of Istus (a representation of the deity on 
  Oerth) has appeared. On each of two occasions, the 
  Aspect handed the Justicator the keys for Sotillon and 
  Wenta, their guardians having failed or been destroyed in 
  unrelated 
  incidents. 
  The 
  Justicator 
  subsequently 
  destroyed the keys shortly after each gifting to prevent 
  them from being used inappropriately or lost by it. Istus 
  apparently has an interest in this particular event for 
  reasons unrevealed to the Justicator. When she last 
  appeared, the Aspect had no key with her and indicated 
  that others had taken this as compensation from the 
  Guardian for Atroa. The Aspect warned the Justicator that 
  the original servants of Tharizdun may well awake at this 
  return of the key to outside use and make an attempt to 
  reach the Gate once more. 
  Talking to the Justicator in this manner releases the 
  blessing of one of the four deities noted below (the PCs 
  must all choose before the benefits are known) – the PCs 
  may indeed turn down this blessing if they so desire. 
  Sotillon’s blessing: protection from law, 10’ circle, 
  barkskin (CL 20) 
  Atroa’s blessing: barkskin, fly (CL 20) 
  Wenta’s blessing: protection from evil, 10’ circle, 
  barkskin (CL 20) 
  Telchur’s blessing: fly, bull’s strength (CL 20) 
  Upon the neck of the Justicator is a pendant of a leafless 
  tree on a field of snow (symbol of Telchur). It can be used 
  to control the room’s ascent or decent by inserting it 
  beneath the symbol for Telchur. Alternatively, successful 
  disabling of the trap can also do that – the Heart shaped 
  key is needed to have the room descend. 
  The Justicator was advised that it could expect a 
  replacement in time.  It has reasoned that any who could 
  defeat it are “replacements”.  This particular mindset has 
  been put in place for such a long period of time, it will 
  not change its mind to remain and fight the clockwork 
  horrors – should an effort be made to bypass this 
  restriction (such as a dominate spell or the like) the 
  Justicator crumbles to dust immediately. 
  Once all Diplomacy is concluded, the Justicator reasons 
  that it has found heroic replacements for the task it has 
  held for so many years.  It therefore crumbles to dust 
  before the eyes of the PCs, presumably dead.  The logic of 
  this can be debated as needed, and even the reasoning, 
  but the result is that the Justicator is dead.  Should the 
  Justicator simply be knocked out, continue with the 
  concept that the Guardian has been killed. 
  If the Guardian is killed or Diplomacy is concluded 
  with the Guardian 
  In the former case (killing), a female voice speaks as 
  follows (in Common): 
  “Do any step forward to take the place of he that is 
  fallen? The dangers of the past approach even now 
  and a Guardian must be present to halt them.” 
  “Be warned, mortals, that your life as you now know it 
  is at an end if you accept, but all creatures of light and 
  darkness will be in your debt. You will be forever 
  remembered for this.” 
  
  Ket6-07 The Good of All 
   
  Page 37 
  In the case of talking with the Guardian, it offers to 
  relinquish the post to a PC if desired. It makes very clear 
  beforehand that this is a permanent post (and in RPGA 
  terms, the PC is out of the Living Greyhawk campaign) 
  but it would be extremely grateful to them. 
  Position of Guardian 
  A PC choosing to take on the role of Guardian will be 
  permanently removed from play at the end of this 
  adventure. The PC is granted the position of Guardian by 
  the Justicator (who can certainly see a benefit to a high-
  level PC taking the spot), who then uses a plane shift to 
  return home at the conclusion of any discussion that 
  results in a PC taking the position. The PC immediately 
  gains the half-celestial template and may choose to select 
  all feats once more, from the core or limited list as 
  desired (they are granted access for the purpose of this 
  change only). They gain the benefit of the Luck domain 
  granted power (if they already have the Luck domain, 
  they gain the benefit of the Strength Domain granted 
  power – with an effective cleric level equal to their own). 
  Should they have both domains already, they gain no 
  additional powers. One weapon they own becomes 
  construct bane (their choice of weapon) in addition to 
  any other powers it might have, and their armor is 
  upgraded to have the death ward feature from Complete 
  Arcane. If there is any doubt about a feature (eg. A PC 
  does not have the Complete Arcane) that benefit does not 
  function.  Only one PC may choose to be guardian – if 
  more than one PC is interested in this role, they must 
  decide amongst themselves or the Justicator chooses 
  none of them. 
  There is no means to remove the status of Guardian once 
  accepted. It is permanent. The PC will be gone from the 
  campaign irrevocably at the end of the adventure. That 
  information *must* be conveyed to the player before he 
  or she makes any decision at all, but the player must also 
  know that the PC can continue and finish this adventure. 
  APL 2 (EL 5) 
  Shadow Mastiff; Medium Outsider (extraplanar); hp 
  34; See Appendix One; 
  APL 4 (EL 7) 
  Shadow Mastiffs (2); Medium Outsider (extraplanar); 
  hp 34 each; See Appendix One; 
  APL 6 (EL 9) 
  Advanced 
  Shadow 
  Mastiff; 
  Large 
  Outsider 
  (extraplanar); hp 105; See Appendix One; 
  APL 8 (EL 11) 
  Advanced Shadow Mastiffs (2); Large Outsider 
  (extraplanar); hp 105 each; See Appendix One; 
  APL 10 (EL 13) 
  Justicator; Large Outsider; hp 110; See Appendix One; 
  APL 12 (EL 15) 
  Justicator; Large Outsider; hp 132; See Appendix One. 
  APL 14 (EL 17) 
  Elite Justicator; Large Outsider; hp 195; See Appendix 
  One. 
  APL 16 (EL 19) 
  Elite Huge Justicator; Huge Outsider; hp 262; See 
  Appendix One. 
  Treasure 
  All APLs: None (the equipment disappears if the 
  Justicator is killed or imprisoned forcibly against his will, 
  and he does not provide it to anyone if he talks with 
  them – as he crumbles away at the conclusion) 
  Development (APL 2-8) 
  The oncoming horror troops are intended to take control 
  of the surface and ensure the easy passage of the 
  adamantine horror, as well as providing a means for the 
  reinforcements below to get to the surface – and the 
  army of clockwork horrors is operating under the 
  presumption that reinforcements are coming, no matter 
  the actual goal of the adamantine horror. The Justicator 
  moves to an area close to the surface and telepathically 
  warns all members of the party of this. This gives the 
  party one minute of preparation (10 rounds) to get ready. 
  The 
  Justicator 
  advises 
  that 
  if 
  they 
  stop 
  the 
  reinforcements, the goals of the Adamantine Horror may 
  actually be thwarted. 
  Anyone choosing to flee at this point can move to 
  Encounter Fourteen or Conclusion, otherwise proceed 
  to Encounter Thirteen. 
  Development (APL 10-16) 
  The Justicator (if still alive or on the plane) plans to warn 
  the PCs of the approach of the adamantine horror. 
  Anyone who has chosen to become a Guardian 
  automatically knows when it is within a minute and the 
  PCs can prepare accordingly. 
  Should this option not be possible (Justicator dead, no 
  one took his place), then Istus intervenes to warn them. 
  Each PC must make a Will save. The lowest result at the 
  table is considered to be the person who failed (regardless 
  
  Ket6-07 The Good of All 
   
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  of the result, unless it is a 20 in which case move on to 
  the next person). If there are multiple people tied, choose 
  the lowest Charisma. Failing that, roll off and low roll is 
  chosen. 
  Whoever fails is taken over by the Spirit of Istus. It takes 
  one full round to acclimatize, during which the entire 
  body of the “recipient” shakes and quivers. After that, the 
  PC speaks a warning about the oncoming adamantine 
  horror, allowing 8 rounds of prep. During the course of 
  this preparation, the affected recipient cannot benefit 
  from any spells (the Spirit of Istus refuses them). As 
  combat begins (eg. Initiative is rolled) it leaves the body 
  and the character is back in complete control. Proceed to 
  Encounter Thirteen at this point. 
  If the PCs wish to flee, they can do so. Proceed to 
  Conclusion. 
  Encounter Thirteen: And so it 
  ends 
  APL 2-8 
  All around, all of a sudden, there is no sound at all.  
  Then movement in the maze catches your eye and 
  combat is joined! 
  The scouting forces of the horror army recognize that 
  this is the last push.  They have been put into motion by 
  the adamantine horror while it simultaneously attacks 
  the Gate below (see APL 10-16 for further reference).  If 
  these horror army forces can secure the surface, they can 
  send in reinforcements below and potentially tip the 
  battle against the Justicator (or other PCs) below.   
  Tactics 
  The advancing clockwork horrors begin at the entrance 
  to the maze, or in the treeline a few feet away if the PCs 
  have a guard at the entrance. 
  The clockwork horrors advance with the purpose of 
  eliminating opponents. They seek to employ any 
  advantages they have and are merciless. They attack their 
  opponents and seek to kill them, not merely drop them 
  unconscious. Their primary targets are the weaker-
  appearing foes (such as unarmed spellcasters and the 
  like).  In their drive to succeed, they do give up Attacks of 
  Opportunity and the like, counting on their AC to save 
  them, if they can see a chance to kill or down a wounded 
  opponent. 
  All of the opponents begin with their buff spells and prep 
  spells pre-cast and ready to go. 
  The PCs do have the advantage of a defensible location 
  (the maze) but this also precludes some options and is not 
  considered an EL modifier. 
  APL 10-16 
  The disappearance of the ceiling in one spot is so 
  serene and quiet, it is hard to think that the final 
  conflict is about to begin. 
  The adamantine horror either wants to escape this plane 
  permanently, or simply retreat to build up forces with the 
  knowledge it has acquired. The final decision for its goals 
  are known to the PCs because they decided this already 
  in Encounter One. Note that there is a default decision 
  (leave the plane permanently) but that this is easily 
  changed by the PCs. Recall what they decided and 
  implement the tactics accordingly. 
  Off-Kilter Decisions – Troubleshooting 
  PCs being PCs, they may have made a very strange series 
  of decisions in Encounter One. There are too many to 
  consider at this point, but simply attempt to use the most 
  sensible course of action. Realize that the adamantine 
  horror is a very intelligent opponent, with a strong 
  survival instinct and entirely ruthless. If all else fails, it 
  will attack to kill – this does tend to be the default of the 
  horrors when pressed to make a decision in any event. 
  The 
  Final 
  Detail 
  (The 
  Removal 
  of 
  the 
  Adamantine Horror powers) 
  It is possible for a PC to use the amalgam coin provided 
  in Encounter Two to disable many parts of the 
  adamantine horror, possibly destroying it. Warn again 
  that this is probably a one-way choice, with life eternal 
  unlikely to be the result… 
  If the PC (or more than one PC) wishes to proceed and 
  use the amalgam coin, the PC must make a DC 25 
  Balance check to reach the correct side of the adamantine 
  horror. Should the PC fail the Balance check, the horror 
  gets an Attack of Opportunity but the PC can still 
  proceed.  
  It is then a standard action to affix the metal symbol to 
  the horror and invoke the name of Tharizdun (and this 
  must be said out loud). Affixing the symbol automatically 
  succeeds, since the adamantine horror has been 
  instructed to accept this symbol if ever presented – no 
  touch attack is needed. 
  The result is spectacular – a blast of negative and alien 
  energy unlike any ever seen. The blast does 240 points of 
  damage to all within 10 feet,  regardless of intervening 
  walls, stone, force effects, etc – this is the equivalent of a 
  maximized disintegrate in damage terms. Affected PCs, 
  
  Ket6-07 The Good of All 
   
  Page 39 
  items and the adamantine horror can attempt a DC 26 
  Will save (for partial damage) to reduce this to 50 points 
  of damage. (yes, Will save – this is an effect on the soul, 
  not physical damage that might otherwise be expected). 
  The adamantine horror is allowed the saving throw as 
  well, but even if it survives or succeeds on the saving 
  throw, it may not employ any spell-like abilities it has for 
  a period of 24 hours from this point, it has no SR for that 
  period of time either, and any spells in effect upon it are 
  automatically dispelled. The SR of the adamantine horror 
  does not work against this effect.  
  Activating the Gate 
  The adamantine horror can activate the Gate with a 
  standard action any time it is within 30 feet of it. Any PC 
  with the AR Award Silent Strike from KET3-02 And 
  Battles to Be Won may do likewise – the player should be 
  so advised if the PC moves within 30 feet of it once the 
  combat has begun. 
  Tactics of the Adamantine Horror 
  The tactics of the Adamantine Horror are derived from 
  the decisions implemented by the PCs earlier in the 
  adventure in Encounter One.  They are provided below as 
  the two essential outcomes that were decided. 
  The adamantine horror can choose anywhere to arrive, at 
  the discretion of the DM.  If there is no particularly 
  advantageous position (and recall it cannot see into the 
  room from below so it would not normally be able to take 
  advantage of this kind of information) it arrives in the 
  dead middle of the rooms below, or to the north or south 
  of the Shaft Column if that is in place (eg. if the Shaft 
  Room is not at the bottom). 
  The following options were those that were central to the 
  personalities of the clockwork horrors.  It is likely that 
  one of them was chosen, and their personality was 
  acknowledged.  Use the tactics that best matches their 
  desired result – if a result that was not anticipated was 
  chosen, choose the best possible. 
  Regroup and Return (whether to this or another 
  plane):  Obsidian, Lava, and Serendipity 
  Retreat and Rebuild, with no further plans for this 
  Plane:  Steel, Sequioa, Muffin. 
  Motive #1: Retreat for More Troops and then 
  Return (Obsidian, Lava, Serendipity) 
  The adamantine horror sees a real chance to conquer the 
  Flanaess, for any number of reasons. As a result, it has 
  little but contempt for the denizens of the Oerth, seeing 
  them as a convenient springboard for another collective 
  of clockwork horrors. The adamantine horror takes time 
  before leaving, attempting to kill or drive off any PCs in 
  the area. It uses the abilities it has at its disposal (the 
  spell-like ones) as much as it can, defaulting to direct 
  combat only when presented with no other choice. At 
  the end of 10 rounds, no matter what has taken place, the 
  horror chooses to move to the Gate and activate it, 
  leaving on the next round. 
  Motive #2: Retreat permanently from the Plane 
  (Steel, Sequioa, Muffin) 
  If the adamantine horror is seeking to retreat 
  permanently, it has no desire to really fight on this plane. 
  It moves to activate the Gate as soon as possible. It then 
  remains for the following time, to send out last-second 
  communications (and effectively fight) – APL 10, 4 
  rounds; APL 12, 3 rounds; APL 14, 2 rounds; APL 16, 1 
  round. During that time it attempts to eliminate any 
  arcane or divine casters it can identify, because it views 
  them as the only types that can follow it. 
  Additional Troops 
  The additional troops beyond the adamantine horror, if 
  there are any, are disposable. They attack at the discretion 
  of the adamantine horror and fight to the death. They do 
  not, under any normal circumstances, go through the 
  Gate. Note that the huge creatures have to squeeze out 
  from the tunnel being created by the adamantine horror 
  to enter combat (since it can only create a 10’ by 10’ cube 
  each turn with disintegrate). 
  Entering the Gate 
  The Gate is 10 feet wide and 10 feet tall, a rough archway 
  that appears as a shimmering wall of bubbling black ooze. 
  PCs could form up ranks in front of this and prevent the 
  horror from reaching it in that manner (although it can 
  tumble, and would do so to escape if it can). 
  APL 2 (EL 6) 
  Electrum Horror Scout; small construct Sor2/Ftr1; 
  hp 44; See Appendix One; 
  APL 4 (EL 8) 
  Electrum Horror Scout; small construct Sor4/Ftr2; 
  hp 55 (65 with false life); See Appendix One; 
  APL 6 (EL 10) 
  Electrum Horror Scout; small construct Sor6/Ftr2; 
  hp 61 (73 with false life); See Appendix One; 
  APL 8 (EL 12) 
  Electrum Horror Scout; small construct Sor8/Ftr2; 
  hp 67 (80 with false life); See Appendix One; 
  
  Ket6-07 The Good of All 
   
  Page 40 
  APL 10 (EL 14) 
  Adamantine Clockwork Horror; small construct 
  Mnk 4; hp 138 (154 with false life); See Appendix One; 
  APL 12 (EL 16) 
  Adamantine Clockwork Horror; small construct 
  Mnk 4; hp 138 (154 with false life); See Appendix One; 
  Platinum Horror Close Combats (2); small construct 
  Sor 12; hp 108 (124 with false life); See Appendix One; 
  APL 14 (EL 18) 
  Adamantine Clockwork Horror; small construct 
  Mnk 4; hp 138 (154 with false life); See Appendix One; 
  Platinum Horror Close Combats (2); small construct 
  Sor 12; hp 108 (124 with false life); See Appendix One; 
  Truly Horrid Umber Hulks (2); Huge Aberration; 
  290 hp; See Appendix One; 
  APL 16 (EL 20) 
  Adamantine Clockwork Horror; small construct 
  Mnk 4; hp 138 (154 with false life); See Appendix One; 
  Platinum Horror Close Combats (2); small construct 
  Sor 12; hp 108 (124 with false life); See Appendix One; 
  Truly Horrid Umber Hulks (2); Huge Aberration; 
  290 hp; See Appendix One; 
  Nightwalkers (2); Huge Undead (Extraplanar); 178 
  hp; See Appendix One. 
  Development 
  With the departure of the Adamantine Horror or the 
  destruction of the creature, or the destruction/defeat of 
  the forces of the Horror army on the surface, the struggle 
  appears to be over.  The clockwork horror army ceases to 
  operate as a cohesive whole and the forces arrayed against 
  it find their tasks much simpler.  The PCs now have a 
  simple choice – accept that their job is done, or assist the 
  army further.  Stress that further help requires time and 
  effort (eg. that it is an extended play option) but that they 
  are not expected or required to do so, however no 
  assistance is being turned away. 
  As a very important note – only a party with a minimum 
  of four PCs may proceed to the Extended Play Option 
  (EPO).  If there are less than four PCs wishing to play the 
  EPO, the Encounter may not be played.  This is an 
  absolute requirement. 
  Anyone wishing to participate in the Extended Play 
  Option should proceed to Encounter Fourteen if they 
  have a legal party.  All others should proceed to 
  Conclusion. 
  Encounter Fourteen – Mop up 
  (Extended Play Option) 
  The Extended Play Option represented by this Encounter 
  is the final mop-up required after the combat is 
  concluded. Pockets of clockwork horrors, either 
  abandoned by the destruction of the adamantine horror, 
  or just left in the face of the closing of the gate, are to be 
  cleaned up by the combined forces of Ket and the elves of 
  the Bramblewood. For the purposes of this Encounter 
  only, the forces are considered allied (although they may 
  also been that way during the adventure) as the common 
  goal of eliminating all possibility of a future threat unites 
  the untrusting sides (or further cements their trust).  
  The military forces of both Ket and the Elves of the 
  Bramblewood, having survived the engagement 
  against the horrors and actually having turned it back 
  for the most part, are now taking full advantage of the 
  confusion and lack of coordination in their construct 
  enemy. Sweeping out into the Bramblewood, the 
  engagements are sporadic and fierce but invariably 
  end in favor of the Ketites or Elves. 
  Amidst all of this, your party has moved forward 
  seeking to find the clockwork horror remnants. All of 
  a sudden, there is a cry from just out of sight, down 
  the game trail before you. 
  The mop-up that takes place transpires whether or not it 
  was unilateral or alliance in the Encounters before. 
  The cry that came from in front is in elven and is simply a 
  cry of pain mixed with a muttered curse to Sehanine 
  Moonbow 
  Anyone who both speaks elven and has at least 5 ranks of 
  Knowledge (nature) can make a DC 30 Listen check to 
  realize there is something just a bit off about the cry that 
  arose. Anyone making this check, other than being 
  paranoid, is automatically not surprised for this 
  Encounter. Those not making the check, even if 
  informed, have the typical chances for surprise as noted. 
  This is the mimicking ability of the hags being used. 
  In a small clearing 80 feet in front of the PCs is a 
  wounded elf and a dead elf. They are both wearing garb 
  typical to the area. Deeply embedded in both of them are 
  a number of crossbow bolts. The wounded one gives her 
  name as Greenflight and is a wood elf from a neighboring 
  Blackmane tribe assisting the Silvertips. 
  The wounded elf is actually a mirage image over a 
  disguise self of a green hag [DCs 18 to APL 6, then DC 
  20]. She and the rest of her coven have viewed this time 
  as an opportunity to destroy any possible cooperation 
  
  Ket6-07 The Good of All 
   
  Page 41 
  between Ket and the elves, and possibly open up the 
  chance for them to take over the Glade of the Pyramid 
  (although they do not know that it contains a Gate or the 
  remnants of a Gate). The green hag is also using pass 
  without trace to disguise her scent, but leaves no tracks as 
  a result – anyone with 5 or more ranks of Survival and 
  the Tracking feat looking into the surrounding area is 
  permitted a DC 15 Wisdom check to recognize that her 
  movements do not match up to the two sets of footprints 
  discovered and that she cannot be one of the two elves 
  attacked here. 
  Hidden in the underbrush, with five feet of foliage 
  between themselves and the edge of the clearing (and 
  thus 100% concealment and cover) are the other two 
  members of the coven. At APL 2, they depart the area, 
  convinced their sister can handle the problem – they exit 
  along a small game trail and make no noise. At APL 4, one 
  departs to ensure that the elf they captured (and whom 
  the one is emulating now) is placed at another 
  convenient spot to be discovered. At APL 6+, all three 
  remain for the engagement. 
  The hags want to do their best to sow distrust and hatred. 
  The disguised one blames a contingent of crossbowmen 
  from Ket, who left her to die (she is apparently in 
  negatives and only just regained consciousness). Her 
  companion is dead and she is both furious and scared. 
  It is a DC 26 Sense Motive to realize that the elf in 
  question (really the hag) has no particular feelings toward 
  the dead elf itself, and that she is not actually scared but 
  rather anxious (anticipating a combat, actually). This 
  should be strange and possibly arouse suspicions – or it 
  might not! 
  If at any time, PCs move to cast spells or otherwise 
  engage or test the elf, she attacks to prevent her ruse 
  from immediately being discovered. She calls them 
  “clockwork horror sympathizers” and makes an effort to 
  appear to have lost control of her faculties. It is a DC 31 
  Sense Motive to realize this is a Bluff attempt and that 
  she has not lost it but is doing this deliberately. This 
  attack should be a surprise round. Any hags in the 
  underbrush use that time to move through it and into 
  position for the next round, preferably invisible (if there 
  are enough in the coven to achieve this). It is an Opposed 
  Hide Silently check vs. Listen for the PCs to hear them 
  coming. 
  The hags seek to eliminate the PCs (entirely) and remove 
  their lower jawbones (so they cannot be questioned via 
  speak with dead). They do want the bodies recovered, 
  however, and they want it to appear an ambush, so the 
  PCs may indeed revivify as normal with the above 
  restrictions noted (no lower jawbone…). If the hags win, 
  it is automatic that the alliance is brought into question  
  Tactics 
  The hags set off this ambush with spells ready, as dictated 
  by the level and availability of coven spells. These are not 
  included in the stat blocks but should be considered by 
  the DM – there are occasions when time delays and the 
  like means that some wear off and it is easier to add them 
  rather than subtract them at that point… 
  They seek to attack heavily armed and armored fighters 
  first, then spellcasters and finally everyone else. They 
  fight as much as required to complete their mission – if 
  PCs have obviously escaped, however, they make no 
  attempts to track them down and instead flee the area, 
  convinced their plan has come to naught. 
  At APL 16, two Skullcrusher bodyguards are also present. 
  It is recommended that they are hidden in a nearby 
  ropetrick, watching things and ready to come down 
  when combat breaks out. They follow the same tactics as 
  the hags. 
  The Coven and Gems of Fortification 
  The Coven has had gems of fortification implanted in 
  them.  These allow them moderate fortification (75% 
  chance of negating a critical hit or sneak attack) and are 
  unslotted.  They are able to be used in any form, even 
  when polymorphed, as a result of the unslotted aspect of 
  the item.  Defeating the coven gains access to the AR 
  Award Gems of Fortification. 
  Tactics and Spells as a Coven 
  At all APLs, the coven is already formed,  Nevertheless, 
  unless the opponents are deemed to be worthwhile, the 
  coven does not employ their additional spells and 
  capabilities save as follows: 
  APL 2-6 – no spells employed in excess of those already 
  noted 
  APL 8 – both green hags polymorph into Annis hags.  No 
  additional spells beyond those noted employed. 
  APL 10 – Both green hags polymorph into Annis hags. 
  Bestow curse on strongest fighter 
  APL 12 – Both green hags polymorph into Annis hags. 
  Force cage the toughest fighter, bestow curse on next 
  fighter 
  APL 14 – Both green hags polymorph into Annis hags. 
  Force cage the toughest fighter, bestow curse on next two 
  fighters. 
  
