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. © 2004 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  COR4-19 
   
   
   
   
  THAT WHICH WAS NOT 
  MEANT TO BE KNOWN 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1.0 
   
  by Greg Marks 
  Circle Reviewer: Creighton Broadhurst and Stephen Radney-MacFarland 
  HQ Reviewer: Eric Cagle 
   
   
   
  A favor takes you from the town of Diamond Lake to the tiny village of Rowanfen on the edge of the Mistmarsh where 
  nothing is quite as it seems. A Core adventure set in the Domain of Greyhawk for APLs 2 to 6. 
   
   
   
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior 
  gamemaster, and is in charge of 
  making sure the event is sanctioned 
  before play, runs smoothly on the 
  date sanctioned, and then reported 
  back to the RPGA in a timely 
  manner. The person who runs the 
  game is called the table DM (or 
  usually just DM). Sometimes (and 
  almost all the time in the cases of 
  home events) the senior gamemaster 
  is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior 
  GM.  
   
  By sanctioning and reporting 
  this adventure you accomplish a 
  couple of things. First it is an official 
  game, and you can use the AR to 
  advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2005.  
   
  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 Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING 
  GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own 
  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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  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 
  # 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 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 3 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Core adventure, set in the 
  Domain of Greyhawk. All characters pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. 
   
  ADVENTURE BACKGROUND 
  There are things that men were not meant to know; 
  things that would disturb even the foulest of fiends. One 
  town, Rowanfen, a center for things foul, but the arrival 
  of one group of gnomes (the Galcet family) brought true 
  vileness to this small hamlet. Long devoted to 
  unspeakable horrors, they brought their worship with 
  them to the edge of the Mistmarsh where the gnomes 
  could practice their unclean ceremonies in relative 
  private. Becoming more and more inbreed, and 
  increasingly insane, the gnomes, (some of who have 
  undergone dark rituals to become more than they once 
  where) plan to use the unholy evening of Dark Night 
  (the 11th of Goodmonth) when both of the moons of 
  Oerth are new, to open a gate to the Far Realm and 
  unleash the insanity they venerate. But they are not the 
  only ones in this backwater aware of the Far Realms. 
  Brinoc Evessten, a scholar of the esoteric, also chose to 
  settle in Rowanfen. His investigations into the local 
  oddities, largely caused by the local cult of Syrul, drew 
  the attention of the gnomish family who, during one late 
  night, abducted Brinoc and sacrificed him to their dark 
  powers. Now the town, living in fear, lies, or sheer 
  obstinacy, refuses to recognize Brinoc’s disappearance. 
   
  DM’s note on Theme: This module combines a 
  subtle horror and suspicion with a dreary setting. The 
  world is filled with unspeakable rot, which the PCs may 
  only hope to stave off a little at a time, protecting the 
  world for another day. The DM is encouraged to keep 
  this mood in mind when describing events within. 
   
  ADVENTURE SUMMARY  
  Introduction—Diamond Lake: The PCs begin in the 
  town Diamond Lake on the 9th of Goodmonth. It is a 
  sunny day, despite several days of rain, and  opportunity 
  to meet, pick up a few rumors of nearby cairns, and see 
  the few sights this mining town offers.  
   
  Encounter 1—A Plea for Help: The PCs meet 
  Kenys, a dispatch rider out of Greyhawk. Kenys 
  desperately needs to get to Blackstone and from there, 
  onto Steaming Springs (both to the west), but has one 
  letter that needs to be delivered to the small village of 
  Rowanfen to the south near the Mistmarsh. He offers to 
  pay the PCs a small fee if they are willing to deliver the 
  letter for him. He insists that the PCs promise to lay the 
  letter into the hands of the addressee (one Brinoc 
  Evessten) only.  
   
  Encounter 2—The Abandoned Farm: On the way to 
  Rowanfen rain begins to fall at dusk. The PCs find a lone 
  farmhouse that may offer shelter from the storm. The 
  home appears abandoned suddenly, and possesses a 
  foreboding atmosphere. The home seems well stocked, 
  but no one is present. A thorough search locates part of a 
  skeleton suggesting the previous owners may have been 
  the victims of ether creatures. Despite the atmosphere of 
  decay and emptiness, the night passes uneventfully. 
   
  Encounter 3—A Warm Welcome: The party arrives 
  in Rowanfen, midway through a particularly dreary day 
  (the 10th of Goodmonth). Approaching the village, they 
  meet Marego Tallenstomp, the town mayor, sheriff, 
  official greeter (and secret worshipper of Joramy, the 
  goddess of arguments). Marego is generally helpful, but a 
  bit nosey and perhaps a bit boastful. He inquires as 
  deeply into the PCs’ business as they allow. Should they 
  ask about delivering the letter, Marego claims no one by 
  the name of Brinoc lives in Rowanfen—there must be 
  some kind of mistake. He recommends that the party rest 
  at the inn and look somewhere else.  
   
  Encounter 4—Decaying Rowanfen: The PCs may to 
  explore much of the rest of town, and interact with the 
  residents. The majority of the NPCs claim that Brinoc 
  never lived in town, but a few may prove helpful. 
  Especially observant PCs may uncover the cult of Syrul 
  that makes Rowanfen its home. 
   
  Encounter 5—Night Visitors: The rains increase as 
  the PCs retire for the evening. The PCs are attacked in 
  their rooms by a pseudonatural creature that fades into 
  existence from somewhere beyond.  
   
  Encounter 6—A Special Breakfast: The PCs wake to 
  heavy rains and the pleasant smell of breakfast on the 
  11th of Goodmonth. By this time, it is likely that 
  inquisitive PCs attracted the attention of any number of 
  unappreciative foes. Suspecting the PCs won’t leave 
  anytime soon, one of their enemies decided to slip 
  something extra into their breakfast—poison. Once they 
  discover the attack, the PCs likely ask some questions of 
  the innkeeper, but he and his staff are innocent. Marego 
  puts in an appearance and require that everyone remain 
  calm, and avoid flinging any accusations without proof. 
  Once again, he suggests the PCs move along. 
   
  Encounter 7—Brinoc’s Home: The marshlands 
  create fertile ground, but it also increases the likelihood 
  of flooding and the rains make any travel difficult. The 
  PCs should know enough evidence by now to investigate 
  the one empty house in town where Brinoc once 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 4 
  dwelled. Braving the floodwaters, the PCs enter the large 
  but empty home of Brinoc Evessten. A search of the 
  house finds evidence of Brinoc’s research into things 
  unnatural and his suspicions that much of the local 
  strangeness may have something to do with the inbred 
  gnomish family outside of town and the significance of 
  the night to come. These investigations take nearly an 
  entire day. 
   
  Encounter 8—The Sinkhole of Evil: The PCs travel 
  through the storm on Dark Night to the home of the 
  gnome cultists. When they arrive, they encounter the 
  Galcet brothers and their kaorti allies. It is likely that a 
  battle ensues before the cultists can open a gate to the Far 
  Realm. The battle culminates in a massive flood that 
  destroys the farm and the village of Rowanfen. 
   
  Conclusion: Insanity is defeated, but the cost is 
  great. While the floodwaters washed away much of the 
  horror, it destroyed most of the farms and lives of town. 
  Many of the NPCs who the PCs had likely hoped to have 
  a “talk” with, disappeared in the wet night. The PCs have 
  little left to do but begin the long trudge toward 
  Greyhawk, while trying to forget the horrors they 
  witnessed. 
   
  Condensed Timeline of Events 
  • 
  9th of Goodmont (morning): The PCs begin in 
  the town Diamond Lake. 
  • 
  9th of Goodmonth (evening): The PCs arrive at 
  the abandoned farm. 
  • 
  10th of Goodmonth (midday): The PCs arrive in 
  Rowanfen and fail to locate Brinoc Evessten. 
  They begin their investigation. 
  • 
  10th of Goodmonth (night): A pseudonatural 
  creature attacks the PCs in their sleep. 
  • 
  11th of Goodmonth (morning): The morning 
  breakfast is poisoned. Afterwards the PCs 
  continue 
  their 
  investigations, 
  eventually 
  locating the home of Brinoc Evessten where 
  they determine the Galcet brothers are likely 
  responsible for Brinoc’s disappearance, and 
  likely conduct some ritual this night, Dark 
  Night. 
  • 
  11th of Goodmonth (night): The PCs travel to 
  the Galcet farm to deal with the evil they find 
  there. 
   
  INTRODUCTION:  
  DIAMOND LAKE 
  After several days of heavy rain, the sun finally shines 
  brightly over the town of Diamond Lake. You question 
  the wanderlust that brought you to this small mining 
  town in the domain of Greyhawk this Goodmonth, as 
  you gaze out over the brown muddy waters of the lake 
  that gives the town its name. This remote and dirty town 
  is a center for rumors of wealth and adventure from the 
  surrounding Cairn Hills. It seems you are not the only 
  ones to recently arrive—several other adventurers 
  standing near you on the docks. 
   
  The PCs come to the mining town of Diamond Lake for 
  reasons of their own. (See Appendix 3 for more 
  information on the details of Diamond Lake). It is 
  possible that the PCs chose to travel to Diamond Lake to 
  see more of the Domain of Greyhawk, look for riches in 
  the many mines, or more likely, hunt for treasure in the 
  many surrounding cairns. 
   
  Allow the time to let the PCs introduce themselves 
  to each other and explore the town. If the players show 
  little interest in exploring the town or roleplaying with 
  local NPCs, move to Encounter 1: A Plea for Help.  
   
  Note for Convention Play: It is suggested that 
  during convention play where time may be limited, the 
  judge should be mindful of how much emphasis is 
  expended on the introduction to Diamond Lake. The DM 
  may wish to move directly from PC introductions to 
  Encounter 1: A Plea for Help. 
   
  Gathering Information 
  The PCs may attempt to gather information from locals. 
  Feel free to role-play out these encounters, or use the 
  Gather Information skill as fits the temperament of the 
  table. Those that role-play these encounters may receive 
  any of the following information as the judge sees fit 
  based upon whom they speak with. Assume making 
  Gather Information checks costs the PC 2d4 gp in drinks 
  and bribes, and takes one hour per check. The PCs should 
  receive an additional +1 to their check for every extra 10 
  gp they spend (up to a maximum +5 for 50 gp spent). 
  Depending on the PC’s approach, the DM may also allow 
  Bluff or Diplomacy checks with certain NPCs. 
  • 
  DC 5: “Fishing ain’t like it used to be, not since 
  the mines opened. Times used to be that the 
  lake ‘id be shinin’ blue in the morning and your 
  nets ‘id be full by noon, but now with all the 
  tailings and dirt from the mines you’d be lucky 
  to catch any fish.” 
  • 
  DC 10: “There’s been many bandit attacks on 
  wagon trains leaving town for Greyhawk city. 
  It’s getting real bad; they might be willing to 
  take on extra guards if you need work.”  
  • 
  DC 15: “Yeah, there’s two cairns across the lake, 
  but I’m pretty sure they are empty. Both have 
  been explored many times over the years, but if 
  you’re bored, they’re impressive to look at.”  
  • 
  DC 20: “I was talking with some of the other 
  miners and they say there was a scholar named 
  Brinoc Evessten here a few weeks ago from 
  Rowanfen. Apparently he found a hidden cairn 
  that no one has discovered before. Too bad he 
  went back home before telling anyone else 
  where it was. I would sure like to find some 
  gold just lying there, waiting for me.” 
  • 
  DC 25: “Some hunters just got back to town, and 
  said they saw sign of cockatrices again. Haven’t 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 5 
  been trouble in these parts with cockatrices 
  since back in 587.”  
  • 
  DC 30: “Oh, ‘bout three or four years ago some 
  adventurers went missing looking for cairns 
  south of the lake. No body been hunting for 
  cairns that way since, well, nobody but that 
  Brinoc Evessten fellow, out of Rowanfen way. 
  But he left town after searching that area.”  
   
  Areas of Interest in Diamond Lake  
  It is likely that PCs may want to go to some parts of 
  Diamond Lake (See Appendix 4) before or after meeting 
  Kenys during Encounter 1: A Plea for Help. Described 
  below are some of main attractions in and around 
  Diamond Lake. 
  • 
  The Old Warf Inn: This lakeside inn is home to 
  games of chance and plenty of gossip. The inn 
  makes a good place for the PCs to gather 
  information. 
  • 
  The Well: The central town well is a place to 
  meet neighbors, get a cool drink, and share 
  stories. Located in the center of town, the well is 
  heavily used since the mining operations 
  tainted the waters of the lake. 
  • 
  Brendigund Trading House: This recently 
  opened branch of the famed Brendigund 
  trading company is just beginning operations. 
  Unlike any of the stories the PCs may have 
  heard about the Brendigunds, nothing illegal 
  happens here. The foreman, Arn Grevan, might 
  look to hire some caravan guards for 1 sp a day. 
  They know nothing about the surrounding 
  cairns. 
  • 
  The Docks: The Diamond Lake docks berth all 
  manner of craft from small fishing boats to large 
  barges used to transport ore from the mines to 
  the smelting operations in town. The PCs may 
  book passage across the lake to the well-
  explored cairns for a few silver coins. 
  • 
  The Cairns: The cairns around Diamond Lake 
  are well explored and little remains for 
  discovery. Still, stubborn PCs might try to go 
  looking. There is nothing for the PCs to find 
  there during this event. 
   
