TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO5-02 
   
   
   
  Twisted Chaos 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.2 
   
  by Jarrad Lutton 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Harold Austin, Harry Burger, Dan Gaulzetti, Jan Kuhlmann, Ben McFarland, Matt McNally, and Andrew 
  Zorowitz. 
  With Assistance from: Duncan McNeill-Burton, Steven Schaeffer, Charles Skidmore, and Andrew Zorowitz. 
   
  Shortly after the victory at Steffenmoor, evil is unleashed from within the depths of the ruined city, wreaking havoc 
  upon the occupying soldiers of Keoland. Hundreds are dead, while survivors have been mutilated by magic that twists 
  both body and mind. Strange creatures now roam the flooded streets of Steffenmoor, and the burden of discovering the 
  nature of this new magical threat has fallen to the National Academy of Wizardry – and a few heroes.  A combat-
  intensive Keoland regional adventure for APLs 4-12, and Part Two of the Sakatha Returns! series. 
   
  Note: PCs with negative reputations with Keoland’s National Academy of Wizardry may not participate in this 
  adventure. This adventure is considered “Reporting for Duty” for members of the National Academy of Wizardry and 
  the Keoish Royal Standards. 
   
  
  KEO5-02 Twisted Chaos 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO5-02 Twisted Chaos 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  There is an optional encounter (Encounter 8) in this 
  adventure.  If the PCs wish to pursue it, this adventure 
  costs one additional TU (two additional TUs for PCs not 
  from Keoland). 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The royal armies of Keoland have recently retaken the 
  ruins of Steffenmoor and have begun its exploration. 
  Many items have been recovered and the armies are 
  beginning to discover secrets that have been hidden in 
  the area during the years when Keoland had lost its hold 
  on the Steffenmoor. 
   
  The danger here is from cultists seeking to bring 
  about the return of Tharizdun, waking him from his long, 
  dreaded sleep. These cultists have taken the form of the 
  Order of the Brazen Blade. 
   
  The Brazen Blades were not always worshippers of 
  Tharizdun; indeed, their descent into worship of this 
  insane god has been a recent one. The Order was 
  originally founded response to events that began with the 
  revolt of the Sea Princes against Keoland. When the 
  Scarlet Brotherhood took over the Sea Princes, the Order 
  of the Brazen Blade was founded to resist the occupation. 
  After some initial successes, they realized that even if 
  they dislodged the Scarlet Brotherhood, they would still 
  have Keoland to contend with. 
   
  And so the Order hatched a diversionary scheme. A 
  number of their members entered the Hool Marsh in 
  Keoland and attempted to rally some of the lizardfolk 
  tribes into attacks within the Kingdom. They were 
  ultimately unsuccessful and their agents met their fates at 
  the hands of Sakatha, the newly-returned vampire 
  lizardfolk (as detailed in KEO2-05 Royal Rescue, KEO2-06 
  Hunt in the Hool, and KEO4-01 Hope, Entwined). 
   
  In the meantime, the Order was being subverted 
  from within. Seeing in them a natural tool to be used 
  against their mutual enemies, the Scarlet Brotherhood, 
  an agent of the Black Brotherhood (a splinter sect of the 
  former organization who seeks to defeat their former 
  fellows and to wake Tharizdun from his sleep) infiltrated 
  and corrupted the Order. This wizard’s name was named 
  Mnemnonthraxus. Those that could not be driven mad 
  and made into proper followers of Tharizdun were 
  sacrificed on his altars. 
   
  With the Order having been subsumed by the Black 
  Brotherhood, Mnemnonthraxus began to have dream 
  visions – doubtless provided by Tharizdun – that hinted 
  at not one, but two methods by which Tharizdun might 
  be woken. The first was hidden somewhere in Keoland, 
  in the dragon-ruined city of Steffenmoor in the County 
  of Linth. (Mnemnonthraxus, along with the second 
  method, is detailed in KEO5-04 Burning Brightly). 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  KEO5-02 Twisted Chaos 
   
  Page 3 
   
  Upon doing further research, they found out about 
  an ancient archeological ruin buried beneath the city. 
  The information spoke about a wizard who used to live in 
  the city of Steffenmoor and worshipped Tharizdun. He 
  discovered an ancient shrine to the god deep underneath 
  the surface of the city and began sacrificing townsfolk in 
  order to enhance his magical creations. Supposedly he 
  was able to not only summon but also create items and 
  creatures of great evil. When the black dragon came and 
  destroyed Steffenmoor the wizard was killed and his 
  work was left hidden and forgotten. 
   
  Upon arriving in Steffenmoor, agents of the Order 
  were stymied at first by the presence of the Keoish Royal 
  Standards, who had seized the city on orders of the late 
  King of Keoland. They eventually penetrated into the 
  city, found the ancient shrine to Tharizdun and were able 
  to release things of horrible evil. Scores of soldiers in the 
  Keoish army were slaughtered in the night, and the 
  generals decided that the spirits of the city had risen to 
  send them away. The Court of the Land decided to 
  withdraw the army from Steffenmoor, thinking it would 
  be best if the National Academy of Wizardry investigated 
  the trouble. 
   
  The Black Brotherhood has made contact, and allied 
  with, Sakatha. The lizardfolk vampire’s chief rival for 
  power in Keoland is Count Traago Von Reiklande, a 
  powerful Suloise vampire and friend to the Scarlet 
  Brotherhood. He views the “gift” of the vampiric 
  condition being wasted on non-Suel (and especially non-
  humans) as anathema. The alliance between the chaotic 
  and evil Sakatha and the Black Brotherhood, against the 
  lawful and evil Count Traago and his Scarlet Brotherhood 
  allies, is a natural one. 
   
  The Black Brotherhood intends to sell or trade some 
  of the evil artifacts in Steffenmoor to Sakatha so as to 
  strengthen their alliance. At the very least, the release of 
  the evil and the attention drawn to Steffenmoor will 
  continue to divert Keoland's attention away from the 
  new menace in the Hool Marsh. 
   
  One high-ranking member of the National Academy 
  of Wizardry, Beryce, is in truth, a member of the Scarlet 
  Brotherhood. She has been in the National Academy of 
  Wizardry for quite some time, and has done very well as a 
  spy. Stationed in Niole Dra, Beryce had been acting as 
  Lashton’s personal assistant for the past several years. 
  With the late crisis at Steffenmoor, she has been asked to 
  track down any party of PCs who either have a member 
  of the National Academy of Wizardry or have a PC who 
  has obtained a favor of the NAW, and will send them to 
  go on a mission into the Steffenmoor. Despite being on 
  an official mission for the NAW, she has also been 
  briefed by her contacts in the Scarlet Brotherhood. Her 
  true goal is to use the PCs to interfere with the Black 
  Brotherhood’s plans. 
  ADVENTURE SUMMARY 
  The PCs find themselves in the audience of Beryce, a 
  high-ranking member of the National Academy of 
  Wizardry. She explains that an evil has been released in 
  Steffenmoor that has slain most of the occupying force 
  there, and the NAW has been called upon to figure out 
  the origins of this magic. The PCs are asked to investigate 
  Steffenmoor, and try to find out as much information as 
  possible about what is going on there. 
   
  Heading towards Steffenmoor, the PCs are set upon 
  by a fleeing band of lizardfolk. At first the PCs think they 
  are being attacked, but soon they realize that the 
  lizardfolk are running for their lives. Their pursuer is a 
  creature warped by the chaotic magic released by the 
  Brotherhood. 
   
  Kyla, a half-dragon dryad, appears after the battle and 
  explains a bit of what has been going on in Steffenmoor. 
  She explains that the land is being warped and twisted, 
  and she accosts the PCs to do what they can to stop this 
  magic from spreading. She can also provide some useful 
  background information about an insane wizard who 
  once lived in Steffenmoor long ago. The PCs can use Kyla 
  to guide them to a specific area in the city of 
  Steffenmoor. 
   
  The PCs enter Steffenmoor and are affected in 
  different ways by Chaos Disease. They see a platoon of 
  Keoish soldiers nearby who have been not only twisted 
  by this magic but also killed in gruesome manner. 
   
  The heroes discover the ruined tower of the insane 
  wizard, which is guarded by another creature of chaos. 
  After defeating it and searching the tower, they find a 
  journal that links him to the pastor of the nearby church 
  of Boccob. 
   
  The church is defended by the Black Brotherhood 
  members (Mnemnonthraxus is not among them). After, 
  the PCs discover information about a shrine to Tharizdun 
  that lies hidden beneath the church, as well as the Black 
  Brotherhood’s motives and how they link with Sakatha. 
   
  The PCs head through an ancient dungeon and find 
  the hidden shrine, which was built out of an 
  archaeological ruin that is far older than the shrine or the 
  church, if not Steffenmoor itself. If the PCs thoroughly 
  investigate the shrine, they realize that it is in fact a portal 
  to a temple located on a nameless demi-plane of chaos 
  and evil. The portal cannot be destroyed, and the PCs 
  must decide to leave it as is or enter and defeat whatever 
  evil lies within. If they proceed, they will encounter an 
  Aspect of Tharizdun. (This is an optional, and dangerous, 
  encounter) 
   
  Afterward, the PCs return to Beryce and reveal what 
  they have learned. What they discover and accomplish, as 
  well as what they tell Beryce, will have an important 
  impact on events in the future. 
  
  KEO5-02 Twisted Chaos 
   
  Page 4 
  PREPARATION FOR PLAY 
  There is an optional encounter (Encounter 8) in this 
  adventure.  If the PCs wish to pursue it, this adventure 
  costs one additional TU (two additional TUs for PCs not 
  from Keoland). 
   
  Determine if any PCs are members of the National 
  Academy of Wizardry (NAW). 
   
  PCs with negative reputations regarding Keoland’s 
  National Academy of Wizardry may not participate in 
  this adventure. This adventure is considered “Reporting 
  for Duty” for members of that meta-organization. 
  INTRODUCTION 
  NAW MEMBERS 
   
  You stand in the presence of Lashton, Archmage 
  of Keoland and head-master of the National 
  Academy of Wizardry. You are in the Academy’s 
  chapterhouse in Niole Dra. Lashton is an older man, 
  wearing gold spectacles, with a gruff air about him. 
  Upon your entry, he looks up from a vellum scroll 
  he is perusing. 
   
  “Guess what?” he asks flatly. Without bothering 
  to wait for your answer, he snaps his fingers and an 
  unseen hand unfurls a map of Keoland on a nearby 
  table. As it does, you hear a throaty croak, and the 
  parting scroll reveals a rather portly toad atop the 
  map. 
   
  “Urk!” he snorts, but before he can reply the 
  amphibian bounds off the map and out the door. 
  The archmage’s teeth are gnashing. “Damn it all! I’m 
  going to have to get someone to come and clean out 
  this chapterhouse…” 
   
  He rises and walks over to the map, beckoning 
  you to follow. His voice is dripping with sarcasm as 
  he notes the droppings left in the toad’s wake. “How 
  nice of him to have marked your destination.” He 
  points at the city labeled Segor. It is the capital of 
  the blight-plagued County of Linth. “You’re going 
  there. You’ll be at the disposal of Beryce. She is my 
  personal assistant and presently in charge of our 
  interests in Segor. She needs your help with some 
  matter or another. Go there and give her a hand, 
  won’t you? She is staying at the Trail Inn.” He 
  glances over to a crystal ball and his face softens, but 
  only for a moment. Turning back to you, his scowl 
  returns. “Now get out of here.” 
   
  Lashton won’t entertain any questions; he tells the 
  PCs that Beryce will explain everything they need to 
  know about the task at hand. Assuming that the NAW 
  members agree, (and woe to them if they defy Lashton’s 
  orders…) proceed to Encounter 1. 
   
  The journey from Niole Dra to Segor is some fifty 
  miles along the banks of the Sheldomar River. 
  NON-MEMBERS 
   
  Distribute Player Handout #1. Proceed to Encounter 1 
  once they decide to attend. 
  ENCOUNTER 1: MEETING 
  BERYCE 
  You arrive at the Trail Inn within Segor. You arrive 
  after dinnertime – well, what passes for dinner in 
  Linth, which is a thin soup made of some odd-
  looking tubers and carrots along with a bit of bread. 
   
  Entering, you see the proprietor drying a mug as 
  he looks at you with a curious expression. After a 
  moment of studying you, a knowing expression fills 
  his face. He nods and says, “Ah yes, you must be the 
  ones she mentioned.”  He tilts his head towards the 
  stairs leading up to the rooms and says, “Second 
  floor, third door to your right, knock five times.” 
   
  When the PCs head upstairs: 
   
  Of its own volition, the door opens immediately 
  after the fifth knock, and inside you see a human 
  female dressed in an elegant outfit of the latest 
  designs by Laint Saurent. A cloak of white and red 
  hangs off her shoulders, with a brooch bearing the 
  symbol of the National Academy of Wizardry 
  fastening it in place. Her hair is fiery red and curled 
  about her shoulders, and her lovely features are 
  toned and pleasant. She sits at the head of a table 
  covered in paperwork, that has just enough seats for 
  you, and there appear to be others that have already 
  arrived. 
   
  Take a moment to allow the players to describe their 
  characters to each other before continuing. 
   
  “I am Beryce, personal assistant to Lashton, the 
  Archmage of Keoland. I have little time to squander, 
  since I have my regular duties to perform on top of 
  this. As you know, the ruined city of Steffenmoor, 
  southeast of here, was retaken by Keoish forces 
  several months ago. They have been rooting out the 
  dragon-spawned lizardfolk there. It was slow and 
  dangerous work, but the Standards were succeeding 
  in the task.” 
   
  “A few weeks ago, some sort of rainbow-colored 
  mist rose up in the streets of the city. Twisted 
  creatures emerged from that mist and began 
  slaughtering our soldiers. It also twisted and 
  morphed their bodies and minds in alien ways. I 
  suspect this mist to be somehow related to those 
  seen in the plane of Limbo, but I cannot be certain.” 
   
  “The Court of the Land thought it best to 
  withdraw the troops from the city and to allow the 
  
  KEO5-02 Twisted Chaos 
   
  Page 5 
  National Academy of Wizardry to handle the 
  problem. The Standards have formed a defensive 
  perimeter around Steffenmoor. It is vital that we 
  find out what is causing this mist and put a stop to 
  it. I am working on the problem from an arcane 
  perspective, but having boots on the ground to bring 
  me back information about what’s going on would 
  be invaluable.” 
   
  “You are to travel to the ruins; I will give you a 
  declaration that will allow you inside the Standards’ 
  perimeter. Once inside, get as much forward 
  reconnaissance as you are able about what’s going 
  on. It is VITAL that you return with that information, 
  and as quickly as possible. You will be compensated 
  with both wealth and the favor of the Academy, 
  commiserate with the value of your intelligence. If 
  you have magical or mundane means to contact me 
  during your mission, I will advise you as best I am 
  able. Do you accept?” 
   
  Beryce’s briefing is one of military efficiency; she 
  really has told the PCs everything she knows about the 
  situation at hand. True to her word, she will be at the 
  Trail Inn and will certainly offer the PCs advice should 
  they need it (and be able to solicit it). 
   
  Any attempts by the PCs to find out what Beryce is 
  thinking, what her alignment is, and what her motives 
  are, will have no result. She is wearing several powerful 
  magical items that protect her from detection. If the PCs 
  make any hostile action towards her, a contingency teleport 
  spell will whisk her away immediately. (A clue that she’s 
  a lot more competent than a simple assistant should 
  be…) Under no circumstances can the PCs capture 
  Beryce. The PCs can continue on to Steffenmoor if they 
  wish, but they will from this point forward be marked as 
  “Outlaws of Keoland.” (Contact the Triad for details, but 
  there really is no good reason for the PCs to attack Beryce 
  at this time.) 
  ENCOUNTER 2: HEADING TO 
  STEFFENMOOR 
  The trek from Segor to Steffenmoor takes you along 
  the banks of the Sheldomar and eventually into 
  marshlands filled with trees and fog. As Beryce 
  indicated, when you reach the defensive perimeter, 
  her missive allows you quick entry. Several of the 
  soldiers tell you that there are a number of stone 
  causeways that survived the dragon attack, and that 
  they converge, like spokes on a wheel, into the city. 
  They tell you that the causeways are the easiest way 
  into the city, although you will need to cross the 
  flooded terrain in order to reach them. 
   
  Continuing along the banks of the Sheldomar, 
  you see the enormous dams that once held the 
  banks at bay before the dragon smashed them, 
  flooding the city and drowning hundreds. You 
  finally arrive at the beginning of one of the city’s 
  causeways. As you do, you hear several pairs of heavy 
  trampling feet making their way through the 
  undergrowth towards you at a high rate of speed. 
   