  Ket6-07 The Good of All 
   
  Page 42 
  APL 16 – Both green hags polymorph into Annis hags. 
  Force cage the toughest fighter and best-equipped cleric 
  type (separate), bestow curse on next best looking fighter. 
  Aftermath 
  Searching the hags in any fashion reveals that all three of 
  them (or one or two depending on the APL) have tattoos 
  of the Old One on their right inner wrists.  The Old One 
  is Iuz and it is a DC 10 Knowledge (religion) check to 
  recognize the symbol, automatic to anyone from the Iuz 
  Border States.  The symbol is a black skull on a field of 
  red.  Further investigation (if any is done) can reveal that 
  the ink of the tattoo is generated from a plant located in 
  the region of Furyondy – spells can reveal this fact 
  (divination spells of the appropriate level) or a DC 20 
  Knowledge (nature) check.  There is nothing else 
  relevant about these tattoos. 
  In the aftermath, the PCs again have an opportunity to 
  make an argument for an alliance or for a return to the 
  previous status quo with the elves. Two units arrive 
  within five minutes of the fight, one from the army of 
  Ket and one from the Silvertip elves. Although obviously 
  wary, they ask the PCs what happened and why. They are 
  eager to blame the other side, the Ketites for an obvious 
  ploy to put the blame on them, the Elves for the deaths of 
  their troops at the hands of the forces of Ket. 
  The PCs may choose to intervene at this point or not. 
  Essentially it is a role-playing opportunity to act as 
  mediators and sooth the waters. If the PCs in question 
  just want to try Diplomacy, it is an opposed check vs. a 
  skill of +24 (including heavy modifications for the 
  circumstances). Using a point of Influence with either 
  authorities in Ket or the Silvertip elves provides a 
  cumulative +5 circumstance bonus on the check (to a 
  maximum of +20 circumstance bonus). On the other 
  hand, any good effort and reasoned argument is can win 
  the day without such a check – this is at the sole 
  discretion of the DM. 
  Realistically, there are only two major options being 
  considered – that the other side (whoever it might be) 
  did indeed cause this situation, or that it is a ploy to drive 
  a wedge between both parties. One (the ploy) is 
  considered to be for an Alliance, the other option (that 
  the attack did take place as indicated) for returning to the 
  previous status quo of distrust and no contact. 
  For an Alliance 
  If the PCs argue or successfully diplomacize for an 
  Alliance, this either reaffirms a decision made earlier or 
  allows for the same thing to take place. Ket and the elves 
  of the Bramblewood (the wood elves) continue the truce 
  in this area until the Ket army can safely withdraw, with 
  good feelings on both sides. The PCs are then provided 
  with the treasure noted by the combined forces and 
  allowed to leave the area, as the mop-up has now been 
  concluded. 
  Your reasoned words sway angry minds and before 
  long both sides are nodding and looking embarrassed. 
  Words of wisdom are spoken and apologies proffered, 
  bravery in battle by both sides is recognized, and the 
  dead mourned. The elves offer to help the Ketite 
  army withdraw from the Bramblewood with no 
  further loss of life. Perhaps even more can be done in 
  the future to help both sides understand and 
  appreciate the other. 
  For Status Quo 
  If the PCs argue or successfully diplomacize for the status 
  quo, this either reaffirms a decision made earlier or 
  allows for the same thing to take place. Ket and the elves 
  of the Bramblewood (the wood elves) break off 
  discussions 
  and 
  it 
  seems 
  evident 
  that 
  earlier 
  announcements about a warming of relations were 
  premature and incorrect. The PCs are then provided with 
  the half treasure noted (since it only comes from one 
  side) and allowed to leave the area, as the mop-up has 
  now been concluded.  
  Your words hold extreme weight as the impact of 
  what you have said sinks home on all sides. The 
  bravery in battle by both sides is coolly recognized, 
  and perfunctory handshakes offered amongst the 
  commanders. Without further words, the surviving 
  wood elves melt into the forest, and the Ketite army 
  makes ready to fight its way back out of the forest to 
  the safety of the nearest fort. 
  APL 2 (EL 5) 
  Sheera; Green Hag; Medium Monstrous Humanoid; 
  hp 49; See Appendix One; 
  APL 4 (EL 7) 
  Sheera 
  and 
  Vaneetha; 
  Green 
  Hag; 
  Medium 
  Monstrous Humanoid; hp 49 each; See Appendix One; 
  APL 6 (EL 9) 
  Sheera 
  and 
  Vaneetha; 
  Green 
  Hag; 
  Medium 
  Monstrous Humanoid; hp 49 each; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Ftr1; 69 hp; 
  See Appendix One; 
  APL 8 (EL 11) 
  Sheera; Green Hag Medium Monstrous Humanoid 
  Wiz4; hp 91; See Appendix One; 
  
  Ket6-07 The Good of All 
   
  Page 43 
  Vaneetha; Green Hag Medium Monstrous Humanoid 
  Sor4; hp 91; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Bbn1/Ftr2; 
  hp 90; See Appendix One; 
  APL 10 (EL 13) 
  Sheera; Green Hag Medium Monstrous Humanoid 
  Wiz8; hp 115; See Appendix One; 
  Vaneetha; Green Hag Medium Monstrous Humanoid 
  Sor8; hp 115; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Bbn3/Ftr2; 
  hp 112; See Appendix One; 
  APL 12 (EL 15) 
  Sheera; Green Hag Medium Monstrous Humanoid 
  Wiz11; hp 133; See Appendix One; 
  Vaneetha; Green Hag Medium Monstrous Humanoid 
  Sor10/Mnk1; hp 135; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Bbn5/Ftr2; 
  hp 148; See Appendix One; 
  APL 14 (EL 17) 
  Sheera; Green Hag Medium Monstrous Humanoid 
  Wiz13; hp 145; See Appendix One; 
  Vaneetha; Green Hag Medium Monstrous Humanoid 
  Sor11/Mnk2; hp 149; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Bbn7/Ftr2; 
  hp 172; See Appendix One; 
  APL 16 (EL 19) 
  Sheera; Green Hag Medium Monstrous Humanoid 
  Wiz13; hp 145; See Appendix One; 
  Vaneetha; Green Hag Medium Monstrous Humanoid 
  Sor11/Mnk2; hp 149; See Appendix One; 
  Hidea; Annis Large Monstrous Humanoid Bbn7/Ftr2; 
  hp 172; See Appendix One; 
  Dig and Lark; Ftr6/Mnk2/ExoticWeapons Master2; 
  Skullcrusher Ogre; Large Giant; hp 207 each; See 
  Appendix One. 
  Treasure 
  None – it is all confiscated by the authorities.  
  Compensation for this is provided in the Conclusion. 
  Conclusion  
  If party fought with the elves alone 
  As you leave the Bramblewood, you are appalled by 
  the waste of life. Too many lightly armored wood 
  elves sacrificed themselves in defense of their 
  beloved forest, and their bodies lie strewn among the 
  leaves on the forest floor. 
  If party fought with an alliance of Ketites 
  and elves 
  As you leave the Bramblewood, you are appalled by 
  the waste of life. Bodies lie strewn through the forest. 
  Many Ketites sacrificed their lives, yes, but the 
  lightly-armored wood elves clearly took the brunt of 
  the attack, and their forces have been decimated. 
  If party fought with Ketites only 
  As you leave the Bramblewood, you are appalled by 
  the waste of life. Bodies lie strewn through the forest. 
  Most of the bodies are of Ketites warriors who bravely 
  sacrificed their lives against the invaders. But you also 
  come across the occasional body of a wood elf, and 
  you wonder how the lightly fortified wood elf villages 
  that lay in the path of the horror army fared. 
  There are a number of possible conclusions.  It may be 
  necessary to paraphrase the following or modify the 
  awards based on outcomes.  Use the following as 
  guidelines for such awards.  
  Failure (being defeated in Encounter Thirteen or 
  never reaching it) 
  If the party failed in Encounter Thirteen or never fought 
  it, they are not provided the AR Award Blessings of 
  Wenta, Sotillon, Telchur and Atroa. 
  Success (defending the surface or defeating the 
  adamantine horror in Encounter Thirteen) 
  If the party is successful at Encounter Thirteen, they are 
  provided with the AR Award Blessings of Wenta, 
  Sotillon, Telchur and Atroa. This blessing may be 
  refused by anyone. 
  In Deep 
  If the PCs are potential recipients of this award (from 
  Encounter Six), consider if they requested the aid of the 
  Wild Elves in an appropriate manner.  Sacrificing the 
  Wild Elves, asking them for an unattainable result or 
  other similar directives are not appropriate.  If the PCs 
  did give generally useful and reasonable directions, 
  provide the AR Award In Deep.  
  
  Ket6-07 The Good of All 
   
  Page 44 
  Alliance or Unilateral 
  The choice made has a definite impact on the AR award 
  provided.   
  Anyone with a party choosing Alliance is provided with 
  the Alliance AR Award – this may be refused if desired 
  but no other option is provided.   
  Anyone with a party choosing Unilateral is provided the 
  Unilateral AR Award – this may be refused but no other 
  option is provided.   
  Any party that did not choose either option is provided 
  with the default AR award.  It is not possible, under any 
  circumstances, to get both awards for a single PC. 
  Metaorg or Influence Benefits 
  Any PC who was a member of a Ket metaorg (including 
  the Runners of the Wind metaorg) prior to this 
  adventure may change any one Item Access item to 
  Regional Access.  This choice is denoted by circling the 
  item and must be chosen prior to the AR being 
  completed. 
  Any PC with an Influence point in Ket may also choose 
  to expend a single point to gain an additional item access 
  changed in the above method (if they were a member of a 
  metaorg) or just gain the item access change noted above 
  if they were not. 
  In both cases, a maximum of one item may be changed 
  for Access purposes for each option.  For instance, a 
  member of a Ket metaorg may choose one item only to 
  circle, regardless of how many metaorgs they may belong 
  to at this time. In addition, no matter how many 
  Influence points in Ket they have, they may only expend 
  one for an Item Access change. 
  Item Access in the Adventure 
  Item access is granted in full to any PC who stayed until 
  the end of Encounter 6 A) or B).  Up to that point the 
  PC was still considered a useful addition but not worthy 
  of note by the army – after that point, the commanders of 
  the army (Elven or Ketite) are willing to provide access to 
  a worthy ally. 
  Item access in this adventure is granted by the decisions 
  that were made by the PCs when presented with the 
  option of Alliance or Unilateral. Any party choosing 
  Alliance receives all benefits listed.  Any party choosing 
  Unilateral for Ket does not receive any benefits listed 
  with an “
  E”.  Any party choosing Unilateral for the Elves 
  does not receive any benefits listed with a “
  K”.  Any party 
  successfully concluding the adventure receives the other 
  benefits. 
  Extended Play Option AR Award 
  Any PC successfully completing the combat in the 
  Extended Play Option (Encounter Fourteen) receives the 
  AR Award Gems of Fortification. 
  Compensation 
  All payments listed below are the same.  Each payment 
  amount listed is totaled for a final amount from this 
  section. 
  Payment One (1): The army of Ket or the Elves 
  recognize good service when they see it.  Any PC 
  delivering information to them and participating in the 
  decision as to whether or not to act in Alliance or 
  Unilaterally receives payment.   
  Payment Two (2): Any PC fighting alongside the army 
  until the end of Encounter Six (A or B) at least receives 
  the second payment.   
  Payment Three (3): Any PC participating in the defeat of 
  Encounter Eight receives a third payment.  
  Payment Four (4): Any PC fighting until the end of 
  Encounter Thirteen receives the fourth payment.  
  Payment Five (5) (Extended Play Option Payment): 
  Any PC participating in Encounter Fourteen, regardless 
  of success or failure, receives the fifth payment. 
  Overcap 
  There is no overcap provided in this adventure but the 
  army of Ket or the Elves do place a number of resources 
  at the disposal of the PCs.  One raise dead spell is cast 
  without charge (either casting cost or material 
  components) for the PCs if they need it.  Likewise, up to 
  six restoration spells are cast without cost (either 
  spellcasting or material components) for the PCs.  If 
  there are arguments about who should benefit from 
  these, they first go to members of any Ket Metaorgs.  If 
  this does not resolve the dispute, it is at the discretion of 
  the DM. 
  These particular benefits are only provided to PCs who 
  remain fighting until the end of Encounter Thirteen. 
  Treasure – Payment 1 
   
  APL 2 – L: 0 gp, C: 200 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 600 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 800 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1200 gp, M: 0 gp. 
  
  Ket6-07 The Good of All 
   
  Page 45 
   
  APL 14 – L: 0 gp, C: 1400 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 1600 gp, M: 0 gp. 
  Treasure – Payments 2 and 3 (each) 
   
  APL 2 – L: 0 gp, C: 200 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 250 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 300 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1500 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 3000 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 4500 gp, M: 0 gp. 
  Treasure – Payment 4 
   
  APL 2 – L: 0 gp, C: 300 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 600 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1600 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 2400 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 5800 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 15800 gp, M: 0 gp. 
  Treasure – Payment 5 
   
  APL 2 – L: 0 gp, C: 225 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 325 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 450 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 675 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1150 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1650 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 3300 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 6600 gp, M: 0 gp. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Accepting the mission to deliver information to the 
  forces of Ket or the Elves (or both) – and then actually 
  doing that! 
   
  APL 2 30 xp 
   
  APL 4 30 xp 
   
  APL 6 60 xp 
   
  APL 8 60 xp 
   
  APL 10 90 xp 
   
  APL 12 90 xp 
   
  APL 14 120 xp 
   
  APL 16 120 xp 
  Encounter Five 
  Defeating or driving off the animals 
   
  APL 2 60 xp 
   
  APL 4 120 xp 
   
  APL 6 180 xp 
   
  APL 8 240 xp 
   
  APL 10 300 xp 
   
  APL 12 360 xp 
   
  APL 14 420 xp 
   
  APL 16 480 xp 
  Encounter Six 
  Defeating or driving off the griffons or wyverns 
   
  APL 2 120 xp 
   
  APL 4 180 xp 
   
  APL 6 240 xp 
   
  APL 8 300 xp 
   
  APL 10 360 xp 
   
  APL 12 420 xp 
   
  APL 14 480 xp 
   
  APL 16 540 xp 
  Encounter Eight 
  Defeating or bypassing through diplomacy the Ogre(s) 
   
  APL 2 90 xp 
   
  APL 4 150 xp 
  
  Ket6-07 The Good of All 
   
  Page 46 
   
  APL 6 210 xp 
   
  APL 8 270 xp 
   
  APL 10 330 xp 
   
  APL 12 390 xp 
   
  APL 14 450 xp 
   
  APL 16 510 xp 
  Encounter Ten 
  Defeating the Topiary Guardians 
   
  APL 2 90 xp 
   
  APL 4 150 xp 
   
  APL 6 210 xp 
   
  APL 8 270 xp 
   
  APL 10 330 xp 
   
  APL 12 390 xp 
   
  APL 14 450 xp 
   
  APL 16 510 xp 
  Encounter Twelve 
  Defeating the Outsiders or Diplomacizing the Justicator 
  (latter is only available at APL 10+) 
   
  APL 2 150 xp 
   
  APL 4 210 xp 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL 10 390 xp 
   
  APL 12 450 xp 
   
  APL 14 510 xp 
   
  APL 16 570 xp 
  Encounter Thirteen 
  Defeating or destroying the clockwork horror(s) and 
  allies (if present) 
   
  APL 2 180 xp 
   
  APL 4 240 xp 
   
  APL 6 300 xp 
   
  APL 8 360 xp 
   
  APL 10 420 xp 
   
  APL 12 480 xp 
   
  APL 14 540 xp 
   
  APL 16 600 xp 
  Encounter Fourteen (Extended Play Option) 
  Defeating the Hags 
   
  APL 2 150 xp 
   
  APL 4 210 xp 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL 10 390 xp 
   
  APL 12 450 xp 
   
  APL 14 510 xp 
   
  APL 16 570 xp 
  Story Award 
  Accepting the opportunity in Encounter to bear witness 
  and then making a decision on the plans of the 
  Adamantine horror. 
   
  APL 2 30 xp 
   
  APL 4 60 xp 
   
  APL 6 90 xp 
   
  APL 8 120 xp 
   
  APL 10 150 xp 
   
  APL 12 180 xp 
   
  APL 14 210 xp 
   
  APL 16 240 xp 
  Story Award 
  Making a character-based decision about either allying 
  with the Elves or Ket, rather than just going with the 
  default position. 
   
  APL 2 15 xp 
   
  APL 4 15 xp 
   
  APL 6 30 xp 
   
  APL 8 30 xp 
   
  APL 10 45 xp 
   
  APL 12 45 xp 
   
  APL 14 60 xp 
   
  APL 16 60 xp 
  
  Ket6-07 The Good of All 
   
  Page 47 
  Story Award 
  Choosing to use the Wild Elf help wisely in Encounter 
  Nine. 
   
  APL 2 15 xp 
   
  APL 4 15 xp 
   
  APL 6 30 xp 
   
  APL 8 30 xp 
   
  APL 10 45 xp 
   
  APL 12 45 xp 
   
  APL 14 60 xp 
   
  APL 16 60 xp 
  Discretionary roleplaying award 
   
  APL 2 120 xp 
   
  APL 4 180 xp 
   
  APL 6 240 xp 
   
  APL 8 300 xp 
   
  APL 10 360 xp 
   
  APL 12 420 xp 
   
  APL 14 480 xp 
   
  APL 16 540 xp 
  Total possible experience (regular/epo): 
   
  APL 2 900 xp / 150 xp 
   
  APL 4 1350 xp / 210 xp 
   
  APL 6 1800 xp / 270 xp  
   
  APL 8 2250 xp / 330 xp 
   
  APL 10 2700 xp / 390 xp 
   
  APL 12 3150 xp / 450 xp 
   
  APL 14 3600 xp / 510 xp 
   
  APL 16 4050 xp / 570 xp 
  Treasure Summary 
  During an adventure, PCs 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 PCs cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs total and coin value increase at 
  the end of the adventure. Write the total in the GP Gained 
  field of the adventure certificate.  
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Conclusion (5 payments, each is below):  
  Treasure – Payment 1 
   
  APL 2 – L: 0 gp, C: 200 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 600 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 800 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1200 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 1400 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 1600 gp, M: 0 gp. 
  Treasure – Payments 2 and 3 (each) 
   
  APL 2 – L: 0 gp, C: 200 gp, M: 0 gp. 
  
  Ket6-07 The Good of All 
   
  Page 48 
   
  APL 4 – L: 0 gp, C: 250 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 300 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1500 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 3000 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 3500 gp, M: 0 gp. 
  Treasure – Payment 4 
   
  APL 2 – L: 0 gp, C: 300 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 600 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1600 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 2400 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 5800 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 11200 gp, M: 0 gp. 
  Treasure – Payment 5 
   
  APL 2 – L: 0 gp, C: 225 gp, M: 0 gp. 
   
  APL 4 – L: 0 gp, C: 325 gp, M: 0 gp. 
   
  APL 6 – L: 0 gp, C: 450 gp, M: 0 gp. 
   
  APL 8 – L: 0 gp, C: 675 gp, M: 0 gp. 
   
  APL 10 – L: 0 gp, C: 1150 gp, M: 0 gp. 
   
  APL 12 – L: 0 gp, C: 1650 gp, M: 0 gp. 
   
  APL 14 – L: 0 gp, C: 3300 gp, M: 0 gp. 
   
  APL 16 – L: 0 gp, C: 4950 gp, M: 0 gp. 
  Total Possible Treasure (Regular/EPO) 
  APL 2: L: 0 gp; C: 900/225 gp; M: 0 gp - Total: 1125 gp 
  APL 4: L: 0 gp; C: 1300/325 gp; M: 0 gp - Total: 1625 
  gp 
  APL 6: L: 0 gp; C: 1800/450 gp; M: 0 gp - Total: 2250 
  gp 
  APL 8: L: 0 gp; C: 2600/675 gp; M: 0 gp - Total: 3275 
  gp 
  APL 10: L: 0 gp; C: 4600/1150 gp; M: 0 gp - Total: 5750 
  gp 
  APL 12: L: 0 gp; C: 6600/1650 gp; M: 0 gp - Total: 8250 
  gp 
  APL 14: L: 0 gp; C: 13200/3300 gp; M: 0 gp - 
  Total:16500 gp 
  APL 12: L: 0 gp; C:  19800/4950 gp; M: 0 gp - Total: 
  24750 gp 
   
   
   
  
  Ket6-07 The Good of All 
   
  Page 49 
  Appendix One – APL 2 
  Encounter Five 
   
   
   
   
  Dire Weasel; Medium Animal; CR 2; HD 3d8+6; hp 
  19; Init +4; Move 40 ft; AC 20, touch 14, flat-footed 16 
  (+4 mage armor, +4 dexterity, +2 natural); Base Atk +2; 
  Grp +4; Atk +6 melee (1d6+3, bite); Full Atk +6 melee 
  (1d6+3, bite); Space/Reach: 5 ft./ 5 ft.; SA: Attach, blood 
  drain; SQ low-light vision, scent; AL: N; SV Fort +4, Ref 
  +7, Will +4; Str 14, Dex 19, Con 12, Int 2, Wis 12, Cha 
  11. 
   
  Skills and Feats: Hide +8, Listen +3, Move Silently 
  +8, Spot +5; Alertness, Stealthy, Weapon Finesse
  b.  
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12 (16 in 
  this case). 
   
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached dire 
  weasel through grappling, the opponent must achieve 
  a pin against the creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Spell in Effect: Mage armor (CL 3). 
  Encounter Six  
   
   
   
  Griffon; Large Magical Beast; CR 4; HD 7d10+21; hp 
  59; Init +3; Move 30 ft, 80 ft fly (average); AC 22, touch 
  12, flat-footed 19 (+4 mage armor, +3 dexterity, -1 size, 
  +6 natural); Base Atk +7; Grp +15; Atk +11 melee 
  (2d6+4, bite); Full Atk +11 melee (2d6+4, bite) and +8 
  melee (1d4+2, 2 claws); Space/Reach: 10 ft./ 5 ft.; SA: 
  Pounce, rake 1d6+2; SQ: dark vision 60 ft, low-light 
  vision, scent; AL: N; SV Fort +8, Ref +8, Will +5; Str 18, 
  Dex 16, Con 16, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +8, Listen +6, Spot +10; Iron 
  Will, Multiattack, Weapon Focus Bite.  
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +8 melee, damage 1d6+2. 
   
  Spell in Effect: Mage armor (CL3). 
  Encounter Eight 
   
   
   
   
  Snooth; Ogre Large Giant; CR 3; HD 4d8+11; hp 29; 
  Init -1; Move 30 ft.; AC 20, touch 8, flat-footed 20 (+7 
  spiked half-plate, +5 natural armor, -1 size, -1 dexterity); 
  Base Atk +3; Grp +13; Atk +9 melee (2d6+9, 
  masterwork spiked chain) or +1 ranged (1d8+5, 
  javelin); Full Atk +9 melee (2d6+9, masterwork spiked 
  chain) or +1 ranged (1d8+5, javelin); Space/Reach 10 
  ft./ 10 ft (20 ft. with spiked chain); SQ darkvision 60’, 
  low-light vision; AL: CE; SV Fort +6 Ref +0 Will +1; Str 
  22, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +2; Heavy Armor 
  Proficiency, Exotic Weapon Proficiency (Spiked 
  Chain). 
   
  Languages: Common, Giant. 
   
  Possessions: Large javelins (6), masterwork large 
  spiked chain, large cold iron spiked chain, large 
  greatsword, large spiked half-plate. 
  Encounter Ten 
   
   
   
   
  Topiary Dire Badger; Medium Plant; CR 3; HD 
  5d8+10; hp 32; Init +3; Move 30 ft,; AC 16, touch 13, 
  flat-footed 13 (+3 dexterity, +3 natural); Base Atk +3; 
  Grp +6; Atk +6 melee (1d4+3, claw); Full Atk +6 melee 
  (1d4+3, 2 claws) and +1 melee (1d6+1, bite); 
  Space/Reach 5 ft./ 5 ft.; SA Rage, merciful; SQ damage 
  reduction 
  10/slashing, 
  freeze, 
  tremorsense, 
  vulnerability to fire, low-light vision, scent; AL: N; SV 
  Fort +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +11.  
   
  Rage (Ex): A dire badger that takes damage in 
  combat (or in this case a topiary dire badger) flies into a 
  berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 
  Strength, +4 Constitution and -2 AC. The creature 
  cannot 
  end 
  its 
  rage 
  voluntarily. 
  Given 
  the 
  circumstances, the topiary guardian cannot use non-
  lethal damage when in a rage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  
  Ket6-07 The Good of All 
   
  Page 50 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Shadow 
  Mastiff; 
  CR 
  5; 
  Medium 
  Outsider 
  (extraplanar); HD 4d8+16; hp 34; Init +1; Move 50 ft; 
  AC 19, touch 11, Flat-footed 18 (+1 dexterity, +4 
  natural, +4 mage armor); Base Atk +4; Grp +8; Atk +8 
  melee (1d6+6, bite); Full Atk +8 melee (1d6+6, bite); 
  Space/Reach 5 ft./ 5 ft.; SA Bay, trip; SQ Darkvision 60 
  ft, shadow blend, scent; AL: NE; SV Fort +8, Ref +5, 
  Will +5; Str 18, Dex 13, Con 18, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +8, Listen +8, Move Silently 
  +8, Spot +8, Survival +8 (+12 when tracking by scent); 
  Dodge, Mobility, Track
  b.  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 foot 
  spread must succeed on a DC 13 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same mastiff’s bay 
  for 24 hours. The save DC is Charisma based. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  (+4 check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
   
  Shadow blend (Su): In any condition of 
  illumination other than full daylight, a shadow mastiff 
  can disappear into the shadows, giving it total 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Spells In Effect: mage armor (CL3). 
  Encounter Thirteen  
   
   
  Electrum Horror Scout; Sor2/Ftr1; CR 6; small 
  construct; HD4d10+10+2d4+1d10; hp 44; Init +3; Spd 
  30 ft.; AC 25 (+1 size, +3 Dex, +7 natural, +4 mage 
  armor) touch 14, flat-footed 22; Base Atk +5; Grp +4; 
  Atk melee +9 (1d8+4, razor saw) or ranged +10 (2d4+3, 
  pressure darts); Full Atk melee +9 (1d8+4, razor saw) or 
  ranged +10 or +8/+8 (2d4+3, pressure darts); 
  Space/Reach 5 ft/5 ft; SA spells SQ: dark vision 60’, 
  construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 20; AL LE; SV Fort +3, 
  Ref +4, Will +6; Str 16, Dex 17, Con -, Int 7, Wis 14, Cha 
  11.  
      Skills and Feats: Concentration +2, Jump +4, Listen 
  +11, Spot +11; Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (pressure darts). 
   
  Spells (6/5; DC = 10+spell level); 0 – acid splash, 
  detect magic, disrupt undead, ray of frost; 1
  st – mage 
  armor, magic missile. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
       Possessions: spell component pouch. 
   
  Spells in Effect:  mage armor (CL2), bull’s strength 
  (CL5). 
  Encounter Fourteen  
   
   
  Sheera; Green Hag; CR 5; Medium Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1; Move 30 ft, swim 
  30 ft; AC 22, touch 11, Flat-footed 21 (+1 dexterity, +11 
  natural); Base Atk +9; Grp +13; Atk +13 melee (1d4+4, 
  claw); Full Atk +13 melee (1d4+4, 2 claws); 
  Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ: Darkvision 90 ft, spell 
  resistance 18; AL: LE; SV Fort +4, Ref +7, Will +7; Str 
  19, Dex 12, Con 12, Int 14, Wis 13, Cha 14. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (local – VTF) +8, Hide +9, Jump +15, Listen +11, Spot 
  
  Ket6-07 The Good of All 
   
  Page 51 
  +11, Swim +12; Alertness, Blind-Fight, Close Quarters 
  Fighting*, Combat Casting.  
   