  Once the PCs met and explored Diamond Lake, proceed 
  with Encounter 1: A Plea for Help. 
   
  ENCOUNTER 1:  
  A PLEA FOR HELP 
  “Excuse me, maybe you could be of some help?” 
  Turning, you see an Oeridian man whose doublet bears 
  the coat of arms of the City of Greyhawk. One hand 
  holds the reigns of a riding horse and the other rests on 
  a haversack. “My name is Kenys, and I am a dispatch 
  rider for the City of Greyhawk. I have a small problem—
  I’m running late and my route takes me west to 
  Blackstone and onto Steaming Springs. Unfortunately I 
  have one message that needs to go south to Rowanfen 
  near the Mistmarsh. I am looking for someone who 
  might be headed south to deliver the message for me. I 
  could pay a small amount to whoever might be willing. 
  Would any of you happen to be headed in that 
  direction?” 
   
   
  � Kenys: Male human Rog2. See Appendix 1. 
   
  The PCs encounter Kenys, a dispatch rider out of 
  Greyhawk. Kenys desperately needs to get to Blackstone 
  and from there, onto Steaming Springs (both to the 
  west), but has one letter to get delivered to the small 
  village of Rowanfen to the south near the Mistmarsh. If 
  the PCs agree to take the letter to Rowanfen, he pays the 
  PCs a small fee equal to the APL in gold pieces per PC. 
  Since he has so little money to offer, he also grants the 
  PCs a favor suitable to his talents whenever they come to 
  Greyhawk. If the PCs agree, they must carry the sealed 
  letter to Rowanfen and place it in the hands of the 
  addressee Brinoc Evessten. He forbids them from 
  opening the letter. Should they fail to deliver the letter 
  for some reason they may return the letter to Kenys in 
  Greyhawk. Give the players “Player Handout 1” at this 
  time, but do not allow them to read it, unless they declare 
  they open the letter. 
   
  When the PCs are ready to begin their trip to 
  Rowanfen, proceed to Encounter 2: The Abandoned 
  Farm. 
   
  Treasure: Those PCs taking the offer made by Kenys 
  receive all the coin he carries. In addition, all PCs 
  accepting the offer and faithfully attempting to deliver 
  the letter receive the Favor of Kenys. Should the PCs fail 
  to deliver the letter (by avoiding going to Rowanfen), 
  Kenys hears of it the next time his route takes him this 
  way and refuses to grant the PCs his favor. 
   
  APL 2: C: 2 gp. 
   
  APL 4: C: 4 gp. 
   
  APL 6: C: 6 gp. 
   
  Development: Some PCs may negotiate for more money, 
  but Kenys has no more to offer. To greedy PCs, Kenys 
  points out that he may be of significant help finding 
  people and things in the city and bends those talents to 
  the PCs needs. If the PCs are still not interested, they are 
  free to go about their business, but unless they continue 
  onto to Rowanfen in search of Brinoc Evessten for one 
  reason or another, the adventure is likely over for them. 
  In such cases, the DM is encouraged to use the rumors 
  provided in the Introduction to point the PCs toward 
  Brinoc of Rowanfen as the only person who knows the 
  location of an as of yet unexplored cairn in this area. 
   
  Once the PCs decide to leave Diamond Lake for 
  Rowanfen, whatever their reason, proceed to Encounter 
  2: The Abandoned Farm.  
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 6 
  ENCOUNTER 2:  
  THE ABANDONED FARM 
  This encounter assumes the PCs travel by conventional 
  means (with horses or on foot). Should the PCs use 
  unusual travel methods (such as teleportation or overland 
  flight) they might skip this encounter. 
   
  Night falls, and a soft rain drips from your cloak. If you 
  do not find a dry place to make your camp soon, you face 
  the prospect of a cold, wet night in the mud. Thunder 
  rolls across the hills. The flash of lightning reveals the 
  silhouette of a farmhouse in the distance. Perhaps you 
  may sleep dry tonight after all. 
   
  The first day since leaving Diamond Lake ends and the 
  weather turns foul. A farmhouse in the distance appears 
  to offer shelter from the storm—its darkness indicates no 
  one is there, however. As the PCs approach, read or 
  paraphrase the following: 
   
  No light or sounds emanate from the farmhouse as you 
  approach. The door to the neighboring small barn 
  appears open, but no animals wander their pens. The 
  rain however, picks up, and the already damp ground is 
  fast becoming a swamp of swirling mud. 
   
  The farmhouse is abandoned—its residents and all of 
  their livestock having fallen victim to the ether threat 
  that once plagued the Flanaess. Without anyone to tend 
  them, the fields are choked with weeds. The atmosphere 
  is oppressive, foreboding, and full of decay. 
   
  The dusty home consists of four rooms: a kitchen 
  with dining table, a living room with stairs rising to a 
  second floor, and two bedrooms on the second story. The 
  PCs may search the buildings as they like, and time 
  permits.  
   
  Kitchen 
  Entering the house, you find yourself in a darkened 
  kitchen with a large dining room table. Plates and 
  cutlery for six adorn the table, and several candles, 
  burned away to shallow stubs, sit in their holders. Ashes 
  filled the hearth under a large covered cooking pot. The 
  room smells of rot.  
   
  The kitchen is well stocked. Simple crockery fills the 
  shelves, jars of preserves sit in the small pantry cabinet, 
  and a jug of corked, mild wine rests under the basin. The 
  smell of rot emanates from the large cooking pot hanging 
  in the hearth. Those inspecting under the heavy lid of the 
  pot finds a thick, mold-covered residue from the stew 
  that simmering here long ago. The dried, fungal mass is 
  so old that an exact date of its age is impossible, but a 
  Knowledge (nature) or Profession (cook) check (DC 10) 
  suggests that it sat here for several months. 
   
  Living Room 
  This large room has a finely made couch and several 
  rocking chairs seated around a fireplace. A half-finished 
  needlepoint rests on one of the chairs and knife lies next 
  to a block of wood amidst shavings that litter the floor. A 
  blue shawl drapes to one side of the couch. 
   
  This room looks lived in, except for the obvious fine layer 
  of dust that covers the room (and the entire house). A 
  Search (DC 10) check reveals an old animal’s nest now 
  clogs the flue of the fireplace. This also becomes clear 
  should anyone attempt to build a fire for the night, as 
  smoke quickly fills room. 
   
  Bedroom 1 
  A large bed, covered in a pleasing blue quilt, dominates 
  the center of this room, with a small trunk at its foot. A 
  hand-carved bureau made from cherry is to the left. The 
  window directly opposite the door is badly cracked. 
   
  This master bedroom remained untouched since the 
  previous residents left. The bureau contains average farm 
  clothing for a male and female human. The chest at the 
  foot of the bed is not locked, filled with comfortable 
  homemade quilts. A Search check (DC 5+ APL) of the 
  bed finds a small bag under the mattress that contains 7 
  cp and 2 sp; all the spare money the residents had stored 
  away. 
   
  Bedroom 2 
  Two wooden bunk beds are stacked to the right of the 
  door with a cradle to the left. Several wooden toys litter 
  the floor amidst child-sized clothing.  
   
  Three children once slept and played here. Now there is 
  little left but scattered toys and some clothing. 
   
  Barn 
  The barn, located to the side of the house in front of the 
  fields, has seen better days. The thatch roof collapsed in 
  several places, and the moldering straw has mixed with 
  the morass of mud throughout the barn. Several stalls 
  appear to have been violently broken out. 
   
  The barn was the scene of the largest combat against the 
  ether creatures that descended upon this farm. In 
  addition to claiming the lives of all the livestock, one of 
  the children (the eldest boy) was slain here. A careful 
  examination reveals several things of interest.  
  • 
  A Survival (Tracking) check (DC 15) determines 
  that the panicked horses and cattle attempted to 
  kick their way out of their stalls. The damage 
  from the weather and time is so extensive that 
  no tracks remain on the ground. 
  • 
  A Search check (DC 10+APL) reveals the bones 
  of a human forearm. The cut is impossibly clean. 
  In fact, it is not a cut at all, but the bones simple 
  end half way between the elbow and the 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 7 
  shoulder. Those who dealt with ether creatures 
  recognize their work. 
  • 
  A Heal or Survival check (DC 20) determines 
  the bones, though picked clean, are at least 
  several months old. 
   
  After the PCs investigate the home to suit their needs, 
  they may rest until the morning. There is no other 
  encounter, although the DM is encouraged to call for 
  some random Listen checks to keep the players on their 
  toes and heighten the feeling that something foul 
  occurred in the home. 
   
   
  Treasure: There is little in the home of value, 
  but persistent PCs may still attempt to take as much as 
  they can. Should the PCs not reach the treasure cap 
  through normal means, they may return here to sell the 
  furniture and clothing found within the home for as 
  much as 20 gp per PC. Discourage the PCs from 
  attempting to sell the farm itself, reminding them that 
  such action attracts the attention of the Greyhawk tax 
  collectors who surely ask the PCs uncomfortable 
  questions about the disappearance of the family. 
   
   
  Development: As the PCs rest, the storm 
  continues to worsen. The wind howls and the rain pours. 
  The PCs are free to move on and sleep in the muck if they 
  do not trust the farmhouse, but there is no other nearby 
  shelter of mention so they are in for a miserable evening. 
  The PCs suffer the effect of a severe storm (Dungeon 
  Master’s Guide, page 94), with one addition. Those failing 
  a Fortitude save (DC 20) wake fatigued, from the 
  unpleasant night in the wind and rain. 
   
  After the night passes, proceed with Encounter 3: A 
  Warm Welcome. 
   
  ENCOUNTER 3:  
  A WARM WELCOME 
  While much of the storm subsided, it is still a dreary day 
  when you catch the first glimpse of the village you 
  assume to be your destination. Just before noon, the rain 
  dwindles to a light misting fog that makes seeing much 
  of the village difficult, but you surmise that there cannot 
  be more than a dozen buildings with a few more farms 
  in the distance.  
   
  The party arrive in Rowanfen midway through the 10th 
  of Goodmonth. As they approach the village, Marego 
  Tallenstomp, the town mayor, sheriff, and official greeter, 
  hails them. 
   
  Read or paraphrase the following: 
   
  A voice rings out as you proceed down the muddy trail 
  toward the town. “Hail travelers, and welcome to 
  Rowanfen. What brings you here?” A tall halfling waves 
  to you from a tree stump by the side of the road.  
   
   
  � Marego Tallenstomp: Male halfling Ftr1/Rog1. 
  See Appendix 1. 
   
  Marego is generally helpful, but takes his job very 
  seriously. He feels it his responsibility to know 
  everything about everyone in Rowanfen. He’s generally 
  not very successful, but that doesn’t stop him from trying.  
   
  Marego knows, or wishes to know, the following 
  things which the DM may use as a guide when 
  roleplaying encounters with the halfling (see Appendix 2 
  for more information on Marego): 
  • 
  Marego is the town mayor, sheriff, and greeter. 
  As such he is somewhat self-important. He is 
  also a secret worshiper of Joramy, the goddess of 
  arguments. He uses his position to nose into 
  other peoples business, and loves to challenge 
  anyone who questions his need to know. 
  • 
  Marego denies knowing Brinoc Evessten, and 
  claims that he never lived in Rowanfen to the 
  best of Marego’s knowledge, and he should 
  know! His desire to cause a little mischief 
  balances 
  his 
  fear 
  of 
  the 
  attention 
  an 
  investigation into Brinoc’s disappearance might 
  bring. 
  • 
  Since no one named Brinoc ever lived in 
  Rowanfen, Marego recommends the PCs visit 
  the Lark’s Nest where they might get a room, 
  and look somewhere else for this Brinoc person 
  tomorrow. 
  • 
  Marego may help the PCs find anyone or 
  anything else in town, but everything he tells 
  them risks a slight lie or potential for quarrel 
  woven into it. For example, he may suggest the 
  PCs try the lamb at the Lark’s Nest saying it is 
  his favorite, but knowing that it one of the worst 
  items on the menu. 
   
  Once the PCs had the opportunity to converse Marego, 
  he bids them a good day and reminds them to avoid 
  causing any problems in town—he watches everything 
  that happens there. Proceed to Encounter 4: Decaying 
  Rowanfen. 
   
  ENCOUNTER 4:  
  DECAYING ROWANFEN 
  This encounter describes each of the locations in town 
  that the PCs might explore in attempts to find the home 
  of Brinoc Evessten. It is likely, given the hour that they 
  fail to fully investigate the town. The PCs may return to 
  this encounter at any time during the adventure while 
  exploring the town. Further information about each of 
  the NPCs found at these locations can be found in 
  Appendix 2. See Appendix 8 for a map of Rowanfen. 
   
  Note for Convention Play: This encounter, focusing 
  on the investigations of the PCs in Rowanfen, can vary 
  wildly in the time taken. The DM is reminded to mindful 
  of the time left in the event when the PCs visit with these 
  NPCs. 
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 8 
  1. The Lark’s Nest Inn 
  This large two-story building sits upon a strong 
  foundation of stone. A swaying sign depicts a bird 
  nestled within its nest, upon a keg of ale.  
   