  Setup: The clearing is fifty feet in diameter, with a 
  relatively thick tree-line. 
   
  The PCs have two rounds to prepare however they 
  see fit. On the third round, a pack of five blackscale 
  lizardfolk burst out of the shadows and undergrowth and 
  into the edge of the clearing. The lizardfolk have no 
  intention of attacking the PCs, but have their weapons 
  out and appear very agitated. A Spot check (DC 15) 
  reveals that they are all heavily wounded, and that certain 
  parts of their bodies have been morphed and twisted in 
  some way. The lizardfolk will attempt to move around 
  the PCs and avoid any combat, even if attacked. They 
  appear panicked and are fleeing as fast as possible. 
  � Blackscale Lizardfolk (5): hp 15 each; see 
  Appendix 6. 
   
  On the fourth round the thing that is chasing the 
  lizardfolk will enter the clearing and attack. These 
  hungry undead are the tortured souls of those that were 
  drowned by the dragon’s attack on the city. 
   
  EL Calculation Note: At APL 6, the Drowned is 
  assumed to have been heavily engaged in combat with 
  the blackscales and so has half of its usual hit points; this 
  reduces the EL of the Encounter by 1. At APL 8, one of 
  the pair of Drowned is assumed to have likewise been 
  engaged; this reduces the CR of that particular Drowned 
  by 1 and so reduces the EL of the encounter by 1. 
  APL 4 (EL 6) 
  � Ghouls (Lacedons) (8): hp 18 each; see Monster 
  Manual, page 119. 
  APL 6 (EL 8) 
  � Drowned (1): hp 98; see Appendix 2. 
  APL 8 (EL 10) 
  � Drowned (1): hp 98, 195; see Appendix 3. 
  APL 10 (EL 12) 
  � Drowned Ftr1 (2): hp 235 each; see Appendix 4. 
  APL 12 (EL 14) 
  � Drowned Ftr3 (2): hp 255 each; see Appendix 5. 
   
  Treasure: At all APLs, one of the undead is carrying 
  a divine scroll of restoration (CL 7th). 
  ENCOUNTER 3: KYLA THE 
  DRYAD 
  Shortly after the battle, you see one of the half-
  drowned willows near the battlefield shift, and a 
  
  KEO5-02 Twisted Chaos 
   
  Page 6 
  female figure steps out of its trunk. The creature 
  that emerges is distinctly feminine, and at the same 
  time feral. It measures each of you with bright green 
  eyes set deep into an almost skeletal face with a 
  black, almost scaly sheen. Two small horns curve 
  forward from the sides of her head, poking through 
  the vines that hang down over her shoulders like 
  hair. 
   
  Greenish acid streams harmlessly over her 
  iridescent, scaled skin as she wades gracefully 
  towards you. Vicious fangs spoil what would 
  otherwise be a warm, inviting smile. She speaks in 
  halting, broken common. She has a serious look on 
  her face although she certainly does not seem 
  hostile. 
   
  “Hello, manlings. I Kyla. You go into city? City 
  bad…” 
   
  Any PCs that participated in the interactive KEO4-
  IN10 Bane of the Black Blade at UNYCon 2004 (specifically, 
  the mini-adventure entitled “Special Delivery”) may have 
  met Kyla before. Assuming such PCs treated her well she 
  will acknowledge them and for the most part speak 
  directly to them. 
  � Kyla, female half-dragon (black) dryad: hp 27, 
  see Appendix 6. 
   
  Kyla has been rather confused by the actions of the 
  Keolanders lately, after sacking the ruins of the city, 
  eradicating the evil lizardfolk there, and then suddenly 
  fleeing the city afterwards, and wonders what’s going on 
  in the city. 
   
  Kyla speaks basic, broken Common, although she is 
  reasonably intelligent. She asks the PCs what they are 
  doing heading back towards the city, and she is rather 
  forceful about finding out their intentions since she 
  considers Steffenmoor to be her home. If the PCs explain 
  their actions, she will give them some useful information 
  in exchange. 
   
  The strange dryad looks in the direction of the 
  ruins and shudders. “Humans kill death druid and 
  army take city, but then army leaves. Afraid of color 
  fog.” She shivers. “Walk with Kyla,” she says, as she 
  steps away from you before stopping a few yards 
  away and nudging something with one of her foot’s 
  talons.  
   
  “This what color fog do when wind blows and it 
  covers animals,” she says. A single green tear drops 
  from her cheeks before hitting a stone with the 
  sizzle of acid. “When pretty fog comes I hid in tree, 
  but it makes tree scream…” 
   
  Kyla is motioning to a dead swamp thrush which has 
  lesions and tumors on its body and its skeleton seems to 
  have ruptured and burst from inside of its body. 
   
  Kyla stiffens a scaly lip and says, “Manlings 
  come into city ten and two dawns ago. Not army 
  manlings, but evil ones. They camp here, and Kyla 
  stay inside tree, but she hear them all the same. Talk 
  about tower of…” She pauses, frowns, and then 
  looks up after having remembered what was said. 
  “Del-uh-nor. Wizard. Talk about a tower? They say 
  maybe that tower.” She points to the ruins, where 
  you can indeed see a squat, square ruin of a tower, 
  barely in view. 
   
  Kyla cannot accompany the PCs to the tower; she 
  will grow ill if she strays from her willow and she is 
  fearful of the mist. She will offer any other assistance she 
  can render from the safety of her willow and its 
  immediate environs, however. 
   
  Troubleshooting: Attacking Kyla causes her to flee 
  for her tree. If she hasn’t relayed what she overheard of 
  the conversation of the Black Brotherhood members, the 
  PCs will have to rely on some other means (compelling 
  her, divination spells or the like). If not, the adventure 
  will end here for the PCs – the ruins are simply too large 
  for the PCs to find what they’re looking for by blindly 
  searching for it. (If they come back, they might be able to 
  sway Kyla; she will begin as Indifferent in terms of her 
  attitude and can be swayed by the PCs with a Diplomacy 
  check per the rules in the Player’s Handbook. Normally she 
  would be Hostile from being attacked, but she genuinely 
  wants to help the PCs and understands that her 
  appearance can be offsetting to others.)  
   
  If the PCs head to the tower, go to Encounter 4. 
  ENCOUNTER 4: ENTERING 
  THE CITY 
  Most of the wall that used to surround the city has 
  been torn down in ruin, and several watchtowers lay 
  in pieces. Buildings are partially destroyed, but 
  many of them remain fully intact if not scarred from 
  battle. The water level here recedes to between a few 
  inches to a foot off the ground. 
   
  A strange rainbow-colored mist hangs in the air 
  throughout the city, and nothing can be heard from 
  the streets. The tower that is your destination isn’t 
  too far off. 
  DEALING WITH THE MIST 
   
  Review this section carefully before proceeding. 
   
  A PC making a Knowledge (the planes) check (DC 
  20) can confirm Beryce’s suspicion that this mist is 
  similar to, or actually is, that which can be found on the 
  Plane of Limbo. It is the essence of chaos magic. The mist 
  presents a hazard to any that are exposed to it. The PC 
  will also know that it can be circumvented in a number of 
  ways. 
  
  KEO5-02 Twisted Chaos 
   
  Page 7 
  • 
  First, it has the physical properties of mist. That is, a 
  strong wind will cause it to move, a rain shower will 
  cause it to settle, and so on. 
  • 
  Second, its harmful effects are chaos-related. A PC 
  protected by protection from chaos, dispel chaos, shield of 
  law, magic circle against chaos, or similar spells 
  protecting from magic with the Chaos descriptor 
  will be unaffected. 
  • 
  Third, the harmful effects rely on extra-planar 
  energies that cause a being to “drift” out of its static 
  state. Any PC affected by a spell or item such as 
  dimensional anchor, dimensional shackles, or wearing an 
  item such as the bracers of foundation from the “Ether 
  Threat” series of Core adventures will be unaffected. 
   
  It is up to you to decide whether similar means of 
  defense would work using the above guidelines. 
   
  IF THE PLAYERS ASK, tell them that the mist does not 
  extend much higher than fifteen feet above the ground, 
  and that magical means of moving over the mist (or less 
  likely, in the earth beneath it) could allow the PCs to 
  avoid any exposure. 
   
  When the PCs enter the city, if they are exposed to 
  the mist, read the following (note that protected PCs are 
  excluded from the unpleasant effects): 
   
  The touch of the mist is unavoidable as you 
  enter Steffenmoor and begin heading down one of 
  the debris-filled streets. You begin to feel strange, as 
  if something is tugging at the very essence of your 
  being. 
   
  PCs affected by the Chaos Mist suffer a number of 
  hit points of damage PER MINUTE equal to the APL of the 
  PCs. You should describe the damage the PCs are taking 
  as being from dreadful deformities on their bodies, and 
  the exposure is quite painful. There is no saving throw 
  against this effect. Have fun describing the deformities 
  the PCs suffer, but keep it tasteful and remember that 
  none of these will have any sort of in-game, mechanical 
  effect (beyond simple hit point damage). 
   
  Tiny or smaller creatures in the company of the PCs 
  (such as small animal companions, familiars, etc) can be 
  protected from the mist if they are stowed in a backpack, 
  sack or other covering. 
   
  Note: You should let the PCs know immediately 
  upon entering the mist that they are beginning to take 
  damage that will be assessed at the end of each minute, 
  and you should inform them of the amount. Don’t tell 
  them a minute into the mist, “you’ve just taken X hit 
  points in damage.” 
   
  The PCs will doubtless be in a rush to get out of the 
  mist to their destination. Use the following table below 
  to determine how long it takes the PCs to make it from 
  the outskirts of the city to Delanor’s Tower (remember 
  that the city streets are mostly unfamiliar, choked with 
  debris, and the Chaos Mist hurts visibility). The below 
  figures assume that the PCs are moving at a Run (x2); 
  faster movement is not possible given the terrain and 
  visibility; if they are proceeding more cautiously, double 
  the below travel times (and damage): 
   
  Base Speed 
  (feet/round) 
  Time to 
  Tower 
  Total Damage 
  (hp) 
  10 
  6 minutes 
  APL x 6 
  20 
  5 minutes 
  APL x 5 
  30 
  4 minutes 
  APL x 4 
  40 
  3 minutes 
  APL x 3 
  50 
  2 minutes 
  APL x 2 
  60 
  1 minute 
  APL 
   
   
  Continuing on, here and there you begin to see 
  the corpses of Keoish soldiers. Pockets of such 
  slaughter appear to spread throughout this part of 
  the city. Their bodies are morphed and partially 
  eaten, and their weapons are twisted and rusted. 
  ENCOUNTER 5: DELANOR’S 
  TOWER 
  Refer to DM Aid: Map #1 for this encounter. 
   
  Having finally reached your destination, you see 
  an overgrown courtyard covered in vines and 
  swampy plant growth leading up to a one-story 
  home that has a squat three-story tower attached to 
  it. The front door has been torn off its hinges. 
  Despite the open door, the rainbow mist does not 
  seem to have permeated the interior. 
   
  Note: The tower has windows that are barred and 
  closed with metal shutters (Break DC 18, hp 10, hardness 
  5) on all floors. 
   
  Inside the home the PCs find that most of the 
  mundane things have melted away into twisted piles of 
  scrap. (The map shows the items intact so you can hint 
  what the debris might once have been – a lab table, a 
  bookshelf, etc) 
   
  The only thing of interest – and danger – in the 
  tower is on the top story of the place, in the wizard’s 
  bedchamber. At APL 4, the only hazard is a trap on the 
  chest containing Delanor’s journal (this trap appears 
  ONLY at this APL). At all other APLs, one or more chaos 
  beasts are present. 
   
  For APLs 6+ only, as soon as a PC reaches the 
  bedchamber, read the following: 
   
  Ascending to the top story of the tower, you find 
  a bedchamber, now brought to ruin. Roiling in the 
  
  KEO5-02 Twisted Chaos 
   
  Page 8 
  chamber is what could best be described as a mass of 
  twisted chaos. It continuously shifts and changes 
  from one form to the next, until finally it becomes a 
  blob full of eyes and tooth-filled mouths with two 
  tentacles that reach out towards you. 
  APL 6 (EL 7) 
  � Chaos Beast: hp 54; see Monster Manual, page 33. 
  APL 8 (EL 9) 
  � Chaos Beasts (2): hp 54 each; see Monster Manual, 
  page 33. 
  APL 10 (EL 11) 
  � Chaos Beasts (4): hp 54 each; see Monster Manual, 
  page 33. 
  APL 12 (EL 13) 
  � Chaos Beasts, 12-HD Advanced (4): hp 108 
  each; see Appendix 5. 
   
  After defeating the chaos beasts (or not, at APL 4), 
  the PCs can search the chamber. Most of the place is 
  completely destroyed, but a Search check (DC 20) will 
  find Delanor’s journal. The book was originally found on 
  the middle story, in the library, where the Brotherhood 
  members reviewed the notes and stowed away the 
  journal. The chaos beast dispatched one of the 
  Brotherhood members carrying the journal, and it was 
  left here. (The body has since been consumed by the 
  creature). 
   
  At APL 4 ONLY, the book was magically trapped by 
  the Brotherhood wizard carrying it; it holds a nasty 
  surprise for any that might open it. As a result of the 
  enchantment the book radiates moderate evocation 
  magic. The trap’s detonation will leave the journal 
  unharmed. 
  APL 4 (EL 5) 
  � Fire Trap: CR 5; spell; spell trigger; no reset; spell 
  effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 
  Reflex half); Search DC 29; Disable Device DC 29. 
   
  When the book is perused, distribute Player Handout 
  #2 to the players. 
   
  Reading the rest of the journal describes Delanor’s 
  fascination with the gods of the outer planes and the 
  concepts of evil and chaos and his growing madness in 
  vivid detail. The wizard had close religious ties to 
  Barankin, the pastor of the nearby Church of Boccob (he 
  describes his visits on several occasions, enough to find 
  the church should the PCs decide to go there) with 
  whom he often enjoyed religious debates. As Delanor 
  became more fanatical about the theology of the outer 
  planes, one of the arguments led him to dominating 
  Barankin and using him as his puppet to set up a shrine 
  to Tharizdun underneath the church. Delanor also used 
  the pastor in this way to lure potential victims for 
  sacrifice in his experiments. Finally, the journal tells of 
  how Delanor finished the shrine to Tharizdun, and then 
  sacrificed Barankin in order to complete a device that 
  would turn the shrine itself into a portal leading to a 
  specific temple on Limbo, where he believed a shard of 
  Tharizdun has been kept locked away. Delanor speaks 
  obsessively of releasing Tharizdun, who he believes will 
  explain all there is to know about the chaos of the 
  multiverse. The next pages would detail more about the 
  device and the portal itself, but the pages are missing, 
  having been torn out. 
   
  Development: When the PCs venture outside, they 
  will find that a welcome breeze off the river has blown 
  the mist eastward; they have a window of opportunity to 
  travel to the church (several minutes’ walk away) without 
  again suffering the effects of the Chaos Mist. If they 
  choose to continue to the church, proceed to Encounter 
  6. 
  ENCOUNTER 6: THE CHURCH 
  OF BOCCOB 
  Refer to DM Aid: Map #2 for this encounter. 
   
  By following the directions alluded to in 
  Delanor’s journal, you easily find the Church of 
  Boccob. Made of stone and relatively simple 
  architecture, this building is roughly rectangular 
  and two stories tall. The wind has abated, and you 
  notice that the swirling chaos mists are beginning 
  to drift back in. Indeed, you think that the mist 
  seems especially strong around this church, 
  although the stuff doesn’t appear to have entered it. 
   
  The front double doors are unlocked, the long-rusted 
  chain and padlock that held the doors closed have been 
  hacked open. 
   
  Once the PCs enter, read the following: 
   
  The doors close of their own accord behind you. 
  This place is dimly lit. A number of corpses litter the 
  pews on the first floor, but their bodies – unlike 
  others you’ve seen – appear intact. Near the center of 
  the northern wall is an altar to Boccob. There are 
  stairs in the northeast part of the church, leading up 
  to the second floor balcony. A stout wooden railing 
  leaves the three chambers above open for view. 
   
  Standing several feet away from the edge of the 
  balcony is an intense-looking Suloise man wearing 
  heavy plate armor, with a weighted mace in one 
  hand and a heavy iron shield on his arm. A woman, 
  also Suel, with high cheekbones and platinum 
  blonde hair, stands with him. Her plate armor is 
  lined with metal barbs, and a wicked looking 
  greatsword is sheathed across her back. 
   