  Languages – Common, Baklunish, Elven. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
   
  
  Ket6-07 The Good of All 
   
  Page 52 
  APL 4
  Encounter Five 
   
   
   
   
  Dire Weasels (2); Medium Animal; CR 2; HD 3d8+6; 
  hp 19; Init +4; Move 40 ft; AC 20, touch 14, flat-footed 
  16 (+4 mage armor, +4 dexterity, +2 natural); Base Atk 
  +2; Grp +4; Atk +6 melee (1d6+3, bite); Full Atk +6 
  melee (1d6+3, bite); Space/Reach 5 ft./ 5 ft.; SA Attach, 
  blood drain; SQ: low-light vision, scent; AL: N; SV Fort 
  +4, Ref +7, Will +4; Str 14, Dex 19, Con 12, Int 2, Wis 
  12, Cha 11. 
   
  Skills and Feats: Hide +8, Listen +3, Move Silently 
  +8, Spot +5; Alertness, Stealthy, Weapon Finesse
  b.  
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12 (16 in 
  this case). 
   
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached dire 
  weasel through grappling, the opponent must achieve 
  a pin against the creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Spell in Effect: Mage armor (CL 3). 
  Encounter Six  
   
   
   
  Griffons (2); Large Magical Beast; CR 4; HD 7d10+21; 
  hp 59; Init +3; Move 30 ft, 80 ft fly (average); AC 22, 
  touch 12, flat-footed 19 (+4 mage armor, +3 dexterity, -1 
  size, +6 natural); Base Atk +7; Grp +15; Atk +11 melee 
  (2d6+4, bite); Full Atk +11 melee (2d6+4, bite) and +8 
  melee (1d4+2, 2 claws); Space/Reach 10 ft./ 5 ft.; SA 
  Pounce, rake 1d6+2; SQ dark vision 60 ft, low-light 
  vision, scent; AL: N; SV Fort +8, Ref +8, Will +5; Str 18, 
  Dex 16, Con 16, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +8, Listen +6, Spot +10; Iron 
  Will, Multiattack, Weapon Focus Bite.  
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +8 melee, damage 1d6+2. 
   
  Spell in Effect: Mage armor (CL 3). 
  Encounter Eight 
   
   
   
   
  Snoothette; Skullcrusher Ogre; Large Giant; CR 5; HD 
  8d8+24; hp 60; Init +0; Move 30 ft.; AC 20, touch 9, flat-
  footed 20 (+7 spiked half-plate, +2 natural armor, -1 
  size, +2 spiked heavy shield); Base Atk +6; Grp +21; Atk 
  +12 melee (2d6+7, morningstar) or +12 melee (1d8+3, 
  shield spike) or +6 ranged (2d6+7, rock); Full Atk +8/+3 
  melee (2d6+7, morningstar) and +8 melee (1d8+3, 
  shield spike) or +6 ranged (2d6+7, rock); Space/Reach 
  10 ft./ 10 ft.; SA rock throwing; SQ darkvision 60’, low-
  light vision; AL: NE; SV Fort +9 Ref +2 Will +2; Str 25, 
  Dex 11, Con 17, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (weaponsmith) +5, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +7, Search +0 (+2 for secret 
  doors); Improved Grapple, Improved Shield Bash, 
  Mounted 
  Combat, 
  Power 
  Attack, 
  Two-Weapon 
  Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Large spiked half-plate, spiked heavy 
  steel shield, large morningstar, large cold iron 
  morningstar, large daggers (2), large light crossbow, 40 
  bolts, 5 cold iron bolts, 5 silver bolts, backpack, 
  sleeping roll, waterskin, 5 rocks. 
   
  Spells in Effect: fly (CL 7). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Badgers (2); Medium Plant; CR 3; HD 
  5d8+10; hp 32; Init +3; Move 30 ft,; AC 16, touch 13, 
  flat-footed 13 (+3 dexterity, +3 natural); Base Atk +3; 
  Grp +6; Atk +6 melee (1d4+3, claw); Full Atk +6 melee 
  (1d4+3, 2 claws) and +1 melee (1d6+1, bite); 
  Space/Reach 5 ft./ 5 ft.; SA Rage, merciful; SQ damage 
  reduction 
  10/slashing, 
  freeze, 
  tremorsense, 
  vulnerability to fire, low-light vision, scent; AL: N; SV 
  Fort +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +11.  
  
  Ket6-07 The Good of All 
   
  Page 53 
   
  Rage (Ex): A dire badger that takes damage in 
  combat (or in this case a topiary dire badger) flies into a 
  berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 
  Strength, +4 Constitution and -2 AC. The creature 
  cannot 
  end 
  its 
  rage 
  voluntarily. 
  Given 
  the 
  circumstances, the topiary guardian cannot use non-
  lethal damage when in a rage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Shadow Mastiffs (2); CR 5; Medium Outsider 
  (extraplanar); HD 4d8+16; 34 hp; Init +1; Move 50 ft; 
  AC 19, touch 11, Flat-footed 18 (+1 dexterity, +4 
  natural, +4 mage armor); Base Atk +4; Grp +8; Atk +8 
  melee (1d6+6, bite); Full Atk +8 melee (1d6+6, bite); 
  Space/Reach 5 ft./ 5 ft.; SA Bay, trip; SQ Darkvision 60 
  ft, shadow blend, scent; AL: NE; SV Fort +8, Ref +5, 
  Will +5; Str 18, Dex 13, Con 18, Int 4, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +8, Listen +8, Move Silently 
  +8, Spot +8, Survival +8 (+12 when tracking by scent); 
  Dodge, Mobility, Track
  b.  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 foot 
  spread must succeed on a DC 13 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same mastiff’s bay 
  for 24 hours. The save DC is Charisma based. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  (+4 check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
   
  Shadow blend (Su): In any condition of 
  illumination other than full daylight, a shadow mastiff 
  can disappear into the shadows, giving it total 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Spells In Effect: mage armor (CL 3). 
  Encounter Thirteen  
   
   
  Electrum Horror Scout; Sor4/Ftr2; CR 8; small 
  construct; HD4d10+10+4d4+2d10; hp 55 (65 with false 
  life); Init +3; Spd 30 ft.; AC 25 (+1 size, +3 Dex, +7 
  natural, +4 mage armor, +2 deflection – protection 
  from law, not calculated in) touch 14, flat-footed 22; 
  Base Atk +7; Grp +6; Attack melee +11 (1d8+4, razor 
  saw) or ranged +12 (2d4+3, pressure darts); Full Attack 
  melee +11/+6 (1d8+4, razor saw) or ranged +12 or 
  +10/+10/+5 (2d4+3, pressure darts); Space/Reach 5 ft/5 
  ft; SA spells SQ: dark vision 60’, construct traits, 
  electricity immunity, linked mind, spell vulnerability 
  (shatter), SR 23; AL LE; SV Fort +5, Ref +5, Will +7; Str 
  16, Dex 17, Con -, Int 7, Wis 14, Cha 12.  
      Skills and Feats: Concentration +4, Jump +5, Listen 
  +11, Spot +11; Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (pressure darts). 
   
  Spells (6/6/3; DC =- 11+spell level); 0 – acid 
  splash, daze, detect magic, disrupt undead, light, ray of 
  frost; 1
  st – grease, mage armor, protection from law; 2
  nd 
  – false life. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
       Possessions: spell component pouch. 
  
  Ket6-07 The Good of All 
   
  Page 54 
   
  Spells in Effect:  mage armor (CL4), bull’s 
  strength (CL5), false life (CL4), protection from law 
  (CL4). 
  Encounter Fourteen  
   
   
  Sheera; Green Hag; CR 5; Medium Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1; Move 30 ft, swim 
  30 ft; AC 22, touch 11, Flat-footed 21 (+1 dexterity, +11 
  natural); Base Atk +9; Grp +13; Atk +13 melee (1d4+4, 
  claw); Full Atk +13 melee (1d4+4, 2 claws); 
  Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 18; AL: LE; SV Fort +4, Ref +7, Will +7; Str 
  19, Dex 12, Con 12, Int 14, Wis 13, Cha 14. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (local – VTF) +8, Hide +9, Jump +15, Listen +11, Spot 
  +11, Swim +12; Alertness, Blind-Fight, Close Quarters 
  Fighting*, Combat Casting.  
   
  Languages – Common, Baklunish, Elven. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag; CR 5; Medium Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1; Move 30 ft, swim 
  30 ft; AC 22, touch 11, Flat-footed 21 (+1 dexterity, +11 
  natural); Base Atk +9; Grp +13; Atk +13 melee (1d4+4, 
  claw); Full Atk two +13 melee (1d4+4, 2 claws); 
  Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 18; AL: LE; SV Fort +4, Ref +7, Will +7; Str 
  19, Dex 12, Con 12, Int 14, Wis 13, Cha 15. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spot +11, Swim 
  +12; Alertness, Blind-Fight, Close Quarters Fighting*, 
  Combat Casting.  
   
  Languages – Common, Baklunish, Elven. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
   
   
  
  Ket6-07 The Good of All 
   
  Page 55 
  APL 6
  Encounter Five 
   
   
   
   
  Advanced Dire Weasels (2); Medium Animal; CR 4; 
  HD 6d8+18; hp 45; Init +6; Move 40 ft; AC 23, touch 
  17, flat-footed 16 (+4 mage armor, +7 dexterity, +2 
  natural); Base Atk +4; Grp +7; Atk +11 melee (1d6+4, 
  bite); Full Atk +11 melee (1d6+4, bite); Space/Reach 5 
  ft./ 5 ft.; SA Attach, blood drain; SQ low-light vision, 
  scent; AL: N; SV Fort +7, Ref +11, Will +6; Str 16, Dex 
  24, Con 16, Int 2, Wis 14, Cha 9. 
   
  Skills and Feats: Hide +11, Listen +4, Move 
  Silently +11, Spot +9; Alertness, Dodge, Mobility, 
  Stealthy, Weapon Finesse
  b.  
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12 (16 in 
  this case). 
   
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached dire 
  weasel through grappling, the opponent must achieve 
  a pin against the creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
   
  Spell in Effect: Mage armor (CL5). 
  Encounter Six  
   
   
   
  Advanced Griffons (2); Large Magical Beast; CR 6; 
  HD 10d10+50; hp 105; Init +4; Move 30 ft, 80 ft fly 
  (average); AC 23, touch 13, flat-footed 19 (+4 mage 
  armor, +4 dexterity, -1 size, +6 natural); Base Atk +10; 
  Grp +20; Atk +16 melee (3d6+6, bite); Full Atk +16 
  melee (3d6+6, bite) and +13 melee (1d4+3, 2 claws); 
  Space/Reach 10 ft./ 5 ft.; SA Pounce, rake 1d6+3; SQ 
  dark vision 60 ft, low-light vision, scent; AL: N; SV Fort 
  +11, Ref +10, Will +8; Str 22, Dex 18, Con 20, Int 5, Wis 
  16, Cha 6. 
   
  Skills and Feats: Jump +11, Listen +8, Spot +15; 
  Improved Natural Attack (bite), Iron Will, Multiattack, 
  Weapon Focus (bite).  
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +13 melee, damage 
  1d6+3. 
   
  Spell in Effect: Mage armor (CL7). 
  Encounter Eight 
   
   
   
   
  Snoothette; Skullcrusher Ogre Ftr2; Large Giant; CR 
  7; HD 8d8+32+2d10+8; hp 88; Init +1; Move 30 ft.; AC 
  22, touch 10, flat-footed 21 (+8 spiked full plate, +1 
  dexterity, -1 size, +2 natural armor, +2 spiked heavy 
  shield); Base Atk +8; Grp +25; Atk +17 melee (2d6+9, 
  masterwork morningstar) or +16 melee (1d8+4, shield 
  spike) or +9 ranged (2d6+9, rock); Full Atk +15/+10 
  melee (2d6+9, masterwork morningstar) and +14 melee 
  (1d8+4, shield spike) or +9 ranged (2d6+9, rock); 
  Space/Reach 10 ft./ 10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL: NE; SV Fort +13 
  Ref +3 Will +2; Str 29, Dex 13, Con 19, Int 14, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +7, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +9, Search +0 (+2 for secret 
  doors); Combat Expertise, Combat Reflexes, Improved 
  Grapple, Improved Shield Bash, Mounted Combat, 
  Over-Sized Two Weapon Fighting*, Power Attack, 
  Two-Weapon Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: Large spiked full plate, spiked heavy 
  steel shield, masterwork large morningstar, large cold 
  iron morningstar, large daggers (2), large light 
  crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
   
  Spells in Effect: fly (CL7), protection from good 
  (CL7). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Ape; Large Plant; CR 7; HD 10d8+40; hp 
  85; Init +2; Move 30 ft,; AC 15, touch 11, flat-footed 13 
  (-1 size, +2 dexterity, +4 natural); Base Atk +7; Grp +18; 
  Atk +13 melee (1d6+7, claw); Full Atk +13 melee 
  (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  
  Ket6-07 The Good of All 
   
  Page 56 
  Space/Reach 10 ft./ 10 ft.; SA Rend 2d6+10, merciful; 
  SQ damage reduction 10/slashing, freeze, tremorsense, 
  vulnerability to fire, low-light vision, scent; AL: N; SV 
  Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +10.  
   
  Rend (Ex): A dire ape that hits with both claws (or 
  in this case a topiary dire ape) latches onto the 
  opponent’s body and tears the flesh. This attack 
  automatically deals 2d6+10 points of damage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Advanced Shadow Mastiff; CR 9; Large Outsider 
  (extraplanar); HD 10d8+60; 105 hp; Init +1; Move 50 ft; 
  AC 21, touch 10, Flat-footed 20 (+1 dexterity, -1 size, +7 
  natural, +4 mage armor); Base Atk +10; Grp +22; Atk 
  +17 melee (1d8+12, bite); Full Atk +17 melee (1d8+12, 
  bite); Space/Reach 10 ft./ 5 ft.; SA Bay, trip; SQ 
  Darkvision 60 ft, shadow blend, scent; AL: NE; SV Fort 
  +13, Ref +8, Will +8; Str 26, Dex 13, Con 22, Int 4, Wis 
  12, Cha 13. 
   
  Skills and Feats: Hide +9, Listen +13, Move 
  Silently +13, Spot +13, Survival +13 (+17 when tracking 
  by scent); Dodge, Elusive Target*, Mobility, Spring 
  Attack, Track
  b.  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 foot 
  spread must succeed on a DC 16 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same mastiff’s bay 
  for 24 hours. The save DC is Charisma based. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  (+12 check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
   
  Shadow blend (Su): In any condition of 
  illumination other than full daylight, a shadow mastiff 
  can disappear into the shadows, giving it total 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Spells In Effect: fly (CL 7), mage armor (CL 7). 
  * New Rule – See Appendix Two. 
  Encounter Thirteen  
   
   
  Electrum Horror Scout; Sor6/Ftr2; CR 10; small 
  construct; HD4d10+10+6d4+2d10; hp 61 (73 with false 
  life); Init +3; Spd 30 ft.; AC 30 (+1 size, +4 Dex, +7 
  natural, +4 mage armor, +4 shield, +2 deflection – 
  protection from law, not calculated in) touch 15, flat-
  footed 26; Base Atk +8; Grp +7; Atk melee +12 (1d8+4, 
  razor saw) or ranged +14 (2d4+3, pressure darts); Full 
  Atk melee +12/+7 (1d8+4, razor saw) or ranged +14 or 
  +12/+12/+7 (2d4+3, pressure darts); Space/Reach 5 ft/5 
  ft; SA spells SQ dark vision 60’, construct traits, 
  electricity immunity, linked mind, spell vulnerability 
  (shatter), SR 25; AL LE; SV Fort +6, Ref +6, Will +8; Str 
  16, Dex 18, Con -, Int 7, Wis 14, Cha 14.  
      Skills and Feats: Concentration +6, Jump +3, Listen 
  +11, Spot +11; Combat Casting, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (pressure 
  darts). 
   
  Spells (6/6/6/4; DC = 12+spell level); 0 – acid 
  splash, daze, detect magic, disrupt undead, light, ray of 
  frost; 1
  st – grease, mage armor, protection from law, 
  shield; 2
  nd – false life, glitterdust; 3
  rd - fireball. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  
  Ket6-07 The Good of All 
   
  Page 57 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
   
  Possessions: spell component pouch. 
   
  Spells In Effect: false life (CL 6), mage armor (CL 
  6), bull’s strength (CL 6), protection from law (CL 6), 
  shield (CL 6).  
  Encounter Fourteen  
   
   
  Sheera; Green Hag; CR 5; Medium Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1; Move 30 ft, swim 
  30 ft; AC 22, touch 11, Flat-footed 21 (+1 dexterity, +11 
  natural); Base Atk +9; Grp +13; Atk +13 melee (1d4+4, 
  claw); Full Atk +13 melee (1d4+4, 2 claws); 
  Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 18; AL: LE; SV Fort +4, Ref +7, Will +7; Str 
  19, Dex 12, Con 12, Int 14, Wis 13, Cha 14. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (local – VTF) +8, Hide +9, Jump +15, Listen +11, Spot 
  +11, Swim +12; Alertness, Blind-Fight, Close Quarters 
  Fighting*, Combat Casting. 
   
  Languages – Common, Baklunish, Elven.  
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag; CR 5; Medium Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1; Move 30 ft, swim 
  30 ft; AC 22, touch 11, Flat-footed 21 (+1 dexterity, +11 
  natural); Base Atk +9; Grp +13; Atk +13 melee (1d4+4, 
  claw); Full Atk two +13 melee (1d4+4, 2 claws); 
  Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 18; AL: LE; SV Fort +4, Ref +7, Will +7; Str 
  19, Dex 12, Con 12, Int 14, Wis 13, Cha 15. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spot +11, Swim 
  +12; Alertness, Blind-Fight, Close Quarters Fighting*, 
  Combat Casting.  
   
  Languages – Common, Baklunish, Elven. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
  Hidea; Annis Ftr1; CR 7; Large Monstrous Humanoid; 
  HD 7d8+28+1d10+4; 69 hp; Init +1; Move 40 ft; AC 25, 
  touch 11, Flat-footed 23 (-1 size, +4 chain shirt, +2 
  dexterity, +10 natural); Base Atk +8; Grp +22; Atk +17 
  melee (1d6+10, claw); Full Atk +17 melee (1d6+10, 2 
  claws); Space/Reach 10 ft./ 10 ft.; SA: Improved grab, 
  rake 1d6+10, rend 2d6+15, spell-like abilities; SQ 
  Damage reduction 2/bludgeoning, darkvision 60 ft, 
  spell resistance 20; AL: CE; SV Fort +8, Ref +7, Will +7; 
  Str 30, Dex 14, Con 18, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +11, Diplomacy 
  +1, Disguise -1 (+1 acting), Hide +4, Intimidate +1, 
  Listen +11, Spot +11; Alertness, Blind-Fight, Combat 
  Reflexes, Close Quarters Fighting*.  
   
  Languages – Common, Baklunish. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +17, damage 1d6+10. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
  
  Ket6-07 The Good of All 
   
  Page 58 
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+15 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: chain shirt. 
  *See Appendix Two – New Rules Items 
   
   
   
  
  Ket6-07 The Good of All 
   
  Page 59 
  APL 8 
  Encounter Five 
   
   
   
   
  Very Advanced Dire Weasels (2); Large Animal; CR 
  6; HD 9d8+45; hp 85; Init +6; Move 40 ft; AC 24, touch 
  15, flat-footed 18 (+4 mage armor, -1 size, +6 dexterity, 
  +5 natural); Base Atk +6; Grp +17; Atk +12 melee 
  (1d8+10, bite); Full Atk +12 melee (1d8+10, bite); 
  Space/Reach 5 ft./ 5 ft.; SA Attach, blood drain; SQ 
  low-light vision, scent; AL N; SV Fort +11, Ref +12, 
  Will +8; Str 24, Dex 22, Con 20, Int 2, Wis 14, Cha 9. 
   
  Skills and Feats: Hide +6, Listen +4, Move Silently 
  +6, Spot +12; Alertness, Dodge, Mobility, Spring 
  Attack, Stealthy, Weapon Finesse
  b.  
   
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent’s body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 14 (18 in 
  this case). 
   
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached dire 
  weasel through grappling, the opponent must achieve 
  a pin against the creature. 
   
  Blood Drain (Ex): A dire weasel drains blood for 
  1d6 points of Constitution damage each round it 
  remains attached. 
   
  Spell in Effect: Mage armor (CL7). 
  Encounter Six  
   
   
   
  Very Advanced Griffons (2); Huge Magical Beast; CR 
  8; HD 13d10+50; hp 105; Init +4; Move 30 ft, 80 ft fly 
  (average); AC 24, touch 11, flat-footed 21 (+4 mage 
  armor, +3 dexterity, -2 size, +9 natural); Base Atk +13; 
  Grp +31; Atk +22 melee (4d6+10, bite); Full Atk +22 
  melee (4d6+10, bite) and +19 melee (1d8+5, 2 claws); 
  Space/Reach 15 ft./ 10 ft.; SA Pounce, rake 1d8+5; SQ 
  dark vision 60 ft, low-light vision, scent; AL: N; SV Fort 
  +15, Ref +11, Will +9; Str 30, Dex 16, Con 24, Int 5, Wis 
  16, Cha 6. 
   
  Skills and Feats: Jump +15, Listen +8, Spot +18; 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claws), Iron Will, Multiattack, Weapon Focus 
  (bite).  
   
  Pounce (Ex): If a griffon dives upon or charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Attack bonus +19 melee, damage 
  1d8+5. 
   
  Spell in Effect: Mage armor (CL7). 
  Encounter Eight 
   
   
   
   
  Snoothette; Skullcrusher Ogre Ftr4; Large Giant; CR 
  9; HD 8d8+32+4d10+16; hp 106; Init +1; Move 30 ft.; 
  AC 24, touch 10, flat-footed 23 (+9 for +1 spiked full 
  plate, +1 dexterity, -1 size, +2 natural armor, +3 for +1 
  spiked heavy shield); Base Atk +10; Grp +28; Atk +20 
  melee (2d6+10, masterwork morningstar) or +19 melee 
  (1d8+5, shield spike) or +11 ranged (2d6+10, rock); Full 
  Atk +18/+13 melee (2d6+10, masterwork morningstar) 
  and +17 melee (1d8+5, shield spike) or +11 ranged 
  (2d6+9, rock); Space/Reach 10 ft./ 10 ft.; SA rock 
  throwing; SQ darkvision 60’, low-light vision; AL: NE; 
  SV Fort +15, Ref +5, Will +4; Str 30, Dex 13, Con 19, Int 
  14 ,Wis 10, Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +9, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +11, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +1 Large spiked full plate, +1 large 
  spiked heavy steel shield, +1 cloak of resistance, 
  masterwork large morningstar, large cold iron 
  morningstar, large daggers (2), large light crossbow, 40 
  bolts, 5 cold iron bolts, 5 silver bolts, backpack, 
  sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
   
  Spells in Effect: fly (CL 9), protection from good 
  (CL 9), resist energy 20 (cold) (CL 9). 
  
  Ket6-07 The Good of All 
   
  Page 60 
  Encounter Ten 
   
   
   
   
  Topiary Dire Apes (2); Large Plant; CR 7; HD 
  10d8+40; 85 hp; Init +2; Move 30 ft,; AC 15, touch 11, 
  flat-footed 13 (-1 size, +2 dexterity, +4 natural); Base Atk 
  +7; Grp +18; Atk +13 melee (1d6+7, claw); Full Atk +13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  Space/Reach 10 ft./ 10 ft.; SA Rend 2d6+10, merciful; 
  SQ damage reduction 10/slashing, freeze, tremorsense, 
  vulnerability to fire, low-light vision, scent; AL: N; SV 
  Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +10.  
   
  Rend (Ex): A dire ape that hits with both claws (or 
  in this case a topiary dire ape) latches onto the 
  opponent’s body and tears the flesh. This attack 
  automatically deals 2d6+10 points of damage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Advanced Shadow Mastiffs (2); CR 9; Large Outsider 
  (extraplanar); HD 10d8+60; hp 105; Init +1; Move 50 ft; 
  AC 21, touch 10, Flat-footed 20 (+1 dexterity, -1 size, +7 
  natural, +4 mage armor); Base Atk +10; Grp +22; Atk 
  +17 melee (1d8+12, bite); Full Atk +17 melee (1d8+12, 
  bite); Space/Reach 10 ft./ 5 ft.; SA Bay, trip; SQ 
  Darkvision 60 ft, shadow blend, scent; AL: NE; SV Fort 
  +13, Ref +8, Will +8; Str 26, Dex 13, Con 22, Int 4, Wis 
  12, Cha 13. 
   
  Skills and Feats: Hide +9, Listen +13, Move 
  Silently +13, Spot +13, Survival +13 (+17 when tracking 
  by scent); Dodge, Elusive Target*, Mobility, Spring 
  Attack, Track
  b.  
   
  Bay (Su): When a shadow mastiff howls or barks, 
  all creatures except evil outsiders within a 300 foot 
  spread must succeed on a DC 16 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same mastiff’s bay 
  for 24 hours. The save DC is Charisma based. 
   
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free action 
  (+12 check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
   
  Shadow blend (Su): In any condition of 
  illumination other than full daylight, a shadow mastiff 
  can disappear into the shadows, giving it total 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A 
  daylight spell, however, will. 
   