  The Lark’s Nest is the center of town. Many take their 
  midday meals here, and it is the focus of attention during 
  festival times or when caravans stop. Owned by Jonnap 
  Kenten and his large wife Kensa, the inn also employs 
  the flirtatious Gwena as a barmaid and the young but 
  sadistic Medwyn as a stable boy. The Backluni Daseem 
  also makes his living in the common room as a gambler. 
  At most hours of the day, all of the NPCs found here go 
  about their normal business. No one here points the PCs 
  in the direction of Brinoc’s home. If the PCs ask Gwena, 
  she offers false directions that are most likely to cause 
  problems (such as Crelyf’s farm). 
   
  The PCs may get rooms here for the night if they 
  wish. The Lark’s nest has seven open rooms, each with a 
  single bed, for 3 sp per night. Anyone that wishes may 
  sleep in the common room with Daseem for 1 sp per 
  night. There is space for four people to do so. These 
  rooms do not include meals, which may be purchased for 
  2 sp per meal (including one mug of ale). Drinks costs 
  between 4 cp and 2 sp depending on the quality of the 
  beverage. 
   
  � Jonnap Kenten: Male human Exp2; see Appendix 
  1. 
   
  � Kensa Kenten: Female human Com1; see 
  Appendix 1. 
   
  � Gwena Damtiel: Female human Com2; see 
  Appendix 1. 
   
  � Daseem: Male human Rog1; see Appendix 1. 
   
  2. Kenten Home 
  This small but simple home is casually tucked behind 
  the Lark’s Nest Inn. A worn path from the kitchen 
  backdoor of the Inn to the home is obvious. 
   
  This small two-room building is home to the Innkeeper 
  Jonnap Kenten and his wife Kensa. They spend their day 
  at the Lark’s Nest, retiring to their home after dark. There 
  is little to be found here beyond a large bed, a hearth, and 
  several chests of very large clothes, all of good quality. 
  They keep most of their valuables within the inn. 
   
  3. Nanelyn Farm 
  This well kept and large farm sits upon the top of a series 
  of hills. Several cows graze in a pasture, while a few 
  children wander the property doing various chores in 
  and around the pleasant looking home.  
   
  This farm is home to the large Nanelyn family. While 
  looking through this farm, the PCs spot many of the 
  Nanelyn’s ten happy children curiously peering back at 
  them. Relatively new to the area they have little to offer 
  the PCs in terms of rumors, but they easily direct the PCs 
  to Brinoc’s house should they ask.  
   
  � Linoc Nanelyn: Male human Com2; see 
  Appendix 1. 
   
  � Linsel Nanelyn: Female human Com1; see 
  Appendix 1. 
   
  � The Nanelyn Children (10, ages 6 mo. to 14 years) 
   
  4. Rowanfen Town Hall and Sheriff’s Office 
  This short burrow home bears an official looking sign 
  that proclaims “Rowanfen Town Hall and Sheriff’s 
  Office. Marego Tallenstomp—Town Mayor, Sheriff, and 
  Official Greeter.” 
   
  This halfling mound does not look anything like a town 
  hall or jail. In fact, it is sized rather uncomfortably for 
  anyone not size Small. This doesn’t stop Marego from 
  trying to proclaim his home as the center of town 
  government. Most of the townsfolk bother disagreeing. 
  When found at home, Marego is either preparing a meal 
  or going over his copious “logs of criminal activity” that 
  he compiled over the years. These logs list various minor 
  legal infractions he dreamed up, along with the 
  appropriate fine and details of his noble exploits to 
  enforce the law. A Sense Motive check (DC 10) reveals 
  that the details in these records are clearly exaggerated to 
  show Marego in a more important light. It’s obvious that 
  only Marego intends for the logs to be read. 
   
  � Marego Tallenstomp: Male halfling Ftr1/Rog1; 
  see Appendix 1. 
   
  5. Redfeather General Store 
  This solid looking structure bears a wooden sign with 
  “Redfeather General Store” painted upon it as though 
  the words are constructed of red feathers. The stairs lead 
  up to an open door. 
   
  This two-room building consists of a large store with a 
  smaller backroom for storage. During daylight hours, 
  Collina watches the store, occasionally conversing with 
  those who stop buy to purchase supplies. Items can be 
  purchased from the adventuring gear and clothing (no 
  clothing sets over 10 gp) sub-tables of Table 7--8: Goods 
  and Services in the Player's Handbook.  
   
  A Spot check (DC 15) notes a heavy crossbow, 
  cocked and loaded beneath the counter. Next to the 
  crossbow is a small box with several new strings. A half 
  dozen stretched out strings lay in the trash behind the 
  counter.  
   
  A Search check (DC 15 + APL) of the contents of the 
  storage room locates a box hidden beneath several others 
  containing several black robes (one with green trim), 
  some incense, and a silvered knife with russet stains. 
  Bringing this to Collina’s attention marks the PC for 
  future elimination, though she denies any knowledge of 
  the items. 
   
  In general, Collina answers any question the PCs 
  with a lie cloaked in just enough truth to make it 
  plausible. A Sense Motive check (DC 20) reveals she has 
  something to hide. She claims to never have heard of 
  Brinoc, should the PCs ask. 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 9 
   
  � Collina Redfeather: Female half-elf Clr4 (Syrul), 
  see Appendix 1. 
   
  6. Home of Collina Redfeather 
  Dark shades are drawn in the windows of this small 
  house behind the general store. Thick roses bushes are 
  well groomed all around the house, giving the air here a 
  pleasant fragrance. 
   
  Collina’s home is located behind the general store, 
  though she is rarely there except when sleeping. She 
  keeps the door and windows locked at all times, not 
  wanted anyone to gain any information they could use 
  against her.  
   
  � Front Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18, Open Lock DC 25. 
   
  A Search check (DC 25 + APL) reveals a false panel 
  in the closet, opening to a small space that contains a fine 
  dark velvet robe, lined with green. The holy symbol of 
  Syrul (identifiable by a Knowledge [religion] check (DC 
  10) is embroidered in green upon the back. It smells 
  strongly of wood smoke and mud stains the bottom of 
  the hem. These are remnants from Collina’s last trip to 
  the shrine of Syrul (Site 23 on the map in Appendix 8). 
   
  7. Strodus’s Campsite 
  The smell of wood smoke hangs heavy in the air, barely 
  covering the underlying smell of the tanning hides 
  stretched over several wooden frames in this crude 
  campsite. A ratty tent is pitched to one side of the 
  central fire pit.  
   
  Strodus the Quiet uses this semi-permanent campsite 
  from time to time. Should the PCs look, they find 
  nothing of value here. It is up to the DM whether 
  Strodus is present when the PCs arrive. 
   
  Should the PCs encounter Strodus here (rather than 
  in town), he refuses to answer any of their questions. He 
  demands they leave his “home,” threatening them 
  (honestly) with violence if they do not leave him alone. 
   
  � Strodus the Quiet: Male human Rng3; see 
  Appendix 1. 
   
  8. Temple of Wenta 
  This decrepit looking building displays a large holy 
  symbol of Wenta, the Oerdian goddess of autumn, 
  listing wildly to the left. Several portions of the roof 
  collapsed some time ago. A loud snoring emanates from 
  within. 
   
  This small temple of Wenta once served as the spiritual 
  center of the village, but it has not been so for several 
  years since the underground rise of Syrul. The cleric, 
  Kemb Yesald, lived in Rowanfen all his life, and the decay 
  of his home weighs heavily on his heart. He takes solace 
  from his fear and despair in the fruit of Wenta, and has 
  not seen a sober day for nearly five years. Now he only 
  mumbles and screams in his sleep. If the PCs are able to 
  sober him up and offer him some hope in removing some 
  of the evil in his village, they may find sanctuary and 
  healing aid in what remains of the temple. It is up to the 
  DM to decide how much help the PCs require, and thus 
  how easy it is to enlist the aid of the drunken cleric. 
   
  Kemb is one of the few people who has some idea of 
  what became of Brinoc Evessten. If won over to the PCs 
  plans, Kemb tells the PCs that Brinoc disappeared one 
  day and hasn’t been seen since. Kemb is not certain of the 
  exact number of days since he last saw Brinoc. Since he is 
  gone, and likely in trouble, Kemb suggests searching 
  Brinoc’s home (which is located at 22 on the map). 
   
  � Kemb Yesald: Male human Clr2 (Wenta); see 
  Appendix 1. 
   
  9. Stable 
  This stable sits behind the Lark’s Nest Inn. You hear the 
  sounds of horses shuffling inside their stalls. 
   
  Those staying at the Lark’s Nest may stable their horses 
  here for a nominal fee (1 sp a day). Medwyn spends much 
  of the day here caring for the horses. While he does a 
  passable job as stable boy, animals in his care for an 
  extended period of time tend to suffer accidents. 
  However, when night falls, he wanders throughout the 
  town causing various forms of mischief. Many of the 
  mysterious fires and disappearances can be traced to this 
  corrupt boy. 
   
  Medwyn claims no knowledge of Brinoc, should the 
  PCs ask about him or his location. 
   
  � Medwyn: Male human Com1; see Appendix 1.  
   
  10. Crelyf’s Farm 
  From a distance, it appears that this farm is abandoned. 
  Weeds overgrow the path, most of the windows are 
  broken and several discarded tools lie in the yard.  
   
  Assuming the PCs have not approached this farm via 
  stealth, Crelyf is hiding (Hide +1, plus modifiers for 
  range) in one of the darkened windows with a loaded 
  light crossbow, assuming the PCs came to kill him, like 
  they did his family two years ago. He shoots at anyone 
  approaching the farm when they move within the second 
  range increment (a total of –1 to hit). 
   
  If the PCs manage to get close of enough to 
  converse, it quickly becomes apparent that Crelyf 
  assumes they are monsters coming to kill him, just as 
  they did to his family two years ago. He is utterly insane, 
  violent, and uncooperative unless the PCs somehow 
  magically cure him of his insanity. If so, he weeps for the 
  loss of his family after describing how he lost his family 
  to a dirty “giant” one night two years ago.  
   
   
  � Crelyf: Male human Com2; see Appendix 1. 
   
  11. Galcet Brothers’ Farm 
  See Encounter 8: The Sinkhole of Evil for details. 
   
  12. Irok’s Farm 
  This attractive looking farm appears well cared for. 
  Several plump hogs mill about a pen, while the wind 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 10 
  dances through a flowerbed of daisies. A charm of 
  carved wood hangs from each window, and a large eye in 
  star symbol is worked into the lintel of the doorframe. 
   
  The farm of Irok the half-orc is in better repair than most 
  in Rowanfen. He believes this to be because of the 
  charms that he makes and places throughout his farm. A 
  Knowledge (arcane) check (DC 10) reveals them as 
  generic protection symbols with no real power. 
   
  Irok shows friendliness in his approach to any 
  visitors, unless they clearly use magic in some way. In 
  which case, Irok shuns them and order them off his 
  property. Provided that the initial introductions are 
  pleasant, Irok provides information about his fellow 
  residents; although he fears the witch sisters of the 
  swamp and believes Brinoc is involved in unholy rites. 
  He warns the PCs away from these “dangerous” 
  neighbors should the PCs show any interest in them, 
  going so far as to refuse to give directions to their homes. 
   
  � Irok: Male half-orc Com2; see Appendix 1. 
   
  13. Barcel Home 
  A large veranda with several well-carved wooden 
  rocking chairs fronts this home. In one of the chairs, a 
  woman dressed in black with a dark veil, rocks quietly, 
  humming to herself. 
   
  The Barcel home is filled with finely carved wood 
  furniture and several knit blankets. Marza Barcel sites 
  here most days, rain or shine, rocking in her chair, calling 
  to her children that do not exist. She is of no help to any 
  of the PCs, although she may mistake PCs of size Small 
  for one of her long lost children. 
   
  � Marza Barcel: Female human Com1; see 
  Appendix 1. 
   
  14. Barcel Carpentry 
  You hear the sound of hammering echoing from this 
  large building. A shingle depicting a hammer and saw 
  hangs above the wagon-sized door. 
   
  Renoc works here most days, plying his trade as a 
  carpenter. He happily helps the PCs with any 
  woodworking tasks, but is otherwise not overly helpful. 
  He focuses entirely on his work, and refuses to offer up 
  information about his fellow neighbors, instead trying to 
  steer the conversion back to carpentry and his work.  
   
  � Renoc Barcel: Male human Exp4; see Appendix 1. 
   
  15. The Sister’s Home 
  Smoke drifts from a slim field stone chimney that leans 
  precariously against the side this small shack. A small 
  herb garden is laid out in front of the cottage, and 
  bundles of roots hang drying from some of the 
  surrounding trees. A stylized carving of a rotund woman 
  hangs from the door.  
   
  The PCs find the sisters in their cottage or working in the 
  garden. A Knowledge (religion) check (DC 5) recognizes 
  the symbol of Beory, the Oerth Mother (worshipers of 
  Beory automatically succeed on this check), hanging 
  from the door.  
   
  The sisters own very little of value, but offer their 
  limited aid to those who show a reverence to the natural 
  world and a kindness toward them. PCs that befriend the 
  sisters receive directions to Brinoc’s home, if the sisters 
  are aware of the PC’s interest.  
   
  Should the PCs get in over their head with the cult 
  of Syrul (especially at APL 2), the sisters may make 
  valuable allies. 
   