  Setup: At this juncture, you should have the PCs 
  make a Spot check against an opposed Hide check for the 
  two rogues on the ground floor. (The rogues have had 
  
  KEO5-02 Twisted Chaos 
   
  Page 9 
  time to conceal themselves, so they are assumed to have 
  taken 10 on the roll – thus, the DC on the Spot check will 
  be equal to [12 + APL], modified for distance.) 
   
  The cleric, Aldrea, is on the upper floor with 
  Ballancia (their starting positions are marked on the map 
  with “A” and “B” respectively). The rogues, Caric and 
  Derrick, are hiding (locations “C” and “D”) on the ground 
  floor. 
  APL 4 (EL 7) 
  � Aldrea, male human Clr3 of Tharizdun: hp 23; 
  see Appendix 1. 
  � Ballancia, female human Ftr3: hp 30; see 
  Appendix 1. 
  � Caric, male human Rog3: hp 18; see Appendix 1. 
  � Derrick, male human Rog3: hp 18; see Appendix 
  1. 
  APL 6 (EL 9) 
  � Aldrea, male human Clr5 of Tharizdun: hp 38; 
  see Appendix 2. 
  � Ballancia, female human Ftr5: hp 49; see 
  Appendix 2. 
  � Caric, male human Rog5: hp 30; see Appendix 2. 
  � Derrick, male human Rog5: hp 30; see Appendix 
  2. 
  APL 8 (EL 11) 
  � Aldrea, male human Clr7 of Tharizdun: hp 53; 
  see Appendix 3. 
  � Ballancia, female human Ftr7: hp 69; see 
  Appendix 3. 
  � Caric, male human Rog5/Assassin2: hp 42; see 
  Appendix 3. 
  � Derrick, male human Rog5/Assassin2: hp 42; 
  see Appendix 3. 
  APL 10 (EL 13) 
  � Aldrea, male human Clr7/Entropomancer2 of 
  Tharizdun: hp 68; see Appendix 4. 
  � Ballancia, female human Ftr7/Blackguard2: 
  hp 88; see Appendix 4. 
  � 
  Caric, 
  male 
  human 
  Rog5/Assassin2/ 
  Shadowdancer2: hp 57; see Appendix 4. 
  � Derrick, male human Rog5/Assassin2/ 
  Shadowdancer2: hp 57; see Appendix 4. 
  APL 12 (EL 15) 
  � Aldrea, male human Clr7/Entropomancer4 of 
  Tharizdun: hp 83; see Appendix 5. 
  � Ballancia, female human Ftr7/Blackguard4: 
  hp 108; see Appendix 5. 
  � 
  Caric, 
  male 
  human 
  Rog7/Assassin2/ 
  Shadowdancer2: hp 69; see Appendix 5. 
  � Derrick, male human Rog7/Assassin2/ 
  Shadowdancer2: hp 69; see Appendix 5. 
   
  Tactics: The quartet is on their guard for intruders, 
  as the ruins are still inhabited by all manner of creature. 
  When the PCs enter, Ballancia will pause only long 
  enough to receive a spell from Aldrea (at the higher 
  APLs, this will certainly be greater vigor, whereupon she 
  will cast her own divine sacrifice spell) before heading into 
  melee. The cleric will cast spells (and maneuver his 
  entropic shard, if APL 10+) and generally act in a support 
  capacity. 
   
  The hidden pair on the ground floor will react 
  depending on whether or not they think they have been 
  seen. If they feel they have, they will attempt to flank and 
  quickly eliminate lightly-armored spellcasters. If not, and 
  they have assassin levels, they spend three rounds 
  studying their targets before closing in for the kill via 
  their death attack ability). 
   
  You are encouraged to modify their tactics and have 
  the four fighting to the best of their abilities. Under no 
  circumstances will they surrender. 
   
  Development: After the battle, the PCs will 
  discover the following items of interest (distribute Player 
  Handouts #3 and #4): 
  • 
  The missing pages from Delanor’s journal: In 
  Delanor’s journal, he explains that when Tharizdun 
  was imprisoned, parts of him were divided into 
  shards, and that each shard has been kept locked 
  away within temples on demiplanes throughout the 
  multiverse. Using the knowledge he obtained, he 
  learned how to properly construct a shrine to 
  Tharizdun (the instructions for doing so are on these 
  pages), and then perform rituals of sacrifice where a 
  specific number of souls are combined with chaos 
  magic to create the Tharizdun Portal Key, a device that 
  activates the shrine and creates a gateway to one of 
  the demiplanes where a shard is locked away. 
  Delanor, in his final entry, explains that he has 
  stationed a guardian around the shrine, to protect it 
  from intruders, while he will cross over into the 
  demiplane and meet with the shard of Tharizdun, 
  with the intention of communicating with it, 
  studying it, or even harnessing its power. He left the 
  Portal Key at the shrine, so that someone else could 
  re-open the gateway in the case that he does not 
  return from the demiplane. Using the directions in 
  the rest of the journal, the PCs can figure out how to 
  open the secret entrance behind the shrine of 
  Boccob, which leads down into the dungeon where 
  the shrine to Tharizdun can be found. 
  
  KEO5-02 Twisted Chaos 
   
  Page 10 
  • 
  Letters from Mnemnonthraxus: This is a sheet of 
  paper with orders from another Black Brotherhood 
  member, named Mnemnonthraxus, detailing their 
  mission. The orders state that Delanor was a known 
  practitioner of the dark arts, and had numerous 
  dealings with the Scarlet Brotherhood over time. 
  The Black Brotherhood felt that the battle for 
  Steffenmoor would be a chance to infiltrate the city 
  and find where Delanor lived. There is a second 
  letter from Mnemnonthraxus congratulating them 
  on finding the shrine of Tharizdun and giving them 
  instructions to re-activate the shrine and open the 
  gateway once again. The letter states that the 
  resulting chaos and slaughter released upon the 
  Keoish army will serve as both the diversion Sakatha 
  requested as well as to reduce the strength of the 
  army. It notes that Sakatha will be sending a 
  messenger to this church with other items to trade 
  for the Tharizdun Portal Key. 
  • 
  Tharizdun Portal Key: Also found is a fist-sized orb 
  of black crystal that is cold to the touch and is filled 
  with swirling clouds of darkness. Anyone holding it 
  hears an endless cacophony of voices in his/her 
  head, whispering about concepts and ideas of chaos 
  and evil in the multiverse that could easily drive 
  someone to the edge of insanity should they be 
  exposed to it for a long enough time. This is the 
  Tharizdun Portal Key, which cannot be destroyed by 
  any means known to the PCs. 
   
  The secret portal is really an aperture that is 
  summoned for the traveler by means of a deliberate act; it 
  is not a secret door in the traditional sense. (Breaching 
  the walls where the portal is marked will only open up 
  the wall to the outside). As this portal is a manifestation 
  of Tharizdun’s will (despite his dormancy), and as such it 
  cannot be manipulated or otherwise affected by mortal 
  magic. 
   
  As per Delanor’s journal, anyone that places the flat 
  of their palm on the altar of Boccob and intones the name 
  of Tharizdun will cause the noted section of the wall to 
  dissolve into a magic portal of some kind. A successful 
  Knowledge (arcana or the planes) check (DC 21) will 
  allow the PC to know that this is a fixed teleport spell. 
   
  If the PCs investigate further by stepping into the 
  teleport portal, proceed to Encounter 7. 
  ENCOUNTER 7: GATEWAY TO 
  THARIZDUN 
   
  You open the secret entrance behind the shrine 
  of Boccob and step into it. A moment later, you find 
  yourself in the depths of some long-forgotten 
  dungeon. A set of natural stone steps form a rough 
  means of descent. There is a great deal of moisture 
  in here. 
   
  The PCs are actually fifty feet below the surface of 
  the temple, in a natural underground pocket. The close 
  proximity to the Sheldomar and the city’s flooding has 
  left these underground areas in a continual state of 
  humidity. If the PCs continue: 
   
  The stairs lead down for a hundred feet or more, 
  winding out horizontally nearly as much as they 
  descend vertically. It finally terminates in a long 
  narrow tunnel, this time of crudely worked stone, 
  ten feet in width. 
   
  The tunnel runs northward ninety feet. 
   
  Eventually, the tunnel opens into a circular 
  cavern forty feet in diameter. Against the far wall is 
  a stone platform with two sets of stairs leading up to 
  it, one on each side. Above this platform is an open 
  gateway filled with strands of darkness that writhe 
  and take random shapes. In front of the platform is 
  a long stone table made out of obsidian, carved with 
  hideous designs and odd markings. In front of the 
  table is a large pile of dust and pieces clay, as if 
  something once stood here but has since been 
  destroyed. 
   
  Searching the pile of dust and clay reveals a few 
  recognizable pieces with strange markings that could 
  have been part of a construct at some point. A Knowledge 
  (arcana) check (DC 20) determines that this debris is the 
  remnants of a construct known as a rogue eidolon. 
   
  The PCs can also investigate the table and the 
  platform where the gateway stands. Looking closer at the 
  table reveals a half-sphere depression in its middle, as if a 
  spherical item should be placed there. A PC can make a 
  DC 20 Knowledge (arcana or the planes) check to 
  determine that this seems to operate the portal in some 
  fashion; a simple Int check (DC 15) will clue in the PCs 
  that the recess is roughly the size to accommodate the 
  Portal Key. 
   
  Inserting the key and turning it to the left closes the 
  gateway, while turning it to the right re-opens it. At this 
  juncture, the PCs can decide to either close the portal, to 
  leave it open, or to step into the gateway and enter the 
  Temple of Tharizdun, located on its own demiplane 
  linked to the Plane of Limbo. 
  A FATEFUL DECISION 
   
  Any divination spells that the PCs cast will return 
  information that a foray into the portal is a fool’s errand. 
  An augury will return a “woe” result (ignore the 
  percentage chance for a “no reading” result - in this 
  instance, assume the PC’s deity doesn’t want mortals 
  mucking around in there and sends the guidance to the 
  PC without fail). You should improvise the guidance 
  given by any other sorts of divination spells, with a mind 
  towards advising the PCs that it’s a bad idea to enter. 
   
  If the PCs should have the means to communicate 
  with their NAW patron, they will be strongly 
  
  KEO5-02 Twisted Chaos 
   
  Page 11 
  discouraged from entering. This sort of other-planar 
  magic is something that should be handled by the NAW, 
  or even (admittedly grudgingly) the Silent Ones. 
   
  Finally, the term “avatar” should send up alarms with 
  any PC that can make a Knowledge (religion) check (DC 
  10) – such beings are shards of their god’s power and are 
  tremendously dangerous. 
   
  However, UNDER NO CIRCUMSTANCES should you 
  advise them, out-of-game, not to enter. The players have 
  received all of the handouts by now, and they have their 
  orders to return with their information – not to stay and 
  duel shards of divine power. 
   
  If the PCs show intent to enter the gateway, explain 
  to them that this is an optional encounter. It will cost 
  them one additional TU to undertake (two TUs for out-
  of-region PCs); make sure this is noted on their ARs 
  (Optional Encounter effect). This cost is paid regardless 
  of their subsequent success or failure. 
   
  Should they want to continue, proceed to Optional 
  Encounter 8. If they make a correlation between 
  discretion and valor and decide to withdraw, you may 
  proceed to the Conclusion.  
  OPTIONAL ENCOUNTER 8: 
  TEMPLE OF THARIZDUN 
  Refer to DM Aid: Map #3 for this encounter. 
   
  Stepping 
  through 
  the 
  gateway, 
  you 
  feel 
  countless strands of tangible darkness writhing all 
  around you, and a cacophony of voices whispers 
  secrets best left unknown. 
   
  You appear a heartbeat later standing on a 
  narrow causeway that leads to a gigantic obsidian 
  platform with writhing walls. They resemble huge 
  black tentacles reaching upwards and joining to 
  form a roof. The platform and the causeway are the 
  only solid things to stand on here, as the rest of this 
  plane is filled with endless clouds of the rainbow-
  colored mist. The causeway is oddly clear of the 
  mist. The portal through which you arrived hangs 
  behind you. 
   
  Assuming that the PCs proceed forward: 
   
  There is no apparent opening to the walls 
  surrounding the platform, but the tentacles that 
  form the wall moves apart as you approach, forming 
  an entrance. 
   
  If the PCs state that they are entering, read the 
  following: 
   
  The tentacles begin to writhe all around the 
  perimeter of this platform. They arch upwards 
  nearly sixty feet before forming a parody of a vaulted 
  ceiling. Wisps of darkness fill the air, dancing and 
  twisting around you, and then join together in the 
  middle of the platform to form a spherical cloud of 
  absolute darkness that begins to float towards you, 
  black tendrils emerging from within this cloud as it 
  draws near... 
  APL 4 (EL 7) 
  � Aspect of Tharizdun, 10-HD Advanced 
  Vasuthant: hp 113; see Appendix 1. 
  � Quasits (3): hp 18 each; see Monster Manual, page 
  46. 
  APL 6 (EL 9) 
  � Aspect of Tharizdun, 18-HD Advanced 
  Vasuthant: hp 203; see Appendix 2. 
  � Babau (1): hp 69; see Monster Manual, page 40. 
  APL 8 (EL 11) 
  � Aspect of Tharizdun, 26-HD Advanced 
  Vasuthant: hp 293; see Appendix 3. 
  APL 10 (EL 13) 
  � Aspect of Tharizdun, 34-HD Advanced 
  Vasuthant: hp 383; see Appendix 4. 
  APL 12 (EL 15) 
  � Aspect of Tharizdun, 34-HD Advanced 
  Vasuthant: hp 383; see Appendix 5. 
  � Hezrou (2): hp 130 each; see Monster Manual, 
  page 44. 
   
  Setup: The Aspect begins on the map in the noted 
  position; any demons present should be placed adjacent 
  and in front of the creature (and in the air, if they are 
  capable of flight). 
   
  Note: As this demi-plane is not connected to the 
  astral plane, the demons’ teleport powers do not work. 
   
  Tactics: Any demons present are servants of 
  Tharizdun, rather than their usual abyssal masters, and 
  are outcasts (much as were the other-planar creatures in 
  KEO4-03 Lasting Deeds; and for similar reasons). The 
  demons WILL NOT USE their summon abilities; any 
  demons so summoned would attack their traitorous 
  fellows instead of aiding them! 
   
  All APLs: At all APLs, the basic plan is for the 
  Vasuthant to grapple as many creatures as possible and 
  then fly up to the ceiling where it cannot be reached by 
  fighters remaining on the ground. It is important to note 
  that it doesn't need to take -20 to it's grapple check to 
  threaten or attack other foes because of it's enervating 
  crush special ability, and doesn't make further checks 
  against people grappled with it in order to do damage - 
  they can still attempt a grapple check on their turn in 
  order to escape. However, it does need to take -20 to its 
  grapple check to do other things, like be able to move in a 
  grapple without making a grapple check. Note that it is 
  
  KEO5-02 Twisted Chaos 
   
  Page 12 
  impossible for a vasuthant to do more than a single 
  enervating crush on a given target in a given round. 
   
  APL 4: At APL 4, the Vasuthant can only grapple two 
  Medium or four Small creatures, so it should begin by 
  attempting to slam and start a grapple with anyone who 
  has cast a spell already in this combat, giving preference 
  to a small spellcaster it can reach over a medium sized 
  one. Failing to find a spellcaster, it should go after 
  someone with a ranged weapon out, and failing that, 
  simply whoever is in front. It should not take -20 on its 
  grapple check.  The quasits should begin by casting 
  invisibility and walking up to be next to non-fighter-type 
  PCs.  
   
  In the second round, the Vasuthant should attempt 
  to improved grab another person within reach, and the 
  quasits should take their full attack on the target that 
  they're next to. By the third round, the Vasuthant may no 
  longer be able to grapple anyone due to being full, but 
  can still slam. 
   
  APL 6: At APL 6, the Vasuthant can grapple up to its 
  maximum of both medium and small sized creatures, so it 
  should have no problem getting four people grappled. It 
  should start with spellcasters, take ranged attackers 
  second, and take fighter types last. It should not take -20 
  to its grapple check at this APL. Its 15-foot reach means 
  that it can stay somewhat above the group below, ideally 
  outside of the range of melee attacks by fighters below. 
   
  APL 8: The vasuthant should use attempt to slam 
  and grapple a spellcaster if possible, and the fighter in 
  front if not. In future rounds, it should continue to keep 
  trying to do this. 
   
  APL 10: The vasuthant should slam and then 
  grapple whoever is in front, taking -20 on its grapple 
  check (so it has a +23). It should continue to slam people 
  each round, taking -20 until it either has four people, at 
  which point it should fly up to the ceiling. Once it kills 
  someone, it can fly back down and grab someone else 
  using fly-by attack. 
   