  Spells In Effect: fly (CL7), mage armor (CL7). 
  * See Appendix Two: New Rules Items 
  Encounter Thirteen  
   
   
  Electrum Horror Scout; Sor8/Ftr2; CR 12; small 
  construct; HD4d10+10+8d4+2d10; hp 67 (80 with false 
  life); Init +3; Spd 30 ft.; AC 31 (+1 haste, +1 size, +4 
  dexterity, +7 natural, +4 mage armor, +4 shield, +2 
  deflection – protection from law, not calculated in) 
  touch 16, flat-footed 26; Base Atk +9; Grp +8; Attack 
  melee +13 (1d8+4, razor saw) or ranged +15 (2d4+3, 
  pressure darts); Full Attack melee +13/+8 (1d8+4, razor 
  saw) or ranged +15 or +13/+13/+8 (2d4+3, pressure 
  darts); Space/Reach 5 ft/5 ft; SA spells SQ dark vision 
  60’, construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 27; AL LE; SV Fort +6, 
  Ref +6, Will +9; Str 16, Dex 18, Con -, Int 7, Wis 14, Cha 
  16.  
      Skills and Feats: Concentration +8, Jump +3, Listen 
  +11, Spot +11; Combat Casting, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (pressure 
  darts). 
   
  Spells (6/6/6/6/4; DC = 13+spell level); 0 – acid 
  splash, daze, detect magic, disrupt undead, light, ray of 
  frost; 1
  st – grease, mage armor, protection from law, 
  shield; 2
  nd – bull’s strength, false life, glitterdust; 3
  rd – 
  fireball, haste; 4
  th – invisibility (greater). 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  
  Ket6-07 The Good of All 
   
  Page 61 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
   
  Possessions: spell component pouch. 
   
  Spells In Effect: false life (CL 8), mage armor (CL 
  8), bull’s strength (CL 8), protection from law (CL 8), 
  shield (CL 8), haste (CL 8).  
  Encounter Fourteen  
   
   
  Sheera; Green Hag Wiz4; CR 7; Medium Monstrous 
  Humanoid; HD 9d8+27+4d4+12; 91 hp; Init +1; Move 
  30 ft, swim 30 ft; AC 22, touch 11, Flat-footed 21 (+1 
  dexterity, +11 natural); Base Atk +11; Grp +17; Atk +17 
  melee (1d6+6, claw); Full Atk +17 melee (1d6+6, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 22; AL: LE; SV Fort +7, Ref +8, Will +12; Str 
  22, Dex 12, Con 16, Int 18, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +19, Hide +9, 
  Jump +15, Knowledge (local – VTF) +20, Listen +11, 
  Spellcraft +8, Spot +11, Swim +12; Alertness, Blind-
  Fight, Close Quarters Fighting*, Combat Casting, 
  Improved Natural Attack (claws), Scribe Scroll
  b. 
   
  Languages 
  – 
  Common, 
  Baklunish, 
  Elven, 
  Dwarven, Orcish. 
   
  Spells (4+1/4+1/3+1; DC = 14+Spell Level; 
  Transmuter, 
  no 
  abjuration/enchantment; 
  transmutation bonus spells are noted in bold) 0 – 
  detect magic (*4), mage hand; 1
  st – expeditious 
  retreat, grease (*2), magic missile (*2); 2
  nd – bear’s 
  endurance, bull’s strength, false life, scorching ray. 
  Caster Level 4
  th.   
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 17 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag Sor4; CR 7; Medium Monstrous 
  Humanoid; HD 9d8+27+4d4+12; hp 91; Init +1; Move 
  30 ft, swim 30 ft; AC 22, touch 11, Flat-footed 21 (+1 
  dexterity, +11 natural); Base Atk +11; Grp +16; Atk +16 
  melee (1d4+5, claw); Full Atk +16 melee (1d4+5, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 22; AL: LE; SV Fort +7, Ref +8, Will +12; Str 
  21, Dex 12, Con 16, Int 12, Wis 15, Cha 20. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spellcraft +3, 
  Spot +11, Swim +12; Alertness, Blind-Fight, Close 
  Quarters 
  Fighting*, 
  Combat 
  Casting, 
  Practiced 
  Spellcaster*.  
   
  Languages – Common, Baklunish. 
   
  Spell Known (6/8/4; DC = 15+Spell Level) 0 – 
  acid splash, detect magic, disrupt undead, mage hand, 
  ray of frost, read magic; 1
  st – grease, mage armor, ray of 
  enfeeblement; 2
  nd – glitterdust. Caster Level 8
  th. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 21 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
  *See Appendix Two – New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 62 
  Hidea; Annis Bbn1/Ftr2; CR 9; Large Monstrous 
  Humanoid; HD 7d8+28+2d10 +8+1d12+4; 90 hp; Init 
  +1; Move 50 ft; AC 26, touch 11, Flat-footed 24 (-1 size, 
  +5 for +1 chain shirt, +2 dexterity, +10 natural); Base 
  Atk +10; Grp +25; Atk +20 melee (1d6+11, claw); Full 
  Atk two +20 melee (1d6+11, 2 claws); Space/Reach 10 
  ft./ 10 ft.; SA Improved grab, rake 1d6+11, rend 2d6+16, 
  spell-like abilities, rage 1/day; SQ Damage reduction 
  2/bludgeoning, darkvision 60 ft, spell resistance 22; 
  AL: CE; SV Fort +12, Ref +8, Will +8; Str 32, Dex 14, 
  Con 18, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +21, Diplomacy 
  +1, Disguise -1 (+1 acting), Hide +4, Intimidate +1, 
  Listen +11, Spot +11; Alertness, Blind-Fight, Cleave, 
  Combat Reflexes, Close Quarters Fighting*, Power 
  Attack.  
  Raging (9 rounds): hp 110; AC 24, touch 9, Flat-footed 
  22 (-1 size, -2 raging, +5 for +1 chain shirt, +2 dexterity, 
  +10 natural); Grp +27; Atk +22 melee (1d6+13, claw); 
  Full Atk two +22 melee (1d6+13, 2 claws); SA: rake 
  1d6+13, rend 2d6+19; SV Fort +14, Will +10; Str 36, 
  Con 22. 
   
  Languages – Common, Baklunish. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +20, damage 1d6+11. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+16 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: +1 chain shirt, gloves of ogre power, 
  cloak of resistance +1. 
  *See Appendix Two – New Rules Items 
   
  
  Ket6-07 The Good of All 
   
  Page 63 
   
  APL 10 
  Encounter Five 
   
   
   
   
  Young Bramblewood Dire Bear; Huge Animal; CR 
  10; HD 18d8+126+18; hp 225; Init +0; Move 40 ft; AC 
  22, touch 8, flat-footed 22 (+4 mage armor, -2 size, +10 
  natural); Base Atk +13; Grp +35; Atk +26 melee 
  (2d6+14, 19-20, *2, claw); Full Atk +26 melee (2d6+14, 
  19-20, *2, 2 claws) and +20 melee (3d8+7, bite); 
  Space/Reach: 15 ft./ 10 ft.; SA Improved grab; SQ low-
  light vision, scent; AL N; SV Fort +18, Ref +11, Will 
  +12; Str 39, Dex 11, Con 24, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +16, Swim +17; 
  Alertness, Die-Hard, Endurance, Improved Critical 
  (claw), Improved Toughness*, Run, Weapon Focus 
  (claw).  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  
   
  Spell in Effect: Mage armor (CL 9). 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Bramblewood Wyvern; CR 12; Huge Dragon; HD 
  15d12+105; hp 202; Init +2; Move 20 ft, fly 60 ft (poor); 
  AC 24, touch 9, Flat-footed 23 (+4 mage armor, -2 size, 
  +1 dexterity, +11 natural); Base Atk +15; Grp +34; Atk 
  +25 melee (2d8+11, sting) or +22 melee (3d8+5, talon) 
  or +22 melee (3d8+5, bite); Full Atk +25 melee (2d8+11, 
  sting) and two +22 melee (3d8+5, 2 talons) and +22 
  melee (3d8+5, bite) and +22 melee (2d8+5, wings); 
  Space/Reach 15 ft./ 10 ft.; SA Poison, improved grab; 
  SQ darkvision 60’, immunity to sleep and paralysis, 
  low-light vision, scent; AL N; SV Fort +16, Ref +10, 
  Will +11; Str 32, Dex 12, Con 24, Int 6, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +3, Listen +14, Move 
  Silently +11, Spot +25; Ability Focus (poison), 
  Alertness, Flyby Attack, Hover, Improved Natural 
  Attack (sting), Multiattack
  b, Weapon focus (sting). 
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack.  
   
  Languages – Common, Draconic. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
   
  Poison (Ex): Injury, Fortitude DC 26, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution based. 
  Spell in Effect: Mage armor (CL 9). 
  Encounter Eight 
   
   
   
   
  Snoothette; Skullcrusher Ogre Ftr6; Large Giant; CR 
  11; HD 8d8+32+6d10+24+14; hp 138; Init +1; Move 30 
  ft.; AC 26, touch 11, flat-footed 25 (+9 for +1 spiked full 
  plate, +1 ring of protection, +1 amulet of natural armor, 
  +1 dexterity, -1 size, +2 natural armor, +3 for +1 spiked 
  heavy shield); Base Atk +12; Grp +30; Atk +22 melee 
  (2d6+10, masterwork morningstar) or +21 melee 
  (1d8+5, shield spike) or +13 ranged (2d6+10, rock); Full 
  Atk 
  +20/+15/+10 
  melee 
  (2d6+10, 
  masterwork 
  morningstar) and +19 melee (1d8+5, shield spike) or 
  +13 ranged (2d6+9, rock); Space/Reach 10 ft./ 10 ft.; SA 
  rock throwing; SQ darkvision 60’, low-light vision; AL 
  NE; SV Fort +16, Ref +6, Will +5; Str 30, Dex 13, Con 
  19, Int 14, Wis 10, Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Improved Combat Expertise*, 
  Improved Grapple, Improved Shield Bash, Improved 
  Toughness*, Mounted Combat, Over-Sized Two 
  Weapon Fighting*, Power Attack, Two-Weapon 
  Fighting. 
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +1 Large spiked full plate, +1 large 
  spiked heavy steel shield, +1 cloak of resistance, +1 ring 
  of protection, +1 amulet of natural armor, masterwork 
  large morningstar, large cold iron morningstar, large 
  
  Ket6-07 The Good of All 
   
  Page 64 
  daggers (2), large light crossbow, 40 bolts, 5 cold iron 
  bolts, 5 silver bolts, backpack, sleeping roll, waterskin, 
  5 rocks. 
  * See Appendix Two: New Rules Items 
   
  Spells in Effect: fly (CL 11), protection from good 
  (CL 11), resist energy 30 (acid) (CL 11), resist energy 30 
  (cold) (CL 11). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Apes (4); Large Plant; CR 7; HD 
  10d8+40; 85 hp; Init +2; Move 30 ft,; AC 15, touch 11, 
  flat-footed 13 (-1 size, +2 dexterity, +4 natural); Base Atk 
  +7; Grp +18; Atk +13 melee (1d6+7, claw); Full Atk +13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  Space/Reach 10 ft./ 10 ft.; SA Rend 2d6+10, merciful; 
  SQ damage reduction 10/slashing, freeze, tremorsense, 
  vulnerability to fire, low-light vision, scent; AL N; SV 
  Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +10.  
   
  Rend (Ex): A dire ape that hits with both claws (or 
  in this case a topiary dire ape) latches onto the 
  opponent’s body and tears the flesh. This attack 
  automatically deals 2d6+10 points of damage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Justicator; CR 13; Large Outsider; HD 17d8+34; hp 
  110; Init +3; Spd 30 ft, fly 60 ft (good); AC 28, touch 13, 
  flat-footed 25 (-1 size, +3 dexterity, +10 for +2 mithral 
  full plate, +5 natural, +1 ring of protection); Base Atk 
  +17 Grp: +27; Atk +24 melee (3d6+10, 17-20 crit, +1 
  large greatsword); Full Atk +24/+19/+14/+9 melee 
  (3d6+10, 17-20 crit, +1 large greatsword); Space/Reach 
  10 ft./10 ft.; SA Smite chaos, spell-like abilities; SQ 
  Darkvision 60 ft., damage reduction 10/chaotic, 
  immunity to paralysis outsider traits, spell resistance 
  24; AL LN; SV Fort +12, Ref +13, Will +14; Str 22, Dex 
  17, Con 14, Int 13, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +22, Diplomacy 
  +3, Heal +24, Intimidate +21, Knowledge (the planes) 
  +21, Knowledge (religion) +21, Listen +24, Sense 
  Motive +24, Spellcraft +21, Spot +24, Survival +4 (+6 on 
  other planes); Dodge, Mobility, Elusive Target*, Hover, 
  Improved Critical (Greatsword), Weapon Focus 
  (Greatsword). 
   
  Languages – Common, Celestial.  
   
  Weaponry: A justicator’s natural weapons, as well 
  as any weapons it wields, are treated as lawful-aligned 
  for the purpose of overcoming damage reduction. 
   
  Smite Chaos (Su): Four times per day, a justicator 
  can attempt to smite chaos with one normal melee 
  attack. It gains +1 on the attack roll and +17 on the 
  damage roll. If a justicator accidentally smites a 
  creature that is not chaotic, the smite has no effect, but 
  the ability is still used up for that day. 
   
  Spell-like Abilities (Sp): At will – bless, detect 
  chaos; 3/day cure serious wounds, dimensional anchor, 
  invisibility purge, silence (DC 13); 1/day – dispel chaos 
  (DC 16), greater command (DC 16), plane shift. Caster 
  Level 10
  th. 
   
  Spells in effect: bless, invisibility purge, silence 
  (all CL 10). 
   
  Possessions: +1 greatsword, +2 mithral plate mail, 
  +1 ring of protection, masterwork greatsword, 
  greatsword, daggers (4), spiked gauntlet.  
  *See Appendix Two - New Rules Items 
  Encounter Thirteen  
   
   
  Adamantine Clockwork Horror; Mnk4; CR 14; small 
  construct; HD 16d10+10+4d8+20; hp 138 (154 with 
  false life); Init +10; Spd 60 ft.; AC 36 (+1 size, +6 dex, 
  +13 natural, +6 wisdom) touch 23, flat-footed 30; Base 
  Atk +15; Grp +20; Attack melee +23 (2d10+10, +1 razor 
  saw); Full Attack melee +23/+18/+13 (2d10+10, +1 
  razor saw); Space/Reach 5 ft / 5 ft; SA spells SQ: dark 
  vision 60’, construct traits, electricity immunity, linked 
  mind, spell vulnerability (shatter), SR 26, improved 
  unarmed strike, flurry of blows, fast movement, 
  evasion, still mind, ki strike (magic), slow fall 20 ft.; AL 
  LE; SV Fort +9, Ref +15, Will +15; Str 22, Dex 23, Con -, 
  Int 21, Wis 22, Cha 23.  
      Skills and Feats: Balance +28, Climb +15, Jump +27, 
  Hide +30, Knowledge (the planes) +24, Spellcraft +24, 
  
  Ket6-07 The Good of All 
   
  Page 65 
  Spot +29, Tumble +19; Cleave, Deflect Arrows, Great 
  Cleave, Improved Grapple, Improved Initiative, 
  Improved Toughness*, Power Attack, Sunder. 
   
  Languages – Abyssal, Common, Baklunish, 
  Dwarven, Infernal, Giant. 
   
  Spell-Like Abilities (Sp): At will – implosion (DC 
  25), limited wish (DC 23), disintegrate (DC 22) CL 20
  th; 
  save DC is Charisma-based. Limited wish has a severely 
  limited spell list available, based on experience of the 
  horror: 
  It may cast any allowable spell that a PC casts and it 
  identifies (with Spellcraft), or any of the following (and 
  no others): 
  1
  st expeditious retreat, feather fall, grease, magic 
  missile, protection from chaos 
  2nd glitterdust, false life, invisibility, scorching ray 
  3rd dispel magic, fly, lightning bolt, slow 
  4th confusion, fireshield, stoneskin, repair critical 
  wounds (the effect in this case is to cure damage on the 
  horror, otherwise as per cure critical wounds) 
  5
  th cone of cold, teleport 
  6th chain lightning, greater dispel magic 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a gold horror acts as a +4 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  *See Appendix Two - New Rules Items 
  Encounter Fourteen  
   
   
  Sheera; Green Hag Wiz8; CR 9; Medium Monstrous 
  Humanoid; HD 9d8+27+8d4+24; 115 hp; Init +1; Move 
  30 ft, swim 30 ft; AC 22, touch 11, Flat-footed 21 (+1 
  dexterity, +11 natural); Base Atk +11; Grp +17; Atk +17 
  melee (1d6+6, claw); Full Atk +17 melee (1d6+6, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 26; AL LE; SV Fort +9, Ref +10, Will +15; Str 
  22, Dex 12, Con 16, Int 20, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +23, Hide +9, 
  Jump +15, Knowledge (arcana) +10, Knowledge (local – 
  VTF) +20, Listen +11, Spellcraft +27, Spot +11, Swim 
  +12; Alertness, Arcane Strike*, Blind-Fight, Close 
  Quarters Fighting*, Combat Casting, Extend Spell, 
  Improved Natural Attack (claws), Scribe Scroll
  b. 
   
  Languages – Common, Baklunish, Dwarven, 
  Elven, Orcish. 
   
  Spells (4+1/6+1/4+1/4+1/3+1; DC = 15+Spell 
  Level; 
  Transmuter, 
  no 
  abjuration/enchantment; 
  transmutation bonus spells are noted in bold) 0 – 
  detect magic (*4), mage hand; 1
  st – expeditious 
  retreat, grease (*3), magic missile (*3); 2
  nd – bear’s 
  endurance, bull’s strength, false life, scorching ray (2); 
  3
  rd – extended false life, fly (2), haste, slow; 4
  th – 
  dimension door (2), extended fly, extended haste. 
  Caster Level 8
  th.   
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 19 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +2 Headband of intellect, +1 cloak of 
  resistance. 
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag Sor8; CR 9; Medium Monstrous 
  Humanoid; HD 9d8+27+8d4+24; 115 hp; Init +1; Move 
  
  Ket6-07 The Good of All 
   
  Page 66 
  30 ft, swim 30 ft; AC 22, touch 11, Flat-footed 21 (+1 
  dexterity, +11 natural); Base Atk +11; Grp +16; Atk +16 
  melee (1d4+5, claw); Full Atk +16 melee (1d4+5, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 26; AL LE; SV Fort +9, Ref +10, Will +15; Str 
  21, Dex 12, Con 16, Int 12, Wis 15, Cha 23. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spellcraft +11, 
  Spot +11, Swim +12; Alertness, Arcane Strike*, Blind-
  Fight, Close Quarters Fighting*, Combat Casting, 
  Practiced Spellcaster*.  
   
  Languages – Common, Baklunish. 
   
  Spell Known (6/8/7/6/4; DC = 16+Spell Level) 0 
  – acid splash, detect magic, disrupt undead, mage hand, 
  ray of frost, read magic; 1
  st – expeditious retreat, grease, 
  mage armor, ray of enfeeblement, shield; 2
  nd – bear’s 
  endurance, false life, glitterdust; 3
  rd – fly, haste; 4
  th – 
  dimension door.. Caster Level 12
  th. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 24 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +2 Cloak of Charisma, +1 vest of 
  resistance. 
  *See Appendix Two – New Rules Items 
  Hidea; Annis Bbn3/Ftr2; CR 11; Large Monstrous 
  Humanoid; HD 7d8+28+2d10 +8+3d12+12; 112 hp; Init 
  +1; Move 50 ft; AC 28, touch 12, Flat-footed 26 (-1 size, 
  +1 ring of protection, +5 for +1 chain shirt, +2 
  dexterity, +11 natural); Base Atk +12; Grp +27; Atk +22 
  melee (1d8+11, claw); Full Atk +22 melee (1d8+11, 2 
  claws); Space/Reach 10 ft./ 10 ft.; SA Improved grab, 
  rake 1d6+11, rend 2d6+16, spell-like abilities, rage 
  1/day; 
  SQ 
  Damage 
  reduction 
  2/bludgeoning, 
  darkvision 60 ft, spell resistance 24, uncanny dodge, 
  trap sense +1; AL CE; SV Fort +13, Ref +9, Will +9; Str 
  33, Dex 14, Con 18, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +25, Diplomacy 
  +1, Disguise -1 (+1 acting), Hide +4, Intimidate +1, 
  Listen +11, Spot +11, Survival +8; Alertness, Blind-
  Fight, Cleave, Combat Reflexes, Close Quarters 
  Fighting*, Improved Natural Attack (claws), Power 
  Attack. 
   
  Languages – Common, Baklunish.  
   
  Raging (9 rounds): 136 hp; AC 26, touch 10, Flat-
  footed 24 (-1 size, -2 raging, +1 ring of protection, +5 for 
  +1 chain shirt, +2 dexterity, +11 natural); Grp +29; Atk 
  +24 melee (1d8+13, claw); Full Atk two +24 melee 
  (1d8+13, 2 claws); SA: rake 1d6+13, rend 2d6+19; SV 
  Fort +15, Will +11; Str 37, Con 22. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +22, damage 1d6+11. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+16 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: +1 chain shirt, gloves of ogre power, 
  +1 ring of protection, +1 amulet of natural armor, +1 
  cloak of resistance. 
  *See Appendix Two – New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 67 
   APL 12 
  Encounter Five 
   
   
   
   
  Bramblewood Dire Bear; Huge Animal; CR 12; HD 
  21d8+189+21; hp 304; Init +0; Move 40 ft; AC 22, touch 
  8, flat-footed 22 (+4 mage armor, -2 size, +10 natural); 
  Base Atk +15; Grp +39; Atk +30 melee (3d6+17, 19-20, 
  *2, claw); Full Atk +30 melee (3d6+17, 19-20, *2, 2 
  claws) and +24 melee (3d8+8, bite); Space/Reach 15 ft./ 
  10 ft.; SA Improved grab; SQ low-light vision, scent; AL 
  N; SV Fort +21, Ref +13, Will +14; Str 44, Dex 13, Con 
  28, Int 2, Wis 14, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +20, Swim +19; 
  Alertness, Die-Hard, Endurance, Improved Critical 
  (claw), Improved Natural Attack (claws), Improved 
  Toughness*, Run, Weapon Focus (claw).  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  
   
  Spell in Effect: Mage armor (CL 11). 
  * See Appendix Two: New Rules Item 
  Encounter Six  
   
   
   
  Bramblewood Wyverns (2); CR 12; Huge Dragon; 
  HD 15d12+105; hp 202; Init +2; Move 20 ft, fly 60 ft 
  (poor); AC 24, touch 9, Flat-footed 23 (+4 mage armor, -
  2 size, +1 dexterity, +11 natural); Base Atk +15; Grp +34; 
  Atk +25 melee (2d8+11, sting) or +22 melee (3d8+5, 
  talon) or +22 melee (3d8+5, bite); Full Atk +25 melee 
  (2d8+11, sting) and two +22 melee (3d8+5, 2 talons) and 
  +22 melee (3d8+5, bite) and +22 melee (2d8+5, wings); 
  Space/Reach 15 ft./ 10 ft.; SA Poison, improved grab; 
  SQ darkvision 60’, immunity to sleep and paralysis, 
  low-light vision, scent; AL N; SV Fort +16, Ref +10, 
  Will +11; Str 32, Dex 12, Con 24, Int 6, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +3, Listen +14, Move 
  Silently +11, Spot +25; Ability Focus (poison), 
  Alertness, Flyby Attack, Hover, Improved Natural 
  Attack (sting), Multiattack
  b, Weapon focus (sting). 
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack.  
   
  Languages – Common, Draconic. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
   
  Poison (Ex): Injury, Fortitude DC 26, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution based. 
   
  Spell in Effect: Mage armor (CL 11). 
  Encounter Eight 
   
   
   
   
  Snoothette; Skullcrusher Ogre Ftr8; Large Giant; CR 
  13; HD 8d8+40+8d10+40+16; hp 176; Init +1; Move 30 
  ft.; AC 28, touch 11, flat-footed 27 (+10 for +2 spiked 
  full plate, +1 ring of protection, +1 amulet of natural 
  armor, +1 dexterity, -1 size, +2 natural armor, +4 for +2 
  spiked heavy shield); Base Atk +14; Grp +32; Atk +24 
  melee (2d6+11, +1 morningstar) or +23 melee (1d8+5, 
  shield spike) or +15 ranged (2d6+10, rock); Full Atk 
  +22/+17/+12 melee (2d6+11, +1 morningstar) and +19 
  melee (1d8+5, shield spike) or +13 ranged (2d6+9, 
  rock); Space/Reach 10 ft./ 10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL NE; SV Fort +17, 
  Ref +6, Will +5; Str 30, Dex 13, Con 20, Int 14, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Hold the Line*, Improved Combat 
  Expertise*, Improved Grapple, Improved Shield Bash, 
  Improved Toughness*, Improved Trip, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +2 Large spiked full plate, +2 large 
  spiked heavy steel shield, +1 cloak of resistance, +1 ring 
  of protection, +1 amulet of natural armor, +1 large 
  morningstar, large cold iron morningstar, large daggers 
  (2), large light crossbow, 40 bolts, 5 cold iron bolts, 5 
  silver bolts, backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 68 
   
  Spells 
  in 
  Effect: 
  displacement 
  (CL 
  13) 
  (contingency trigger just before combat), fly (CL 13), 
  protection from good (CL 13), resist energy 30 (acid) 
  (CL 13), resist energy 30 (cold) (CL 13). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Bear; Huge Plant; CR 12; HD 20d8+120; 
  hp 210; Init +1; Move 40 ft,; AC 16, touch 9, flat-footed 
  15 (-2 size, +1 dexterity, +7 natural); Base Atk +15; Grp 
  +34; Atk +24 melee (2d6+11, claw); Full Atk +24 melee 
  (2d6+11 2 claws) and +19 melee (3d8+5, bite); 
  Space/Reach 15 ft./ 10 ft.; SA Improved grab, merciful; 
  SQ damage reduction 10/slashing, freeze, tremorsense, 
  vulnerability to fire, low-light vision, scent; AL N; SV 
  Fort +18, Ref +7, Will +6; Str 33, Dex 12, Con 22, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +9.  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear (or in this case a topiary dire bear) must hit with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Topiary Dire Apes (3); Large Plant; CR 7; HD 
  10d8+40; hp 85; Init +2; Move 30 ft,; AC 15, touch 11, 
  flat-footed 13 (-1 size, +2 dexterity, +4 natural); Base Atk 
  +7; Grp +18; Atk +13 melee (1d6+7, claw); Full Atk +13 
  melee (1d6+7, 2 claws) and +8 melee (1d8+3, bite); 
  Space/Reach 10 ft./ 10 ft.; SA Rend 2d6+10, merciful; 
  SQ damage reduction 10/slashing, freeze, tremorsense, 
  vulnerability to fire, low-light vision, scent; AL N; SV 
  Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +10.  
   