  � Mayl: Female human Adp1; see Appendix 1. 
   
  � Werna: Female human Drd2; see Appendix 1. 
   
  Treasure: Those that befriend the sisters and do their 
  best to aid the town of Rowanfen may receive the favor of 
  the sisters. It is necessary that at least one of the sisters 
  live through the event for the PCs to earn this favor, and 
  it is also possible for some PCs and not others, to earn the 
  favor. 
   
  All APLs: Favor of the Sisters: Having befriended the 
  sisters Mayl and Werna of Rowanfen, they agree to sell 
  (at normal price) you some of the items they collected 
  over the years. You have access to purchase the following 
  items, following any core module: elixir of love, field 
  provisions box (Miniature’s Handbook, page 43), magic 
  sleeping bag (Miniature’s Handbook, page 43), and 
  silversheen. 
   
  16. Smithy 
  Located next to a small hill, this open-air smithy has 
  only three walls, upon which hang a number of 
  hammers and other tools. An anvil and forge are present 
  in the center. 
   
  Zholan the quiet smith works here most of the day. In 
  the evenings, he retires to his home and cannot be roused 
  (he sits in the basement contemplating the mysteries of 
  Beltar). Should the PCs require his work, he makes a 
  passable effort, but does little beyond stare and grunt 
  should they attempt a conversation. A Sense Motive 
  check (DC 15 + APL) determines that something is 
  wrong with the man’s behavior. Once his behavior 
  becomes apparent, a Heal check (DC 15) diagnoses 
  Zholan as mentally unstable. Zholan refuses to help the 
  PCs find Brinoc. 
   
  � Zholan: Male human Exp2; see Appendix 1. 
   
  17. Zholan’s Home 
  This squat home appears to be built partially into the 
  side of a small hill. The paint is peeling badly from its 
  the closed shutters. 
   
  Zholan’s home protrudes from the side of a small hill, 
  only one wall, with a door and a small shuddered window 
  visible. The majority of the home is dug into the earth. 
  The home consists of two rooms. Upon entering, the 
  visitor finds the mound has been hollowed to a large 
  room containing a bed and hearth (which vents to the 
  nearby forge, site 16). Underneath a ratty rug (DC 10 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 11 
  Search check), is a trapdoor that leads to another room 
  entirely empty except for a central shrine to Beltar 
  (identifiable by a DC 10 Knowledge [religion] check). 
   
  18. Abandoned Farm 
  This farm appears to have seen the ravages of fire. The 
  main house is badly damaged, and the front door lies in 
  pieces on the ground. However, the wild growth of 
  weeds show that this damaged happened several years 
  ago. 
   
  Strodus and his now deceased family owned this farm 
  once. There is nothing of value to be found here, 
  although local children sometimes play here. 
   
  19. Abandoned Home 
  No lights and creaking timbers welcome you to this 
  home. The yard is uncared for, and bird’s nests are 
  visible in the eves of the home. 
   
  This home was abandoned two years ago when the 
  bachelor that lived here suddenly moved away in the 
  middle of the night. No one knows why. 
   
  20. Abandoned Home 
  This home looks as though as it has seen regular use, 
  despite the poor care taken to maintain it. The yard is 
  torn and muddied, and only weeds thrive. 
   
  No one owns this home, however, passing caravans are 
  sometimes allowed to stay here when their numbers 
  exceed the rooms available in the Lark’s Nest. The 
  passing merchant guards were rough on the remains of 
  the house, as evidence from the trash and graffiti found 
  throughout the home. 
   
  The roof of this home carved in long ago, and bleached 
  timbers stick out at odd angles like broken bones. 
   
  Three years ago during a particularly bad storm, the roof 
  of this building collapsed and killed the family of four 
  that lived within. As they were never removed and 
  buried, the town children believe the home to be 
  haunted. 
   
  22. Brinoc’s Home 
  See Encounter 7:Brinoc’s Home for details. 
   
  23. Shrine to Syrul 
  A squat, rust stained stone sits amongst the swamp 
  plants. Closer examination shows a carving of feminine 
  lips split by a forked tongue upon the stone. The residue 
  of many burnt candles is also obvious.  
   
  This altar is the center of the worship of Syrul in 
  Rowanfen. A Knowledge (religion) check (DC 15) 
  indicates that the PC has realized the stone is shaped in a 
  way very similar to Syrul’s holy symbol.  
   
  There is nothing to be found here beyond melted 
  wax and bloodstains.  
   
  Development: It is possible through luck or skill, 
  that the PCs may locate Brinoc’s house the first afternoon 
  before staying at the inn. In this case, adjust the wording 
  in Encounter 5: Night Visitors to occur in Brinoc’s home, 
  should the PCs choose to spend the night there. If they 
  do not have breakfast at the Lark’s Nest, they do not have 
  Encounter 6: A Special Breakfast. 
   
  Once the PCs decide to bed down for the first night, 
  proceed to Encounter 5: Night Visitors. 
   
  ENCOUNTER 5: 
  NIGHT VISITORS 
  The Galcet brothers and their allies decide to eliminate 
  the nosey outsiders. Once the PCs retired to bed and 
  determined their sleeping arrangements, proceed with 
  Encounter 5: Night Visitors. 
   
  The PCs are in their rooms (possibly more than one 
  person a room if they choose to do so), each twenty by 
  fifteen feet with one bed. The door is of simple wooden 
  construction with a poor lock. There is one window in 
  each room, with a similar lock. 
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18, Open Locks DC 20. 
   
  After the PCs retired to bed, a portal to the Far 
  Realm opens so that a pseudonatural creature from 
  beyond might deal with the threat to their masters’ plans. 
  Choose one of the rooms randomly to be the focus of the 
  attack. If the room contains a PC who is awake at 
  approximately 11 PM, allow them a Spot check (DC 11 + 
  APL). If successful, the creature materializes from the Far 
  Realm within their field of vision and the PC is not 
  surprised. If the PC fails to spot the creature, it receives a 
  surprise round. 
   
  The slim candle flickers in the night, pushing back the 
  darkness that threatens to spill into the room through 
  the window covered with sheets of falling rain. 
  Yawning, your attention focuses on a shadowed corner, 
  which warps, and twists in a most unnatural way. As the 
  corner stretches off to what seems like miles away, dark 
  tentacles begin to reach from that far away point. All at 
  once, the corner snaps back to where it once stood, but 
  now you are not alone. A tentacled horror prowls before 
  you.  
   
   
  Creatures: The creature has arrived from its home 
  plane “somewhere else” via a dark ritual created by the 
  kaorti similar to a gate. Due to this effect, the duration 
  the creature is present on this plane is indefinite. As the 
  creature has been brought from its home, it is already in 
  its “alternate form.” 
   
  APL 2 (EL 3) 
   
  � Pseudonatural Ethereal Marauder: hp 11; see 
  Appendix 1. 
   
  
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  Stepping into the light of your small lamp you see a blue 
  creature supported with three legs ventrally in a line, 
  whose body looks much like that of a segmented worm, 
  constantly writhing. Hundreds of tentacles, each ending 
  in a large hook, constantly extrude from its mouth, only 
  to be ingested later. 
   
   
  Tactics: The pseudonatural ethereal marauder 
  attempts to immediately shift into the ethereal unless its 
  victim is unaware of its presence. While fighting, the 
  marauder attempts to maneuver itself so it attacks with 
  surprise from the ethereal, and then shift back 
  immediately to prevent retaliation. It uses its true strike 
  attack against an aware foe as soon as it is prudent. If it 
  kills its foe, it uses its ethereal jaunt ability to stalk more 
  prey. 
   
  APL 4 (EL 5) 
   
  � Pseudonatural Displacer Beast: hp 51; see 
  Appendix 1. 
   
  Stepping into the light of your small lamp you see an 
  emaciated mottled green and yellow feline with 
  hundreds of tentacles, each of which end in a hissing 
  maw. 
   
   
  Tactics: The pseudonatural displacer beast behaves 
  much like a cat, stalking its prey until the prey becomes 
  aware of its presence. At that point it moves to block the 
  door of the room so its prey cannot escape. It uses its true 
  strike attack against as soon as its prey is aware of it. If the 
  displacer beast kills its foe, it moves to stalk more prey. 
   
  APL 6 (EL 7) 
   
  � Advanced Pseudonatural Choker Rogue: hp 81; 
  see Appendix 1. 
   
  Stepping into the light of your small lamp you see a 
  central mass studded with rambling mouths of serrated 
  teeth surrounded by hundreds of writhing black 
  tentacles. 
   
  Tactics: The pseudonatural choker attempts to stay in the 
  rafters over the door, ten feet above the floor. It tries to 
  gain sneak attack damage against anyone not aware of it 
  and uses its true strike attack against as soon as its target 
  is aware of it. If the choker kills its foe, it moves to hunt 
  more enemies. 
   
  Development: The PCs may seek the aid of others 
  staying in the inn. Sadly they find that they are nearly the 
  only residents. The innkeeper and his family live out 
  back in a separate home. Gwena is present, but is fast 
  asleep. Daseem sleeps drunkenly in the common room. 
  Once the PCs deal with the pseudonatural intruder, they 
  may seek to question the innkeeper’s family immediately. 
  If so, proceed to Encounter 6: A Special Breakfast for 
  more information. 
   
  Should the PCs make liberal use of area of effect 
  spells, particularly those with the fire descriptor, note the 
  damage to the inn itself. It is likely possibly that the PCs 
  lose their place to sleep afterwards. The heavy rain 
  prevents a total loss of the inn. 
   
  Once the creature is dispatched, it rapidly dissolves 
  into a puddle smelling of black goo. The substance 
  inexplicably evaporates, leaving nothing behind. 
   
  ENCOUNTER 6: 
  A SPECIAL BREAKFAST 
  It is morning of the 11th of Goodmonth. This encounter 
  assumes the PCs stayed at the inn following the late night 
  attack. If this was not the case, then they do not 
  participate in this encounter. 
   
  You awaken to the pleasant smell of bacon, eggs, and 
  toast wafting through the Lark’s Nest. After the 
  harrowing events of the evening, it is reassuring to 
  know that the daily routine of life has returned. As you 
  dress, you note the rains picked up again. A steady 
  downpour runs down the side of the Inn. As you 
  descend the stairs, you note the inn is busy despite the 
  early morning. Half a dozen locals are busy partaking of 
  the morning repast. 
   
  The innkeeper and the rest of his staff have no 
  knowledge of the previous night’s attack unless of course 
  the PCs mention it or destroyed part of the inn; the noise 
  of the storm having covered up any audible sign. They 
  are distressed by any proof of the attack and immediately 
  apologize, offering the PCs their stay for free. They 
  cannot say how the attack came to pass, but encourage 
  the PCs to remain careful. 
   
  By the second day in Rowanfen, it is likely that 
  inquisitive PCs attracted the attention of any number of 
  unappreciative foes. Suspecting the PCs won’t leave 
  anytime soon, the cult of Syrul decide to slip something 
  extra into their morning meal—poison.  
   
   
  Trap: After laying out the food for the PCs’ meal, 
  Kensa leaves the kitchen to deal with her intestinal 
  illness. During that time, Medwyn deposits some arsenic 
  into all of the food and drink meant for the PCs at the 
  order of Collina. After the PCs complete their meal and 
  are about to leave for the day, each PC makes a Fortitude 
  save (see below for DC). Unless a player specifically says 
  otherwise, assume each PC ate the tainted food. Any PC 
  specifically examining the food prior to eating it draws 
  some stares from the other clientele, but may attempt a 
  Search check to notice something seems wrong with the 
  food. Those that find something wrong with their food 
  may avoid problems by simply choosing not to eat the 
  poisoned food. 
   
  APL 2 (EL 2) 
   
  � Poisoned Food Trap: CR 2; mechanical; ingestion 
  trigger; no reset; arsenic ingestion poison (1 Con/1d8 
  Con); Fort save resists (DC 13); Search (DC 16); Disable 
  Device (automatic). 
   
  
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  APL 4 (EL 2) 
   
  � Poisoned Food Trap: CR 2; mechanical; ingestion 
  trigger; no reset; arsenic ingestion poison (1 Con/1d8 
  Con); Fort save resists (DC 13); Search (DC 20); Disable 
  Device (automatic). 
   
  APL 6 (EL 2) 
   
  � Poisoned Food Trap: CR 2; mechanical; ingestion 
  trigger; no reset; arsenic ingestion poison (1 Con/1d8 
  Con); Fort save resists (DC 13); Search (DC 24); Disable 
  Device (automatic). 
   
  Development: Once the PCs discover the poisoning, they 
  likely demand answers from the innkeeper, but he and 
  his staff are innocent. They may question any of them, 
  but it quickly becomes clear that their tray of food was 
  left unattended for several minutes after being laid out. 
  Marego arrives several minutes after any commotion 
  starts, attracted by the shouting, or summoned by one of 
  the locals who ate in the common room when the 
  incident occurred. Marego, in his duty as sheriff requires 
  that everyone remain calm, and avoid flinging any 
  accusations without proof. Of course, he’s secretly happy 
  to let everyone yell all they like, as long as the arguments 
  don’t escalate to violence. Once again, he suggests the 
  PCs move along, as Rowanfen doesn’t seem to agree with 
  them.  
   