  APL 12: The vasuthant should slam and then 
  grapple whoever is in front, taking -20 on its grapple 
  check (so it has a +23). It should continue to slam people 
  each round, taking -20 until it either has four people, at 
  which point it should fly up to the ceiling. Once it kills 
  someone, it can fly back down and grab someone else 
  using fly-by attack. The hezrou should cast unholy blight 
  and wade in so they can melee in future rounds. If 
  someone is using dimension door to get out of the 
  grappling with the vasuthant, have the hezrou beat it up. 
  If anyone survives the first few rounds and isn't grappled, 
  the vasuthant should just fly up next to it and start 
  beating it up.  Note: This plane is sufficiently close to the 
  Prime Material that the hezrou’s blasphemy ability will 
  NOT send the PCs back to the Prime Material Plane. 
   
  Development: Any PCs left behind in this place 
  must be considered unrecoverable deaths, as their very 
  essences are broken down into the stuff of chaos. 
  Especially potent magic (a miracle, true resurrection or wish) 
  is required to revivify a PC so lost.  Mark the note 
  sections of the AR of such PCs accordingly. 
   
  If the PCs manage to defeat this being, they will 
  have to flee back through the gateway immediately, as 
  the platform begins to shake and pieces of the floor begin 
  to fall into oblivion. As long as the PCs voice their intent 
  to leave, they can go back through the gateway with the 
  platform and then the causeway falling apart right 
  behind their heels. As they step through the gateway, 
  read the following: 
   
  Stepping back through the gateway you see the 
  platform and causeway behind you falling into 
  nothingness, and then the gateway itself closes with 
  a loud thunderclap. The key dissolves into a vile-
  looking tar before vanishing. At the same time, the 
  obsidian table that served as the lock to the shrine 
  to Tharizdun crumbles to dust, leaving behind a 
  number of items that seem to have been embedded 
  in the rock itself. When you emerge into 
  Steffenmoor a short time later, you find that the 
  rainbow mist has disappeared. 
   
  Treasure: The destruction of the obsidian table has 
  left behind some valuable items for the PCs to recover. 
  CONCLUSION 
  Assuming the PCs did not alienate Beryce in the 
  beginning, they will return to her at the original tavern 
  for a debriefing. She asks them to state all that they 
  learned and found, and will sit back as they tell their tale. 
  • 
  If the PCs managed to obtain the Tharizdun Portal 
  Key, but do not reveal that they have it, Beryce 
  frowns and points directly at the PC who has it, 
  asking once more to hand it over. She easily has the 
  magic to detect the location of such an object, and 
  insists that they turn it in to the National Academy 
  of Wizardry. She states that they will be rewarded for 
  turning in such a powerful item of evil. If they refuse 
  to turn it over, she states that they can expect no aid 
  from the National Academy in the future. Such PCs 
  earn the Disfavor of the National Academy of 
  Wizardry and Enmity of the Black Brotherhood 
  AR effects. As for the key, it will dissolve into a tar-
  like substance a few days later before vanishing 
  altogether. A subsequent check on the shrine (by the 
  PCs or other concerned parties) will find that the 
  portal has been sealed. The PCs earn no monetary 
  reward. 
  • 
  If they reveal that they were able to enter the actual 
  temple of Tharizdun and rid the place of its evil 
  entirely by defeating the Avatar, she will actually 
  seem slightly disappointed for a moment, but then 
  try to cover it up with a shrug and state that they did 
  an excellent job, give them their reward, and leave as 
  soon as possible. The PCs earn the Favor of the 
  
  KEO5-02 Twisted Chaos 
   
  Page 13 
  National Academy of Wizardry, Enmity of the 
  Black Brotherhood and the Touched by Chaos 
  AR effects. Each PC earns a 500 gp reward. 
  • 
  If they state that they did not enter the demiplane 
  but closed the gateway, she will nod curtly and state 
  that she feels that was the best course of action, for 
  there is no way of knowing what might have been on 
  the other side. The National Academy of Wizardry 
  will go there later and ensure that the gateway never 
  gets opened again. The PCs earn the Favor of the 
  National Academy of Wizardry and Enmity of 
  the Black Brotherhood AR effects. Each PC earns a 
  500 gp reward. 
  • 
  If they state that they found the gateway, but did not 
  close it, she merely nods and states with arrogance 
  that the right personnel in the National Academy of 
  Wizardry will know how to properly close the 
  gateway, and that it will be taken care of 
  immediately. The PCs earn only the Enmity of the 
  Black Brotherhood AR effect. Each PC earns a 250 
  gp reward. 
  • 
  If the PCs reveal the information about the Black 
  Brotherhood and their link to Sakatha, Beryce will 
  frown darkly but will thank them for such vital 
  information. 
  • 
  Finally, if the PCs turn over the Tharizdun Portal Key, 
  tell the PCs that they later hear of Beryce’s sudden 
  disappearance, and that no one knows what 
  happened to her. A later investigation of the portal, 
  however, will reveal that it was closed, but the key is 
  missing. Regardless, the PCs earn the Favor of the 
  National Academy of Wizardry. 
  THE FALLOUT 
   
  If the PCs hand over the Tharizdun Portal Key, Beryce 
  will deliver it to the Scarlet Brotherhood and go into 
  hiding, for the National Academy of Wizardry will want 
  to know what happened to such an item of evil power 
  and why it was not turned over to them. 
   
  When the NAW finds out that one of their 
  outstanding members has betrayed them, heads roll at 
  the Academy and even Lashton himself suffers from 
  some of the fallout. The NAW is fearful that, should the 
  key again fall into the hands of the Brotherhood, they 
  might create and open countless shrines to Tharizdun, 
  which would possibly lead to the dark god’s release. 
   
  When you have role-played the Conclusion of the 
  adventure, proceed to the Epilogue. 
  EPILOGUE 
  Thomlin Sellark strode calmly down the massive 
  hallway. His booted footsteps seemed to echo 
  forever in this empty wing of the fortress known as 
  Goarada. Back before Watcher Narthistle ordered 
  the transfer of all the unreliable, cowardly 
  Dispatchers to Ravonnar, they’d called this wing of 
  the fortress home. Now, it sat empty. Just as the 
  Watchers said, if they wouldn’t follow orders, they 
  were just in the way.  
   
  The squire continued his rounds. A mystical 
  flame, cool to the touch, burned at the end of his 
  torch; his sword dangled from his hip. He rounded a 
  corner, and his jaw dropped. 
   
  Watcher Narthistle stood in the hallway, at the 
  top of the grand staircase leading to his personal 
  chambers. At the bottom, a woman who could only 
  be his wife lay in a heap, her neck and back at angles 
  that could only be fatal.  
   
  The Truthful Banshee’s voice boomed down at 
  the sentry. 
   
  “Squire. Wake Watcher Klailan. My wife has 
  fallen down the stairs, and I believe she is dead.” 
   
  Thomlin glanced down at the broken body of 
  his commander’s wife. She was beautiful, thought 
  Sellark, for an Oeridian. Her head was barely intact 
  and both her dark hair and nightclothes were 
  drenched in blood. The dark crimson stain spread 
  rapidly across the granite floor. He snapped his 
  heels together, spun sharply on one and jogged off 
  into towards the wing that most of the Watchers 
  still occupied. 
   
  Several minutes later, he knocked on the heavy, 
  iron-shod door of the Arch-Prelate of the Church of 
  the Invincible in Linth. 
   
  “Watcher Klailan…Watcher Narthistle requests 
  your presence. Lady Narthistle has had an accident.” 
   
  The shuffle of activity from behind the door 
  indicated that the war priest had been awake, most 
  likely communing with the Lord of War.  
   
  The reply was immediate, and harsh. “Who 
  dares interrupt my contemplations?” 
   
  “Junior Obedient Master Thomlin Sellark.” 
   
  “Since Narthistle sent you, you will only be 
  cleaning the stables for the fortnight as penance for 
  disturbing me. I will be out briefly.” 
   
  The squire grumbled silently. His second uncle 
  was the Duke Admiral Luschan Sellark III, lord of 
  Gradsul, and head of House Rhola. Cleaning stables 
  was work for those filthy Keogh animals that 
  infested his family’s lands. Klailan had always been 
  quick to punish squires for even the slightest of 
  infractions. Thomlin resolved to find a younger 
  squire to disturb the priest in the future.  
   
  After several minutes, the priest threw the door 
  open and strode out, clad only in his bed clothes, 
  
  KEO5-02 Twisted Chaos 
   
  Page 14 
  clenched fist amulet hanging about his neck. He 
  neither addressed, nor looked at the squire as he 
  passed, headed for the commander of Goarada’s 
  personal sanctum. Had Thomlin thought to look 
  back, he’d have seen a pale, delicate, ruby nailed 
  hand press the door shut behind the departing 
  cleric. 
   
  When he returned with the priest, things were 
  as they’d been when he left. Narthistle stood 
  motionless at the top of the granite and black 
  marble staircase, arms crossed. The stain of blood 
  and the gore of brains coated most of the base of the 
  stairs. 
   
  Watcher Klailan approached, gave her body a 
  cursory glance, then met his commander’s gaze. 
  Thomlin took a halting step backwards, waiting for 
  one of them to speak, to acknowledge what was 
  obvious even to him. The two Watchers had known 
  each other for decades, fought together in the 
  Greyhawk Wars, and in countless other conflicts 
  across the Flanaess, angels of death bringing woe 
  and righteousness to the enemies of the Lion 
  Throne. They needed no words to understand each 
  other. 
   
  Narthistle turned on his heel and strode back 
  through the massive double doors to his chambers 
  before they closed with an echoing and final thump. 
   
  Klailan took another step towards the dead 
  Oeridian woman, and looked over her corpse. 
   
  “Squire, dispose of this and then clean the 
  stones. Lady Narthistle does not wish to be raised 
  from the dead.” 
  *** 
   
  The next morning, Thomlin stood atop the 
  stairs, bucket and sponge in hand. He’d finally 
  finished scrubbing the blood from the stones of the 
  staircase when something caught his eye. 
   
  Just above the torch sconce to the left of 
  Watcher Narthistle’s door, about eight feet off the 
  ground, was a deep crimson smear with several dark 
  brown hairs stuck in it. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the undead. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 5 
  Survive or disarm the trap. 
   
  APL 4: 150 xp. 
  Defeat the chaos beasts. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 6 
  Defeat the Black Brotherhood members. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Close the portal to the Shrine of the Avatar. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience without optional 
  encounter 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  Optional Encounter 8 
  Defeat the Aspect. 
   
  APL 4: 337 xp. 
   
  APL 6: 450 xp. 
   
  APL 8: 562 xp. 
   
  APL 10: 675 xp. 
   
  APL 12: 787 xp. 
  
  KEO5-02 Twisted Chaos 
   
  Page 15 
  Total 
  possible 
  experience 
  with 
  optional 
  encounter 
   
  APL 4: 1,012 xp. 
   
  APL 6: 1,350 xp. 
   
  APL 8: 1,687 xp. 
   
  APL 10: 2,025 xp. 
   
  APL 12: 2,362 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  All APLs: L: 0 gp, C: 0 gp, M: divine scroll of restoration 
  (CL 7th) (67 gp). 
  Encounter 6: 
  APL 4: L: 433 gp, C: 0 gp, M: universal solvent (4 gp), 
  potion of blur (25 gp), 2 elixirs of hiding (21 gp each), 2 
  potions of protection from law (4 gp each), 2 necklaces of 
  fireballs type I (138 gp each). 
  APL 6: L: 362 gp, C: 0 gp, M: universal solvent (4 gp), 
  potion of blur (25 gp), 2 elixirs of hiding (21 gp each), 2 
  potions of protection from law (4 gp each), 2 necklaces of 
  fireballs type I (138 gp each), 2 +1 chain shirts (104 gp), 
  +1 greatsword (196 gp), 2 elixirs of fire breath (92 gp 
  each gp), 2 potions of displacement (63 gp each). 
  APL 8: L: 167 gp, C: 0 gp, M: universal solvent (4 gp), 
  potion of blur (25 gp), 2 elixirs of hiding (21 gp each), 2 
  elixirs of sneaking (21 gp each), 2 potions of protection 
  from law (4 gp each), 2 necklaces of fireballs type II (225 
  gp each), 2 +1 chain shirts (104 gp), +1 greatsword (196 
  gp), 2 elixirs of fire breath (92 gp each gp), 2 potions of 
  displacement (63 gp each), 2 rings of protection +1 (167 
  gp each), cloak of resistance +1 (83 gp), +1 spiked full 
  plate (225 gp), 2 +1 rapiers (193 gp), 2 potions of 
  invisibility (25 gp each). 
  APL 10: L: 29 gp, C: 0 gp, M: universal solvent (4 gp), 
  potion of blur (25 gp), 2 elixirs of hiding (21 gp each), 2 
  elixirs of sneaking (21 gp each), 2 potions of protection 
  from law (4 gp each), 2 necklaces of fireballs type II (225 
  gp each), 2 +1 chain shirts (104 gp), +1 greatsword (196 
  gp), 2 elixirs of fire breath (92 gp each gp), 2 potions of 
  displacement (63 gp each), 2 rings of protection +1 (167 
  gp each), 3 cloaks of resistance +1 (83 gp each), +1 full 
  plate (221 gp), +1 spiked full plate (225 gp), 2 +1 
  harmony rapiers (693 gp), 2 potions of invisibility (25 gp 
  each), periapt of wisdom +2 (333 gp), profane scabbard 
  (367 gp). 
  APL 12: L: 28 gp, C: 0 gp, M: universal solvent (4 gp), 
  potion of blur (25 gp), 2 elixirs of hiding (21 gp each), 2 
  elixirs of sneaking (21 gp each), 2 potions of protection 
  from law (4 gp each), 2 necklaces of fireballs type II (225 
  gp each), 2 +1 chain shirts (104 gp), +1 anarchic 
  greatsword (696 gp), 2 elixirs of fire breath (92 gp each 
  gp), 2 potions of displacement (63 gp each), 2 rings of 
  protection +1 (167 gp each), 3 cloaks of resistance +1 (83 
  gp each), +1 full plate (221 gp), +1 spiked full plate (225 
  gp), 2 +1 keen harmony rapiers (1,527 gp), 3 potions of 
  invisibility (25 gp each), periapt of wisdom +2 (333 gp), 
  profane scabbard (367 gp), +1 light steel shield (97 gp), 
  necklace of fireballs type V (488 gp), 2 beads of force (250 
  gp each). 
  Conclusion: 
  All APLs: L: 0 gp, C: 500 gp, M: 0 gp. 
  
  KEO5-02 Twisted Chaos 
   
  Page 16 
  Total Possible Treasure (Maximum Reward 
  Allowed) without Optional Encounter 
  APL 4: L: 433 gp, C: 500 gp, M: 422 gp – Total: 1,355 
  gp (650 gp). 
  APL 6: L: 362 gp, C: 500 gp, M: 1,136 gp – Total: 1,998 
  gp (900 gp). 
  APL 8: L: 167 gp, C: 500 gp, M: 2,430 gp – Total: 3097 
  gp (1,300 gp). 
  APL 10: L: 29 gp, C: 500 gp, M: 4,517 gp – Total: 5,046 
  gp (2,300 gp). 
  APL 12: L: 28 gp, C: 500 gp, M: 7,795 gp – Total: 8,323 
  gp (3,300 gp). 
  Optional Encounter 8: 
  APL 4: L: 0 gp, C: 0 gp, M: moonsilver shard (4 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: ring of force shield (708 gp), 
  moonsilver shard (4 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: ghost net (667 gp), ring of 
  force shield (708 gp), moonsilver shard (4 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: dimensional prism (1,467 
  gp), ghost net (667 gp), ring of force shield (708 gp), 
  moonsilver shard (4 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: vestments of steadfast 
  spellcasting (2,083 gp), dimensional prism (1,467 gp), 
  ghost net (667 gp), ring of force shield (708 gp), 
  moonsilver shard (4 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 433 gp, C: 500 gp, M: 426 gp – Total: 1,359 
  gp (975 gp). 
  APL 6: L: 362 gp, C: 500 gp, M: 1,848 gp – Total: 2,710 
  gp (1,350 gp). 
  APL 8: L: 167 gp, C: 500 gp, M: 3,809 gp – Total: 4,476 
  gp (1,950 gp). 
  APL 10: L: 29 gp, C: 500 gp, M: 7,363 gp – Total: 7,892 
  gp (3,450 gp). 
  APL 12: L: 28 gp, C: 500 gp, M: 12,724 gp – Total: 
  13,252 gp (4,950 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Disfavor of the National Academy of Wizardry: 
  You have angered the powerful National Academy of 
  Wizardry (NAW) of the Kingdom of Keoland.  This 
  disfavor may preclude you from receiving employment 
  in certain adventures.  If you are a member of the NAW, 
  you are immediately demoted one rank.  If this would 
  place you below the lowest rank in the metaorganization, 
  you are dismissed from the metaorganization, never to be 
  readmitted. 
  � Influence Point with the National Academy of 
  Wizardry: The wizards of this powerful organization are 
  pleased with your efforts.  You may find that being in 
  their good graces is useful in the future. 
   