  Rend (Ex): A dire ape that hits with both claws (or 
  in this case a topiary dire ape) latches onto the 
  opponent’s body and tears the flesh. This attack 
  automatically deals 2d6+10 points of damage.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Justicator; CR 15; Large Outsider; HD 21d8+42; hp 
  132; Init +3; Spd 30 ft, fly 60 ft (good); AC 30, touch 14, 
  flat-footed 27 (-1 size, +3 dexterity, +11 for +3 mithral 
  full plate, +5 natural, +2 ring of protection); Base Atk 
  +21; Grp: +31; Atk +28 melee (3d6+10, 17-20 crit, +1 
  large greatsword); Full Atk +28/+23/+18/+13 melee 
  (3d6+10, 17-20 crit, +1 large greatsword); Space/Reach 
  10 ft./10 ft.; SA Smite chaos, spell-like abilities; SQ 
  Darkvision 60 ft., damage reduction 10/chaotic, 
  immunity to paralysis outsider traits, spell resistance 
  27; AL LN; SV Fort +14, Ref +15, Will +16; Str 22, Dex 
  17, Con 15, Int 13, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +26, Diplomacy 
  +3, Heal +28, Intimidate +25, Knowledge (the planes) 
  +25, Knowledge (religion) +25, Listen +28, Sense 
  Motive +28, Spellcraft +25, Spot +28, Survival +4 (+6 on 
  other planes); Combat Expertise, Dodge, Elusive 
  Target*, Hover, Improved Critical (Greatsword), 
  Mobility, Weapon Focus (Greatsword), Spring Attack.  
   
  Languages – Common, Celestial. 
   
  Weaponry: A justicator’s natural weapons, as well 
  as any weapons it wields, are treated as lawful-aligned 
  for the purpose of overcoming damage reduction. 
   
  Smite Chaos (Su): Five times per day, a justicator 
  can attempt to smite chaos with one normal melee 
  attack. It gains +1 on the attack roll and +21 on the 
  damage roll. If a justicator accidentally smites a 
  creature that is not chaotic, the smite has no effect, but 
  the ability is still used up for that day. 
   
  Spell-like Abilities (Sp): At will – bless, detect 
  chaos; 3/day cure serious wounds, dimensional anchor, 
  
  Ket6-07 The Good of All 
   
  Page 69 
  invisibility purge, silence (DC 13); 1/day – dispel chaos 
  (DC 16), greater command (DC 16), plane shift. Caster 
  Level 10
  th. 
   
  Spells in effect: bless, invisibility purge, silence 
  (all 10
  th level). 
   
  Possessions: +1 greatsword, +3 mithral plate mail, 
  +2 ring of protection, masterwork greatsword, 
  greatsword, daggers (4), spiked gauntlet.  
  *See Appendix Two - New Rules Items 
  Encounter Thirteen  
   
   
  Adamantine Clockwork Horror; Mnk4; CR 14; small 
  construct; HD 16d10+10+4d8+20; hp 138 (154 with 
  false life); Init +10; Spd 60 ft.; AC 36 (+1 size, +6 dex, 
  +13 natural, +6 wisdom) touch 23, flat-footed 30; Base 
  Atk +15; Grp +20; Attack melee +23 (2d10+10, +1 razor 
  saw); Full Attack melee +23/+18/+13 (2d10+10, +1 
  razor saw); Space/Reach 5 ft / 5 ft; SA spells SQ: dark 
  vision 60’, construct traits, electricity immunity, linked 
  mind, spell vulnerability (shatter), SR 26, improved 
  unarmed strike, flurry of blows, fast movement, 
  evasion, still mind, ki strike (magic), slow fall 20 ft.; AL 
  LE; SV Fort +9, Ref +15, Will +15; Str 22, Dex 23, Con -, 
  Int 21, Wis 22, Cha 23.  
      Skills and Feats: Balance +28, Climb +15, Jump +27, 
  Hide +30, Knowledge (the planes) +24, Spellcraft +24, 
  Spot +29, Tumble +19; Cleave, Deflect Arrows, Great 
  Cleave, Improved Grapple, Improved Initiative, 
  Improved Toughness*, Power Attack, Sunder. 
   
  Languages – Abyssal, Common, Baklunish, 
  Dwarven, Infernal, Giant. 
   
  Spell-Like Abilities (Sp): At will – implosion (DC 
  25), limited wish (DC 23), disintegrate (DC 22) CL 20
  th; 
  save DC is Charisma-based. Limited wish has a severely 
  limited spell list available, based on experience of the 
  horror: 
  It may cast any allowable spell that a PC casts and it 
  identifies (with Spellcraft), or any of the following (and 
  no others): 
  1
  st expeditious retreat, feather fall, grease, magic 
  missile, protection from chaos 
  2nd glitterdust, false life, invisibility, scorching ray 
  3rd dispel magic, fly, lightning bolt, slow 
  4th confusion, fireshield, stoneskin, repair critical 
  wounds (the effect in this case is to cure damage on the 
  horror, otherwise as per cure critical wounds) 
  5
  th cone of cold, teleport 
  6th chain lightning, greater dispel magic 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a gold horror acts as a +4 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  *See Appendix Two - New Rules Items 
  Platinum Horror Close Combat (2); Sor12; CR 12; 
  small construct; HD 12d10+10+12d4; hp 108 (124 with 
  false life); Init +5; Spd 60 ft. (with expeditious retreat); 
  AC 35 (+1 size, +5 Dex, +4 shield, +11 natural, +4 mage 
  armor) touch 17, flat-footed 30; Base Atk +15; Grp +16; 
  Attack melee +22 (1d12+8, +1 razor saw); Full Attack 
  melee 
  +22/+17/+12 
  (1d12+8, 
  +1 
  razor 
  saw); 
  Space/Reach 5 ft / 5 ft; SA spells SQ: dark vision 60’, 
  construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 24, lightning bolt ; AL 
  LE; SV Fort +10, Ref +15, Will +16; Str 20, Dex 22, Con 
  -, Int 15, Wis 20, Cha 20.  
   
  Skills and Feats: Concentration +30, Knowledge 
  (the planes) +26, Listen +20, Spellcraft +29, Spot +20; 
  Cleave, Empower Spell, Eschew Materials, Maximize 
  Spell, Mobile Spellcasting*, Power Attack, Practiced 
  Spellcaster*, Still Spell, Skill Focus: Concentration. 
   
  Spells (6/8/7/7/7/6/3; DC = 15+Spell Level). O – 
  daze, detect magic, mage hand, ray of frost; - 1
  st 
  expeditious retreat, grease, mage armor, magic missile, 
  shield; 2
  nd – cat’s grace, false life, glitterdust, scorching 
  ray, touch of idiocy. 3
  rd – dispel magic, displacement, 
  fireball, fly; 4
  th – enervation, fire shield, improved 
  invisibility; 5
  th – cone of cold, teleport; 6
  th – symbol of 
  fear. CL 16. 
  
  Ket6-07 The Good of All 
   
  Page 70 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 27) halves the damage. The attack can 
  generate either electrical or sonic damage and the close 
  combat horror can choose to make the damage non-
  lethal at the time of the discharge. Each different 
  energy type makes a different type of spell-like 
  discharge (for the purposes of spell immunity and the 
  like). The save DC is charisma-based. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
      Possessions: Potion of magic weapon, potion of fly, 
  potion of protection from law, potion of protection 
  from chaos, potion of protection from good. All 
  potions at CL 10. A save bonus has been applied in the 
  stat blocks but no deflection bonus for the protections. 
  *See Appendix Two - New Rules Items 
  Encounter Fourteen  
   
   
  Sheera; Green Hag Wiz11; CR 11; Medium Monstrous 
  Humanoid; HD 9d8+27+11d4+33; hp 133; Init +1; 
  Move 30 ft, swim 30 ft; AC 24, touch 13, Flat-footed 23 
  (+1 dexterity, +2 ring of protection, +11 natural); Base 
  Atk +12; Grp +18; Atk +18 melee (1d6+6, claw); Full 
  Atk +18 melee (1d6+6, 2 claws); Space/Reach 5 ft./ 5 ft.; 
  SA Spell-like abilities, weakness, mimicry; SQ 
  Darkvision 90 ft, spell resistance 29; AL LE; SV Fort 
  +10, Ref +11, Will +16; Str 22, Dex 12, Con 16, Int 22, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +26, Hide +9, 
  Jump +15, Knowledge (arcana) +25, Knowledge (local – 
  VTF) +21, Listen +11, Spellcraft +31, Spot +11, Swim 
  +12; Alertness, Arcane Strike*, Blind-Fight, Close 
  Quarters Fighting*, Combat Casting, Extend Spell, 
  Improved Natural Attack (claws), Power Attack, 
  Quicken Spell, Scribe Scroll
  b. 
   
  Languages – Common, Baklunish, Dwarven, 
  Elven, Orcish. 
   
  Spells (4+1/6+1/6+1/5+1/4+1/3+1/2+1; DC = 
  16+Spell 
  Level; 
  Transmuter, 
  no 
  abjuration/enchantment; transmutation bonus spells 
  are noted in bold) 0 – detect magic (*4), mage hand; 1
  st 
  – expeditious retreat, grease (*3), magic missile (*3); 
  2
  nd – bear’s endurance, bull’s strength, false life (2), 
  scorching ray (3); 3
  rd – extended false life, fly (2), haste 
  (2), slow; 4
  th – dimension door (2), extended fly, 
  extended haste, invisibility, greater; 5
  th – quickened 
  true strike (2) teleport, transmute rock to mud; 6
  th – 
  cat’s grace, mass, quickened false life, true seeing. 
  Caster Level 11
  th.   
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 21 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +2 Headband of intellect, +2 ring of 
  protection, +1 cloak of resistance. 
  *See Appendix Two – New Rules Items 
  Vaneetha: Green Hag Mnk1/Sor10; CR 11; Medium 
  Monstrous Humanoid; HD 10d8+30+10d4+30; 135 hp; 
  Init +1; Move 30 ft, swim 30 ft; AC 32, touch 21, Flat-
  footed 31 (+2 ring of protection, +1 dexterity, +2 Monk, 
  +6 Charisma, +11 natural); Base Atk +12; Grp +22; Atk 
  +18 melee (1d4+6, claw); Full Atk +18 melee (1d4+6, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  
  Ket6-07 The Good of All 
   
  Page 71 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 29, flurry of blows, unarmed strike; AL LE; 
  SV Fort +12, Ref +13, Will +18; Str 22, Dex 12, Con 16, 
  Int 12, Wis 15, Cha 23. 
   
  Skills and Feats: Concentration +25, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spellcraft +15, 
  Spot +11, Swim +12, Tumble +6; Alertness, Arcane 
  Strike*, Aesthetic Mage*, Blind-Fight, Close Quarters 
  Fighting*, 
  Combat 
  Casting, 
  Improved 
  Grapple, 
  Practiced Spellcaster*.  
   
  Languages – Common, Baklunish. 
   
  Spell Known (6/8/8/7/6/4; DC = 16+Spell Level) 
  0 – acid splash, arcane mark, detect magic, disrupt 
  undead, mage hand, message, open/close, ray of frost, 
  read magic; 1
  st – expeditious retreat, grease, mage 
  armor, ray of enfeeblement, shield; 2
  nd – bear’s 
  endurance, bull’s strength, false life, glitterdust; 3
  rd – 
  dispel magic, fly, haste; 4
  th – dimension door, 
  invisibility (greater); 5
  th - teleport. Caster Level 14
  th. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 26 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +2 Cloak of charisma, +1 vest of 
  resistance, +2 ring of protection. 
  *See Appendix Two – New Rules Items 
  Hidea; Annis Bbn5/Ftr2; CR 13; Large Monstrous 
  Humanoid; HD 7d8+35+2d10 +10+5d12+25; hp 148; 
  Init +1; Move 50 ft; AC 28, touch 12, Flat-footed 26 (-1 
  size, +1 ring of protection, +5 for +1 chain shirt, +2 
  dexterity, +11 natural); Base Atk +14; Grp +29; Atk +24 
  melee (1d8+11, claw); Full Atk +24 melee (1d8+11, 2 
  claws); Space/Reach 10 ft./ 10 ft.; SA Improved grab, 
  rake 1d6+11, rend 2d6+16, spell-like abilities, rage 
  2/day; 
  SQ 
  Damage 
  reduction 
  2/bludgeoning, 
  darkvision 60 ft, spell resistance 24, uncanny dodge, 
  trap sense +1, improved uncanny dodge; AL: CE; SV 
  Fort +16, Ref +10, Will +10; Str 33, Dex 14, Con 20, Int 
  13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +25, Diplomacy 
  +1, Disguise -1 (+1 acting), Hide +4, Intimidate +1, 
  Listen +11, Spot +11, Survival +18; Alertness, Blind-
  Fight, Cleave, Combat Reflexes, Close Quarters 
  Fighting*, Improved Natural Attack (claws), Power 
  Attack. 
   
  Languages – Common, Baklunish.  
  Raging (10 rounds): hp 176; AC 26, touch 10, Flat-
  footed 24 (-1 size, -2 raging, +1 ring of protection, +5 for 
  +1 chain shirt, +2 dexterity, +11 natural); Grp +31; Atk 
  +26 melee (1d8+13, claw); Full Atk two +26 melee 
  (1d8+13, 2 claws); SA: rake 1d6+13, rend 2d6+19; SV 
  Fort +18, Will +12; Str 37, Con 24. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +24, damage 1d6+11. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+16 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: +1 Chain shirt, gloves of ogre power, 
  +1 ring of protection, +1 amulet of natural armor, +2 
  cloak of resistance, +2 amulet of health. 
  *See Appendix Two – New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 72 
  APL 14 
  Encounter Five 
   
   
   
   
  Bramblewood Dire Bears (2); Huge Animal; CR 12; 
  HD 21d8+189+21; hp 304; Init +0; Move 40 ft; AC 22, 
  touch 8, flat-footed 22 (+4 mage armor, -2 size, +10 
  natural); Base Atk +15; Grp +39; Atk +30 melee 
  (3d6+17, 19-20, *2, claw); Full Atk +30 melee (3d6+17, 
  19-20, *2, 2 claws) and +24 melee (3d8+8, bite); 
  Space/Reach 15 ft./ 10 ft.; SA Improved grab; SQ low-
  light vision, scent; AL: N; SV Fort +21, Ref +13, Will 
  +14; Str 44, Dex 13, Con 28, Int 2, Wis 14, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +20, Swim +19; 
  Alertness, Die-Hard, Endurance, Improved Critical 
  (claw), Improved Natural Attack (claws), Improved 
  Toughness*, Run, Weapon Focus (claw).  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  
   
  Spell in Effect: Mage armor (CL11). 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Bramblewood Wyvern; Ftr2; CR 16; Huge Dragon; 
  HD 21d12+147+2d10+14; hp 310; Init +2; Move 20 ft, 
  fly 60 ft (poor); AC 25, touch 10, flat-footed 24 (+4 mage 
  armor, -2 size, +2 dexterity, +11 natural); Base Atk +23; 
  Grp +42; Atk +33 melee (2d8+11, sting) or +30 melee 
  (4d8+5, talon) or +30 melee (3d8+5, bite); Full Atk +33 
  melee (2d8+11, sting) and +30 melee (4d8+5, 2 talons) 
  and +30 melee (3d8+5, bite) and two +30 melee (2d8+5, 
  wings); Space/Reach 15 ft./ 10 ft.; SA Poison, improved 
  grab; SQ darkvision 60’, immunity to sleep and 
  paralysis, low-light vision, scent; AL N; SV Fort +22, 
  Ref +13, Will +14; Str 32, Dex 14, Con 24, Int 6, Wis 14, 
  Cha 7. 
   
  Skills and Feats: Hide +3, Jump +13, Listen +14, 
  Move Silently +11, Spot +31; Ability Focus (poison), 
  Alertness, Dodge, Elusive Target*, Flyby Attack, Hover, 
  Improved Natural Attack (sting), Improved Natural 
  Attack (talon), Mobility, Multiattack
  b, Weapon focus 
  (sting). 
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack.  
   
  Languages – Common, Draconic. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
   
  Poison (Ex): Injury, Fortitude DC 30, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution based. 
   
  Spells in effect: Mage armor (CL 11) 
  * See Appendix Two: New Rules Items 
  Encounter Eight 
   
   
   
   
  Snoothette and Velour; Ftr8; Skullcrusher Ogre; 
  Large Giant; CR 13; HD 8d8+40+8d10+40+16; 176 hp; 
  Init +1; Move 30 ft.; AC 28, touch 11, flat-footed 27 (+10 
  for +2 spiked full plate, +1 ring of protection, +1 amulet 
  of natural armor, +1 dexterity, -1 size, +2 natural armor, 
  +4 for +2 spiked heavy shield); Base Atk +14; Grp +32; 
  Atk +24 melee (2d6+11, +1 morningstar) or +23 melee 
  (1d8+5, shield spike) or +15 ranged (2d6+10, rock); Full 
  Atk +22/+17/+12 melee (2d6+11, +1 morningstar) and 
  +19 melee (1d8+5, shield spike) or +13 ranged (2d6+9, 
  rock); Space/Reach 10 ft./ 10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL NE; SV Fort +17, 
  Ref +6, Will +5; Str 30, Dex 13, Con 20, Int 14, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Hold the Line*, Improved Combat 
  Expertise*, Improved Grapple, Improved Shield Bash, 
  Improved Toughness*, Improved Trip, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  
  Ket6-07 The Good of All 
   
  Page 73 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +2 Large spiked full plate, +2 large 
  spiked heavy steel shield, +1 cloak of resistance, +1 ring 
  of protection, +1 amulet of natural armor, +1 large 
  morningstar, large cold iron morningstar, large daggers 
  (2), large light crossbow, 40 bolts, 5 cold iron bolts, 5 
  silver bolts, backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules 
   
  Spells 
  in 
  Effect: 
  displacement 
  (CL15) 
  (contingency trigger just before combat), fly (CL15), 
  protection from good (CL15), freedom of movement 
  (CL15), resist energy 30 (acid) (CL15), resist energy 30 
  (cold) (CL15). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Bears (3); Huge Plant; CR 12; HD 
  20d8+120; 210 hp; Init +1; Move 40 ft,; AC 16, touch 9, 
  flat-footed 15 (-2 size, +1 dexterity, +7 natural); Base Atk 
  +15; Grp +34; Atk +24 melee (2d6+11, claw); Full Atk 
  two +24 melee (2d6+11 2 claws) and +19 melee (3d8+5, 
  bite); Space/Reach: 15 ft./ 10 ft.; SA: Improved grab, 
  merciful; SQ: damage reduction 10/slashing, freeze, 
  tremorsense, vulnerability to fire, low-light vision, 
  scent; AL: N; SV Fort +18, Ref +7, Will +6; Str 33, Dex 
  12, Con 22, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +9.  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear (or in this case a topiary dire bear) must hit with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Elite Justicator; CR 17; Large Outsider; HD 23d8+92; 
  hp 195; Init +3; Spd 30 ft, fly 60 ft (good); AC 32, touch 
  14, flat-footed 29 (-1 size, +3 dexterity, +11 for +3 
  mithral full plate, +7 natural, +2 ring of protection); 
  Base Atk +23; Grp: +35; Atk +32 melee (3d6+13, 17-20 
  crit, +1 large greatsword); Full Atk +32/+27/+22/+17 
  melee (3d6+13, 17-20 crit, +1 large greatsword); 
  Space/Reach: 10 ft./10 ft.; SA: Smite chaos, spell-like 
  abilities; SQ Darkvision 60 ft., damage reduction 
  10/chaotic, immunity to paralysis outsider traits, spell 
  resistance 30; AL LN; SV Fort +19, Ref +18, Will +21; 
  Str 26, Dex 16, Con 19, Int 15, Wis 22, Cha 12. 
   
  Skills and Feats: Concentration +30, Diplomacy 
  +3, Heal +32, Intimidate +27, Knowledge (the planes) 
  +27, Knowledge (religion) +27, Listen +32, Sense 
  Motive +32, Spellcraft +27, Spot +32, Survival +6 (+8 on 
  other planes); Combat Expertise, Dodge, Elusive 
  Target*, Hover, Improved Critical (Greatsword), 
  Mobility, Weapon Focus (Greatsword), Spring Attack.  
   
  Languages – Common, Celestial. 
   
  Weaponry: A justicator’s natural weapons, as well 
  as any weapons it wields, are treated as lawful-aligned 
  for the purpose of overcoming damage reduction. 
   
  Smite Chaos (Su): Five times per day, a justicator 
  can attempt to smite chaos with one normal melee 
  attack. It gains +1 on the attack roll and +23 on the 
  damage roll. If a justicator accidentally smites a 
  creature that is not chaotic, the smite has no effect, but 
  the ability is still used up for that day. 
   
  Spell-like Abilities (Sp): At will – bless, detect 
  chaos; 3/day cure serious wounds, dimensional anchor, 
  invisibility purge, silence (DC 13); 1/day – dispel chaos 
  (DC 16), greater command (DC 16), plane shift. Caster 
  Level 10
  th. 
   
  Spells in effect: bless, invisibility purge, silence 
  (all 10
  th level). 
   
  Possessions: +1 greatsword, +3 mithral plate mail, 
  +2 ring of protection, +2 amulet of natural armor, +2 
  vest of resistance, masterwork greatsword, greatsword, 
  daggers (4), spiked gauntlet.  
  *See Appendix Two - New Rules Items 
  Encounter Thirteen  
   
   
  Adamantine Clockwork Horror; Mnk4; CR 14; small 
  construct; HD 16d10+10+4d8+20; hp 138 (154 with 
  false life); Init +10; Spd 60 ft.; AC 36 (+1 size, +6 dex, 
  +13 natural, +6 wisdom) touch 23, flat-footed 30; Base 
  
  Ket6-07 The Good of All 
   
  Page 74 
  Atk +15; Grp +20; Attack melee +23 (2d10+10, +1 razor 
  saw); Full Attack melee +23/+18/+13 (2d10+10, +1 
  razor saw); Space/Reach 5 ft / 5 ft; SA spells SQ: dark 
  vision 60’, construct traits, electricity immunity, linked 
  mind, spell vulnerability (shatter), SR 26, improved 
  unarmed strike, flurry of blows, fast movement, 
  evasion, still mind, ki strike (magic), slow fall 20 ft.; AL 
  LE; SV Fort +9, Ref +15, Will +15; Str 22, Dex 23, Con -, 
  Int 21, Wis 22, Cha 23.  
      Skills and Feats: Balance +28, Climb +15, Jump +27, 
  Hide +30, Knowledge (the planes) +24, Spellcraft +24, 
  Spot +29, Tumble +19; Cleave, Deflect Arrows, Great 
  Cleave, Improved Grapple, Improved Initiative, 
  Improved Toughness*, Power Attack, Sunder. 
   
  Languages – Abyssal, Common, Baklunish, 
  Dwarven, Infernal, Giant. 
   
  Spell-Like Abilities (Sp): At will – implosion (DC 
  25), limited wish (DC 23), disintegrate (DC 22) CL 20
  th; 
  save DC is Charisma-based. Limited wish has a severely 
  limited spell list available, based on experience of the 
  horror: 
  It may cast any allowable spell that a PC casts and it 
  identifies (with Spellcraft), or any of the following (and 
  no others): 
  1
  st expeditious retreat, feather fall, grease, magic 
  missile, protection from chaos 
  2nd glitterdust, false life, invisibility, scorching ray 
  3rd dispel magic, fly, lightning bolt, slow 
  4th confusion, fireshield, stoneskin, repair critical 
  wounds (the effect in this case is to cure damage on the 
  horror, otherwise as per cure critical wounds) 
  5
  th cone of cold, teleport 
  6th chain lightning, greater dispel magic 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a gold horror acts as a +4 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  *See Appendix Two - New Rules Items 
  Platinum Horror Close Combats (2); Sor12; CR 12; 
  small construct; HD 12d10+10+12d4; hp 108 (124 with 
  false life); Init +5; Spd 60 ft. (with expeditious retreat); 
  AC 35 (+1 size, +5 Dex, +4 shield, +11 natural, +4 mage 
  armor) touch 17, flat-footed 30; Base Atk +15; Grp +16; 
  Attack melee +22 (1d12+8, +1 razor saw); Full Attack 
  melee 
  +22/+17/+12 
  (1d12+8, 
  +1 
  razor 
  saw); 
  Space/Reach 5 ft / 5 ft; SA: spells SQ: dark vision 60’, 
  construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 24, lightning bolt ; AL 
  LE; SV Fort +10, Ref +15, Will +16; Str 20, Dex 22, Con 
  -, Int 15, Wis 20, Cha 20.  
   
  Skills and Feats: Concentration +30, Knowledge 
  (the planes) +26, Listen +20, Spellcraft +29, Spot +20; 
  Cleave, Empower Spell, Eschew Materials, Maximize 
  Spell, Mobile Spellcasting*, Power Attack, Practiced 
  Spellcaster*, Still Spell, Skill Focus: Concentration. 
   