  If the PCs determined where to find Brinoc’s home, 
  proceed to Encounter 7: Brinoc’s Home. If this is not the 
  case, return to Encounter 4: Decaying Rowanfen. 
   
  ENCOUNTER 7: 
  BRINOC’S HOME 
  By midday of the 11th the PCs must deal with the rising 
  floodwaters. The water from the rains saturated the 
  ground, and the already swampy land gave way to 
  standing water that flows slowly in the direction of the 
  lowest ground (northwest to southeast). The water 
  becomes two feet deep by noon, causing movement to be 
  through Difficult Terrain (see the Player's Handbook 
  page 148). 
   
  Green ivy covers one half of this tall gabled home that 
  sits on a stout stone foundation. The leaves of the several 
  trees clustering around the house move with the winds 
  of the storm giving the appearance that the home 
  shudders under the assault. Rickety stairs rise out of the 
  flowing water three feet to the veranda where a large 
  supply of cut firewood is piled to the right. A large brass 
  knocker prominently sits on the solid looking door, 
  flanked by heavily curtained windows. 
   
  Once the PCs finally locate the home of Brinoc Evessten, 
  they likely attempt to locate him. He does not answer the 
  door should they knock or call for him. No matter how 
  much the PCs wait or watch, no one comes or goes. A 
  more thorough search of the grounds reveals the 
  following things.  
  • 
  The front door is well locked (Stout Wooden 
  Door: 1 in. thick; hardness 5; hp 12; AC 5; Break 
  DC 20, Open Locks DC 25). 
  • 
  The house appears relatively undamaged by the 
  flooding, due to its raised stone foundation. 
  • 
  Heavy green velvet curtains over the windows 
  block sight into the house. All of the windows 
  are locked (similar to the front door). 
  • 
  The back door to the kitchen is open—the lock 
  broken inward. The storm removed any 
  evidence of tracks. 
   
  Eventually, the PCs discover no choice but to enter the 
  home or head back to Greyhawk. The rooms of Brinoc’s 
  home and what may be found in each are described 
  below (refer to the map in Appendix 9). 
   
  1. Foyer 
  A tasteful candle chandelier hangs in this quaint foyer. 
  Stairs lead up the second floor and a mirror of smoky 
  glass in a brass frame hangs on the western wall. Several 
  traveling cloaks hang from pegs on the wall beneath the 
  stairs. Large muddy boot prints lead from the kitchen 
  door and up the stairs to the master bedroom. 
   
  2. Study 
  The walls of this room are filled with an impressive 
  collection of books. Underneath a thin layer of dust, 
  none of the books are especially valuable but they do 
  span a wide array of subjects from poetry, the natural 
  world, and travel logs of far away places. Two 
  comfortable but dusty chairs face the hearth.  
   
  A Spot check (DC 20) notes impressions in the rug 
  suggesting that a third chair is missing. 
   
  3. Dining Room 
  A large dining table with chairs for ten is the 
  centerpiece of this room. Several mediocre landscapes 
  are hung on the walls.  
   
  A layer of dust suggests that this room has not been used 
  for sometime. 
   
  4. Kitchen 
  The backdoor swings in the wind—a puddle forms on 
  the floor due to the rain. The kitchen looks ransacked, 
  and droppings from some animal dot the floor.  
   
  A successful Survival (with the Track feat) check (DC 15) 
  reveals that local raccoons broke into the kitchen, 
  possibly for two weeks or more.  
   
  5. Master Bedroom 
  The bed found in this room is unmade with the quilt 
  bunched on the floor.  
   
  
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  The closet is filled with clothes for a human-size male of 
  medium build. Several robes, embroidered with a star 
  motif about the cuffs, are present. A struggle appears to 
  have taken place in this room. A Survival (with the Track 
  feat) (DC 15+APL) check determines that a Large size 
  booted creature broke into the home through the kitchen 
  door and walked to the master bedroom. A struggle 
  ensued, and the victim was taken away. There is next to 
  no blood, so it is unlikely that the resident (Brinoc) was 
  killed in the struggle. 
   
  6. Guest Bedroom 
  A bed is placed in the center of this otherwise empty 
  room. 
   
  7. Empty Room 
  Except for dust, this room is empty. 
   
  8. Empty Room 
  A white sheet covers a large chair in the western corner 
  of this otherwise empty room. Something rustles from 
  beneath the sheet. 
   
  Underneath the sheet, sits a ventriloquist’s dummy 
  painted as a male halfling. The dummy is not special in 
  anyway, but a family of mice took to nesting inside of it, 
  which causes it to appear as if the dummy’s chest 
  occasionally moves. 
   
  9. Attic 
  The trap door in the ceiling at the eastern end of the 
  second floor hallway leads to the attic. Those exploring 
  the attic find it surprisingly lived in. A comfortable chair 
  (matching those found in the study) sits in front of wide 
  marble-topped table. Stacked on the table is a 
  combination of notes, tomes, arcane knickknacks, and 
  dirty dishes. Strange markings are drawn in chalk on the 
  walls and floor. It is clear that it could take several hours 
  to thoroughly explore this room. 
  • 
  A Knowledge (arcana) or Knowledge (the 
  planes) check (DC 20) recognizes the symbols 
  are related to planar travel and protection from 
  planar creatures. The plane these markings are 
  related to is not obvious, as if someone was 
  attempting to work out the correct symbols for 
  an as yet unknown plane. 
  • 
  Taking an hour to skim the dozens of tomes, the 
  PCs determine that they relate to planar 
  mechanics. A Knowledge (the planes) check 
  (DC 20) determines that they focus a plane 
  “outside” of all other known planes. Some of the 
  books refer to this plane as the Far Realm. 
  • 
  One of the tomes is currently open in front of 
  the comfortable chair. The Blasphemous 
  Whispers of Zashnichar is a fragile tome, 
  complete with illustrations done in a shaky 
  hand, which details the mad ravings of a man 
  calling himself Zashnichar. Zashnichar traveled 
  to realms beyond the known planes and 
  attempted to detail all he saw there. It appears 
  that whomever took notes attempted to use a 
  ritual detailed within to create a new spell that 
  would banish the creatures the tome purports to 
  summon. The notes also include a discussion of 
  Dark Night (see Appendix 5). 
  • 
  There are three objects on the table. The first is a 
  statuette of an armor plated creature that looks 
  similar to a lobster, except that it has more than 
  a dozen claws and three large maws protrude 
  from its front. The second is a simple pearl (a 
  pearl of power). The third is a complicated 
  astrolabe.  
  • 
  Underneath the opened book is a hand drawn 
  map of Rowanfen. The Galcet farm is circled 
  (building 11 on the map found in Appendix 8). 
  Next to the circle is written “11 Goodmonth.” 
  • 
  In addition to the notes, a ledger is present. 
  Rather that compiling figures, the ledger is 
  filled with cramped by orderly writing. See 
  Player Handout 2. 
   
  Treasure: The PCs can loot Brinoc’s house, as there is no 
  one else left to claim it. Moral PCs might think to ask the 
  town residents first, but permission will be granted to 
  claim whatever the PCs like, as no one in town has any 
  interest in the derelict house and its belongings. 
   
  APL 2: L: 20 gp, The Blasphemous Whispers of 
  Zashnichar (25 gp), pearl of power (1st level) (83 gp). 
   
  APL 4: L: 20 gp, The Blasphemous Whispers of 
  Zashnichar (25 gp), pearl of power (1st level) (83 gp). 
   
  APL 6: L: 20 gp, The Blasphemous Whispers of 
  Zashnichar (25 gp), pearl of power (1st level) (83 gp). 
   
  Once the PCs uncover enough information to raid the 
  Galcet farm, proceed to Encounter 8: The Sinkhole of 
  Evil. 
   
  ENCOUNTER 8: 
  THE SINKHOLE OF EVIL 
  The night is black. With no moon and the stars blotted 
  out by the fierce storm, it is hard to see where you are 
  headed. Slogging through the rising waters, you 
  approach the ruined farmhouse that is your destination. 
  In front of the home, the remains of a broken-down 
  wagon crests the quickening flow of water, debris from 
  the storm getting caught in its fractured timbers. A 
  sickly lantern light shines from within the boarded up 
  farmhouse windows.  
   
  The Galcet brothers lived their entire lives on this 
  rundown farm, as have the last three generations; ever 
  since their inbreed family fled the gnomish village of 
  Turgbin due to their questionable breeding habits. With 
  no female relatives, it appears their line is finally at an 
  end. Unfortunately, their worship of foul things brought 
  them into contact with the kaorti, who built a cyst in 
  their often-flooded cellar. Now they pray for the spread 
  
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  of evil and chaos that they expect to come this Dark 
  Night. Unless the PCs intervene, they succeed. See 
  Appendix 10 for a map of the Galcet farm. 
   
  1. Main Room 
  The main room of the house is covered in filth and 
  partially eaten animals. Bones litter the floor and three 
  nests of foul bedding take up most of the room.  
   
  The inbred Galcet brothers can be found here. 
   
  Creatures: Since the last female member of their 
  family died, these gnomish brothers led a solitary life, 
  occasionally catching stray animals and neighbors for 
  food. Now with their line ended, they wait for their 
  kaorti allies to open a portal to the Far Realms they 
  worship. The PCs must fight them, to reach the kaorti 
  below. Note while the flooding makes movement outside 
  the home difficult, the home is above the floodwaters and 
  thus the floodwaters inside do not impose this penalty. 
   
  APL 2 (EL 4) 
   
  � Geryn: hp 22 (37 if enlarged); see Appendix 1. 
   
  � Glim and Gworen: hp 11 each; see Appendix 1. 
   
   
  Tactics: Glim and Gworen charge the intruders 
  attempting to set Geryn up for a potential flank (in order 
  to take advantage of sneak attack). If Geryn is unable to 
  take advantage of flanking, he uses his spell-like abilities. 
  Note his brothers are vulnerable to his scare ability so he 
  hesitates to use it unless he can use it safely. Should his 
  brother die or becomes severely injured, Geryn enlarges 
  himself to take full advantage of his improved hit points 
  and damage potential. 
   
  APL 4 (EL 6) 
   
  �  Geryn, Glim and Gworen: hp 22 (37 if enlarged); 
  see Appendix 1. 
   
  Tactics: Glim enlarges himself and charges the intruders 
  attempting to block the door and set Geryn up for a 
  potential flank (in order to take advantage of sneak 
  attack) while Gworen uses his spell-like abilities. Should 
  Glim die, one of the other two enlarges himself to take 
  full advantage of his improved hit points and damage 
  potential while the other uses his spell-like abilities.  
   
  APL 6 (EL 8) 
   
  � Geryn, Rog2: hp 32 (53 if enlarged); see Appendix 
  1. 
   
  � Glim, Bbn2: hp 36 (57 if enlarged); see Appendix 
  1. 
   
  � Gworen, Clr2: hp 34 (55 if enlarged); see 
  Appendix 1. 
   
   
  Tactics: Glim rages and enlarges himself in an 
  attempt to limit access to the room while Geryn flanks to 
  take advantage of his sneak attack. Gworen supports 
  them with his spell-like abilities and clerical spells. 
  Should Glim be slain, one of the other two enlarges 
  himself to take full advantage of his improved hit points 
  and damage potential while the other uses his spell-like 
  abilities.  
   
  Treasure: The PCs may loot the bodies of the gnomes 
  before continuing.  
   
  APL 2: L: 34 gp, adamantine short sword (251 gp). 
   
  APL 4: L: 29 gp, +1 adamantine short sword - (418 
  gp).  
   
  APL 6: L: 29 gp, +1 adamantine short sword - (418 
  gp). 
    
  2. Kitchen 
  The kitchen has not seen true use for decades. A rotten 
  and partially eaten corpse of a male human hangs from 
  the rafter. It wears a fine robe with a star motif 
  embroidered about the cuffs. 
   
  The robe is similar to those found in the master bedroom 
  of Brinoc’s home. A Heal or Survival check (DC 15) 
  determines the corpse, two-thirds eaten, is two to four 
  weeks old. A speak with dead or similar magic confirms 
  the body is that of Brinoc Evessten. In addition if this 
  spell is used Brinoc also confirms the details of his 
  capture and subsequent murder. Earthen stairs from the 
  kitchen lead down to the cellar. 
   
   
  3. Cellar 
  Stone and dirt stairs laid into the earth descend in to the 
  ground. The sound of quickly dripping water is obvious. 
  The cellar walls are leaking and the basement is slowly 
  flooding! At the foot of the stairs, the glint of your light 
  reflects off the water, slightly deeper than a longsword. 
  The south wall, however, is watch catches your 
  attention. A yellowish green gem-like substance covers 
  the entire wall, devouring your light rather than 
  reflecting it. A round narrow tunnel continues on 
  through the south wall, nearly a foot above the water 
  line. 
   
  The cellar is flooding. Already the water is four feet high, 
  requiring DC 10 Swim checks for any Small sized PCs in 
  order to navigate the room. Perhaps the most interesting 
  detail is the southern wall, which appears to made of 
  some sort of odd resin. A tunnel can be seen a foot above 
  the water entering into the resin. The PCs must crawl 
  through the in order to continue.  
   
  4. Cyst 
  While you crawl single file on your hands and knees 
  through the tunnel in the resin wall, Tendrils of 
  dripping strange phosphorescent goo brush across your 
  face. A warm red light up ahead suggests that this odd 
  resin structure is inhabited. 
   