  You may spend this Influence Point during any 
  Keoland Regional or Sheldomar Valley Metaregional 
  adventure to gain access (Frequency: Adventure) to 
  purchase a single upgrade to any armor, shield, or 
  weapon you possess; the upgrade is limited to an increase 
  of one in the enhancement bonus of the item (including 
  moving from masterwork to +1).  Pay the difference 
  between the old and new price, but with a one-time 20% 
  discount. 
   
  Alternatively, you may spend this Influence Point 
  during any Keoland Regional or Sheldomar Valley 
  Metaregional adventure to gain access (Frequency: 
  Adventure) to purchase a single staff or wand listed in the 
  Dungeon Master’s Guide and whose market price is listed at 
  65,000 gp or less.  Only staves and wands whose 
  prerequisite spells can be cast by a sorcerer or wizard may 
  be purchased. 
  � Enmity of the Black Brotherhood: For foiling a 
  plan to rouse an aspect of their deity, you have earned the 
  ire of the Black Brotherhood and their mysterious patron, 
  Mnemnonthraxus. 
  � Optional Encounter: PCs who participated in the 
  optional encounter are subject to Touched by Chaos 
  below.  They also must expend 1 additional TU for 
  participating in this optional encounter (2 TUs for out-of-
  region PCs). 
   
  Raise the maximum xp and gp caps on this 
  Adventure Record to the following amounts: APL 4 – 
  1,012 xp, 975 gp; APL 6 – 1,350 xp, 1,350 gp; APL 8 – 
  1,687 xp, 1,950 gp; APL 10 – 2,025 xp, 3,450 gp; APL 12 – 
  2,362 xp, 4,950 gp. 
   
  If the PCs defeat the aspect of Tharizdun, they 
  discover additional treasure in the dust remains of the 
  obsidian table.  The items marked with an * on the Items 
  Found During the Adventure list below are only available 
  to PCs who successfully complete the optional 
  encounter. 
  � Touched by Chaos: You have been in the presence of 
  an aspect of Tharizdun.  You heard whispers in your 
  mind and soul secrets you were not willing to hear.  You 
  radiate chaos just as if you were chaotic in alignment; if 
  you were already chaotic, the strength of your aura 
  increased by one step (for purposes of a detect chaos spell).  
  Furthermore, you gain a +4 circumstance bonus to all 
  saving throws against spells with the chaos descriptor.  
  Touched by Chaos has no other in-game effects and lasts 
  for one year from the date on this Adventure Record. 
  
  KEO5-02 Twisted Chaos 
   
  Page 17 
  Item Access 
  APL 4: 
  • 
  Divine Scroll of Restoration (7th level caster; Adventure; 
  Dungeon Master’s Guide) 
  • 
  Elixir of Hiding (Adventure; Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type I (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Universal Solvent (Adventure; Dungeon Master’s Guide) 
  • 
  *Moonsilver Shard (Adventure; Arms & Equipment 
  Guide; Limit Five) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Elixir of Fire Breath (Adventure; Dungeon Master’s Guide) 
  • 
  *Ring of Force Shield (Adventure; Dungeon Master’s 
  Guide; Limit One) 
   
  APL 8 (all of APLs 4, 6 plus the following): 
  • 
  Elixir of Sneaking (Adventure; Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type II (Adventure; Dungeon 
  Master’s Guide) 
  • 
  *Ghost Net (Adventure; Libris Mortis; Limit One) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  +1 Harmony Rapier (Adventure; Arms & Equipment 
  Guide) 
  • 
  Profane Scabbard (as per sacred scabbard but corrupt 
  weapon (Dungeon Master’s Guide page 182) instead of 
  bless weapon; Adventure; Complete Warrior) 
  • 
  *Dimensional Prism (Adventure; Arms & Equipment 
  Guide; Limit One) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  • 
  +1 Anarchic Greatsword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Keen Harmony Rapier (Adventure; Dungeon Master’s 
  Guide / Arms & Equipment Guide) 
  • 
  Bead of Force (Adventure; Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type V (Adventure; Dungeon 
  Master’s Guide) 
  • 
  *Vestments of Steadfast Spellcasting (Adventure; Planar 
  Handbook; Limit One) 
   
   
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 18 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 6 
   
   
   
   
  Aldrea, male human Clr3 of Tharizdun: CR 3; 
  medium humanoid (human); HD 3d8+6; hp 23; Init +1; 
  Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+8 armor, +1 
  shield, +1 Dex); Base Atk/Grapple +2/+3; Full Atk heavy 
  mace +4 melee (1d8+1; 20/x2); SA rebuke undead 4/day, 
  spells; SQ spontaneous casting, aura; AL CE; SV Fort +6, 
  Ref +2, Will +4; Str 12, Dex 12, Con 12, Int 12, Wis 15, 
  Cha 12. 
   
  Skills & Feats: Concentration +7, Knowledge (arcana) 
  +6, Knowledge (religion) +7, Knowledge (the planes) +7, 
  Spellcraft +6. Great Fortitude, Magical Aptitude, 
  Improved ToughnessCW.  CWComplete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Cleric Spells Prepared (4/3+1/2+1; DC 12 + spell level): 
  0 – detect magic, guidance, light, read magic; 1st – bless, bane, 
  lesser confusion*, protection from good; 2nd – magic missile*, 
  sound burst, spiritual weapon. 
   
  *Domain spell. Domains: Force (Su, 1/day, reroll any 
  damage roll and take the better of the two rolls), Madness 
  (subtract one from all Wis-based skill checks and all Will 
  saves; once per day add ½ your level to a single Wis-based 
  skill check or Will save). 
   
  Possessions: masterwork full plate, masterwork heavy 
  mace, universal solvent, light steel shield, holy symbol of 
  Tharizdun, spell component pouches, Tharizdun portal key 
  (acts as item of power tied to Tharizdun, allowing divine 
  spell-casting). 
  Ballancia, female human Ftr3: CR 3; medium 
  humanoid (human); HD 3d10+9; hp 30; Init +1; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex); 
  Base Atk/Grp +3/+6; Full Atk greatsword +8 melee 
  (2d6+3;19-20/x2); AL CE; SV Fort +5, Ref +2, Will +2; Str 
  14, Dex 12, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills & Feats: Hide -2, Intimidate +8, Knowledge 
  (religion) +2, Listen +2. Power Attack, Cleave, Improved 
  Sunder, 
  Improved 
  ToughnessCW, 
  Weapon 
  Focus 
  (Greatsword).  CWComplete Warrior. 
   
  Languages: Common. 
   
  Possessions: masterwork spiked full plate, masterwork 
  greatsword, potion of blur. 
  Caric and Derrick, male human Rog3: CR 3; medium 
  humanoid (human); HD 3d6+6; hp 18; Init +2; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); Base 
  Atk/Grp +2/+4; Full Atk rapier +5 melee (1d6+2; 18-
  20/x2); SA sneak attack +2d6; SQ evasion, trapfinding, 
  trap sense +1; AL CE; SV Fort +3, Ref +5, Will +1; Str 15, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills & Feats: Balance +8, Climb +6, Disguise +3, 
  Hide +7, Jump +8, Listen +6, Move Silently +7, Open 
  Lock +9, Perform (dance) +4, Search +8, Spot +6, Tumble 
  +9. Combat Reflexes, Dodge, Mobility. 
   
  Languages: Common, Ancient Suloise, Keolandish. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, elixir of hiding, potion of protection from law, necklace 
  of fireballs type I. 
  OPTIONAL ENCOUNTER 8  
   
  Aspect of Tharizdun, 10-HD Advanced Vasuthant: 
  CR 5, Large Undead; HD 10d12+30; hp 113; Init +1; Spd 
  Fly 30 ft. (perfect); AC 15, touch 10, flat-footed 14 (-1 size, 
  +1 Dex, +5 natural); BAB/Grp +5/+15; Atk Slam +11 
  melee (1d6+6); Full Atk Slam +11 melee (1d6+6) and up 
  to 4 enervating crushes (1d6+6 plus 1d4 Str); 
  Space/Reach 10 ft./10 ft.; SA enervating crush, improved 
  grab, reality distortion; SQ +6 turn resistance, blindsight 
  60 ft., darkvision 60 ft., immunity to acid and cold, 
  immunity to light, fire and electricity resistance 5, trap 
  light, undead traits, unholy toughness; SV Fort +3, Ref +4, 
  Will +8; Str 22, Dex 12, Con –, Int 6, Wis 12, Cha 14.   
  Monster Manual III, page 182. 
   
  Skills & Feats: Hide +1*, Knowledge (the planes) +1, 
  Listen +8, Spot +9; Flyby Attack, Improved Grapple, 
  Improved ToughnessCW, Improved Turn ResistanceLM, 
  Weapon Focus (Slam).  CWComplete Warrior, LMLibris 
  Mortis. 
   
  Skills: *A vasuthant gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In areas of 
  bright illumination, it takes a -4 penalty on Hide checks. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d6 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full hit points. 
  These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of enervating crush ability does not prevent 
  a vasuthant from making slam attacks. 
   
  Improved Grab (Ex): To use this ability, a vasuthant 
  must first hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking attacks 
  of opportunity. If it wins a grapple check, a vasuthant 
  immediately employs its enervating crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  
  KEO5-02 Twisted Chaos 
   
  Page 19 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects on 
  a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearly magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Description: A spherical cloud of impenetrable 
  darkness floats towards you.  As it draws near, black 
  tendrils reach out from the cloud’s opaque core. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 20 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Drowned: Medium Undead; CR 9; HD 20d12+20; hp 
  195; Init +5; Spd 30 ft., swim 30 ft.; AC 19, touch 11, flat-
  footed 18 (+1 Dex, +8 Natural); Base Atk/Grp: +10/+17; 
  Atk Slam +12 melee (1d8+12)*; Full Atk 2 Slams +12 
  melee (1d8+12)*; SA drowning aura; SQ darkvision 60 ft., 
  fast healing 5, undead traits, unholy toughness; AL CE; 
  SV Fort +6, Ref +9, Will +12; Str 25, Dex 13, Con –, Int 9, 
  Wis 10, Cha 12.  Monster Manual III, page 46. 
   
  *Includes -5 penalty on attack and +5 bonus on 
  damage from Power Attack feat. 
   
  Skills & Feats: Hide +20, Listen +14, Move Silently 
  +20, Spot +18, Swim +18; Alertness, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (Slam), 
  Lightning Reflexes, Power Attack. 
   
  Drowning Aura (Su): A Drowned gives off a 30-ft. 
  radius emanation of suffocating drowning, imbuing its 
  surroundings with a watery glint and deadly threat for 
  creatures that breathe. All breathing creatures within 30 
  feet of a drowned are treated as if beneath water in terms 
  of being able to breathe. The drowning aura accelerates 
  the process of drowning. 
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown. Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round. Each round, the DC 
  increases by 1. When the character finally fails its 
  Constitution check, it begins to drown. In the first 
  round, it falls unconscious (0 hit points). In the following 
  round, it drops to -1 hit points and is dying. In the third 
  round, if still in the drowning aura, it drowns. 
   
  Unholy Toughness (Ex): A Drowned gains its 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: A Drowned 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. 
   
  Languages: Common, Abyssal. 
   
  Description: This animated corpse is sapping wet, as if 
  it just crawled from the water. The air around it is thick 
  and cloying, exuding the essences of the corpse’s watery 
  grave.  The drowned lost their lives in the watery deep. 
  The evidence of their gasping death always saturates their 
  clothing and flesh, and fills the air around them.  Many 
  drowned came to their current circumstances when their 
  ships went down at sea with all hands. Other, more 
  ancient, first arose when their island homes sank beneath 
  the waves ages ago, drowning all. 
  ENCOUNTER 6 
   
   
   
   
  Aldrea, male human Clr5 of Tharizdun: CR 5; 
  medium humanoid (human); HD 5d8+10; hp 38; Init +1; 
  Spd 20 ft.; AC 20, touch 11, flat-footed 19 (+8 armor, +1 
  shield, +1 Dex); Base Atk/Grapple +3/+4; Full Atk heavy 
  mace +5 melee (1d8+1; 20/x2); SA rebuke undead 4/day, 
  spells; SQ spontaneous casting, aura; AL CE; SV Fort +7, 
  Ref +2, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 16, 
  Cha 12. 
   
  Skills & Feats: Concentration +9, Knowledge (arcana) 
  +7, Knowledge (religion) +8, Knowledge (the planes) +8, 
  Spellcraft +8. Great Fortitude, Magical Aptitude, 
  Improved ToughnessCW.  CWComplete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; DC 13 + spell 
  level): 0 – detect magic, guidance, light, read magic, resistance; 
  1st – bless, bane, cure light wounds, lesser confusion*, protection 
  from good; 2nd – cure moderate wounds, magic missile*, sound 
  burst, spiritual weapon; 3rd – blast of force*SC, dispel magic, 
  prayer.  SCSpell Compendium. 
   
  *Domain spell. Domains: Force (Su, 1/day, reroll any 
  damage roll and take the better of the two rolls), Madness 
  (subtract one from all Wis-based skill checks and all Will 
  saves; once per day add ½ your level to a single Wis-based 
  skill check or Will save). 
   
  Possessions: masterwork full plate, masterwork heavy 
  mace, universal solvent, light steel shield, holy symbol of 
  Tharizdun, spell component pouches, Tharizdun portal key 
  (acts as item of power tied to Tharizdun, allowing divine 
  spell-casting), 2 elixirs of fire breath. 
  Ballancia, female human Ftr5: CR 5; medium 
  humanoid (human); HD 5d10+15; hp 49; Init +1; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex); 
  Base Atk/Grp +5/+8; Full Atk +1 greatsword +10 melee 
  (2d6+6;19-20/x2); AL CE; SV Fort +6, Ref +2, Will +2; Str 
  15, Dex 12, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills & Feats: Hide -1, Intimidate +10, Knowledge 
  (religion) +3, Listen +3. Power Attack, Cleave, Improved 
  Sunder, 
  Improved 
  ToughnessCW, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword).  
  CWComplete Warrior. 
   
  Languages: Common. 
   
  Possessions: 
  masterwork 
  spiked 
  full 
  plate, 
  +1 
  greatsword, potion of blur. 
  Caric and Derrick, male human Rog5: CR 5; medium 
  humanoid (human); HD 5d6+10; hp 30; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 17 (+5 armor, +2 Dex); 
  Base Atk/Grp +3/+6; Full Atk rapier +7 melee (1d6+3; 18-
  20/x2); SA sneak attack +3d6; SQ evasion, trapfinding, 
  trap sense +1, uncanny dodge; AL CE; SV Fort +3, Ref +6, 
  Will +1; Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills & Feats: Balance +8, Climb +6, Disguise +3, 
  Hide +9, Jump +8, Knowledge (local – Sheldomar Valley 
  
  KEO5-02 Twisted Chaos 
   
  Page 21 
  metaregion) +10, Listen +8, Move Silently +9, Open Lock 
  +11, Perform (dance) +4, Search +10, Spot +8, Tumble 
  +11. Combat Reflexes, Dodge, Mobility. 
   
  Languages: Common, Ancient Suloise, Keolandish. 
   
  Possessions: +1 chain shirt, masterwork rapier, elixir of 
  hiding, potion of protection from law, necklace of fireballs type I, 
  potion of displacement. 
  OPTIONAL ENCOUNTER 8  
   
  Aspect of Tharizdun, 18-HD Advanced Vasuthant: 
  CR 8, Huge Undead; HD 18d12+54; hp 203; Init +0; Spd 
  Fly 30 ft. (perfect); AC 16, touch 8, flat-footed 16 (-2 size, 
  +8 natural); BAB/Grp +9/+27; Atk Slam +17 melee 
  (1d8+10); Full Atk Slam +17 melee (1d8+10) and up to 4 
  enervating crushes (1d8+10 plus 1d4 Str); Space/Reach 
  15 ft./15 ft.; SA enervating crush, improved grab, reality 
  distortion; SQ +6 turn resistance, blindsight 60 ft., 
  darkvision 60 ft., immunity to acid and cold, immunity to 
  light, fire and electricity resistance 5, trap light, undead 
  traits, unholy toughness; SV Fort +7, Ref +7, Will +16; Str 
  30, Dex 10, Con –, Int 8, Wis 12, Cha 14.   Monster Manual 
  III, page 182. 
   