  Spells (6/8/7/7/7/6/3; DC = 15+Spell Level). O – 
  daze, detect magic, mage hand, ray of frost; - 1
  st 
  expeditious retreat, grease, mage armor, magic missile, 
  shield; 2
  nd – cat’s grace, false life, glitterdust, scorching 
  ray, touch of idiocy. 3
  rd – dispel magic, displacement, 
  fireball, fly; 4
  th – enervation, fire shield, improved 
  invisibility; 5
  th – cone of cold, teleport; 6
  th – symbol of 
  fear. CL 16. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 27) halves the damage. The attack can 
  generate either electrical or sonic damage and the close 
  combat horror can choose to make the damage non-
  lethal at the time of the discharge. Each different 
  energy type makes a different type of spell-like 
  discharge (for the purposes of spell immunity and the 
  like). The save DC is charisma-based. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  
  Ket6-07 The Good of All 
   
  Page 75 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
      Possessions: Potion of magic weapon, potion of fly, 
  potion of protection from law, potion of protection 
  from chaos, potion of protection from good. All 
  potions at CL 10. A save bonus has been applied in the 
  stat blocks but no deflection bonus for the protections. 
  *See Appendix Two - New Rules Items 
  Truly Horrid Umber Hulks (2); Huge Aberration; CR 
  14; HD 20d8+200; hp 290; Init +4; Move 20 ft, burrow 
  20 ft; AC 22, touch 8, flat-footed 24 (-2 size, +14 
  natural); Base Atk +15; Grp +36; Atk +26 melee 
  (3d6+13, claw); Full Atk two +26 melee (3d6+13 2 
  claws) and +24 melee (4d6+6, bite); Space/Reach 15 ft./ 
  15 ft.; SA Confusing gaze; SQ darkvision 60’, 
  tremorsense 60 ft; AL LE; SV Fort +16, Ref +6, Will +15; 
  Str 36, Dex 10, Con 30, Int 10, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +23, Jump +15, Listen +21, 
  Sense Motive +5; Improved Initiative, Improved 
  Natural Attack (claw), Improved Natural Armor (x3), 
  Iron Will, Multiattack.  
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster 20
  th, Will DC 22 negates. The save DC is 
  Charisma-based. 
  Encounter Fourteen  
   
   
  Sheera; Green Hag Wiz13; CR 13; Medium Monstrous 
  Humanoid; HD 9d8+27+13d4+39; 145 hp; Init +1; 
  Move 30 ft, swim 30 ft; AC 24, touch 13, Flat-footed 23 
  (+1 dexterity, +2 ring of protection, +11 natural); Base 
  Atk +12; Grp +18; Atk +18 melee (1d6+6, claw); Full 
  Atk +18 melee (1d6+6, 2 claws); Space/Reach 5 ft./ 5 ft.; 
  SA Spell-like abilities, weakness, mimicry; SQ: 
  Darkvision 90 ft, spell resistance 31; AL: LE; SV Fort 
  +12, Ref +13, Will +18; Str 22, Dex 12, Con 16, Int 24, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +29, Hide +9, 
  Jump +15, Knowledge (arcana) +25, Knowledge (local – 
  VTF) +21, Listen +11, Spellcraft +31, Spot +11, Swim 
  +12; Alertness, Arcane Strike*, Blind-Fight, Close 
  Quarters Fighting*, Combat Casting, Extend Spell, 
  Improved Natural Attack (claws), Power Attack, 
  Quicken 
  Spell, 
  Scribe 
  Scroll
  b, 
  Skill 
  Focus: 
  Concentration. 
   
  Languages – Common, Baklunish, Dwarven, 
  Elven, Orcish. 
   
  Spells (4+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1; DC = 
  17+Spell 
  Level; 
  Transmuter, 
  no 
  abjuration/enchantment; transmutation bonus spells 
  are noted in bold) 0 – detect magic (*4), mage hand; 1
  st 
  – expeditious retreat, grease (*3), magic missile (*3); 
  2
  nd – bear’s endurance, bull’s strength, false life (2), 
  scorching ray (2); 3
  rd – extended false life, fly (2), haste 
  (3), slow; 4
  th – dimension door (2), extended fly, 
  extended haste, invisibility, greater (2); 5
  th – 
  quickened true strike (3) teleport, transmute rock to 
  mud; 6
  th – cat’s grace, mass, quickened false life (2), 
  true seeing; 7
  th – reverse gravity, quickened slow, 
  teleport, greater. Caster Level 13
  th.   
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 22 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +4 Headband of intellect, +2 ring of 
  protection, +2 cloak of resistance. 
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag Mnk2/Sor11; CR 13; Medium 
  Monstrous Humanoid; HD 11d8+33+11d4+33; hp 149; 
  Init +1; Move 30 ft, swim 30 ft; AC 33, touch 22, Flat-
  footed 32 (+2 ring of protection, +1 dexterity, +2 Monk, 
  +7 Charisma, +11 natural); Base Atk +13; Grp +23; Atk 
  
  Ket6-07 The Good of All 
   
  Page 76 
  +19 melee (1d6+6, claw); Full Atk +19 melee (1d6+6, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ: Darkvision 90 ft, spell 
  resistance 31, flurry of blows, unarmed strike, evasion; 
  AL LE; SV Fort +13, Ref +14, Will +19; Str 22, Dex 12, 
  Con 16, Int 12, Wis 15, Cha 25. 
   
  Skills and Feats: Concentration +26, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spellcraft +17, 
  Spot +11, Swim +12, Tumble +11; Alertness, Arcane 
  Strike*, Aesthetic Mage*, Blind-Fight, Close Quarters 
  Fighting*, 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved Grapple, Improved Natural Attack (claws), 
  Practiced Spellcaster*.  
   
  Languages – Common, Baklunish. 
   
  Spell Known (6/8/8/7/7/5; DC = 17+Spell Level) 
  0 – acid splash, arcane mark, detect magic, disrupt 
  undead, mage hand, message, open/close, ray of frost, 
  read magic; 1
  st – expeditious retreat, grease, mage 
  armor, ray of enfeeblement, shield; 2
  nd – bear’s 
  endurance, bull’s strength, false life, glitterdust, rope 
  trick; 3
  rd – dispel magic, fly, haste, magic weapon, 
  greater; 4
  th – confusion, dimension door, invisibility 
  (greater); 5
  th – cone of cold, teleport. Caster Level 15
  th. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 28 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +4 Cloak of charisma, +1 vest of 
  resistance, +2 ring of protection. 
  *See Appendix Two – New Rules Items 
  Hidea; Annis Bbn7/Ftr2; CR 15; Large Monstrous 
  Humanoid; HD 7d8+35+2d10 +10+7d12+35; hp 172; 
  Init +1; Move 50 ft; AC 29, touch 12, Flat-footed 27 (-1 
  size, +1 ring of protection, +6 for +2 chain shirt, +2 
  dexterity, +11 natural); Base Atk +16; Grp +32; Atk +27 
  melee (1d8+12, claw); Full Atk +27 melee (1d8+12, 2 
  claws); Space/Reach 10 ft./ 10 ft.; SA Improved grab, 
  rake 1d6+12, rend 2d6+18 spell-like abilities, rage 
  2/day; 
  SQ 
  Damage 
  reduction 
  2/bludgeoning, 
  darkvision 60 ft, spell resistance 26, uncanny dodge, 
  trap sense +2, improved uncanny dodge, damage 
  reduction 1/-; AL: CE; SV Fort +17, Ref +11, Will +11; 
  Str 34, Dex 14, Con 20, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +30, Diplomacy 
  +1, Disguise -1 (+1 acting), Handle Animal +2, Hide +4, 
  Intimidate +1, Listen +11, Spot +11, Survival +21; 
  Alertness, Blind-Fight, Cleave, Combat Reflexes, Close 
  Quarters Fighting*, Dodge, Improved Natural Attack 
  (claws), Power Attack.  
  Raging (10 rounds): hp 204; AC 27, touch 10, Flat-
  footed 25 (-1 size, -2 raging, +1 ring of protection, +6 for 
  +2 chain shirt, +2 dexterity, +11 natural); Grp +34; Atk 
  +29 melee (1d8+14, claw); Full Atk two +29 melee 
  (1d8+14, 2 claws); SA: rake 1d6+14, rend 2d6+21; SV 
  Fort +19, Will +13; Str 38, Con 24. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +27, damage 1d6+12. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+16 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: +2 chain shirt, gloves of ogre power, 
  +1 ring of protection, +1 amulet of natural armor, +2 
  cloak of resistance, +4 amulet of health. 
  *See Appendix Two – New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 77 
   
  APL 16 
  Encounter Five 
   
   
   
   
  Bramblewood Dire Bears (4); Huge Animal; CR 12; 
  HD 21d8+189+21; hp 304; Init +0; Move 40 ft; AC 22, 
  touch 8, flat-footed 22 (+4 mage armor, -2 size, +10 
  natural); Base Atk +15; Grp +39; Atk +30 melee 
  (3d6+17, 19-20, *2, claw); Full Atk +30 melee (3d6+17, 
  19-20, *2, 2 claws) and +24 melee (3d8+8, bite); 
  Space/Reach 15 ft./ 10 ft.; SA Improved grab; SQ low-
  light vision, scent; AL N; SV Fort +21, Ref +13, Will 
  +14; Str 44, Dex 13, Con 28, Int 2, Wis 14, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +20, Swim +19; 
  Alertness, Die-Hard, Endurance, Improved Critical 
  (claw), Improved Natural Attack (claws), Improved 
  Toughness*, Run, Weapon Focus (claw).  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  
   
  Spell in Effect: Mage armor (CL11). 
  * See Appendix Two: New Rules Items 
  Encounter Six  
   
   
   
  Bramblewood Wyverns (2); Ftr2; CR 16; Huge 
  Dragon; HD 21d12+147+2d10+14; hp 310; Init +2; 
  Move 20 ft, fly 60 ft (poor); AC 25, touch 10, flat-footed 
  24 (+4 mage armor, -2 size, +2 dexterity, +11 natural); 
  Base Atk +23; Grp +42; Atk +33 melee (2d8+11, sting) 
  or +30 melee (4d8+5, talon) or +30 melee (3d8+5, bite); 
  Full Atk +33 melee (2d8+11, sting) and +30 melee 
  (4d8+5, 2 talons) and +30 melee (3d8+5, bite) and two 
  +30 melee (2d8+5, wings); Space/Reach 15 ft./ 10 ft.; 
  SA Poison, improved grab; SQ darkvision 60’, 
  immunity to sleep and paralysis, low-light vision, scent; 
  AL: N; SV Fort +22, Ref +13, Will +14; Str 32, Dex 14, 
  Con 24, Int 6, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +3, Jump +13, Listen +14, 
  Move Silently +11, Spot +31; Ability Focus (poison), 
  Alertness, Dodge, Elusive Target*, Flyby Attack, Hover, 
  Improved Natural Attack (sting), Improved Natural 
  Attack (talon), Mobility, Multiattack
  b, Weapon focus 
  (sting). 
  Note: A wyvern cannot attack with its talons if it is on 
  the ground and can only use them in mid-flight. If 
  using the wings to hover, it cannot use them to also 
  attack.  
   
  Languages – Common, Draconic. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons (either of them). It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
   
  Poison (Ex): Injury, Fortitude DC 26, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution based. 
   
  Spells in effect: Mage armor (CL 11) 
  * See Appendix Two: New Rules Items 
  Encounter Eight 
   
   
   
   
  Dimple, 
  Snoothette, 
  Verdun, 
  and 
  Velour; 
  Skullcrusher Ogre Ftr8; Large Giant; CR 13; HD 
  8d8+40+8d10+40+16; hp 176; Init +1; Move 30 ft.; AC 
  28, touch 11, flat-footed 27 (+10 for +2 spiked full plate, 
  +1 ring of protection, +1 amulet of natural armor, +1 
  dexterity, -1 size, +2 natural armor, +4 for +2 spiked 
  heavy shield); Base Atk +14; Grp +32; Atk +24 melee 
  (2d6+11, +1 morningstar) or +23 melee (1d8+5, shield 
  spike) or +15 ranged (2d6+10, rock); Full Atk 
  +22/+17/+12 melee (2d6+11, +1 morningstar) and +19 
  melee (1d8+5, shield spike) or +13 ranged (2d6+9, 
  rock); Space/Reach 10 ft./ 10 ft.; SA rock throwing; SQ 
  darkvision 60’, low-light vision; AL: NE; SV Fort +17, 
  Ref +6, Will +5; Str 30, Dex 13, Con 20, Int 14, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors); Combat Expertise, Close Quarters Fighting*, 
  Combat Reflexes, Hold the Line*, Improved Combat 
  Expertise*, Improved Grapple, Improved Shield Bash, 
  Improved Toughness*, Improved Trip, Mounted 
  Combat, Over-Sized Two Weapon Fighting*, Power 
  Attack, Two-Weapon Fighting.  
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  
  Ket6-07 The Good of All 
   
  Page 78 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Possessions: +2 Spiked full plate, +2 spiked heavy 
  steel shield, +1 cloak of resistance, +1 ring of 
  protection, +1 amulet of natural armor, +1 large 
  morningstar, large cold iron morningstar, daggers (2), 
  light crossbow, 40 bolts, 5 cold iron bolts, 5 silver bolts, 
  backpack, sleeping roll, waterskin, 5 rocks. 
  * See Appendix Two: New Rules Items 
   
  Spells 
  in 
  Effect: 
  displacement 
  (CL 
  16) 
  (contingency trigger just before combat), fly (CL 16), 
  protection from good (CL 16), freedom of movement 
  (CL 16), resist energy 30 (acid) (CL 16), resist energy 30 
  (cold) (CL 16), spell immunity (arc of lightning, 
  enervation, fireball, orb of force) (CL 16). 
  Encounter Ten 
   
   
   
   
  Topiary Dire Bears (6); Huge Plant; CR 12; HD 
  20d8+120; hp 210; Init +1; Move 40 ft,; AC 16, touch 9, 
  flat-footed 15 (-2 size, +1 dexterity, +7 natural); Base Atk 
  +15; Grp +34; Atk +24 melee (2d6+11, claw); Full Atk 
  +24 melee (2d6+11 2 claws) and +19 melee (3d8+5, 
  bite); Space/Reach 15 ft./ 10 ft.; SA Improved grab, 
  merciful; SQ damage reduction 10/slashing, freeze, 
  tremorsense, vulnerability to fire, low-light vision, 
  scent; AL N; SV Fort +18, Ref +7, Will +6; Str 33, Dex 
  12, Con 22, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +9.  
   
  Improved Grab (Ex): To use this ability, a dire 
  bear (or in this case a topiary dire bear) must hit with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity.  
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
  Encounter Twelve 
   
   
   
   
  Elite Huge Justicator; CR 19; Huge Outsider; HD 
  25d8+150; hp 262; Init +3; Spd 30 ft, fly 60 ft (good); AC 
  34, touch 12, flat-footed 32 (-2 size, +2 dexterity, +12 for 
  +4 mithral full plate, +10 natural, +2 ring of protection); 
  Base Atk +25; Grp: +45; Atk +37 melee (4d6+19, 17-20 
  crit, +1 huge greatsword); Full Atk +37/+32/+27/+22 
  melee (4d6+19, 17-20 crit, +1 large greatsword); 
  Space/Reach 15 ft./15 ft.; SA Smite chaos, spell-like 
  abilities; SQ Darkvision 60 ft., damage reduction 
  10/chaotic, immunity to paralysis outsider traits, spell 
  resistance 32; AL LN; SV Fort +23, Ref +19, Will +25; 
  Str 34, Dex 14, Con 23, Int 15, Wis 22, Cha 12. 
   
  Skills and Feats: Concentration +34, Diplomacy 
  +3, Heal +34, Intimidate +29, Knowledge (the planes) 
  +29, Knowledge (religion) +29, Listen +34, Sense 
  Motive +34, Spellcraft +29, Spot +32, Survival +6 (+8 on 
  other planes); Combat Expertise, Dodge, Elusive 
  Target*, Hover, Improved Critical (Greatsword), 
  Mobility, Weapon Focus (Greatsword), Spring Attack, 
  Whirlwind Attack. 
   
  Languages – Common, Celestial. 
   
  Weaponry: A justicator’s natural weapons, as well 
  as any weapons it wields, are treated as lawful-aligned 
  for the purpose of overcoming damage reduction. 
   
  Smite Chaos (Su): Five times per day, a justicator 
  can attempt to smite chaos with one normal melee 
  attack. It gains +1 on the attack roll and +25 on the 
  damage roll. If a justicator accidentally smites a 
  creature that is not chaotic, the smite has no effect, but 
  the ability is still used up for that day. 
   
  Spell-like Abilities (Sp): At will – bless, detect 
  chaos; 3/day cure serious wounds, dimensional anchor, 
  invisibility purge, silence (DC 13); 1/day – dispel chaos 
  (DC 16), greater command (DC 16), plane shift. Caster 
  Level 10
  th. 
   
  Spells in effect: bless, invisibility purge, silence 
  (all 10
  th level). 
   
  Possessions: +1 greatsword, +4 mithral plate mail, 
  +2 ring of protection, +2 amulet of natural armor, +3 
  vest of resistance, masterwork greatsword, greatsword, 
  daggers (4), spiked gauntlet.  
  *See Appendix Two - New Rules Items 
  Encounter Thirteen  
   
   
  Adamantine Clockwork Horror; Mnk4; CR 14; small 
  construct; HD 16d10+10+4d8+20; hp 138 (154 with 
  false life); Init +10; Spd 60 ft.; AC 36 (+1 size, +6 dex, 
  
  Ket6-07 The Good of All 
   
  Page 79 
  +13 natural, +6 wisdom) touch 23, flat-footed 30; Base 
  Atk +15; Grp +20; Attack melee +23 (2d10+10, +1 razor 
  saw); Full Attack melee +23/+18/+13 (2d10+10, +1 
  razor saw); Space/Reach 5 ft / 5 ft; SA spells SQ: dark 
  vision 60’, construct traits, electricity immunity, linked 
  mind, spell vulnerability (shatter), SR 26, improved 
  unarmed strike, flurry of blows, fast movement, 
  evasion, still mind, ki strike (magic), slow fall 20 ft.; AL 
  LE; SV Fort +9, Ref +15, Will +15; Str 22, Dex 23, Con -, 
  Int 21, Wis 22, Cha 23.  
      Skills and Feats: Balance +28, Climb +15, Jump +27, 
  Hide +30, Knowledge (the planes) +24, Spellcraft +24, 
  Spot +29, Tumble +19; Cleave, Deflect Arrows, Great 
  Cleave, Improved Grapple, Improved Initiative, 
  Improved Toughness*, Power Attack, Sunder. 
   
  Languages – Abyssal, Common, Baklunish, 
  Dwarven, Infernal, Giant. 
   
  Spell-Like Abilities (Sp): At will – implosion (DC 
  25), limited wish (DC 23), disintegrate (DC 22) CL 20
  th; 
  save DC is Charisma-based. Limited wish has a severely 
  limited spell list available, based on experience of the 
  horror: 
  It may cast any allowable spell that a PC casts and it 
  identifies (with Spellcraft), or any of the following (and 
  no others): 
  1
  st expeditious retreat, feather fall, grease, magic 
  missile, protection from chaos 
  2nd glitterdust, false life, invisibility, scorching ray 
  3rd dispel magic, fly, lightning bolt, slow 
  4th confusion, fireshield, stoneskin, repair critical 
  wounds (the effect in this case is to cure damage on the 
  horror, otherwise as per cure critical wounds) 
  5
  th cone of cold, teleport 
  6th chain lightning, greater dispel magic 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a gold horror acts as a +4 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  *See Appendix Two - New Rules 
  Platinum Horror Close Combats (2); Sor12; CR 12; 
  small construct; HD 12d10+10+12d4; hp 108 (124 with 
  false life); Init +5; Spd 60 ft. (with expeditious retreat); 
  AC 35 (+1 size, +5 Dex, +4 shield, +11 natural, +4 mage 
  armor) touch 17, flat-footed 30; Base Atk +15; Grp +16; 
  Attack melee +22 (1d12+8, +1 razor saw); Full Attack 
  melee 
  +22/+17/+12 
  (1d12+8, 
  +1 
  razor 
  saw); 
  Space/Reach 5 ft / 5 ft; SA spells SQ dark vision 60’, 
  construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 24, lightning bolt ; AL 
  LE; SV Fort +10, Ref +15, Will +16; Str 20, Dex 22, Con 
  -, Int 15, Wis 20, Cha 20.  
   
  Skills and Feats: Concentration +30, Knowledge 
  (the planes) +26, Listen +20, Spellcraft +29, Spot +20; 
  Cleave, Empower Spell, Eschew Materials, Maximize 
  Spell, Mobile Spellcasting*, Power Attack, Practiced 
  Spellcaster*, Still Spell, Skill Focus: Concentration. 
   
  Spells (6/8/7/7/7/6/3; DC = 15+Spell Level). O – 
  daze, detect magic, mage hand, ray of frost; - 1
  st 
  expeditious retreat, grease, mage armor, magic missile, 
  shield; 2
  nd – cat’s grace, false life, glitterdust, scorching 
  ray, touch of idiocy. 3
  rd – dispel magic, displacement, 
  fireball, fly; 4
  th – enervation, fire shield, improved 
  invisibility; 5
  th – cone of cold, teleport; 6
  th – symbol of 
  fear. CL 16. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 27) halves the damage. The attack can 
  generate either electrical or sonic damage and the close 
  combat horror can choose to make the damage non-
  lethal at the time of the discharge. Each different 
  energy type makes a different type of spell-like 
  discharge (for the purposes of spell immunity and the 
  like). The save DC is charisma-based. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  
  Ket6-07 The Good of All 
   
  Page 80 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
      Possessions: Potion of magic weapon, potion of fly, 
  potion of protection from law, potion of protection 
  from chaos, potion of protection from good. All 
  potions at CL 10. A save bonus has been applied in the 
  stat blocks but no deflection bonus for the protections. 
  *See Appendix Two - New Rules Items 
  Truly Horrid Umber Hulks (2); Huge Aberration; CR 
  14; HD 20d8+200; hp 290; Init +4; Move 20 ft,, burrow 
  20 ft; AC 22, touch 8, flat-footed 24 (-2 size, +14 
  natural); Base Atk +15; Grp +36; Atk +26 melee 
  (3d6+13, claw); Full Atk +26 melee (3d6+13 2 claws) 
  and +24 melee (4d6+6, bite); Space/Reach 15 ft./ 15 ft.; 
  SA Confusing gaze; SQ darkvision 60’, tremorsense 60 
  ft; AL LE; SV Fort +16, Ref +6, Will +15; Str 36, Dex 10, 
  Con 30, Int 10, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +23, Jump +15, Listen +21, 
  Sense Motive +5; Improved Initiative, Improved 
  Natural Attack (claw), Improved Natural Armor (x3), 
  Iron Will, Multiattack.  
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster 20
  th, Will DC 22 negates. The save DC is 
  Charisma-based. 
  Nightwalkers (2); Huge Undead (Extraplanar); CR 16; 
  HD 21d8+42; hp 178; Init +6; Move 40 ft,, fly 20 ft 
  (poor); AC 36, touch 10, flat-footed 34 (-2 size, +4 mage 
  armor, +2 dexterity, +22 natural); Base Atk +10; Grp 
  +34; Atk +24 melee (2d6+16, slam); Full Atk +24 melee 
  (2d6+16 2 slams); Space/Reach 15 ft./ 15 ft.; SA Crush 
  item, desecrating aura, evil gaze, spell-like abilities, 
  summon undead; SQ aversion to daylight, damage 
  reduction 15/silver and magic, darkvision 60’, 
  immunity to cold, spell resistance 29, telepathy 100 ft., 
  undead traits; AL CE; SV Fort +11, Ref +11, Will +19; 
  Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 20. 
   
  Skills and Feats: Concentration +28, Diplomacy 
  +6, Hide +18 (+26 in dark areas), Knowledge (arcane) 
  +29, Listen +29, Move Silently +26, Search +29, Sense 
  Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 
  following tracks); Cleave, Combat Expertise, Combat 
  Reflexes, Great Fortitude, Improved Disarm, Improved 
  Initiative, Power Attack, Quicken Spell-like Ability 
  (unholy blight). 
   
  Languages – Abyssal, Common, Infernal, Ignan, 
  Terran, Aquan. 
   
  Crush Item (Su): A nightwalker can destroy any 
  weapon or item of Large size or smaller (even magic 
  ones, but not artifacts) by picking it up and crushing it 
  between its hands. The nightwalker must make a 
  successful disarm attempt to grab an item held by an 
  opponent. The item is entitled to a DC 34 Fortitude 
  save to resist destruction. The save DC is Strength-
  based.  
   
  Evil Gaze (Su): Fear, 30 feet. A creature that meets 
  the nightwalker’s gaze must succeed on a DC 25 Will 
  save or be paralyzed with fear for 1d8 rounds. Whether 
  or not the save is successful that creature cannot be 
  affected again by the same nightshade’s gaze for 24 
  hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
   
  Spell-like Abilities (Sp): At will – contagion (DC 
  19), deeper darkness, detect magic, greater dispel 
  magic, haste, see invisibility, unholy blight (DC 19); 
  3/day confusion (DC 19), hold monster (DC 20), 
  invisibility; 1/day – cone of cold (DC 20), finger of 
  death (DC 22), plane shift (DC 22). Caster Level 21
  st. 
  The save DCs are Charisma-based. 
   
  Summon Undead (Su): A nightwalker can 
  summon undead creatures once per night: 7-12 
  shadows, 2-5 greater shadows or 1-2 dread wraiths. The 
  undead arrive in 1d10 rounds and serve for 1 hour or 
  until released. 
   
  Spells in effect: Mage armor (CL 16) 
  Encounter Fourteen  
   
   
  Sheera; Green Hag Wiz13; CR 13; Medium Monstrous 
  Humanoid; HD 9d8+27+13d4+39; hp 145; Init +1; 
  Move 30 ft, swim 30 ft; AC 24, touch 13, Flat-footed 23 
  (+1 dexterity, +2 ring of protection, +11 natural); Base 
  Atk +12; Grp +18; Atk +18 melee (1d6+6, claw); Full 
  Atk +18 melee (1d6+6, 2 claws); Space/Reach 5 ft./ 5 ft.; 
  SA Spell-like abilities, weakness, mimicry; SQ 
  
  Ket6-07 The Good of All 
   
  Page 81 
  Darkvision 90 ft, spell resistance 31; AL LE; SV Fort 
  +12, Ref +13, Will +18; Str 22, Dex 12, Con 16, Int 24, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +29, Hide +9, 
  Jump +15, Knowledge (arcana) +25, Knowledge (local – 
  VTF) +21, Listen +11, Spellcraft +31, Spot +11, Swim 
  +12; Alertness, Arcane Strike*, Blind-Fight, Close 
  Quarters Fighting*, Combat Casting, Extend Spell, 
  Improved Natural Attack (claws), Power Attack, 
  Quicken 
  Spell, 
  Scribe 
  Scroll
  b, 
  Skill 
  Focus: 
  Concentration. 
   
  Languages – Common, Baklunish, Dwarven, 
  Elven, Orcish. 
   