  Crawling through approximately ten feet of kaorti resin, 
  strips of yellowish green dripping flexible resin every few 
  feet, the PCs enter into the cyst. 
   
  Creatures: The kaorti are well aware of the PCs 
  entrance, unless they were somehow able to battle the 
  gnomes in silence and swim over to the tunnel without 
  
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  making noise. If the PCs make an effort at silence, make 
  opposed Listen checks against the PCs’ Move Silently. 
   
  APL 2 (EL 3) 
   
  � Kaorti Warrior: hp 9; see Appendix 1. 
   
  � Kaorti Leader, Sor1: hp 14; see Appendix 1. 
   
  Tactics: Both kaorti begins having used their spider climb 
  abilities so they are out of reach of the PCs coming 
  through the tunnel. They target the PC coming through 
  the tunnel with targeted spell-like abilities such as ray of 
  enfeeblement. The warrior tries to keep the PCs bottled 
  up near the tunnel so the leader uses his color spray. 
  They use their spider climb to maintain a superior 
  position. 
   
  APL 4 (EL 5) 
   
  � Kaorti Warrior, Ftr1: hp 18; see Appendix 1. 
   
  � Kaorti Leader, Sor3: hp 25; see Appendix 1. 
   
   
  Tactics: Both kaorti begins using their spider climb 
  abilities so they are out of reach of the PCs coming 
  through the tunnel. They target the PC coming through 
  the tunnel with targeted spell-like abilities such as ray of 
  enfeeblement. The warrior tries to keep the PCs bottled 
  up near the tunnel so the leader can use his color spray. 
  They use their spider climb to maintain a superior 
  position. 
   
  APL 6 (EL 7) 
   
  � Kaorti Warrior, Ftr4: hp 36; see Appendix 1. 
   
  � Kaorti Leader, Sor6: hp 40; see Appendix 1. 
   
   
  Tactics: Both kaorti begin using their spider climb 
  abilities so they are out of reach of the PCs coming 
  through the tunnel. In addition, the leader makes both of 
  the kaorti invisible. They target the PC coming through 
  the tunnel with targeted spell-like abilities such as ray of 
  enfeeblement. The warrior tries to keep the PCs bottled 
  up near the tunnel so the leader uses his fireball in or 
  near the tunnel. They use their spider climb to maintain a 
  superior position. If necessary, the leader uses his robe of 
  bones to create more combatants. 
   
  Treasure: The PCs have the opportunity to quickly 
  loot the bodies of the kaorti before the floodwaters force 
  them to flee. 
   
  APL 2: L: 34 gp, wand of acid splash (31 gp). 
   
  APL 4: L: 34 gp, wand of acid splash (31 gp). 
   
  APL 6: L: 34 gp, wand of acid splash (31 gp), robe of 
  bones (200 gp). 
   
  The Portal 
  At the rear of a room, there is a green glassy oval 
  surrounded by humanoid bones. The oval’s frame 
  appears covered in blood and offal, including fragments 
  of brain matter. A glowing yellow ooze drips from the 
  oval, originating from no obvious source. A soft red light 
  emanates from the center of the glassy oval. 
   
  The PCs have only a few moments to inspect the portal at 
  the rear of the room, before the cyst begins to fill with 
  water through the tunnel. A DC 24 Spellcraft check with 
  detect magic indicates that the portal radiates strong 
  conjuration magic. The portal is not yet active, and the 
  PCs cannot utilize it in anyway. As the gate is a physical 
  part of the wall it cannot be removed without destroying 
  it. To destroy the portal, the PCs must deal 60 points of 
  damage while overcoming the resin’s hardness of 8. 
   
  Development: It is possible that the PCs fail to 
  discover Brinoc’s attic before Dark Night passes. In this 
  case, the gate already opened and the flood occurs. The 
  entire Galcet farm washes away on the flood, which 
  buries the gate. There is nothing for the PCs to find, for 
  the evil of the Far Realms release into the Mistmarsh. 
  Who knows what horrors will menace Oerth in the 
  future? 
   
  CONCLUSION 
  Conclusion A 
  The PCs stop the kaorti. 
   
  After you defeat the unspeakable horror beneath the 
  gnomes’ farm, the floodwater begins to flow through the 
  tunnel, rapidly flooding the peculiar room. Having no 
  other choice, you quickly escape the rising waters and 
  seek shelter.  
   
  During that night, most of the town of Rowanfen is 
  washed away. A mudslide buried the derelict gnomish 
  farm. Many of the residents disappeared that night, but 
  you at least, know of the horror that once lurked there. 
   
  Conclusion B 
  The PCs do not stop the gate from being opened. 
   
  During that night, most of the town of Rowanfen 
  washes away. Many of the residents disappeared that 
  night. When you eventually arrived at the gnomish 
  farm, nothing remains, but a vague feeling of unease; 
  mudslides had buried the entire area. Hopefully 
  whatever evil lurked here was buried along with the 
  farm. 
   
  If time is available in the event, the PCs may want to find 
  out the status of some of the residents of Rowanfen 
  following the flood. Use this summary to determine their 
  fate following the storm. All of these fates are of course 
  subject to change based upon decisions made by the PCs 
  during this event. 
  • 
  Collina Redfeather: Unless the PCs stopped her 
  depredations, Collina decided that Rowanfen is 
  not the out of the way place to hide that she 
  thought. Following the flood, she is nowhere to 
  be found, having left for greener pastures.  
  • 
  Crelyf: Crelyf remains in the ruins of his home, 
  as insane as ever. 
  • 
  Galcet Brothers: The brothers are likely dead by 
  the PCs hand, unless the PCs did not make it to 
  
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  their farm by Dark Night. If the PCs failed to 
  stop the gate from opening Geryn, Glim, and 
  Gworen were devoured by horrors from 
  beyond. 
  • 
  Gwena Damtiel: Gwena survived the flood none 
  the worse for wear. 
  • 
  Irok: The half-orc’s farm is completely swept 
  away, but the strong farmer survived by 
  climbing a tree with a fistful of his charms. He 
  is utterly convinced that evil magic brought the 
  flood and he survived only by the protection of 
  his charms. 
  • 
  Jonnap Kenten: The Lark’s Nest weathers the 
  flood well and Jonnap took shelter within. 
  • 
  Kemb Yesald: Kemb’s survival is dependant on 
  the PCs. If they sobered him, he helped lead 
  people to the stout Lark’s Nest to weather the 
  storm. If not, Kemb dies when the temple of 
  Wenta collapses during the storm while he is in 
  a drunken stupor. 
  • 
  Kensa Kenten: Kensa lives by taking shelter in 
  the Lark’s Nest with her husband. 
  • 
  Linoc & Linsel Nanelyn: Given its location on 
  higher ground, the Nanelyn farm remains 
  virtually untouched by the storm. All of the 
  family survives unscathed.  
  • 
  Marego Tallenstomp: The flood destroys the 
  home of the town busybody, but he vows to 
  rebuild his home and the town, bigger and 
  better than before. 
  • 
  Marza Barcel: When the storm begins in 
  earnest, Marza heads off into the storm looking 
  for one of her lost children. She is never seen 
  again. 
  • 
  Mayl: The sisters’ shack is miraculously 
  undamaged by the storm, and the sisters 
  continue as they always did. 
  • 
  Medwyn: The young boy sees the chaos of the 
  storm as an opportunity, and murders the 
  drunken Daseem. Taking the Bakluni’s money, 
  he heads for Greyhawk. 
  • 
  Daseem: The gambler meets a gruesome death 
  in the stables, when Medwyn kills him for his 
  money. Despite the appearance of being 
  trampled to death by one of the horses, 
  observant PCs may notice rope burns about 
  Daseem’s wrists, and fibers of rope about one of 
  the stall planks. 
  • 
  Renoc Barcel: Renoc spends the storm trying to 
  protect his carpenter’s shop. In doing so, he 
  saves his business, but loses his wife. 
  • 
  Strodus the Quiet: Strodus is not seen again. 
  • 
  Werna: The sisters’ shack is miraculously 
  undamaged by the storm, and the sisters 
  continue as they always did. 
  • 
  Zholan: Assuming the PCs have not pushed 
  Zholan over the edge to violence already, 
  Zholan refuses to leave his shrine to Beltar 
  despite the rising waters. He drowns in his 
  secret basement. 
   
  The End 
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 18 
  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 5: Night Visitors 
  Defeat the pseudonatural Creature. 
  APL 2: 
   
   
   
   90 XP  
  APL 4: 
   
   
   
  150 XP 
  APL 6: 
   
   
   
  210 XP 
   
  Encounter 6: A Special Breakfast 
  Encounter the poisoned food 
  APL 2: 
   
   
   
  60 XP 
  APL 4: 
   
   
   
  60 XP 
  APL 6: 
   
   
   
  60 XP 
   
  Encounter 8: The Sinkhole of Evil 
  Defeat the gnome cultists. 
  APL 2: 
   
   
   
  120 XP 
  APL 4: 
   
   
   
  180 XP 
  APL 6: 
   
   
   
  240 XP 
   
  Defeat the kaorti. 
  APL 2: 
   
   
   
  90 XP 
  APL 4: 
   
   
   
  150 XP 
  APL 6: 
   
   
   
  210 XP 
   
  Discretionary role-playing award 
  APL 2: 
   
   
   
  90 XP 
  APL 4: 
   
   
   
  135 XP 
  APL 6: 
   
   
   
  180 XP 
   
  Total possible experience 
  APL 2: 
   
   
   
  450 XP 
  APL 4: 
   
   
   
  675 XP 
  APL 6: 
   
   
   
  900 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 scenario, 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 1: A Plea for Help 
   
  APL 2: C: 2 gp 
   
  APL 4: C: 4 gp 
   
  APL 6: C: 6 gp 
   
  Encounter 2: The Abandoned Farm 
   
  APL 2: L: 20 gp 
   
  APL 4: L: 20 gp 
   
  APL 6: L: 20 gp 
   
  Encounter 7: Brinoc’s Home 
   
  APL 2: L: 20 gp; M: 108 gp 
   
  APL 4: L: 20 gp; M: 108 gp 
  APL 6: L: 20 gp; M: 108 gp 
   
  Encounter 8: The Sinkhole of Evil 
  Defeat the Galcet Brothers 
   
  APL 2: L: 34 gp; M: 251 gp 
   
  APL 4: L: 29 gp; M: 418 gp 
  APL 6: L: 29 gp; M: 418 gp 
   
  Defeat the Kaorti 
   
  APL 2: L: 34 gp; M: 31 gp 
   
  APL 4: L: 34 gp; M: 31 gp 
  APL 6: L: 34 gp; M: 231 gp 
   
  Total Possible Treasure 
  APL 2: L: 108 gp; C: 2 gp; M: 390 gp; Total: 400 gp 
  (502 gp) 
  APL 4: L: 107 gp; C: 4 gp; M: 557 gp; Total: 600 gp 
  (668 gp) 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 19 
  APL C: L: 109 gp; C: 6 gp; M: 757 gp; Total: 800 gp 
  (872) 
   
  Note: Should the PCs scavenge everything, their total 
  would equal the number shown in parenthesis. 
  Obviously they cannot receive more than the treasure 
  maximum for their APL. 
   
  Special 
  � Encounter with the Pseudonatural: This PC 
  encountered a pseudonatural creature and met the 
  special requirement for the Alienist prestige class. 
    
  � Favor of Kenys: For assisting Kenys the dispatch rider 
  in delivering a letter to Rowanfen, Kenys is available to 
  assist you in Gathering Information in the City of 
  Greyhawk. His knowledge of the city gives you a +2 
  circumstance 
  bonus 
  to 
  Gather 
  Information 
  and 
  Knowledge (local) rolls made while within the City of 
  Greyhawk. 
   
  � Favor of the Sisters: Having befriended the sisters 
  Mayl and Werna of Rowanfen, they agreed to sell (at 
  normal price) you some of the items they collected. You 
  may purchase the following items, following any core 
  module: elixir of love, field provisions box (Miniature’s 
  Handbook, page 43), magic sleeping bag (Miniature’s 
  Handbook, page 43), and silversheen. 
   