  Skills & Feats: Hide +0*, Knowledge (the planes) +3, 
  Listen +11, Spot +11; Flyby Attack, Great Fortitude, 
  Improved Grapple, Improved ToughnessCW, Improved 
  Turn ResistanceLM, Iron Will, Lightning Reflexes, 
  Weapon Focus (Slam).  CWComplete Warrior, LMLibris 
  Mortis. 
   
  Skills: *A vasuthant gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In areas of 
  bright illumination, it takes a -4 penalty on Hide checks. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d8 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full hit points. 
  These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of enervating crush ability does not prevent 
  a vasuthant from making slam attacks. 
   
  Improved Grab (Ex): To use this ability, a vasuthant 
  must first hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking attacks 
  of opportunity. If it wins a grapple check, a vasuthant 
  immediately employs its enervating crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects on 
  a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearly magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Description: A spherical cloud of impenetrable 
  darkness floats towards you.  As it draws near, black 
  tendrils reach out from the cloud’s opaque core. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 22 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  Drowned: Medium Undead; CR 9; HD 20d12+20; hp 
  195; Init +5; Spd 30 ft., swim 30 ft.; AC 19, touch 11, flat-
  footed 18 (+1 Dex, +8 Natural); Base Atk/Grp: +10/+17; 
  Atk Slam +12 melee (1d8+12)*; Full Atk 2 Slams +12 
  melee (1d8+12)*; SA drowning aura; SQ darkvision 60 ft., 
  fast healing 5, undead traits, unholy toughness; AL CE; 
  SV Fort +6, Ref +9, Will +12; Str 25, Dex 13, Con –, Int 9, 
  Wis 10, Cha 12.  Monster Manual III, page 46. 
   
  *Includes -5 penalty on attack and +5 bonus on 
  damage from Power Attack feat. 
   
  Skills & Feats: Hide +20, Listen +14, Move Silently 
  +20, Spot +18, Swim +18; Alertness, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (Slam), 
  Lightning Reflexes, Power Attack. 
   
  Drowning Aura (Su): A Drowned gives off a 30-ft. 
  radius emanation of suffocating drowning, imbuing its 
  surroundings with a watery glint and deadly threat for 
  creatures that breathe. All breathing creatures within 30 
  feet of a drowned are treated as if beneath water in terms 
  of being able to breathe. The drowning aura accelerates 
  the process of drowning. 
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown. Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round. Each round, the DC 
  increases by 1. When the character finally fails its 
  Constitution check, it begins to drown. In the first 
  round, it falls unconscious (0 hit points). In the following 
  round, it drops to -1 hit points and is dying. In the third 
  round, if still in the drowning aura, it drowns. 
   
  Unholy Toughness (Ex): A Drowned gains its 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: A Drowned 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. 
   
  Languages: Common, Abyssal. 
   
  Description: This animated corpse is sapping wet, as if 
  it just crawled from the water. The air around it is thick 
  and cloying, exuding the essences of the corpse’s watery 
  grave.  The drowned lost their lives in the watery deep. 
  The evidence of their gasping death always saturates their 
  clothing and flesh, and fills the air around them.  Many 
  drowned came to their current circumstances when their 
  ships went down at sea with all hands. Other, more 
  ancient, first arose when their island homes sank beneath 
  the waves ages ago, drowning all. 
  ENCOUNTER 6 
   
   
   
   
  Aldrea, male human Clr7 of Tharizdun: CR 7; 
  medium humanoid (human); HD 7d8+14; hp 53; Init +1; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 20 (+8 armor, +1 
  shield, +1 Dex, +1 deflection); Base Atk/Grp +5/+6; Full 
  Atk heavy mace +7 melee (1d8+1; 20/x2); SA rebuke 
  undead 4/day, spells; SQ spontaneous casting, aura; AL 
  CE; SV Fort +9, Ref +4, Will +7; Str 12, Dex 12, Con 12, 
  Int 12, Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +11, Knowledge 
  (arcana) +8, Knowledge (religion) +9, Knowledge (the 
  planes) +11, Spellcraft +10. Great Fortitude, Iron Will, 
  Magical Aptitude, Improved ToughnessCW.  CWComplete 
  Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; DC 13 + 
  spell level): 0 – detect magic x2, guidance, light, read magic, 
  resistance; 1st – bless, bane, cure light wounds, entropic shield, 
  lesser confusion*, protection from good; 2nd – cure moderate 
  wounds, hold person, magic missile*, sound burst, spiritual 
  weapon; 3rd – blast of force*SC, dispel magic, magic circle against 
  good, prayer; 4th – confusion*, summon monster IV.  SCSpell 
  Compendium. 
   
  *Domain spell. Domains: Force (Su, 1/day, reroll any 
  damage roll and take the better of the two rolls), Madness 
  (subtract one from all Wis-based skill checks and all Will 
  saves; once per day add ½ your level to a single Wis-based 
  skill check or Will save). 
   
  Possessions: masterwork full plate, masterwork heavy 
  mace, universal solvent, light steel shield, holy symbol of 
  Tharizdun, spell component pouches, Tharizdun portal key 
  (acts as item of power tied to Tharizdun, allowing divine 
  spell-casting), 2 elixirs of fire breath, ring of protection +1, 
  cloak of resistance +1. 
  Ballancia, female human Ftr7: CR 7; medium 
  humanoid (human); HD 7d10+21; hp 69; Init +5; Spd 20 
  ft.; AC 21, touch 12, flat-footed 20 (+9 armor, +1 Dex, +1 
  deflection); Base Atk/Grp +7/+10; Atk +1 greatsword +12 
  melee (2d6+6;19-20/x2); Full Atk +1 greatsword +12/+7 
  melee (2d6+6;19-20/x2); AL CE; SV Fort +7, Ref +3, Will 
  +5; Str 15, Dex 12, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills & Feats: Hide +0, Intimidate +12, Knowledge 
  (religion) +3, Listen +4. Power Attack, Cleave, Improved 
  Sunder, 
  Improved 
  ToughnessCW, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Improved Initiative, Iron Will.  CWComplete Warrior. 
   
  Languages: Common. 
   
  Possessions: +1 spiked full plate, +1 greatsword, ring of 
  protection +1, potion of blur. 
  Caric and Derrick, male human Rog5/Assassin2: CR 
  7; medium humanoid (human); HD 7d6+14; hp 42; Init 
  +2; Spd 30 ft.; AC 17, touch 12, flat-footed 17 (+5 armor, 
  +2 Dex); Base Atk/Grp +4/+7; Full Atk +1 rapier +8 melee 
  
  KEO5-02 Twisted Chaos 
   
  Page 23 
  (1d6+4; 18-20/x2); SA sneak attack +4d6, death attack 
  (Fort DC 14); SQ evasion, trapfinding, trap sense +1, 
  uncanny dodge, improved uncanny dodge, poison use, +1 
  save against poison; AL CE; SV Fort +3, Ref +9, Will +1; 
  Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills & Feats: Balance +8, Climb +6, Disguise +3, 
  Hide +11, Jump +8, Knowledge (local – Sheldomar Valley 
  metaregion) +10, Listen +10, Move Silently +11, Open 
  Lock +13, Perform (dance) +4, Search +12, Spot +10, 
  Tumble +13; Combat Reflexes, Dodge, Mobility, Spring 
  Attack. 
   
  Languages: Common, Ancient Suloise, Keolandish. 
   
  Assassin Spells Known (2; DC 12 + spell level): 1st – 
  feather fall, obscuring mist, true strike. 
   
  Possessions: +1 chain shirt, +1 rapier, elixir of hiding, elixir 
  of sneaking,  potion of protection from law, necklace of fireballs 
  type II, potion of invisibility, potion of displacement. 
  OPTIONAL ENCOUNTER 8  
   
  Aspect of Tharizdun, 26-HD Advanced Vasuthant: 
  CR 11, Gargantuan Undead; HD 26d12+78; hp 293; Init 
  +0; Spd Fly 30 ft. (perfect); AC 18, touch 6, flat-footed 18 
  (-4 size, +12 natural); BAB/Grp +13/+39; Atk Slam +24 
  melee (2d6+14); Full Atk Slam +24 melee (2d6+14) and 
  up to 4 enervating crushes (2d6+14 plus 1d4 Str); 
  Space/Reach 20 ft./20 ft.; SA enervating crush, improved 
  grab, reality distortion; SQ +6 turn resistance, blindsight 
  60 ft., darkvision 60 ft., immunity to acid and cold, 
  immunity to light, fire and electricity resistance 5, trap 
  light, undead traits, unholy toughness; SV Fort +10, Ref 
  +10, Will +19; Str 38, Dex 10, Con –, Int 10, Wis 12, Cha 
  14.   Monster Manual III, page 182. 
   
  Skills & Feats: Hide -1*, Knowledge (the planes) +5, 
  Listen +13, Spot +13; Cleave, Flyby Attack, Great 
  Fortitude, Improved Grapple, Improved ToughnessCW, 
  Improved Turn ResistanceLM, Iron Will, Lightning 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Slam).  
  CWComplete Warrior, LMLibris Mortis. 
   
  Skills: *A vasuthant gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In areas of 
  bright illumination, it takes a -4 penalty on Hide checks. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full hit points. 
  These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of enervating crush ability does not prevent 
  a vasuthant from making slam attacks. 
   
  Improved Grab (Ex): To use this ability, a vasuthant 
  must first hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking attacks 
  of opportunity. If it wins a grapple check, a vasuthant 
  immediately employs its enervating crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects on 
  a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearly magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Description: A spherical cloud of impenetrable 
  darkness floats towards you.  As it draws near, black 
  tendrils reach out from the cloud’s opaque core. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 24 
   APPENDIX 4 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Drowned Ftr1: Medium Undead; CR 10; HD 
  20d12+1d10+63; hp 235; Init +7; Spd 30 ft., swim 30 ft.; 
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 Natural); Base 
  Atk/Grp: +11/+20; Atk Slam +16 melee (1d8+14)*; Full 
  Atk 2 Slams +16 melee (1d8+14)*; SA drowning aura; SQ 
  darkvision 60 ft., fast healing 5, undead traits, unholy 
  toughness; AL CE; SV Fort +8, Ref +11, Will +12; Str 29, 
  Dex 16, Con –, Int 11, Wis 10, Cha 14.  Monster Manual 
  III, page 46. 
   
  *Includes -5 penalty on attack and +5 bonus on 
  damage from Power Attack feat. 
   
  Skills & Feats: Hide +22, Listen +14, Move Silently 
  +22, Spot +18, Swim +22; Alertness, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (Slam), 
  Improved ToughnessCW, Lightning Reflexes, Power 
  Attack, Weapon Focus (Slam).  CWComplete Warrior. 
   
  Drowning Aura (Su): A Drowned gives off a 30-ft. 
  radius emanation of suffocating drowning, imbuing its 
  surroundings with a watery glint and deadly threat for 
  creatures that breathe. All breathing creatures within 30 
  feet of a drowned are treated as if beneath water in terms 
  of being able to breathe. The drowning aura accelerates 
  the process of drowning. 
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown. Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round. Each round, the DC 
  increases by 1. When the character finally fails its 
  Constitution check, it begins to drown. In the first 
  round, it falls unconscious (0 hit points). In the following 
  round, it drops to -1 hit points and is dying. In the third 
  round, if still in the drowning aura, it drowns. 
   
  Unholy Toughness (Ex): A Drowned gains its 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: A Drowned 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. 
   
  Languages: Common, Abyssal. 
   
  Description: This animated corpse is sapping wet, as if 
  it just crawled from the water. The air around it is thick 
  and cloying, exuding the essences of the corpse’s watery 
  grave.  The drowned lost their lives in the watery deep. 
  The evidence of their gasping death always saturates their 
  clothing and flesh, and fills the air around them.  Many 
  drowned came to their current circumstances when their 
  ships went down at sea with all hands. Other, more 
  ancient, first arose when their island homes sank beneath 
  the waves ages ago, drowning all. 
  ENCOUNTER 6 
   
   
   
   
  Aldrea, male human Clr7/Entropomancer2 of 
  Tharizdun: CR 9; medium humanoid (human); HD 
  9d8+18; hp 68; Init +1; Spd 20 ft.; AC 22, touch 12, flat-
  footed 21 (+9 armor, +1 shield, +1 Dex, +1 deflection); 
  Base Atk/Grp +6/+7; Atk heavy mace +8 melee (1d8+1; 
  20/x2) or +8 ranged touch (shard of entropy); Full Atk 
  heavy mace +8/+3 melee (1d8+1; 20/x2) or +8 ranged 
  touch (shard of entropy); SA shard of entropy, rebuke 
  undead 4/day, spells; SQ spontaneous casting, aura; AL 
  CE; SV Fort +12, Ref +4, Will +11; Str 12, Dex 12, Con 12, 
  Int 12, Wis 17 (19), Cha 12.  Complete Divine, page 36. 
   
  Skills & Feats: Concentration +13, Knowledge 
  (arcana) +9, Knowledge (religion) +11, Knowledge (the 
  planes) +11, Spellcraft +12. Great Fortitude, Iron Will, 
  Magical Aptitude, Improved ToughnessCW, Weapon 
  Focus (shard of entropy).  CWComplete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Shard of Entropy (Su): Twice per day, for a 
  maximum of one round per entropomancer level, the 
  character can create a miniature shard of entropy. The 
  shard is a chunk of absolute blackness, 2 inches across, 
  and can be moved up to 30 feet by the entropomancer as 
  a standard action. Against objects, the shard deals 3d6 
  points of damage, bypassing the object’s hardness. 
  Against creatures, the entropomancer must make a 
  ranged touch attack to hit, and if successful the shard 
  does 3d6 points of damage to the target (Fortitude half, 
  DC 12 + the entropomancer’s Wisdom modifier). The 
  shard 
  appears 
  in 
  any 
  square 
  adjacent 
  to 
  the 
  entropomancer when it is created, and it can be used to 
  attack on the round it is formed. 
   
  The shard of entropy lurches, jumps and bounces 
  around the square it is in. Any creature who passes 
  through the shard’s square takes damage as if the shard 
  had struck him (Fortitude half), as does any creature 
  that’s in the same square as the shard at the beginning of 
  the entropomancer’s turn. The entropomancer can move 
  the shard into another square with a move action or aim 
  it at a specific creature (dealing damage immediately) as a 
  standard action. 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; DC 14 + 
  spell level; CL 8th): 0 – detect magic x2, guidance, light, read 
  magic, resistance; 1st – bless, bane, cure light wounds, entropic 
  shield, lesser confusion*, protection from good; 2nd – cure 
  moderate wounds, hold person, magic missile*, sound burst, 
  spiritual weapon; 3rd – blast of force*SC, dispel magic, magic 
  circle against good, prayer, searing light; 4th – confusion*, cure 
  critical wounds, poison, summon monster IV.  
  SCSpell 
  Compendium. 
   
  *Domain spell. Domains: Force (Su, 1/day, reroll any 
  damage roll and take the better of the two rolls), Madness 
  (subtract one from all Wis-based skill checks and all Will 
  
  KEO5-02 Twisted Chaos 
   
  Page 25 
  saves; once per day add ½ your level to a single Wis-based 
  skill check or Will save). 
   
  Possessions: +1 full plate, masterwork heavy mace, 
  universal solvent, light steel shield, holy symbol of 
  Tharizdun, spell component pouches, Tharizdun portal key 
  (acts as item of power tied to Tharizdun, allowing divine 
  spell-casting), 2 elixirs of fire breath, ring of protection +1, 
  cloak of resistance +1, periapt of wisdom +2. 
  Ballancia, female human Ftr7/Blackguard2: CR 9; 
  medium humanoid (human); HD 9d10+27; hp 88; Init +5; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 20 (+9 armor, +1 
  Dex, +1 deflection); Base Atk/Grp +9/+13; Atk +1 
  greatsword +15 melee (2d6+7;17-20/x2); Full Atk +1 
  greatsword +15/+10 melee (2d6+7;17-20/x2); SA smite 
  good 1/day, spells; SQ aura of evil, detect good, dark 
  blessing, poison use; AL CE; SV Fort +12, Ref +5, Will +7; 
  Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills & Feats: Concentration +8, Hide +0, Intimidate 
  +12, Knowledge (religion) +3, Listen +4. Power Attack, 
  Cleave, Improved Sunder, Improved ToughnessCW, 
  Weapon Focus (Greatsword), Weapon Specialization 
  (Greatsword), Improved Initiative, Iron Will, Improved 
  Critical (Greatsword).  CWComplete Warrior. 
   