  Spells (4+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1; DC = 
  17+Spell 
  Level; 
  Transmuter, 
  no 
  abjuration/enchantment; transmutation bonus spells 
  are noted in bold) 0 – detect magic (*4), mage hand; 1
  st 
  – expeditious retreat, grease (*3), magic missile (*3); 
  2
  nd – bear’s endurance, bull’s strength, false life (2), 
  scorching ray (2); 3
  rd – extended false life, fly (2), haste 
  (3), slow; 4
  th – dimension door (2), extended fly, 
  extended haste, invisibility, greater (2); 5
  th – 
  quickened true strike (3) teleport, transmute rock to 
  mud; 6
  th – cat’s grace, mass, quickened false life (2), 
  true seeing; 7
  th – reverse gravity, quickened slow, 
  teleport, greater. Caster Level 13
  th.   
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongue, water breathing. Caster level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 22 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +4 Headband of intellect, +2 ring of 
  protection, +2 cloak of resistance. 
  *See Appendix Two – New Rules Items 
  Vaneetha; Green Hag Mnk2/Sor11; CR 13; Medium 
  Monstrous Humanoid; HD 11d8+33+11d4+33; hp 149; 
  Init +1; Move 30 ft, swim 30 ft; AC 33, touch 22, Flat-
  footed 32 (+2 ring of protection, +1 dexterity, +2 Monk, 
  +7 Charisma, +11 natural); Base Atk +13; Grp +23; Atk 
  +19 melee (1d6+6, claw); Full Atk +19 melee (1d6+6, 2 
  claws); Space/Reach 5 ft./ 5 ft.; SA Spell-like abilities, 
  weakness, mimicry; SQ Darkvision 90 ft, spell 
  resistance 31, flurry of blows, unarmed strike, evasion; 
  AL: LE; SV Fort +13, Ref +14, Will +19; Str 22, Dex 12, 
  Con 16, Int 12, Wis 15, Cha 25. 
   
  Skills and Feats: Concentration +26, Knowledge 
  (local – VTF) +7, Hide +9, Listen +11, Spellcraft +17, 
  Spot +11, Swim +12, Tumble +11; Alertness, Arcane 
  Strike*, Aesthetic Mage*, Blind-Fight, Close Quarters 
  Fighting*, 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved Grapple, Improved Natural Attack (claws), 
  Practiced Spellcaster*. 
   
  Languages – Common, Baklunish.  
   
  Spell Known (6/8/8/5/5/5; DC = 17+Spell Level) 
  0 – acid splash, arcane mark, detect magic, disrupt 
  undead, mage hand, message, open/close, ray of frost, 
  read magic; 1
  st – expeditious retreat, grease, mage 
  armor, ray of enfeeblement, shield; 2
  nd – bear’s 
  endurance, bull’s strength, false life, glitterdust, rope 
  trick; 3
  rd – dispel magic, fly, haste, magic weapon, 
  greater; 4
  th – confusion, dimension door, invisibility 
  (greater); 5
  th – cone of cold, teleport. Caster Level 15
  th. 
   
  Spell-like Abilities (Sp): At will – dancing lights, 
  disguise self, ghost sound (DC 15), invisibility, pass 
  without trace, tongue, water breathing. Cast level 9
  th. 
  The save DC is Charisma-based.  
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 28 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.  
   
  Mimicry (Su): A green hag can imitate the sounds 
  of almost any animal found near its lair. 
   
  Skills: A green hag has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line.  
   
  Possessions: +4 Cloak of charisma, +1 vest of 
  resistance, +2 ring of protection. 
  *See Appendix Two – New Rules Items 
  Hidea; Annis Bbn7/Ftr2; CR 15; Large Monstrous 
  Humanoid; HD 7d8+35+2d10 +10+7d12+35; 172 hp; 
  Init +1; Move 50 ft; AC 29, touch 12, Flat-footed 27 (-1 
  size, +1 ring of protection, +6 for +2 chain shirt, +2 
  dexterity, +11 natural); Base Atk +16; Grp +32; Atk +27 
  melee (1d8+12, claw); Full Atk +27 melee (1d8+12, 2 
  
  Ket6-07 The Good of All 
   
  Page 82 
  claws); Space/Reach 10 ft./ 10 ft.; SA Improved grab, 
  rake 1d6+12, rend 2d6+18 spell-like abilities, rage 
  2/day; 
  SQ 
  Damage 
  reduction 
  2/bludgeoning, 
  darkvision 60 ft, spell resistance 26, uncanny dodge, 
  trap sense +2, improved uncanny dodge, damage 
  reduction 1/-; AL: CE; SV Fort +17, Ref +11, Will +11; 
  Str 34, Dex 14, Con 20, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +30, Diplomacy 
  +1, Disguise -1 (+1 acting), Handle Animal +2, Hide +4, 
  Intimidate +1, Listen +11, Spot +11, Survival +21; 
  Alertness, Blind-Fight, Cleave, Combat Reflexes, Close 
  Quarters Fighting*, Dodge, Improved Natural Attack 
  (claws), Power Attack.  
  Raging (10 rounds): hp 204; AC 27, touch 10, Flat-
  footed 25 (-1 size, -2 raging, +1 ring of protection, +6 for 
  +2 chain shirt, +2 dexterity, +11 natural); Grp +34; Atk 
  +29 melee (1d8+14, claw); Full Atk two +29 melee 
  (1d8+14, 2 claws); SA: rake 1d6+14, rend 2d6+21; SV 
  Fort +19, Will +13; Str 38, Con 24. 
   
  Languages – Common, Baklunish. 
   
  Spell-like Abilities (Sp): 3/day – disguise self, fog 
  cloud. Caster Level 8
  th  
   
  Rake (Ex): Attack bonus +27, damage 1d6+12. An 
  annis can attack a grappled foe with both claws at no 
  penalty.  
   
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals 2d6+16 points of 
  damage.  
   
  Improved Grab (Ex): To use this ability, an annis 
  must hit a Large or smaller opponent with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity.  
   
  Possessions: +2 chain shirt, gloves of ogre power, 
  +1 ring of protection, +1 amulet of natural armor, +2 
  cloak of resistance, +4 amulet of health. 
  *See Appendix Two – New Rules Items 
  Dig 
  and 
  Lark; 
  Skullcrusher 
  Ogre 
  Ftr6/Mnk2/ExoticWeapons Master2; Large Giant; CR 
  15; HD 10d8+50+8d10+40+36; hp 207; Init +4; Move 40 
  ft.; AC 30, touch 15, flat-footed 26 (+3 for +1 animated 
  shield, +8 for +3 spiked mithral breastplate, +2 ring of 
  protection, +2 amulet of natural armor, +4 dexterity, -1 
  size, +2 natural armor); Base Atk +15; Grp +33; Atk +26 
  melee (2d6+18, +1 fiery burst spiked chain) or +24 
  melee (1d8+10, unarmed) or +18 ranged (2d6+10, rock); 
  Full Atk +26/+21/+16 or +24/+24/+19/+14 melee 
  (2d6+18, +1 fiery burst spiked chain) or +24/+19/+14 
  melee (1d8+10, unarmed) or +18 ranged (2d6+10, rock); 
  Space/Reach 10 ft./ 10 ft. (20 ft with spiked chain); SA 
  rock throwing; SQ darkvision 60’, low-light vision, 
  exotic reach, flurry of blows , flurry of strikes, 
  improved unarmed strike, evasion; AL NE; SV Fort 
  +24, Ref +14, Will +11; Str 30, Dex 18, Con 20, Int 14, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Craft (weaponsmith) +11, Handle 
  Animal +4, Intimidate +1, Knowledge (architecture 
  and engineering) +5, Ride +13, Search +0 (+2 for secret 
  doors), Tumble +19; Close Quarters Fighting*, Combat 
  Expertise, Combat Reflexes
  b, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (Spiked Chain), Improved 
  Grapple
  b, Improved Toughness*, Iron Will, Mobility, 
  Power Attack, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
   
  Languages – Common, Giant. 
   
  Rockthrowing (Ex): Like giants, skullcrusher 
  ogres are accomplished rock throwers and gain a +1 
  racial bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (small objects) up to five range increments. The range 
  increment for a skullcrusher ogre’s rock throwing is 
  100 feet. 
   
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a –2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with either 
  end of the double weapon. 
   
  Exotic Reach (Ex): A weaponsmaster may take an 
  attack of opportunity even if the target has cover (only 
  with an exotic reach weapon) 
  . 
  Possessions: +3 Spiked mithral breast plate, +3 
  cloak of resistance, +2 gloves of dexterity, +2 ring of 
  protection, +2 amulet of natural armor, +1 animated 
  heavy steel shield, masterwork large morningstar, large 
  cold iron morningstar, daggers (2), light crossbow, 40 
  bolts, 5 cold iron bolts, 5 silver bolts, backpack, 
  sleeping roll, waterskin, 5 rocks. 
  Spells in Effect: invisibility (greater) (CL 15), fly (CL 
  15), haste (CL 15). 
  * See Appendix Two: New Rules Items 
  
  Ket6-07 The Good of All 
   
  Page 83 
  Appendix Two – New Rules Items 
  Arcane Strike [General] as presented in Complete 
  Warrior 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisites: Ability to cast 3rd level spells, base 
  attack bonus +4. 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells of the day (of 1
  st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  one round equal to the level of the spell sacrificed, as 
  well as extra damage equal to 1d4 points x the level of 
  the spell sacrificed. The bonus you add to your attack 
  rolls from this feat cannot be greater than your base 
  attack bonus. 
  Ascetic Mage [General] as presented in Complete 
  Adventurer 
  You practice an unusual martial art that mixes self-
  taught spellcasting and melee attacks to great effect. 
   
  Prerequisites: Improved Unarmed Strike, ability 
  to spontaneously cast 2
  nd-level arcane spells. 
   
  Benefit: As a swift action that doesn’t provoke 
  attacks of opportunity, you can sacrifice one of your 
  daily allotment of spells to add a bonus to your 
  unarmed strike attack rolls and damage rolls for 1 
  round. The bonus is equal to the level of the spell 
  sacrificed. The spell is lost as if you had cast it. 
    If you have levels in sorcerer and monk, those levels 
  stack for the purpose of determining your AC bonus. 
  For example, a human 4
  th level sorcerer/1
  st-level monk 
  would have a +1 bonus to AC as if she were a 5
  th level 
  monk. If you would normally be allowed to add your 
  Wisdom bonus to AC (such as for an unarmored, 
  unemcumbered monk), you can instead add your 
  Charisma (if any) to your AC. 
    In addition you can multiclass freely between the 
  monk and sorcerer classes. You must still remain 
  lawful in order to continue advancing as a monk. You 
  still face the normal XP penalties for having multiple 
  classes more than one level apart. 
  Energy Substitution [Metamagic] as presented in 
  Complete Arcane 
  You can modify an energy-based spell to us another 
  type of energy instead. 
   
  Prerequisites: Knowledge (Arcana) 5 ranks, any 
  metamagic feat 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity or fire). You can then modify any spell with 
  an energy descriptor to sue the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time.  
  Close-Quarters Fighting [General] as presented in 
  Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless or in 
  a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek. he takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  
  Ket6-07 The Good of All 
   
  Page 84 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
  Elusive Target [Tactical] as presented in Complete 
  Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Hold the Line [General] as presented in Complete 
  Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  Improved Combat Expertise [General] as presented 
  in Complete Warrior 
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, base 
  attack bonus +6. 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you subtract 
  from your attack roll and add to your AC can be any 
  number that does not exceed your base attack bonus.  
   
  Normal: With Combat Expertise, the number can 
  be no greater than +5. 
   
  Special: A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Karmic Strike [General] as presented in Complete 
  Warrior 
  You have learned to strike when your opponent is most 
  vulnerable – the same instant your opponent strikes 
  you. 
   
  Prerequisites: Dex 13, Combat Expertise, Dodge. 
   
  Benefit: You can make an attack of opportunity 
  against an opponent that hits you in melee you’re your 
  action, you choose to take a -4 penalty to your Armor 
  Class in exchange for the ability to make an attack of 
  opportunity against any creature that makes a 
  successful melee attack or melee touch attack against 
  you. The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  attacks of opportunity than you are normally allowed 
  in a round. You specify on your turn that you are 
  activating this feat, and the change to your Armor Class 
  and your ability to make these special attacks of 
  opportunity last until your next turn. 
  Mobile Spellcasting[General] as presented in 
  Complete Adventurer 
  
  Ket6-07 The Good of All 
   
  Page 85 
  Your focused concentration allows you to move while 
  casting a spell. 
   
  Prerequisites: Concentration 8 ranks. 
   
  Benefit: You can make a special Concentration 
  check (DC20+spell level) when casting a spell.  If the 
  check succeeds, you can cast the spell and move up to 
  your speed as a single standard action. (You can’t use 
  this ability to cast a spell that takes longer than 1 
  standard action to cast). If the check fails, you lose the 
  spell and fail to cast it, just as if you had failed a 
  Concentration check to cast the spell defensively.  You 
  still provoke attacks of opportunity for casting spells 
  from any creatures who threaten you at any point of 
  your movement.  You can cast defensively while using 
  this feat, but doing so increases the Concentration DC 
  to 25+spell level.  
  Oversized Two-Weapon Fighting [General] as 
  presented in Complete Adventurer 
  You are adept at wielding larger than normal weapons 
  in your off hand. 
   
  Prerequisites: Str 13, Two-Weapon Fighting. 
   
  Benefit: When wielding a one-handed weapon in 
  your off hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off hand (see page 160 of the Player’s Handbook) 
   
  Special: A fighter may select Over-Sized Two-
  Weapon Fighting as one of his fighter bonus feats. 
  Practiced Spellcaster [General] as presented in 
  Complete Divine  
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. For example, a human 5th-
  level cleric/3rd-level fighter who selects this feat 
  would increase his caster level from 5th to 8th (since 
  he has 8 HD). If he later gained a fighter level, he 
  would gain the remainder of the bonus and his cleric 
  caster level would become 9th (since he now has 9 
  HD). This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells.  
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who has selected this feat twice 
  would cast cleric spells as an 8th-level caster and 
  wizard spells as a 9th-level caster. 
  Staggering Strike [General] as presented in 
  Complete Adventurer  
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisites: Base Attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility.  For 1 round (or until the target is the 
  beneficiary of a DC 15 heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points.  A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt).  Multiple staggering strikes on the 
  same creature do not stack.  This feat has no effect on 
  creatures not subject to sneak attack damage. 
  Weakening Touch [General] as presented in 
  Complete Warrior 
  You can temporarily weaken an opponent with your 
  unarmed strike.  
   
  Prerequisites: Wis 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat before 
  you make your attack roll (thus a missed attack rolls 
  ruins the attempt). You can make an unarmed attack 
  that deals no damage, but instead applies a -6 penalty to 
  the target’s Strength score for 1 minute. Multiple 
  weakening touches delivered on the same target are 
  not cumulative. Each attempt to deliver a weakening 
  touch counts as one of your Stunning Fist attacks for 
  the day. Creatures with immunity to stun effects 
  cannot be affected by this feat. 
   
  Special: A fighter may select Weakening Touch as 
  one of his fighter bonus feats. 
  Changes to the Horrors 
  Clockwork horrors have modified themselves since 
  their initial appearance in Ket.   
  Their natural weapons now count as both natural and 
  manufactured, which means that they derive the full 
  
  Ket6-07 The Good of All 
   
  Page 86 
  benefit of their BAB for iterative attacks (similar, in 
  that respect, to monks).   
  Their reliance upon electrical damage has been 
  lessened in that many now possess the ability to alter 
  this for sonic based damage, although it still uses the 
  lightning bolt entry noted for gold and platinum 
  clockwork horrors.  These abilities are considered 
  separate spell-like abilities for the purposes of spell 
  immunity and the like. 
  The Horrors have likewise gained the ability to shift 
  their lightning bolt attacks (of whatever energy type) 
  to non-lethal, so that they may capture and potentially 
  use any opponents.  This has proven less useful than 
  initially anticipated but the ability yet remains. 
  Electrum Horror from Monster Manual II 
  Small Construct 
  Hit Dice:  
   
  4d10+10 (32 hp) 
  Initiative: 
   
  +2 
  Speed: 
   
   
  30 Ft. 
  AC:  
   
   
  19 (+1 size, +1 Dex, +7 
  Natural), touch 12, flat-
  footed 18 
  BAB/Grp: 
   
  +3/+0 
  Attacks:  
   
  Razor 
  Saw 
  +5 
  melee(1d8+1), or pressure 
  dart +5 ranged (2d4+1) 
  Space/Reach: 
   
  5 ft / 5ft 
  Special Attacks: 
   
  - 
  Special Qualities:  
  Construct Traits, electricity 
  immunity, linked mind, 
  spell vulnerability, SR 17 
  Saves: 
   
   
  Fort +1, Ref +2, Will +3 
  Abilities:  
   
  Str 12, Dex 13, Con -, Int 5, 
  Wis 14, Cha 5 
  Skills:               
   
  Climb +8 
  Feats: 
   
   
  Point Blank Shot, Precise 
  Shot 
  Climate/Terrain:  
  Any land or underground 
  Organization: 
   
  Pair or component (3-8) 
  Challenge Rating:  
  4 
  Treasure:  
   
  50% 
  coins, 
  50% 
  goods 
  (gems only) 
  Alignment: 
   
  Always lawful evil 
  Advancement: 
   
  - 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed through 
  repair. It cannot be raised or resurrected. A clockwork 
  horror has darkvision (60’range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.  
   
  Clockwork horrors are intelligent, arachnidlike 
  constructs that live as a hierarchical collective. They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors. These 
  activities take clockwork horrors into areas where 
  metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available. Clockwork horrors ignore non-mechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal. The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path. An army of horrors can 
  devastate an entire nation in a matter of weeks. 
   
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter. It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal. A large gem is embedded in the creature’s brow. 
  A single razor saw is situated near the front of its head 
  where a mouth would normally be located. The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones. Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as laborers. 
   
  Clockwork horrors communicate in their own 
  language of mechanical sounds. The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
  
  Ket6-07 The Good of All 
   
  Page 87 
   
  Logic indicates that since the horrors are 
  mechanical beings, someone or something must have 
  created them. What happened to that being is 
  unknown. Some sages theorize that the adamantine 
  horror rebelled against and slew its creator, then 
  devised the other types of clockwork horrors to serve 
  as its armies. 
  Electrum Horrors 
   
  Electrum horrors are the shock troops of the 
  clockwork horror collective. They are sent in to scout 
  out areas, asses potential resistance and overcome any 
  opposition. 
  Combat 
   
  Electrum horrors advance into combat in precise 
  battle lines, with the individual horrors spaced about 
  10 feet apart. They open fire with volleys of pressure 
  darts. Upon closing with the enemy, some continue 
  firing darts at perceived spellcasters or opponents 
  using ranged weapons, while others slice away at 
  nearby foes with their razor-sharp saws. After a battle, 
  additional electrum horrors scavenge the area, 
  retrieving fallen companions and any abandoned 
  weapons for smelting down and making new horrors. 
  Platinum Horror from Monster Manual II 
  (Modified)  
  Small Construct 
  Hit Dice:  
   
  12d10+10 (76 hp) 
  Initiative: 
   
  +3 
  Speed: 
   
   
  40 Ft. 
  AC:  
   
   
  25 (+1 size, +3 Dex, +11 
  Natural), touch 14, flat-
  footed 22 
  BAB/Grp: 
   
  +9/+8 
  Attacks:  
   
  Razor 
  Saw 
  +13 
  melee 
  (1d12+4) 
  Space/Reach: 
   
  5 ft / 5ft 
  Special Attacks: 
   
  lightning bolt 
  Special Qualities:  
  Construct Traits, electricity 
  immunity, linked mind, 
  spell vulnerability, SR 20 
  Saves: 
   
   
  Fort +4, Ref +7, Will +9 
  Abilities:  
   
  Str 16, Dex 17, Con -, Int 
  13, Wis 20, Cha 15 
  Skills:               
   
  Climb +18, Hide +22, Move 
  Silently +18 
  Feats: 
   
   
  Cleave (B), Great Cleave 
  (B), Power Attack (B), 
  Sunder (B) 
  Climate/Terrain:  
  Any land or underground 
  Organization: 
   
  Series (1 plus 1-2 gold 
  horrors and 4-16 electrum 
  horrors) 
  Challenge Rating:  
  8 
  Treasure:  
   
  50% 
  coins, 
  50% 
  goods 
  (gems only) 
  Alignment: 
   
  Always lawful evil 
  Advancement: 
   
  - 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed through 
  repair. It cannot be raised or resurrected. A clockwork 
  horror has darkvision (60’range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.  
   
  Clockwork horrors are intelligent, arachnid-like 
  constructs that live as a hierarchical collective. They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors. These 
  activities take clockwork horrors into areas where 
  metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available. Clockwork horrors ignore non-mechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal. The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path. An army of horrors can 
  devastate an entire nation in a matter of weeks. 
   
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  
  Ket6-07 The Good of All 
   
  Page 88 
  diameter. It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal. A large gem is embedded in the creature’s brow. 
  A single razor saw is situated near the front of its head 
  where a mouth would normally be located. The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones. Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as laborers. 
   
  Clockwork horrors communicate in their own 
  language of mechanical sounds. The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
   
  Logic indicates that since the horrors are 
  mechanical beings, someone or something must have 
  created them. What happened to that being is 
  unknown. Some sages theorize that the adamantine 
  horror rebelled against and slew its creator, then 
  devised the other types of clockwork horrors to serve 
  as its armies. 
  Platinum Horrors 
   
  Platinum horrors are the generals and governors 
  of all the lesser clockwork horrors. it is they who 
  identify targets, devise strategies, and decide how best 
  to deploy other horrors to achieve their goals.  
  Combat 
   
  In combat, Platinum horrors fire lightning bolts at 
  opponents before closing with them. In melee, they 
  use their razor saws to sunder the weapons and armor 
  of their enemies. Against magic weapons and items, a 
  platinum horror’s razor saw functions as a +3 weapon.  
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC16) halves the damage. The save is Con-
  based. The modified horrors represented in this 
  module can alter the damage between sonic and 
  electrical, as well as make the damage non-lethal in 
  nature. In the case of a sonic bolt the characteristics 
  simply change to sonic damage but the spell-like ability 
  is different for the purposes of spell immunity and the 
  like. 
  Adamantine Horror from Monster Manual 
  II (Modified)  
  Small Construct 
  Hit Dice:  
   
  16d10+10 (98 hp) 
  Initiative: 
   
  +8 
  Speed: 
   
   
  50 Ft. 
  AC:  
   
   
  28 (+1 size, +4 Dex, +13 
  Natural), touch 15, flat-
  footed 24 
  BAB/Grp: 
   
  +12/+13 
  Attacks:  
   
  Razor 
  Saw 
  +18 
  melee 
  (2d10+7) 
  Space/Reach: 
   
  5 ft / 5ft 
  Special Attacks: 
   
  spell-like abilities 
  Special Qualities:  
  Construct Traits, electricity 
  immunity, linked mind, 
  spell vulnerability, SR 22 
  Saves: 
   
   
  Fort +5, Ref +9, Will +12 
  Abilities:  
   
  Str 16, Dex 17, Con -, Int 
  13, Wis 20, Cha 15 
  Skills:               
   
  Balance +23, Climb +24, 
  Jump +24, Hide +27, Move 
  Silently +23 
  Feats: 
   
   
  Cleave, Combat Reflexes, 
  Great Cleave, Improved 
  Sunder, Power Attack,  
  Climate/Terrain:  
  Any land or underground 
  Organization: 
   
  Assembly 
  (1 
  plus 
  1-2 
  platinum horrors, 3-4 gold 
  horrors and 5-20 electrum 
  horrors) 
  Challenge Rating: 10 
  Treasure:  
   
  50% 
  coins, 
  50% 
  goods 
  (gems only) 
  Alignment: 
   
  Always lawful evil 
  Advancement: 
   
  - 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, energy drain, or death from massive 
  damage. It cannot heal itself but can be healed through 
  repair. It cannot be raised or resurrected. A clockwork 
  horror has darkvision (60’range) and low light vision. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  
  Ket6-07 The Good of All 
   
  Page 89 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are.  
   
  Spell Vulnerability: A clockwork horror is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds.  
   
  Clockwork horrors are intelligent, arachnid-like 
  constructs that live as a hierarchical collective. They 
  exist solely to strip entire worlds of worked and raw 
  metals, which they use to produce more horrors. These 
  activities take clockwork horrors into areas where 
  metal can be found, from underground mines to 
  civilized areas where processed metal is often readily 
  available. Clockwork horrors ignore non-mechanical 
  creatures unless such beings pose a threat or obviously 
  possess metal. The horrors’ searches are methodical 
  and efficient, resulting in the destruction of nearly 
  everything in their path. An army of horrors can 
  devastate an entire nation in a matter of weeks. 
   
  A clockwork horror appears as a four-legged, 
  mechanical arachnid with a body about 2 feet in 
  diameter. It is made of a base metal (such as iron) 
  overlaid with a thin patina of precious or semiprecious 
  metal. A large gem is embedded in the creature’s brow. 
  A single razor saw is situated near the front of its head 
  where a mouth would normally be located. The more 
  powerful clockwork horrors are more fantastically 
  designed and decorated than the lesser ones. Servant 
  clockwork horrors with overlays of less precious 
  metals are known to exist, but these serve the 
  hierarchy primarily as laborers. 
   
  Clockwork horrors communicate in their own 
  language of mechanical sounds. The linked mind that 
  they share allows for instant communication among 
  individual horrors within 10 miles of each other. 
   
  Logic indicates that since the horrors are 
  mechanical beings, someone or something must have 
  created them. What happened to that being is 
  unknown. Some sages theorize that the adamantine 
  horror rebelled against and slew its creator, then 
  devised the other types of clockwork horrors to serve 
  as its armies. 
  Adamantine Horror 
   
  An adamantine horror is the supreme leader of the 
  entire clockwork horror collective.  Only one is believe 
  to exist. 
   
  The adamantine horror directs the harvesting of 
  metal and the creation of new horrors.  It alone decides 
  which new horrors to make; thus it controls the 
  composition of the collective.  The adamantine horror 
  holds the secret of animating a newly built horror 
  body. 
   