  � Kaorti ribbon dagger (Fiend Folio, page 110) 
   
  � Kaorti resin armor (Fiend Folio, page 110) 
   
  � The Blasphemous Whispers of Zashnichar: This 
  fragile tome, complete with illustrations done in a shaky 
  hand, details the mad ravings of a man calling himself 
  Zashnichar. Zashnichar traveled to realms beyond the 
  known planes and attempted to detail all he saw there. 
  His writings are sanity shaking and the reader must 
  spend 2 TUs and make a DC 20 Intelligence check to 
  understand its meaning. The PC may retry as many times 
  as necessary, but each attempt requires 2 TUs. Success 
  offers two benefits. A PC who comprehends the horrors 
  detailed within receives a +2 competence bonus to 
  Knowledge (the planes) check whenever the PC takes 
  one minute to consult the tome as a reference. The 
  second benefit of this awful tome is only useful to those 
  capable of casting summon monster II. Those capable of 
  doing so may summon a Kaorti as a neutral evil spell.  
  TUs Spent: _________________  
  DM: ________________  
  Market Price: 300 gp 
   
  � Wand of acid splash (1st level caster, 375 gp) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
   
  Adamantine short sword (Adventure, Dungeon 
  Master’s Guide) 
   
  The 
  Blasphemous 
  Whispers 
  of 
  Zashnichar 
  (Adventure, see above) 
   
  Kaorti Ribbon Dagger (Adventure, see above) 
   
  Kaorti Resin Armor (Adventure, see above) 
   
  Pearl of Power (1st level) (Adventure, Dungeon 
  Master’s Guide) 
   
  Wand of acid splash (Adventure, see above) 
   
  APL 4: All of APL 2, except adamantine short sword, plus 
  the following: 
   
  +1 adamantine short sword (Adventure, Dungeon 
  Master’s Guide) 
   
  APL 6: All of APLs 2-4, except adamantine short Sword, 
  plus the following: 
   
  Robe of bones (contains medium wolf skeleton & 
  medium 
  human 
  commoner 
  zombie) 
  (Adventure, 
  Dungeon Master’s Guide) 
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 20 
  APPENDIX 1:  
  MONSTER AND NPC STATISTICS 
  Encounter 1 
  � Kenys: male human Rog2; CR 2; Medium 
  humanoid (human); HD 2d6; hp 10; Init +2; Spd 30 ft.; 
  AC 13, touch 11, flat-footed 12; Base Atk +1; Grp +2; 
  Atks +2 melee (1d6/19-20, short sword) or +3 ranged 
  (1d6/x3, shortbow); SA sneak attack +1d6; SQ 
  trapfinding, evasion; AL CG; SV Fort +0, Ref +5, Will -
  1; Str 12, Dex 15, Con 11, Int 11, Wis 8, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +6, 
  Gather 
  Information +6, Handle Animal +5, Listen +6, 
  Knowledge (local) +2, Ride +6, Search +5, Sense Motive 
  +4, Spot +6; Alertness, Animal Affinity. 
   
  Possessions: 
  Leather 
  armor, 
  short 
  sword, 
  shortbow, 20 arrows, uniform, cloak. 
   
  Personality Traits: Friendly, dedicated 
   
  Physical Description: Kenys is an Oeridian male 
  with brown hair and sparkling eyes. He wears a black 
  doublet embroidered with the symbol of the city of 
  Greyhawk. 
   
  Encounter 3 
  � Marego Tallenstomp: male halfling Ftr1/Rog1; CR 
  2; Small humanoid (halfling); HD 1d10+1d6+2; hp 14; 
  Init +7; Spd 20 ft.; AC 16, touch 14, flat-footed 13; Base 
  Atk +1; Grp –2; Atks +3 melee (1d4+1/19-20, short 
  sword) or +5 ranged (1d4/x3, shortbow); SA sneak 
  attack +1d6; SQ trapfinding; AL CN; SV Fort +4, Ref 
  +6, Will +0; Str 12, Dex 17, Con 13, Int 12, Wis 8, Cha 
  12. 
   
  Skills and Feats: Bluff +8, Climb +7, Diplomacy +5, 
  Forgery +5, Gather Information +5, Listen +5, 
  Knowledge (local) +5, Search +5, Sense Motive +3, Spot 
  +3; Improved Initiative, Skill Focus (Bluff). 
   
  Possessions: Leather armor, small short sword, 
  small shortbow, 20 arrows. 
   
  Personality Traits: Cheerful, nosey, argumentative 
   
  Physical Description: Marego is a tall halfling 
  dressed in bright colors. He wears several ribbons and 
  medals denoting his position as mayor, sheriff, and 
  town greeter. 
   
  Encounter 4 
  � Collina Redfeather: female half-elf Clr4; CR 4; 
  Medium humanoid (elf); HD 4d8+4; hp 27; Init +1; Spd 
  30 ft.; AC 13,touch 11, flat-footed 12; Base Atk +3; Grp 
  +3; Atks +3 melee (1d4/19-20, dagger) or +4 ranged 
  (1d4/19-20, dagger); AL NE; SV Fort +4, Ref +2, Will 
  +7; Str 11, Dex 12, Con 13, Int 12, Wis 17, Cha 13. 
   
  Skills and Feats: Bluff +11, Concentration +8, 
  Spellcraft +8; Skill Focus (Bluff), Spell Focus 
  (Enchantment). 
   
  Possessions: Dagger, leather armor (under robe), 
  wooden holy symbol, spell component pouch. 
   
  Personality Traits: Pleasant, deceitful, corrupt. 
   
  Physical Description: Collina is an attractive 
  middle-aged woman whose half-elven features are 
  partially hidden under her long black hair. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level (14 + spell level for enchantment spells): 0—cure 
  minor wounds, detect magic (2), detect poison, light; 
  1st—command, cure light wounds, detect good, 
  disguise 
  self*, 
  sanctuary; 
  2nd—augury, 
  detect 
  thought*, hold person, sound burst. 
   
  *Domain spell. Domains: Knowledge (Divination 
  spells cast at +1 caster level); Trickery. 
   
  � Crelyf: male human Com2; CR 1; Medium 
  humanoid (human); HD 2d4+2; hp 9; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +1; Grp +2; 
  Atks +2 melee (1d8+1, morningstar) or +1 ranged 
  (1d8/19-20, light crossbow); AL CN; SV Fort +1, Ref +1, 
  Will +1; Str 13, Dex 12, Con 12, Int 8, Wis 7, Cha 9. 
   
  Skills and Feats: Profession (farmer) +5, Spot +2; 
  Deft Skill Focus (Profession [farmer]), Weapon 
  Proficiency (light crossbow). 
   
  Possessions: Morningstar, light crossbow, 10 bolts. 
   
  Personality Traits: Paranoid, angry. 
   
  Physical Description: Crelyf is covered in the shag 
  of his unkempt hair and beard. He has not bathed since 
  the night his family was taken two years ago. 
   
  � Gwena Damtiel: female human Com2; CR 1; 
  Medium humanoid (human); HD 2d4; hp 7; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10;  Atk +1; Grp 
  +0; Atks –+0 melee (1d4-1/19-20, dagger); AL CN; SV 
  Fort +0, Ref +1, Will +0; Str 9, Dex 12, Con 11, Int 13, 
  Wis 11, Cha 16. 
   
  Skills and Feats: Bluff +5, Intimidate +5, Listen +5, 
  Profession (barmaid) +5, Sleight of Hand +3, Spot +5, 
  Use Rope +8; Deft Hands, Persuasive. 
   
  Possessions: Dagger. 
   
  Personality Traits: Flirtatious, teasing. 
   
  Physical Description: Gwena wears her long red 
  hair loose. She is never without her sparkling green 
  eyes and a wide inviting smile. 
   
  � Irok: male half-orc Com2; CR 2; Medium humanoid 
  (orc); HD 2d4+2; hp 9; Init +0; Spd 30 ft.; AC 10, touch 
  10, flat-footed 10; Base Atk +1; Grp +4; Atks +4 melee 
  (1d6+3, sickle); AL CG; SV Fort +1, Ref +0, Will -1; Str 
  17, Dex 10, Con 13, Int 8, Wis 9, Cha 10. 
   
  Skills: Handle Animal +3, Profession (farmer) +7; 
  Skill Focus (Handle Animal), Skill Focus (Profession 
  [farmer]). 
   
  Possessions: Sickle, several good luck and 
  protection charms. 
   
  Personality Traits: Friendly, superstitious. 
   
  Physical Description: Irok is a burly half-orc, with 
  a wide tusked smile. He wears several feathers, rocks 
  and sticks that appear to be charms of some sort. 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 21 
   
  � Jonnap Kenten: male human Exp2;CR1; Medium 
  humanoid (human); HD 2d6+6; hp 16; Init -2; Spd 30 
  ft.; AC 8,touch 8, flat-footed 8; Base Atk +1; Grp +2; 
  Atks +2 melee (1d6+1, club) or -1 ranged (1d6+1, club); 
  AL NG; SV Fort +2, Ref -2, Will +3; Str 12, Dex 7, Con 
  15, Int 11, Wis 10, Cha 12. 
   
  Skills and Feats: Appraise +5, Bluff +6, Diplomacy 
  +10, Handle Animal +6, Knowledge (local) +5, 
  Profession 
  (innkeeper) 
  +8, 
  Sense 
  Motive 
  +7; 
  Negotiator, Skill Focus (Profession [innkeeper]). 
   
  Possessions: Club, coin purse. 
   
  Personality Traits: Unobservant, kind. 
   
  Physical Description: Jonnap is a large many, 
  constantly rubbing his hands and smiling. 
   
  � Kemb Yesald: male human Clr2; CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 17; Init +0; Spd 30 
  ft.; AC 14,touch 10, flat-footed 14; Atks +2 melee 
  (1d6+1, club) or +1 ranged (1d6+1, club); AL CG; SV 
  Fort +5, Ref +0, Will +6; Str 12, Dex 10, Con 15, Int 10, 
  Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +7, Heal +5, 
  Knowledge (nature) +7, Spellcraft +7, Survival +5; Self-
  Sufficient, Track. 
   
  Possessions: Club, dirty robes, chain shirt, wooden 
  holy symbol, spell component pouch. 
   
  Personality Traits: Sorrowful, intoxicated. 
   
  Physical Description: Kemb lies drooling in a 
  drunken stupor, with several days of stubble on his 
  face. 
   
  Spells Prepared (4/3+1; base DC = 13 + spell level): 
  0—detect magic, detect poison, light, purify food and 
  drink; 1st—bless water, protection from evil*, 
  sanctuary, shield of faith. 
   
  *Domain spell. Domains: Good (Good spells cast at 
  +1 caster level); Plant (Rebuke or command plant 
  creatures as an evil cleric rebukes or commands 
  undead. Use this ability a total of 3 times per day.). 
   
  �Kensa Kenten: female human Com1; CR ½; 
  Medium humanoid (human); HD 1d4+3; hp 7; Init –1; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base Atk +0; Grp 
  +2; Atks +2 melee (1d6+2, handaxe); AL LG; SV Fort +3, 
  Ref -1, Will +3; Str 14, Dex 9, Con 17, Int 11, Wis 13, 
  Cha 8. 
   
  Skills: Craft (Cooking) +7, Listen +5, Spot +5; Iron 
  Will, Skill Focus (Craft). 
   
  Possessions: Handaxe, apron. 
   
  Personality Traits: Angry, loud. 
   
  Physical Description: Kensa is a huge red-faced 
  woman with a bellowing voice. 
   
  � Linoc Nanelyn: male human Com2; CR 1; Medium 
  humanoid (human); HD 2d4+2; hp 9; Init -1; Spd 30 ft.; 
  AC 9, touch 9, flat-footed 9; Base Atk +1; Grp +2; Atks 
  +2 melee (1d6+1, sickle); AL NG; SV Fort +1, Ref -1, 
  Will +0; Str 13, Dex 9, Con 12, Int 11, Wis 10, Cha 12. 
   
  Skills and Feats: Handle Animal +8, Profession 
  (farmer) +8, Ride +6; Animal Affinity, Skill Focus 
  (Profession [farmer]). 
   
  Possessions: Sickle. 
   
  Personality Traits: Friendly, naïve. 
   
  Physical Description: Linoc is a large Oeridian 
  man wearing rough clothes and a friendly smile. 
   
  � Linsel Nanelyn: female human Com1; CR ½;  
  Medium humanoid (human); HD 1d4+2; hp 6; Init +0; 
  Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +0; 
  Grp +0; Atks +0 melee (1d4/19-20, dagger) or +0 ranged 
  (1d4/19-20, dagger); AL LG; SV Fort +2, Ref +0, Will +3; 
  Str 11, Dex 10, Con 14, Int 11, Wis 12, Cha 11. 
   
  Skills and Feats: Craft (baking) +7, Handle Animal 
  +5, Profession (farmer) +5; Iron Will, Skill Focus (craft 
  [baking]). 
   
  Possessions: Dagger. 
   
  Personality Traits: Tired, naïve. 
   
  Physical Description: Linsel is a plump but 
  attractive Oeridian woman who appears tired. 
   
  � Marza Barcel: female human Com1; CR1/2; 
  Medium humanoid (human); HD 1d4-1; hp 3; Init +0; 
  Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +0; 
  Grp –1; Atks -1 melee (1d3 subdual, punch); AL N; SV 
  Fort -1, Ref +0, Will +0; Str 8, Dex 10, Con 8, Int 11, 
  Wis 7, Cha 14. 
   
  Skills and Feats: Craft (Cooking) +7, Craft 
  (Sewing) +7, Diplomacy +6; Skill Focus (Craft 
  [cooking]) , Skill Focus (Craft [sewing]).  
   
  Possessions: Black dress. 
   
  Personality Traits: Morose, insane with grief. 
   
  Physical Description: Marza was clearly once a 
  beautiful woman, but her grief gives her red eyes and a 
  wrinkled face. She appears lost and does not notice 
  anyone but her children who are not actually present. 
   
  � Mayl: female human Adp1; CR ½; Medium 
  humanoid (human); HD 1d4; hp 4; Init +0; Spd 30 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk +0; Grp +0; 
  Atks +0 melee (1d4/19-20, dagger) or +0 ranged 
  (1d4/19-20, dagger); AL CG; SV Fort +0, Ref +0, Will 
  +4; Str 10, Dex 11, Con 10, Int 13, Wis 15, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Craft 
  (alchemy) +5, Heal +8, Profession (midwife) +5, 
  Survival +4; Scribe Scroll, Skill Focus (Craft [alchemy]). 
   