  Languages: Common. 
   
  Blackguard Spells Prepared (2; DC 11 + spell level): 1st – 
  inflict light wounds, divine sacrificeSC.  SCSpell Compendium. 
   
  Possessions: +1 spiked full plate, +1 greatsword, ring of 
  protection +1, potion of blur, holy symbol of Tharizdun, 
  profane scabbardCW.  CWComplete Warrior. 
  Caric and Derrick, male human Rog5/Assassin2/ 
  Shadowdancer2: CR 9; medium humanoid (human); 
  HD 7d6+2d8+18; hp 57; Init +2; Spd 30 ft.; AC 17, touch 
  12, flat-footed 17 (+5 armor, +2 Dex); Base Atk/Grp +5/+8; 
  Full Atk +1 harmony rapier +10 melee (1d6+4; 18-20/x2); 
  SA sneak attack +4d6, death attack (Fort DC 14); SQ 
  darkvision, hide in plain sight, evasion, trapfinding, trap 
  sense +1, uncanny dodge, improved uncanny dodge, 
  poison use, +1 save against poison; AL CE; SV Fort +4, Ref 
  +13, Will +2; Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 
  8. 
   
  Skills & Feats: Balance +12, Climb +6, Disguise +3, 
  Hide +13, Jump +8, Knowledge (local – Sheldomar Valley 
  metaregion) +10, Listen +12, Move Silently +13, Open 
  Lock +14, Perform (dance) +4, Search +14, Spot +12, 
  Tumble +15; Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Weapon Focus (rapier). 
   
  Languages: Common, Ancient Suloise, Keolandish. 
   
  Assassin Spells Known (2; DC 12 + spell level): 1st – 
  feather fall, obscuring mist, true strike. 
   
  Possessions: +1 chain shirt, +1 harmonyA&EG rapier, elixir 
  of hiding, elixir of sneaking,  potion of protection from law, 
  necklace of fireballs type II, potion of invisibility, potion of 
  displacement, cloak of resistance +1.  A&EGArms & Equipment 
  Guide. 
  OPTIONAL ENCOUNTER 8  
   
  Aspect of Tharizdun, 34-HD Advanced Vasuthant: 
  CR 13, Gargantuan Undead; HD 34d12+102; hp 383; Init 
  +0; Spd Fly 30 ft. (perfect); AC 18, touch 6, flat-footed 18 
  (-4 size, +12 natural); BAB/Grp +17/+43; Atk Slam +28 
  melee (2d6+14); Full Atk Slam +28 melee (2d6+14) and 
  up to 4 enervating crushes (2d6+14 plus 1d4 Str); 
  Space/Reach 20 ft./20 ft.; SA enervating crush, improved 
  grab, reality distortion; SQ +6 turn resistance, blindsight 
  60 ft., darkvision 60 ft., immunity to acid and cold, 
  immunity to light, fire and electricity resistance 5, trap 
  light, undead traits, unholy toughness; SV Fort +12, Ref 
  +12, Will +23; Str 38, Dex 10, Con –, Int 12, Wis 12, Cha 
  14.   Monster Manual III, page 182. 
   
  Skills & Feats: Hide +2*, Knowledge (the planes) +7, 
  Listen +15, Spot +15; Awesome Blow, Cleave, Flyby 
  Attack, Great Cleave, Great Fortitude, Improved Bull 
  Rush, Improved Grapple, Improved ToughnessCW, 
  Improved Turn ResistanceLM, Iron Will, Lightning 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Slam).  
  CWComplete Warrior, LMLibris Mortis. 
   
  Skills: *A vasuthant gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In areas of 
  bright illumination, it takes a -4 penalty on Hide checks. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full hit points. 
  These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of enervating crush ability does not prevent 
  a vasuthant from making slam attacks. 
   
  Improved Grab (Ex): To use this ability, a vasuthant 
  must first hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking attacks 
  of opportunity. If it wins a grapple check, a vasuthant 
  immediately employs its enervating crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects on 
  a vasuthant. 
  
  KEO5-02 Twisted Chaos 
   
  Page 26 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearly magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Description: A spherical cloud of impenetrable 
  darkness floats towards you.  As it draws near, black 
  tendrils reach out from the cloud’s opaque core. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 27 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  Drowned Ftr3: Medium Undead; CR 12; HD 
  20d12+3d10+69; hp 255; Init +7; Spd 30 ft., swim 30 ft.; 
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 Natural); Base 
  Atk/Grp: +13/+22; Atk Slam +18 melee (1d8+14)*; Full 
  Atk 2 Slams +18 melee (1d8+14)*; SA drowning aura; SQ 
  darkvision 60 ft., fast healing 5, undead traits, unholy 
  toughness; AL CE; SV Fort +9, Ref +12, Will +13; Str 29, 
  Dex 16, Con –, Int 11, Wis 10, Cha 14.  Monster Manual 
  III, page 46. 
   
  *Includes -5 penalty on attack and +5 bonus on 
  damage from Power Attack feat. 
   
  Skills & Feats: Hide +22, Listen +14, Move Silently 
  +22, Spot +18, Swim +26; Alertness, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (Slam), 
  Improved ToughnessCW, Lightning Reflexes, Power 
  Attack, Weapon Focus (Slam).  CWComplete Warrior. 
   
  Drowning Aura (Su): A Drowned gives off a 30-ft. 
  radius emanation of suffocating drowning, imbuing its 
  surroundings with a watery glint and deadly threat for 
  creatures that breathe. All breathing creatures within 30 
  feet of a drowned are treated as if beneath water in terms 
  of being able to breathe. The drowning aura accelerates 
  the process of drowning. 
   
  Normally, a creature can hold its breath for a 
  number of rounds equal to twice its Constitution score 
  before it begins to drown. Within the drowning aura, a 
  creature can only hold its breath if it makes a DC 10 
  Constitution check every round. Each round, the DC 
  increases by 1. When the character finally fails its 
  Constitution check, it begins to drown. In the first 
  round, it falls unconscious (0 hit points). In the following 
  round, it drops to -1 hit points and is dying. In the third 
  round, if still in the drowning aura, it drowns. 
   
  Unholy Toughness (Ex): A Drowned gains its 
  bonus to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
   
  Skills: A Drowned 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. 
   
  Languages: Common, Abyssal. 
   
  Description: This animated corpse is sapping wet, as if 
  it just crawled from the water. The air around it is thick 
  and cloying, exuding the essences of the corpse’s watery 
  grave.  The drowned lost their lives in the watery deep. 
  The evidence of their gasping death always saturates their 
  clothing and flesh, and fills the air around them.  Many 
  drowned came to their current circumstances when their 
  ships went down at sea with all hands. Other, more 
  ancient, first arose when their island homes sank beneath 
  the waves ages ago, drowning all. 
  ENCOUNTER 5 
   
   
   
   
  Chaos Beast, 12-HD Advanced: CR 10; Medium 
  outsider (chaotic, extraplanar); HD 12d8+48; hp 108; Init 
  +7 Spd: 20 ft. AC 18 (+3 Dex, +5 natural), touch 13, flat-
  footed 15; Base Attack/Grapple +12/+16; Atk claw +14 
  melee (1d3+4 plus corporeal instability); Full Atk 2 claws 
  +13 melee (1d3+4 plus corporeal instability); SA: 
  Corporeal instability; SQ: Darkvision 60 ft., immunity to 
  critical hits and transformation, SR 15; AL CN; SV: Fort 
  +12, Ref +12, Will +10; Str 18, Dex 17, Con 16, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +18, Escape Artist +18, Hide 
  +18, Jump +15, Listen +16, Search +15, Spot +16, Survival 
  +1 (+3 following tracks), Tumble +20, Use Rope +3 (+5 
  with bindings); Dodge, Improved Initiative, Improved 
  Toughness, Mobility, Spring Attack. 
   
  Corporeal Instability (Su): A blow from a chaos 
  beast against a living creature can cause a terrible 
  transformation. The creature must succeed on a DC 18 
  Fortitude save or become a spongy, amorphous mass. 
  Unless the victim manages to control the effect (see 
  below), its shape melts, flows, writhes and boils. The save 
  DC is Constitution-based. 
   
  An affected creature is unable to hold or use any 
  item. Clothing, armor, rings, and helmets become 
  useless. Large items worn or carried—armor, backpacks, 
  even shirts—hamper more than help, reducing the 
  victim’s Dexterity score by 4. Soft or misshapen feet and 
  legs reduce speed to 10 feet or one-quarter normal, 
  whichever is less. Searing pain courses along the nerves, 
  so strong that the victim cannot act coherently. The 
  victim cannot cast spells or use magic items, and it 
  attacks blindly, unable to distinguish friend from foe (–4 
  penalty on attack rolls and a 50% miss chance, regardless 
  of the attack roll). 
   
  Each round the victim spends in an amorphous state 
  causes 1 point of Wisdom drain from mental shock. If the 
  victim’s Wisdom score falls to 0, it becomes a chaos beast. 
   
  A victim can regain its own shape by taking a 
  standard action to attempt a DC 15 Charisma check (this 
  check DC does not vary for a chaos beast with different 
  Hit Dice or ability scores). A success reestablishes the 
  creature’s normal form for 1 minute. On a failure, the 
  victim can still repeat this check each round until 
  successful. 
   
  Corporeal instability is not a disease or a curse and so 
  is hard to remove. A shapechange or stoneskin spell does not 
  cure an afflicted creature but fixes its form for the 
  duration of the spell. A restoration, heal, or greater 
  restoration spell removes the affliction (a separate 
  restoration is necessary to restore any drained points of 
  Wisdom).  
   
  Immunity to Transformation (Ex): No mortal 
  magic can permanently affect or fix a chaos beast’s form. 
  
  KEO5-02 Twisted Chaos 
   
  Page 28 
  Effects such as polymorphing or petrification force the 
  creature into a new shape, but at the start of its next turn 
  it immediately returns to its mutable form as a free 
  action. 
  ENCOUNTER 6 
   
   
   
   
  Aldrea, male human Clr7/Entropomancer4 of 
  Tharizdun: CR 11; medium humanoid (human); HD 
  11d8+22; hp 83; Init +1; Spd 20 ft.; AC 23, touch 12, flat-
  footed 22 (+9 armor, +2 shield, +1 Dex, +1 deflection); 
  Base Atk/Grp +8/+9; Atk heavy mace +10 melee (1d8+1; 
  20/x2) or +10 ranged touch (shard of entropy); Full Atk 
  heavy mace +10/+5 melee (1d8+1; 20/x2) or +10 ranged 
  touch (shard of entropy); SA shard of entropy, rebuke 
  undead 4/day, spells; SQ spontaneous casting, aura, 
  entropic field 2/day; AL CE; SV Fort +13, Ref +5, Will 
  +12; Str 12, Dex 12, Con 12, Int 12, Wis 17 (19), Cha 12.  
  Complete Divine, page 36. 
   
  Skills & Feats: Concentration +15, Knowledge 
  (arcana) +11, Knowledge (religion) +13, Knowledge (the 
  planes) +11, Spellcraft +14. Great Fortitude, Iron Will, 
  Magical Aptitude, Improved ToughnessCW, Weapon 
  Focus (shard of entropy).  CWComplete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Entropic Field (Su): As a standard action, an 
  entropomancer can surround herself with a field of 
  invisible, entropic energy that lasts for one round per 
  entropomancer level. The field extends in a 5-foot per 
  level of the entropomancer radius, centered on the 
  entropomancer. All magical healing automatically fails 
  within the entropic field. It takes the entropomancer a 
  standard action to dismiss the field. 
   
  Shard of Entropy (Su): Twice per day, for a 
  maximum of one round per entropomancer level, the 
  character can create a miniature shard of entropy. The 
  shard is a chunk of absolute blackness, 2 inches across, 
  and can be moved up to 30 feet by the entropomancer as 
  a standard action. Against objects, the shard deals 3d6 
  points of damage, bypassing the object’s hardness. 
  Against creatures, the entropomancer must make a 
  ranged touch attack to hit, and if successful the shard 
  does 3d6 points of damage to the target (Fortitude half, 
  DC 12 + the entropomancer’s Wisdom modifier). The 
  shard 
  appears 
  in 
  any 
  square 
  adjacent 
  to 
  the 
  entropomancer when it is created, and it can be used to 
  attack on the round it is formed. 
   
  The shard of entropy lurches, jumps and bounces 
  around the square it is in. Any creature who passes 
  through the shard’s square takes damage as if the shard 
  had struck him (Fortitude half), as does any creature 
  that’s in the same square as the shard at the beginning of 
  the entropomancer’s turn. The entropomancer can move 
  the shard into another square with a move action or aim 
  it at a specific creature (dealing damage immediately) as a 
  standard action. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; DC 14 
  + spell level; CL 9th): 0 – detect magic x2, guidance, light, read 
  magic, resistance; 1st – bless, bane, cure light wounds, entropic 
  shield, lesser confusion*, protection from good; 2nd – cure 
  moderate wounds, hold person, magic missile*, sound burst, 
  spiritual weapon x2; 3rd – blast of force*SC, dispel magic, magic 
  circle against good, prayer, searing light; 4th – confusion*, cure 
  critical wounds, poison, summon monster IV; 5th – greater 
  vigorSC wall of force*.  SCSpell Compendium. 
   
  *Domain spell. Domains: Force (Su, 1/day, reroll any 
  damage roll and take the better of the two rolls), Madness 
  (subtract one from all Wis-based skill checks and all Will 
  saves; once per day add ½ your level to a single Wis-based 
  skill check or Will save). 
   
  Possessions: +1 full plate, masterwork heavy mace, 
  universal solvent, +1 light steel shield, holy symbol of 
  Tharizdun, spell component pouches, Tharizdun portal key 
  (acts as item of power tied to Tharizdun, allowing divine 
  spell-casting), 2 elixirs of fire breath, ring of protection +1, 
  cloak of resistance +1, periapt of wisdom +2, necklace of fireballs 
  type V, potion of invisibility, 2 beads of force. 
  Ballancia, female human Ftr7/Blackguard4: CR 11; 
  medium humanoid (human); HD 11d10+33; hp 108; Init 
  +5; Spd 20 ft.; AC 21, touch 12, flat-footed 20 (+9 armor, 
  +1 Dex, +1 deflection); Base Atk/Grp +11/+15; Atk +1 
  anarchic greatsword +17 melee (2d6+7;17-20/x2); Full Atk 
  +1 anarchic greatsword +17/+12/+7 melee (2d6+7;17-
  20/x2); SA smite good 1/day, spells; SQ aura of evil, 
  detect good, dark blessing, poison use; AL CE; SV Fort 
  +13, Ref +6, Will +8; Str 16, Dex 12, Con 14, Int 10, Wis 
  12, Cha 14. 
   
  Skills & Feats: Concentration +14, Hide +0, 
  Intimidate +12, Knowledge (religion) +3, Listen +4. 
  Power Attack, Cleave, Improved Sunder, Improved 
  ToughnessCW, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword), Improved Initiative, Iron 
  Will, Improved Critical (Greatsword).  
  CWComplete 
  Warrior. 
   
  Languages: Common. 
   
  Blackguard Spells Prepared (2/1; DC 11 + spell level): 1st 
  – inflict light wounds, divine sacrificeSC; 2nd – bull’s strength.  
  SCSpell Compendium. 
   
  Possessions: +1 spiked full plate, +1 anarchic greatsword, 
  ring of protection +1, potion of blur, holy symbol of 
  Tharizdun, profane scabbardCW.  CWComplete Warrior. 
  Caric and Derrick, male human Rog7/Assassin2/ 
  Shadowdancer2: CR 11; medium humanoid (human); 
  HD 9d6+2d8+22; hp 69; Init +2; Spd 30 ft.; AC 17, touch 
  12, flat-footed 17 (+5 armor, +2 Dex); Base Atk/Grp 
  +7/+10; Atk +1 keen harmony rapier +12 melee (1d6+4; 15-
  20/x2); Full Atk +1 keen harmony rapier +12/+7 melee 
  (1d6+4; 15-20/x2); SA sneak attack +5d6, death attack 
  (Fort DC 14); SQ darkvision, hide in plain sight, evasion, 
  trapfinding, trap sense +2, uncanny dodge, improved 
  uncanny dodge, poison use, +1 save against poison; AL 
  CE; SV Fort +5, Ref +14, Will +3; Str 17, Dex 14, Con 14, 
  Int 14, Wis 10, Cha 8. 
   