  The adamantine horror’s motives in its aggressive 
  campaign to grow the collective are unknown.  Some 
  sages speculate that it strives to destroy rival cultures; 
  others claim it has acquired a living thing’s drive to 
  reproduce.  Whatever its motives, the creature is a 
  master at destroying other civilizations. 
  Combat 
   
  An adamantine horror devastates foes with its 
  spell-like abilities from afar.  In melee, it slashes 
  through its enemies with its razor saw.  Against 
  magical weapon and items, an adamantine horror’s 
  razor saw functions as a +5 weapon.  
   
  Spell-Like Abilities (Sp) *Note that these are 
  changed in the adventure*: At will – disintegrate, 
  implosion, Mordenkainen’s disjunction.  Caster Level 
  14
  th; save DC 15+Spell Level.  
  Justicator from Monster Manual III  
  Large Outsider (Lawful) 
  Hit Dice:  
   
  17d8+34 (110 hp) 
  Initiative: 
   
  +7 
  Speed: 
   
   
  30 Ft. (in full plate), 60 ft 
  fly (good) (in full plate), 
  base speed 40 ft, fly 90 ft 
  (good) 
  AC:  
   
   
  26 (-1 size, +3 Dex, +5 
  Natural, +9 for +1 mithral 
  full plate), touch 12, flat-
  footed 23 
  BAB/Grp: 
   
  +17/+26 
  Attack:  
   
  +1 greatsword +23 melee 
  (3d6+8, 17-20) 
  Full Attack: 
   
  +1 
  greatsword 
  +23/+18/+13/+8 
  melee 
  (3d6+8, 17-20) 
  Space/Reach: 
   
  10 ft / 10 ft 
  Special Attacks: 
   
  Smite 
  chaos, 
  spell-like 
  abilities 
  Special Qualities:  
  Darkvision 60 ft, damage 
  reduction 
  10/chaotic, 
  immunity 
  to 
  paralysis, 
  
  Ket6-07 The Good of All 
   
  Page 90 
  outsider 
  traits, 
  spell 
  resistance 24 
  Saves: 
   
   
  Fort +12, Ref +13, Will +16 
  Abilities:  
   
  Str 21, Dex 17, Con 14, Int 
  13, Wis 18, Cha 12 
  Skills:               
   
  Concentration 
  +22, 
  Diplomacy +3, Heal +24, 
  Intimidate +21, Knowledge 
  (the 
  planes) 
  +21, 
  Knowledge (religion) +21, 
  Listen +24, Sense Motive 
  +24, Spellcraft +21, Spot 
  +24, Survival +4 (+6 on 
  other planes 
  Feats: 
   
   
  Greater Spell Penetration, 
  Improved 
  Critical 
  (greatsword), 
  Improved 
  Initiative, Iron Will,  Spell 
  Penetration, 
  Weapon 
  Focus (greatsword)  
  Climate/Terrain:  
  Infernal 
  Battlefield 
  of 
  Acheron 
  Organization: 
   
  Solitary, pair or justice (3-7) 
  Challenge Rating:  
  13 
  Treasure:  
   
  Standard 
  plus 
  +1 
  greatsword and +1 mithral 
  full plate 
  Alignment: 
   
  Always lawful neutral 
  Advancement: 
   
  18-23 HD (Large); 24-34 
  HD (Huge) 
  Level Advancement: 
  - 
   
  Smite Chaos (Su):  Four times per day, a 
  justicator can attempt to smite chaos with one normal 
  melee attack.  It gains a +1 on the attack roll and +17 on 
  the damage roll.  If a justicator accidentally smites a 
  creature that is not chaotic, the smite has no effect, but 
  the ability is still used up for that day. 
   
  Spell-Like Abilities (Sp); At will – bless, detect 
  chaos; 3/day – cure serious wounds, dimensional 
  anchor, invisibility purge, silence (DC 13); 1/day dispel 
  chaos (DC 16), greater command (DC 16), plane shift.  
  Caster Level 10
  th.  
  Justicator 
   
  An imposing man dressed in gold-inlaid mithral 
  full plate stands composed with a serious manner.  
  Magnificent black-and-white feathered wings sprout 
  from his back.  His eyes glow gold under thick brows, 
  and he wields a silvery greatsword. 
   
  Single-minded forces for law, justicators travel the 
  multi-verse to punish chaos.  In doing so, they accord 
  equal respect to archons and devils and equal hatred to 
  demons and eladrins.  Their goals often coincide with 
  those of inevitables, and these two species sometimes 
  work together. 
   
  A justicator stands 9 feet tall and weighs 500 
  pounds.  Its eyes and weapons include all manner of 
  metallic hues, ranging from electric metallic blue to 
  antique copper. 
   
  Justicators speak Abyssal, Celestial, Common and 
  Infernal. 
  Combat 
   
  A justicator focuses on killing creatures it knows 
  are chaotic and tries to avoid harming creatures it 
  knows are lawful, but will do so in self-defense. 
   
  A justicator’s natural weapons, as well as any 
  weapon it wields, are treated as lawful-aligned for the 
  purpose of overcoming damage reduction.  
  Topiary Guardians from Monster Manual 
  III 
  Creating a Topiary Guardian that mimics a different 
  animal (of Medium, Large or Huge size) is possible. 
  Start with the base creature’s normal statistics and 
  make the following changes. 
  Size and Type: The creature’s type changes to plant. 
  Recalculate base attack bonus, saves and skill points 
  based on the topiary guardian’s Hit Dice (see below). 
  Size is unchanged. 
  Hit Dice: Topiary Guardians have Hit Dice according 
  to their size. Medium topiary guardians have 5 HD, 
  Large topiary guardians 10 HD, and Huge topiary 
  guardians 20 HD. 
  Speed: Land speed same as base creature. A topiary 
  guardian does not gain any burrow, climb, fly or swim 
  speed of the creature on which it is based. 
  Special Attacks: A topiary guardian gains the 
  following special attack. 
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls. The 
  creature chooses whether to deal lethal or nonlethal 
  damage depending on the orders it is given by its 
  creator. Order to capture or subdue enemies cause the 
  
  Ket6-07 The Good of All 
   
  Page 91 
  topiary guardian to use nonlethal attacks; any other 
  attack order causes the creature to deal lethal damage 
  Special Qualities:  
   
  Damage Reduction (Ex): A topiary guardian has 
  damage reduction 10/slashing. 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Tremorsense (Ex): A topiary guardian has 
  tremorsense out to 90 feet. 
   
  Vulnerability to Fire: Topiary guardians are 
  vulnerable to fire. 
  Abilities: A topiary guardian has a specific set of ability 
  scores based on its size, as given below. 
  Medium: Str 17, Ex 16, Con 14, Int -, Wis 10, Cha 1. 
  Large: Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1. 
  Huge: Str 33, Dex 12, Con 22, Int -, Wis 10, Cha 1. 
  Skills: A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
  Environment: Any. 
  Organization: Solitary or garden (2-8). 
  Challenge Rating: As base creature +1 or by size 
  (Medium 3, Large 7, Huge 12), whichever is higher. 
  Treasure: None. 
  Alignment: Always neutral. 
  Advancement: -. 
  Level Adjustment: -. 
   
  
  Ket6-07 The Good of All 
   
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  Appendix Four – Player Handouts
  Obsidian; platinum clockwork horror (augmented); 
  Sor12; CR 14; small construct; HD 12d10+10+12d4; hp 
  112 (128 with false life currently in effect); Init +7; Spd 
  30 ft.; AC 33 (+1 size, +7 Dex, +11 natural, +4 mage 
  armor) touch 18, flat-footed 26; Base Atk +15; Grp +16; 
  Attack melee +25 (1d12+11, +4 razor saw); Full Attack 
  melee 
  +25/+20/+15 
  (1d12+8, 
  +4 
  razor 
  saw); 
  Space/Reach 5 ft / 5 ft; SA: spells and spell-like abilities 
  SQ: dark vision 60’, construct traits, electricity 
  immunity, linked mind, spell vulnerability (shatter), 
  SR 27, blindsense 60’ (wish) ; AL LE; SV Fort +8, Ref 
  +15, Will +14; Str 20, Dex 21/25 (with cat’s grace), Con 
  -, Int 15, Wis 20, Cha 21.  
      Skills and Feats: Concentration +33, Listen +27, Spot 
  +28; Arcane Strike*, Cleave, Combat Casting, Eschew 
  Materials, Greater Spell Penetration, Power Attack, 
  Practiced Spellcaster*, Skill Focus: Concentration, 
  Spell Penetration. 
   
  Spells (6/6/6/6/6/6/3; DC is 15+Spell Level). O – 
  acid splash, daze, detect magic, ghost sound, mage 
  hand, open/close, prestidigitation, ray of frost, read 
  magic; - 1
  st expeditious retreat, feather fall, grease, mage 
  armor, shield; 2
  nd – bladeweave*, cat’s grace, false life, 
  glitterdust, see invisibility; 3
  rd – dispel magic, 
  displacement, haste, greater magic weapon; 4
  th – 
  stoneskin, dimension door, invisibility (greater); 5
  th – 
  teleport, overland flight; 6
  th - true seeing. CL 16 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 27) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 24. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon (+4 in this case 
  with Greater Magic Weapon). 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  Current Spells Active: 1
  st mage armor; 2
  nd cat’s 
  grace, false life; 3
  rd –greater magic weapon; 4
  th – 
  stoneskin; 6
  th - true seeing.  
  *See Appendix Two - New Rules 
  Personality and Goals: You are the leader of the 
  remaining Elite Guard of the Adamantine Horror, and 
  speak forcefully within the collective voice that is the 
  Clockwork horror existence. You have found an 
  affinity for magic in this world, with the skill coming 
  incredibly fast. If you want anything, it is to protect the 
  Gate and the further potential to travel to places in the 
  Planes your mind could previously only hear about, not 
  visit. Retreating from this plane is a good idea since it 
  is clear that the forces arrayed against the deity calling 
  itself Tharizdun are substantial and you gain nothing 
  by sacrificing yourselves – regroup beyond and build 
  up magical power without worry about destruction, 
  before advancing again. 
  
  Ket6-07 The Good of All 
   
  Page 93 
  Steel; platinum clockwork horror (augmented); 
  Sor10/Mnk1; 
  CR 
  14; 
  small 
  construct; 
  HD 
  12d10+10+10d4+1d8; hp 111 (127 with false life 
  currently in effect); Init +7; Spd 30 ft.; AC 35 (+1 size, 
  +7 Dex, +11 natural, +4 mage armor, +2 Monk) touch 
  20, flat-footed 28; Base Atk +14; Grp +19; Attack melee 
  +23 (1d12+10, +3 razor saw); Full Attack melee 
  +23/+18/+13 (1d12+10, +3 razor saw); Space/Reach 5 ft 
  / 5 ft; SA: improved unarmed strike, spells and spell-
  like abilities SQ: dark vision 60’, construct traits, 
  electricity immunity, linked mind, spell vulnerability 
  (shatter), SR 26, blindsense 60’ (wish), flurry of blows; 
  AL LE; SV Fort +9, Ref +16, Will +15; Str 20, Dex 21/25 
  (with cat’s grace), Con -, Int 15, Wis 20, Cha 21.  
      Skills and Feats: Concentration +23, Listen +27, Spot 
  +28, Tumble +11; Aesthetic Mage*, Arcane Strike*, 
  Cleave, Combat Casting, Eschew Materials, Improved 
  Grapple, Power Attack, Practiced Spellcaster*, Spell 
  Penetration. 
   
  Spells (6/6/6/4/6/6/3; DC is 15+Spell Level). O – 
  acid splash, daze, detect magic, ghost sound, mage 
  hand, open/close, prestidigitation, read magic; - 1
  st 
  benign transposition*, expeditious retreat, feather fall, 
  mage armor, shield; 2
  nd – cat’s grace, death armor*, false 
  life, resist energy; 3
  rd – displacement, fly, greater magic 
  weapon; 4
  th – stoneskin, invisibility (greater); 5
  th – 
  telekinesis. CL 14 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 26) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 23. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  Possessions: 100 +3 arrows (damage 1d8+3, all 
  Greater Magic Weapons) 
  Current Spells Active: 1
  st mage armor; 2
  nd cat’s grace, 
  false life 3
  rd – greater magic weapon (3); 4
  th – stoneskin.  
  *See Appendix Two - New Rules 
  Personality and Goals: You are the second in 
  command of the remaining Elite Guard of the 
  Adamantine Horror, and rarely speak within the 
  collective voice that is the Clockwork horror existence. 
  You have found an affinity for magic in this world but 
  it is mixed with an appreciation for direct combat. If 
  you want anything, it is to leave this place and this Gate 
  and perfect your skills. Although the Dark God 
  Tharizdun seems very powerful, it has a coalition of 
  extreme power arrayed against it. You would prefer to 
  face such forces at a time and place of your own 
  choosing, not forced into combat on what appears to be 
  a suicide mission. 
  
  Ket6-07 The Good of All 
   
  Page 94 
  Lava; platinum clockwork horror (augmented); Sor12; 
  CR 14; small construct; HD 12d10+10+12d4; hp 112 
  (128 with false life currently in effect); Init +7; Spd 30 
  ft.; AC 33 (+1 size, +7 Dex, +11 natural, +4 mage armor) 
  touch 18, flat-footed 26; Base Atk +15; Grp +16; Attack 
  melee +24 (1d12+10, +3 razor saw); Full Attack melee 
  +24/+19/+14 (1d12+10, +3 razor saw); Space/Reach 5 ft 
  / 5 ft; SA: spells and spell-like abilities SQ: dark vision 
  60’, construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 27, blindsense 60’ 
  (wish); AL LE; SV Fort +8, Ref +15, Will +14; Str 20, 
  Dex 21/25 (with cat’s grace), Con -, Int 15, Wis 20, Cha 
  25 (wish).  
      Skills and Feats: Concentration +23, Knowledge 
  (arcane) +7, Listen +22, Spot +23, Tumble +11; Arcane 
  Preparation*, Arcane Strike*, Chain Spell*, Combat 
  Casting, Empower Spell, Energy Substitution (Acid)*, 
  Eschew Materials, Practiced Spellcaster*, Quicken 
  Spell. 
   
  Spells (6/7/6/6/5/3/1; DC is 17+Spell Level). O – 
  acid splash, daze, detect magic, ghost sound, mage 
  hand, open/close, prestidigitation, read magic; - 1
  st 
  benign transposition*, feather fall, grease, mage armor, 
  shield; 2
  nd – cat’s grace, combust*, false life, resist 
  energy, scorching ray; 3
  rd – chain of missiles*, 
  contagious fog*, displacement, fly, giant’s wrath*; 4
  th – 
  blast of flame*, fireshield, prismatic ray*, invisibility 
  (greater); 
  5
  th 
  – 
  contingent 
  energy 
  resistance*, 
  telekinesis; 6
  th – fires of purity*. CL 16 
   
  Prepared spells:  
  4
  th – empowered scorching (acid) ray, chain grease 
  5
  th – quickened benign transposition (2), empowered 
  chain of missiles 
  6
  th – chain dispel magic, quickened scorching (acid) ray 
  (2).  
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 29) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 24 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  Possessions: 100 +3 arrows (damage 1d8+3, all 
  Greater Magic Weapons) 
  Current Spells Active: 1
  st mage armor; 2
  nd cat’s grace, 
  false life.  
  *See Appendix Two - New Rules 
  Personality and Goals: You are the mass damage 
  expert the remaining Elite Guard of the Adamantine 
  Horror. You prefer action and explosions and your 
  newfound affinity for magic has allowed this to 
  become obvious. The dangers of this world are merely 
  one part of that magic. You would prefer to retreat 
  through the Gate and choose another plane to attack – 
  one with less magical defenses that can be employed 
  against you… 
   
  Serendipity; platinum clockwork horror (augmented); 
  Ftr6; CR 14; small construct; HD 12d10+10+6d10; hp 
  112; Init +7; Spd 30 ft.; AC 36 (+1 size, +6 Dex, +11 
  natural, +8 for +4 mithral chain shirt) touch 17, flat-
  footed 30; Base Atk +15; Grp +18; Attack melee +28 
  (1d12+16, 
  +4 
  razor 
  saw); 
  Full 
  Attack 
  melee 
  +28/+23/+18 (1d12+16, +4 razor saw); Space/Reach 5 ft 
  / 5 ft; SA: spell-like abilities SQ: dark vision 60’, 
  construct traits, electricity immunity, linked mind, 
  spell vulnerability (shatter), SR 21, blindsense 60’ 
  (wish); AL LE; SV Fort +8, Ref +15, Will +14; Str 24, 
  Dex 22, Con -, Int 15, Wis 20, Cha 17.  
      Skills and Feats: Listen +21, Spot +22, Tumble +11; 
  Close Quarters Fighting*, Combat Expertise, Combat 
  Reflexes, Dodge, Elusive Target*, Karmic Strike*, 
  
  Ket6-07 The Good of All 
   
  Page 95 
  Mobility, Power Attack, Quicken Spell-like Ability 
  (Lightning bolt 3/day), Weapon Focus (Razor Saw), 
  Weapon Specialization (Razor Saw). 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 22) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 18. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  Current Spells Active: 3
  rd greater magic weapon (+4), 
  magic vestment (+4). CL 16  
  *See Appendix Two - New Rules 
   
  Personality and Goals: You are the real expert in 
  hand-to-hand combat amidst the remaining Elite 
  Guard of the Adamantine Horror. You prefer things up 
  close and personal and if the plan is not going that way, 
  you are not interested. The Gate is an interesting 
  strategic question but it remains to be seen if it can be 
  held for any length of time by those that oppose the 
  Dark God Tharizdun. A retreat to your home plane and 
  more preparation and practice is the only reasonable 
  course of action as far as you are concerned, before 
  returning to this Plane.  
  
  Ket6-07 The Good of All 
   
  Page 96 
  Sequoia; platinum clockwork horror (augmented); 
  Mnk6; CR 14; small construct; HD 12d10+10+6d8; hp 
  104; Init +7; Spd 50 ft.; AC 39 (+1 size, +4 for magical 
  vestments, +7 Dex, +11 natural, +5 Wisdom, +1 Monk) 
  touch 23, flat-footed 32; Base Atk +13; Grp +18; Attack 
  melee +23 (1d12+11, +4 razor saw); Full Attack melee 
  +23/+18/+13 or +22/+22/+17/+12 (1d12+11, +4 razor 
  saw); Space/Reach 5 ft / 5 ft; SA: spell-like abilities SQ: 
  dark vision 60’, construct traits, electricity immunity, 
  linked mind, spell vulnerability (shatter), SR 21, 
  blindsense 60’ (wish), flurry of blows, improved 
  unarmed strike, evasion, still mind, slow fall 30 ft, 
  purity of body, ; AL LE; SV Fort +8, Ref +15, Will +14; 
  Str 20, Dex 25, Con -, Int 15, Wis 20, Cha 17.  
      Skills and Feats: Balance +14, Escape Artist +12, 
  Jump +20, Listen +21, Spot +22, Tumble +30; Combat 
  Reflexes, Deflect Arrows, Dodge, Elusive Target*, 
  Improved Grapple, Improved Trip, Mobility, Power 
  Attack, Stunning Blow, Weakening Touch*. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 22) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 18. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
   
  Possessions: 100 +3 arrows (damage 1d8+3, all 
  Greater Magic Weapons) 
  Current Spells Active: 3
  rd greater magic weapon (+4), 
  magic vestment (+4). CL 16  
  *See Appendix Two - New Rules 
  Personality and Goals: You are possibly the ultimate 
  extension of order in the remaining Elite Guard of the 
  Adamantine Horror. Your experiences here in this 
  plane have ordered your mind even more so than it has 
  been before and logic is your only deity. The Dark God 
  Tharizdun has power but is unfocussed and the battle 
  here has been lost before it began. Returning to your 
  plane is sensible, as is abandoning any loyalty to 
  Tharizdun. Once home again, you could teach what 
  you know as a means of developing an even greater 
  adherence to law. Unless you have something to add to 
  a discussion, you remain silent, contemplating what is 
  being said and why. 
  
  Ket6-07 The Good of All 
   
  Page 97 
  Muffin; platinum clockwork horror (augmented); 
  Rog12; 
  CR 
  14; 
  small 
  construct; 
  HD 
  12d10+10+12d6+24; hp 148; Init +12; Spd 30 ft.; AC 34 
  (+1 size, +8 Dex, +11 natural, +4 for mage armor) touch 
  19, flat-footed 26; Base Atk +18; Grp +19; Attack melee 
  +29 (1d12+11, 19-20 crit, +4 razor saw); Full Attack 
  melee +29/+24/+19/+14 (1d12+11, 19-20 crit, +4 razor 
  saw); Space/Reach 5 ft / 5 ft; SA: spell-like abilities SQ: 
  dark vision 60’, construct traits, electricity immunity, 
  linked mind, spell vulnerability (shatter), SR 27, 
  blindsense 60’ (wish), sneak attack +6d6, evasion, trap 
  finding, trap sense +4, uncanny dodge, improved 
  uncanny dodge, crippling strike; AL LE; SV Fort +8, 
  Ref +20, Will +14; Str 20, Dex 26, Con -, Int 15, Wis 20, 
  Cha 18.  
      Skills and Feats: Balance +15, Escape Artist +23, Hide 
  +39, Jump +20, Listen +32, Move Silently +24, Spot +32, 
  Tumble +37; Combat Reflexes, Dodge, Elusive Target*, 
  Improved Critical (razor saw), Improved Initiative, 
  Improved Toughness*, Mobility, Power Attack, 
  Staggering Strike*. 
   
  Lightning Bolt (Sp): Once every two rounds, the 
  monster can generate a lightning bolt 5 feet wide and 
  80 feet long that deals 12d6 damage. A successful 
  Reflex save (DC 26) halves the damage. The attack can 
  generate either electrical or sonic damage. Each 
  different energy type makes a different type of spell-
  like discharge (for the purposes of spell immunity and 
  the like). The save DC is Charisma-based. CL 18. 
   
  Construct Traits: A clockwork horror is immune 
  to mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, energy drain, or death 
  from massive damage. It cannot heal itself but can be 
  healed through repair. It cannot be raised or 
  resurrected. A clockwork horror has darkvision (60’ 
  range) and low light vision. Against magic weapons or 
  armor or in the event of a sunder attempt, the razor saw 
  of a platinum horror acts as a +3 weapon. 
   
  Linked Mind (Ex): All clockwork horrors within 
  10 miles of a gold, platinum or adamantine horror are 
  in constant communication. If one is aware of a 
  particular danger, they all are. If one in a particular 
  group is not flat-footed, none of them are. No 
  clockwork horror in such a group is considered 
  flanked unless they all are. A group is any number of 
  clockwork horrors within line of sight of one another. 
   
  Melee Weapons (Ex): The weapons of a 
  clockwork horror count as both natural and 
  manufactured weapons. 
   
  Vulnerabilities: 
  A 
  clockwork 
  horror 
  is 
  susceptible to the shatter spell, which blinds it for 
  1d4+1 rounds. 
  Current Spells Active: 3
  rd greater magic weapon (+4), 
  mage armor. CL 16  
  *See Appendix Two - New Rules 
  Personality and Goals: Direct physical specimens find 
  your skills require too much precision to be used in 
  mass combat, but you are the acknowledged stealth 
  expert in the remaining Elite Guard of the Adamantine 
  Horror. The fight before you is unappealing – it is 
  sprawling, vast and makes little or no use of your 
  particular skills. Retreating through Gate appeals, to 
  bide your time and train more such as you. Returning 
  to this Plane here holds no particular interest.  You are 
  smooth and succinct in your comments and your 
  actions.  
  
  Ket6-07 The Good of All 
   
  Page 98 
   
  MAP #1: Initial Engagements 
  Army Deployment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Sequence 
   
  X 
  The PCs deploy here.
  The Still River 
  Collapsed Tunnel 
  Skirmishers on 
  the left flank 
  The Main Body of the Army
  Skirmishers on 
  the right flank
  Step 3:  If the PCs do 
  not go to the aid of their 
  allies they are attacked by 
  invisible creatures. 
  Step 1:  The PCs are 
  attacked by animals.
  Step 2: Neighboring 
  skirmishers are attacked 
  by “wyverns”. 
  PCs
  ~ 120 feet
  Neighboring 
  skirmishers 
  
  Ket6-07 The Good of All 
   
  Page 99 
  MAP #2: The Underground Complex 
   
   
   
   
   
   
  Each square 
  = 20 feet 
  Lift Column
  The Elevator Room in the Raised Position 
  The Maze 
  Room of the Gate 
  Justicator’s 
  Chamber 
  The Elevator Room in the Lowered Position 
  J
  Elevator Room
  Pressure Plate 
  The Gate 
  The Justicator 
  Symbols on Wall 
  
  Ket6-07 The Good of All 
   
  Page 100 
  MAP #3:  The Maze of Liori of the Green 
   
   
   
  Shadow Mastiffs 
  begin here.
  
  Ket6-07 The Good of All 
   
  Page 101 
  Critical Events Checklist
  Please fill out the following checklist at the end of the adventure,  
   
  1. Which platinum horror choice did the players agree upon? 
  � a. Regroup and return: Obsidian, Lava, Serendipity 
  � b. Retreat and never return:  Steel, Sequioa, Muffin. 
  2. Which army did the players choose?  
  � a. Ketites 
  � b. Elves 
  � c.Neither 
  3. Did the players choose an alliance of Ketites and elves? 
  � a. Yes 
  � b. No  
  � c. They defaulted to an alliance 
  4. How did they use the wild elves’ offer of help? 
  � a. Used the wild elves wisely and considerately 
  � b. Used the wild elves recklessly and sacrificed their lives 
  5.  Did they defeat the horror at the gate (APL 10-12) or the horrors in the grove (APL 2-8)? 
  � a. Yes 
  � b. No 
  6. Did the armies part amicably after the hags' battle? 
  � a.  Yes, successfully diplomacized for continued negotiations. 
  � b. No, either successfully diplomacized for status quo, or unsuccessfully diplomacized for further 
  negotiations, or were defeated by the hags or did not do the Extended Play Option. 
   
  Please transmit the results (e.g. 1a, 2b, 3a, etc) to ket_poc@yahoogroups.com 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/596/Normal Scenarios/KET6-07 - The Good of All (APL 2-16)/KET6-07 - The Good of All.pdf