  Skills & Feats: Balance +14, Climb +8, Disguise +3, 
  Hide +15, Jump +8, Knowledge (local – Sheldomar Valley 
  metaregion) +10, Listen +14, Move Silently +15, Open 
  Lock +16, Perform (dance) +4, Search +16, Spot +14, 
  
  KEO5-02 Twisted Chaos 
   
  Page 29 
  Tumble +17; Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Weapon Focus (rapier). 
   
  Languages: Common, Ancient Suloise, Keolandish. 
   
  Assassin Spells Known (2; DC 12 + spell level): 1st – 
  feather fall, obscuring mist, true strike. 
   
  Possessions: +1 chain shirt, +1 keen harmonyA&EG rapier, 
  elixir of hiding, elixir of sneaking,  potion of protection from law, 
  necklace of fireballs type II, potion of invisibility, potion of 
  displacement, cloak of resistance +1.  A&EGArms & Equipment 
  Guide. 
  OPTIONAL ENCOUNTER 8  
   
  Aspect of Tharizdun, 34-HD Advanced Vasuthant: 
  CR 13, Gargantuan Undead; HD 34d12+102; hp 383; Init 
  +0; Spd Fly 30 ft. (perfect); AC 18, touch 6, flat-footed 18 
  (-4 size, +12 natural); BAB/Grp +17/+43; Atk Slam +28 
  melee (2d6+14); Full Atk Slam +28 melee (2d6+14) and 
  up to 4 enervating crushes (2d6+14 plus 1d4 Str); 
  Space/Reach 20 ft./20 ft.; SA enervating crush, improved 
  grab, reality distortion; SQ +6 turn resistance, blindsight 
  60 ft., darkvision 60 ft., immunity to acid and cold, 
  immunity to light, fire and electricity resistance 5, trap 
  light, undead traits, unholy toughness; SV Fort +12, Ref 
  +12, Will +23; Str 38, Dex 10, Con –, Int 12, Wis 12, Cha 
  14.   Monster Manual III, page 182. 
   
  Skills & Feats: Hide +2*, Knowledge (the planes) +7, 
  Listen +15, Spot +15; Awesome Blow, Cleave, Flyby 
  Attack, Great Cleave, Great Fortitude, Improved Bull 
  Rush, Improved Grapple, Improved ToughnessCW, 
  Improved Turn ResistanceLM, Iron Will, Lightning 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Slam).  
  CWComplete Warrior, LMLibris Mortis. 
   
  Skills: *A vasuthant gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In areas of 
  bright illumination, it takes a -4 penalty on Hide checks. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round thereafter, a 
  grappled victim takes 2d6 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative energy 
  effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full hit points. 
  These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its size, 
  or can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed out 
  of their bodies. 
   
  The use of enervating crush ability does not prevent 
  a vasuthant from making slam attacks. 
   
  Improved Grab (Ex): To use this ability, a vasuthant 
  must first hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking attacks 
  of opportunity. If it wins a grapple check, a vasuthant 
  immediately employs its enervating crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three times 
  per day (but only once per round), a vasuthant can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the result of the reroll. 
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric spells 
  of the Sun domain as well as other spells with the light 
  descriptor (such as daylight) produce no adverse effects on 
  a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearly magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source’s duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant’s trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Description: A spherical cloud of impenetrable 
  darkness floats towards you.  As it draws near, black 
  tendrils reach out from the cloud’s opaque core. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 30 
  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 2 
   
   
   
   
  Blackscale Lizardfolk: Large Monstrous Humanoid 
  (Reptilian); CR 3; HD 4d8+8; hp 30; Init +0; Spd 40 ft.; AC 
  16, touch 9, flat-footed 16 (-1 size, +7 natural); Base 
  Atk/Grp: +4/+12; Atk Claw +7 melee (1d6+4) or greatclub 
  +7 melee (2d8+6) or javelin +3 ranged (1d8+4); Full Atk 2 
  claws +7 melee (1d6+4) and bite +5 melee (1d6+2) or 
  greatclub +7 melee (2d8+6) and bite +5 melee (1d6+2) or 
  javelin +3 ranged (1d8+4); Space/Reach 10 ft./10 ft.; SQ 
  darkvision 60 ft., hold breath, resistance to acid 5; AL N; 
  SV Fort +3, Ref +4, Will +4; Str 19. Dex 10, Con 14, Int 8, 
  Wis 11, Cha 7.  Monster Manual III, page 95. 
   
  Skills & Feats: Balance +5, Jump +12, Spot +4, Swim 
  +10; Multiattack, Power Attack. 
   
  Hold Breath (Ex): A blackscale lizardfolk can hold 
  its breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see page 304 
  of the Dungeon Master’s Guide). 
   
  Skills: Because of their tails, blackscale lizardfolk 
  have a +4 racial bonus on Balance, Jump and Swim 
  checks. 
   
  Languages: Draconic. 
   
  Possessions: 3 large javelins, large greatclub. 
   
  Description: This stocky, heavily-muscled reptilian 
  humanoid stands almost nine feet in height. Deep-
  socketed eyes and flat nasal openings give its face the 
  appearance of a skull. Its scales are black, and a leathery 
  crest running down from the top of its head to the 
  middle of its back rises up as it sees you. It flexes talon-
  tipped fingers and snarls, revealing a row of vicious fangs. 
  ENCOUNTER 3 
   
   
   
   
  Kyla: Half-dragon (black) dryad; CR 5; Medium dragon 
  (acid); HD 4d8+4; hp 27; Init +4; Spd 30 ft.; AC 21, touch 
  14, flat-footed 17 (+4 Dex, +7 Natural); Base Atk +2; Grp 
  +6; Atk +7 ranged (1d8+4/x3, mighty masterwork 
  longbow, Str+4) or +6 melee (1d4+4, claw); Full Atk 2 +6 
  melee (1d4+4, claw) or +7 ranged (1d8+/x3, mighty 
  masterwork longbow, Str+4) and +4 melee (1d6+2, bite); 
  SA Spell-like Abilities, Breath Weapon; SQ Damage 
  reduction 5/cold iron, tree dependent, wild empathy, 
  low-light vision, darkvision 60 ft., immune to sleep and 
  paralysis effects, immune to acid; AL CG; SV Fort +4, Ref 
  +8 Will +6; Str 18, Dex 19, Con 13, Int 16, Wis 15, Cha 20. 
   
  Skills and Feats: Escape Artist +11, Handle Animal 
  +12, Hide +11, Knowledge (nature) +12, Listen +9, Move 
  Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 
  (+6 with bindings), Speak Language (Sylvan, Druidic, 
  broken Common), Swim +11, Multiattack, Track. 
   
  Spell-Like Abilities: At will—entangle (DC 13), 
  speak with plants, tree shape; 3/day— charm person (DC 13), 
  deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). 
  Caster level 6th. The save DCs are Wis-based. 
   
  Breath Weapon (Ex): Once per day Kyla may 
  breathe a 60’ line of acid that deals 6d8 damage (Reflex 
  DC 13 for half damage). 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous willow tree and must never 
  stray more than 300 yards from it. Any who do become ill 
  and die within 4d6 hours. A dryad’s willow does not 
  radiate magic. 
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the dryad 
  has a +6 racial bonus on the check. 
   
  Possessions: masterwork composite longbow (+4 Str 
  bonus), quiver with 20 arrows. 
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 31 
  DM AID: MAP #1 
   
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 32 
  DM AID: MAP #2 
   
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 33 
  DM AID: MAP #3 
   
   
   
  
  KEO5-02 Twisted Chaos 
   
  Page 34 
  DM AID: NEW RULES 
  NEW FEATS 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Improved Turn Resistance (Libris Mortis) 
   
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefit: You are less easily affected by clerics or paladins than you normally would be (see Turn or Rebuke 
  Undead, page 159 of the Player’s Handbook).  When resolving a turn, rebuke, command, or bolster attempt, add +4 to 
  your character level (monster HD plus class levels) to determine your HD for turn, rebuke, command, and bolster 
  attempts.  For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purpose of turn, rebuke, 
  command, and bolster attempts, even though it is a 4 HD creature for any other purpose.  A vampire that already has a 
  +4 turn resistance adds an additional +4 with this feat, for a total of +8. 
  NEW ITEMS 
  Harmony Weapon Special Ability (Arms & Equipment Guide) 
   
  A harmony weapon helps its wielder press the advantage against a flanked opponent.  When flanking an opponent, 
  the wielder of this weapon gains a +4 bonus on attacks rather than the normal +2 bonus for flanking.  Only melee 
  weapons can have this ability.  Moderate Divination; CL 9th; Craft Magic Arms and Armor, detect thoughts; Market Price: +1 
  bonus. 
  Profane Scabbard (Complete Warrior) 
   
  This item has a variable appearance.  When first found, there is a 25% chance it looks like a dagger sheath, a 25% 
  chance it looks like an axe case, and a 50% chance it looks like a sword sheath.  A user quickly discovers, however, that it 
  can change shape to fit whatever dagger, sword, or axe is touched to it, even making allowances for double weapons.  
  This scabbard keeps any weapon carried in it clean and sharp.  In addition, up to three times per day, the user may place 
  a weapon in the scabbard, utter a command word, and invoke corrupt weapon on the weapon inside. 
   
  Faint transmutation; CL 4th; Craft Wondrous Item, corrupt weapon; Price 4,400 gp; Weight: 1 lb. 
  NEW SPELLS 
  Blast of Force (Spell Compendium) 
  Evocation [Force] 
  Level: Force 3, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: Fort partial 
  Spell Resistance: Yes 
   
  Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. 
   
  You must succeed on a ranged touch attack with the way to strike a target.  A blast of force deals 1d6 damage per two 
  caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fort save or be knocked prone 
  (size and stability modifiers apply to the saving throw as if the spell were a bull rush). 
  Divine Sacrifice (Spell Compendium) 
  Evocation 
  Level: Blackguard 1, Pal 1 
  Components: V, S 
  
  KEO5-02 Twisted Chaos 
   
  Page 35 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  Giving up some of your life force to win the battle, you empower your next blow against your foe. 
   
  Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 
  10 points of damage each time you make such an attack, whether or not the attack is successful. 
  Vigor, Greater (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 5, Drd 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 35 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on your fallen comrade.  You can spare neither time nor magic to do more 
  right now, but the blood flow slows to a trickle and her breathing becomes less labored, even as you are called to the aid of another. 
   
  The subject gains fast healing 4, enabling it to heal 4 hit point per round until the spells ends and automatically 
  becoming stabilized if he or she begins dying from hit point loss during that time.  Greater vigor does not restore hit 
  points lost from starvation, thirst, suffocation, nor does it allow a creature to regrow or attach lost body parts.  The 
  effects of multiple vigor spells do not stack; only the highest-level effect applies. 
   
  
  KEO5-02 Twisted Chaos 
   
  Page 36 
  PLAYER HANDOUT #1 
  Fine vellum upon which is written flowing script of exacting detail. 
   
  Adventurer, 
  I must be brief. My name is Beryce, personal assistant to Lashton, 
  Archmage of Keoland and headmaster of the National Academy of 
  Wizardry. I have discovered a crisis, one that threatens the Kingdom of 
  Keoland, and I ask for your aid in putting a stop to it. I have cast several 
  spells of divination. All of them point to you as being one who holds the 
  favor of the Fate as having the best chance to end this threat to my 
  nation. Please come to me at the Trail Inn, in the city of Segor, capital of 
  the County of Linth. Please make haste as my need is urgent. 
   
  B 
  Beryce 
   
  
  KEO5-02 Twisted Chaos 
   
  Page 37 
  PLAYER HANDOUT #2 
  (A summary of the contents of the journal of Delanor the Wizard. Several pages are missing, appearing to have been 
  torn out) 
   
   
  Reading the rest of the journal describes Delanor’s fascination with the gods of the 
  outer planes and the concepts of evil and chaos and his growing madness in vivid 
  detail. The wizard had close religious ties to Barankin, the pastor of the nearby 
  Church of Boccob (he describes his visits on several occasions, enough to find the 
  church within the ruins if need be) with whom he often enjoyed religious debates. 
   
  As Delanor became more fanatical about the theology of the outer planes, one of 
  the arguments led him to dominating Barankin and using him as his puppet to set up a 
  shrine to Tharizdun underneath the church. Delanor also used the pastor in this way 
  to lure potential victims for sacrifice in his experiments. Finally, the journal tells of 
  how Delanor finished the shrine to Tharizdun, and then sacrificed Barankin in order 
  to complete a device that would turn the shrine itself into a portal leading to a specific 
  temple on Limbo, where he believed a shard of Tharizdun has been kept locked away. 
  Delanor speaks obsessively of releasing Tharizdun, who he believes will explain all 
  there is to know about the chaos of the multiverse. 
   
  
  KEO5-02 Twisted Chaos 
   
  Page 38 
  PLAYER HANDOUT #3 
  (The missing pages from the journal of Delanor the Wizard) 
   
   
  In Delanor’s journal, he explains that when Tharizdun was imprisoned, parts of 
  him were divided into shards, and that each shard has been kept locked away within 
  temples on demiplanes throughout the multiverse. Using the knowledge he obtained, 
  he learned how to properly construct a shrine to Tharizdun (the instructions for 
  doing so are on these pages), and then perform rituals of sacrifice where a specific 
  number of souls are combined with chaos magic to create the Tharizdun Portal Key, a 
  device that activates the shrine and creates a gateway to one of the demiplanes where 
  a shard is locked away. 
   
  Delanor, in his final entry, explains that he has stationed a guardian around the 
  shrine, to protect it from intruders, while he will cross over into the demiplane and 
  meet with the shard of Tharizdun, with the intention of communicating with it, 
  studying it, or even harnessing its power. He left the Portal Key at the shrine, so that 
  someone else could re-open the gateway in the case that he does not return from the 
  demiplane. The journal indicates that there is a secret entrance behind the shrine of 
  Boccob, which leads down into the dungeon where the shrine to Tharizdun can be 
  found. The pages explain that by pressing the flat of one’s palm on the shrine of 
  Boccob, and saying Tharizdun’s name, the stones will part, allowing entry for “the 
  fools who would dare commune in the presence of the avatar of All-Knowing 
  Tharizdun!” 
   
  
  KEO5-02 Twisted Chaos 
   
  Page 39 
  PLAYER HANDOUT #4 
  (Two documents, written by the same hand) 
   
  Fellow Adherents of the All-Knowing God, 
  The battle at Steffenmoor is a welcome chance to you to enter the city. I cannot overstress the 
  importance of your task. Yours is one prong of a two-part plan to awaken Him from His slumber, so 
  He can take revenge against those lesser deities who so treacherously imprisoned Him. You are 
  seeking the abode of a wizard who was once a follower of our god, one who was said to have made 
  great strides in our noble quest ere he met his doom with so many others upon the black dragon’s 
  razing of the city. Enter the city, find his notes and research if they still exist, and report back to me 
  on your progress. Have Caric and Derrick deliver your report to me personally. I will return them with 
  my further orders. 
  For the glory of Tharizdun, and may our wayward Brothers in Scarlet boil in seas of our god’s bile, 
  Mnemnonthraxus 
   
  Fellow Adherents of the All-Knowing God, 
  I am elated by the reports of your discovery and have dispatched Caric and Derrick back as fast as 
  possible. Congratulations on finding the shrine of Tharizdun and of locating the existence of an 
  avatar of our god. The first part of our plan proceeds better than I had dared to hope. I am nearing 
  the execution of a second method by which we may rouse Him – do we dare to think that such a pair of 
  jolts, delivered so closely to one another, might finally break His comatose bonds? 
  I have communicated our discovery with Sakatha and the great Lizard King is eager to work with us. 
  This alliance is beginning to bear fruit. He is a mighty ally, though he must be watched closely. His 
  hatred of Count Traago von Reiklande, and by extension our Kinsmen in Red, is considerable. 
  You are to re-activate the shrine and open the gateway to the Place of the Avatar. This will release 
  Tharizdun’s Breath upon the city. The resultant chaos this causes will reduce the numbers of the 
  Keoish army, and provide the distraction for which Sakatha longs. I have assured Sakatha that we 
  will share with him any items of power we discover in the ruins, in exchange for his help with our efforts. 
  For the glory of Tharizdun, and may our wayward Brothers in Scarlet be buried alive beneath the 
  offal of our risen god, 
  Mnemnonthraxus 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/595/Normal Scenarios/KEO5-02 - Twisted Chaos (APL 4-12)/KEO5-02 - Twisted Chaos.pdf