  Possessions: Dagger, healer’s bag, spell component 
  pouch. 
   
  Personality Traits: Individualistic, spirited. 
   
  Physical Description: Mayl wears her hair past the 
  middle of her back, and favors dress of blue. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 
  0—cure minor wounds, ghost sound, touch of fatigue; 
  1st—comprehend languages, sleep. 
   
  �Medwyn: male human Com1; CR ½; Medium 
  humanoid (human); HD 1d4; hp 4; Init +0; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +0; 
  Atks +0 melee (1d4/19-20, dagger) or +1 ranged 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 22 
  (1d4/19-20, dagger); AL CE; SV Fort +0, Ref +1, Will +0; 
  Str 10, Dex 13, Con 11, Int 12, Wis 10, Cha 8. 
   
  Skills and feats: Bluff +2, Climb +4, Hide +3, 
  Intimidate +1, Handle Animal +3, Listen +4, Move 
  Silently +3; Persuasive, Stealthy. 
   
  Possessions: Dagger, a dead rat. 
   
  Personality Traits: Deceitful, sadistic. 
   
  Physical Description: Medwyn is a small dirty boy 
  whose eyes shine with a devious gleam. 
   
  �Daseem: male human Rog1; CR 1; Medium 
  humanoid (human); HD 1d6; hp 6; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +0; Grp +0; 
  Atks +0 melee (1d6/19-20, short sword) or +3 ranged 
  (1d6/x3, shortbow); SA sneak attack +1d6; SQ 
  trapfinding; AL CG; SV Fort +0, Ref +5, Will +0; Str 10, 
  Dex 17, Con 11, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +8, Diplomacy +6, Forgery 
  +5, Gather Information +6, Intimidate +4, Listen +4, 
  Search +4, Sense Motive +4, Sleight of Hand +6, Spot 
  +4, Tumble +4, Use Rope +5; Deft Hands, Persuasive. 
   
  Possessions: Studded leather armor, short sword, 
  shortbow, 20 arrows, thieves’ tools, deck of marked 
  cards. 
   
  Personality Traits: Friendly, oily.  
   
  Physical Description: Daseem is the quintessential 
  rogue looking to steal a quick coin and pleased to find 
  adventure; as long as both come easily without too 
  much danger. 
   
  �Renoc Barcel: male human Exp4; CR 3; Medium 
  humanoid (human); HD 4d6; hp 18; Init +0; Spd 30 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +3; 
  Atks +3 melee (1d4+1/19-20, dagger); AL N; SV Fort +3, 
  Ref +1, Will +5; Str 13, Dex 11, Con 11, Int 11, Wis 13, 
  Cha 11. 
   
  Skills and Feats: Appraise +7, Craft (carpentry) +7, 
  Diplomacy 
  +7, 
  Handle 
  Animal 
  +7, 
  Profession 
  (carpenter) +10, Ride +7, Use Rope +7; Endurance, 
  Great Fortitude, Skill Focus (profession). 
   
  Possessions: Dagger, woodworking tools. 
   
  Personality Traits: Friendly, obsessed with work. 
   
  Physical Description: Renoc is friendly to 
  strangers, greeting them with his work-roughened 
  hands. 
   
  � Strodus the Quiet: male human Rgr3:;CR 3; 
  Medium humanoid (human); HD 3d8+6; hp 24; Init +1; 
  Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +3; 
  Grp +5; Atks +5 melee (1d8+2/19-20, longsword) or +5 
  ranged (1d8/x3, longbow); Full Atk: +5 melee 
  (1d8+2/19-20, longsword) or +3/+3 ranged (1d8/x3, 
  longbow); SA favored enemy +2 (goblinoids); SQ wild 
  empathy; AL NE; SV Fort +5, Ref +4, Will +2; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +7, Knowledge (nature) +6, 
  Listen +7, Move Silently +7, Spot +7, Survival +7, Swim 
  +8; Endurance, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (longbow). 
   
  Possessions: Longbow, 20 arrows, longsword, 
  chain shirt, 50 ft. hemp rope, dagger. 
   
  Physical Description: Strodus looks like most 
  woodsmen, with no particular concern for cleanliness. 
  The fury in his demeanor is usually obvious except 
  when in public where he behaves to sell his wares. 
   
  � Werna: female human Drd2; CR 2; Medium 
  humanoid (human); HD 2d8+2; hp 15; Init +0; Spd 30 
  ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp +0; 
  Atks +0 melee (1d6-1/ 18-20, scimitar); AL NG; SV Fort 
  +4, Ref +0, Will +6; Str 8, Dex 10, Con 12, Int 11, Wis 
  16, Cha 11. 
   
  Skills and Feats: Concentration +6, Handle Animal 
  +5, Heal +10, Knowledge (nature) +5, Survival +10; 
  Self-Sufficient, Track. 
   
  Possessions: Scimitar, wooden holy symbol, spell 
  component pouch. 
   
  Personality Traits: Matronly, calm. 
   
  Physical Description: Werna has long steel 
  colored hair, and reminds many of their grandmother. 
  She frequently wears dark colors. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 
  0—create water, detect magic, detect poison, purify 
  food and drink; 1st—charm animal, cure light wounds, 
  goodberry. 
   
  � Zholan: male human Exp2; CR 1; Medium 
  humanoid (human); HD 2d6+2; hp 11; Init +0; Spd 30 
  ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp +2; 
  Atks +2 melee (1d8+1/ x3, warhammer); AL CN; SV 
  Fort +1, Ref +0, Will +3; Str 12, Dex 11, Con 13, Int 11, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +5, Craft (smithing) +5, 
  Intimidate 
  +4, 
  Knowledge 
  (architecture 
  and 
  Engineering) +5, Knowledge (local) +5, Profession 
  (blacksmith) +8, Survival +5; Martial Weapon 
  Proficiency (warhammer), Skill Focus (profession 
  [blacksmithing]). 
   
  Possessions: Warhammer. 
   
  Personality Traits: Quiet, hateful. 
   
  Physical Description: Zholan is a tall and gaunt 
  man covered in the soot of his forge. His dull staring 
  eyes are unnerving to all but the stoutest of hearts. 
   
  Encounter 5 
  APL 2 (EL 3) 
  � Pseudonatural Ethereal Marauder: CR 3; Medium 
  outsider (extraplanar); HD 2d10; hp 11; Init +5; Spd 40 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +2; Grp +4; 
  Atk +4 melee (1d6+3, bite); Full Atk +4 melee (1d6+3, 
  bite); SA true strike; SQ darkvision 60 ft., ethereal 
  jaunt, electrical and acid resistance 5, SR 6, alternate 
  form; AL N; SV Fort +3, Ref +4, Will +1; Str 14, Dex 12, 
  Con 11, Int 7, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +5, Move Silently +5, Spot 
  +4; Improved Initiative. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. On this attack, the creature is not 
  
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  affected by the miss chance that applies when 
  attacking a concealed target. 
   
  Ethereal Jaunt (Su): An ethereal marauder can 
  shift from the Ethereal Plane to the Material Plane as a 
  free action, and shift back again as a move action. The 
  ability is otherwise identical with the ethereal jaunt 
  spell (caster level 15th);  
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master. But all its abilities 
  remain unchanged despite the alien appearance. 
  Changing shape is a standard action. Other creatures 
  receive a –1 moral penalty on their attack rolls against 
  pseudonatural creatures in their alternate form. 
   
  Physical Description: A blue creature supported 
  with three legs ventrally in a line, whose body looks 
  much like that of a segmented worm, constantly 
  writhing. Hundreds of tentacles, each ending in a large 
  hook, constantly extrude from its mouth, only to be 
  ingested later. 
   
  APL 4 (EL 5) 
  � Pseudonatural Displacer Beast: CR 5; Large outsider 
  (extraplanar); HD 6d10+18; hp 51; Init +2; Spd 40 ft.; 
  AC 16, touch 11, flat-footed 13; Base Attack +6; Grp 
  +14; Atk +9 melee (1d6+4, tentacle); Full Atk +9 melee 
  (1d6+4, 2 tentacles) and +4 melee (1d8+2, bite); 
  Face/Reach 10 ft./ 5 ft. (10 ft. with tentacles); SA true 
  strike; SQ darkvision 60 ft., displacement, low-light 
  vision, resistance to ranged attacks, electrical and acid 
  resistance 5, SR 12, DR 5/magic, alternate form; AL LE; 
  SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 15, Int 
  5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +10, Listen +5, Move 
  Silently +7, Spot +5; Alertness, Dodge, Stealthy. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. On this attack, the creature is not 
  affected by the miss chance that applies when 
  attacking a concealed target. 
   
  Displacement (Su): A light bending glamour 
  continually surrounds a displacer beast, making it 
  difficult to surmises the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows the 
  user to see the beast’s position, but see invisibility has 
  no effect;  
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks);  
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master. But all its abilities 
  remain unchanged despite the alien appearance. 
  Changing shape is a standard action. Other creatures 
  receive a –1 moral penalty on their attack rolls against 
  pseudonatural creatures in their alternate form. 
   
  Physical Description: An emaciated mottled green 
  and yellow feline with hundreds of tentacles, each of 
  which end in a hissing maw. 
   
  APL 6 (EL 7) 
  � Advanced Pseudonatural Choker Rogue: CR 7; 
  Medium outsider (extraplanar); HD 11d8+1d6+24; hp 
  81; Init +5; Spd 30 ft., climb 20 ft.; AC 15 (+1 Dex, +4 
  natural), [touch 11, flat-footed 14]; Base Atk +8; Grap 
  +18; Atk +14 melee (1d6+6, tentacle); Full Atk +14 
  melee (1d6+6, 2 tentacles); Face/Reach 5 ft./ 10 ft.; SA 
  true strike, improved grab, constrict 1d6+6, sneak 
  attack +1d6; SQ darkvision 60 ft., quickness, electrical 
  and acid resistance 10, SR 24, DR 10/magic, alternate 
  form, trapfinding; AL CE; SV Fort +6, Ref +8, Will +8; 
  Str 22, Dex 13, Con 15, Int 4, Wis 13, Cha 7. 
   
  Skills and Feats: Climb +18, Hide +12, Move 
  Silently +8, Spot +7; Blind-fight, Combat Reflexes, 
  Improved InitiativeB, Improved Natural Attack, 
  Lightning Reflexes, Stealthy. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. On this attack, the creature is not 
  affected by the miss chance that applies when 
  attacking a concealed target;  
   
  Constrict (Ex): A choker deals 1d6+6 points of 
  damage with a successful grapple check against a Large 
  or smaller creature. Because it seizes its victim by the 
  neck, a creature in the choker’s grasp cannot speak or 
  cast spells with verbal components;  
   
  Improved Grab (Ex): To use this ability, a choker 
  must hit a Large or smaller opponent with a tentacle 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and can 
  constrict. Chokers receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  block. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master. But all its abilities 
  remain unchanged despite the alien appearance. 
  Changing shape is a standard action. Other creatures 
  receive a –1 moral penalty on their attack rolls against 
  pseudonatural creatures in their alternate form;  
   
  Quickness 
  (Su): 
  Although 
  not 
  particularly 
  dexterous, a choker is supernaturally quick. It can take 
  an extra standard action or move action during its turn 
  each round. 
   
  Physical Description: A central mass studded with 
  rambling mouths of serrated teeth surrounded by 
  hundreds of writhing black tentacles. 
   
  Encounter 8: The Galcet Farm 
  APL 2 (EL 4) 
  � Geryn: male spriggan; CR 3; Small fey; HD 5d6+5; 
  hp 22; Init +9; Spd 20 ft.; AC 19, touch 15, flat-footed 
  
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  15; base Atk +2 +2; Grp-2; Atk +6 melee (1d4/19-20, 
  short sword) or +7 (1d4,  javelin); Full Atk +6 melee 
  (1d4/19-20,  short sword) or +7 (1d4, javelin); SA sneak 
  attack +3d6, spell-like abilities; SQ low-light vision, size 
  change; AL CE; SV Fort +2, Ref +9,Will +3; Str 10, Dex 
  20, Con 12, Int 11, Wis 9, Cha 11.  
   
  Skills and Feats: Climb +5, Disable Device +7, 
  Hide +14, Listen +6, Move Silently +10, Open Lock 
  +12, Sleight of Hand +10; Improved Initiative, Weapon 
  Finesse (short sword). 
   
  Geryn (Enlarged Form): CR 3; Large Fey; HD 
  5d6+20; hp 37; Init +7; Spd 30 ft.; AC 16 (-1 size, +3 
  Dex, +4 chain shirt) [touch 12, flat-footed 13]; Base Atk 
  +2; Grap +10; Atk +6 melee (1d8+6/19-20, short sword) 
  or +5 (1d8+6, javelin); Full Atk +6 melee (1d8+6/19-20, 
  short sword) or +5 (1d8+6, large javelin); Face/Reach 
  10 ft./10 ft.; SQ low-light vision, size change; AL CE; 
  SV Fort +5, Ref +7,Will +3; Str 18, Dex 16, Con 18, Int 
  11, Wis 9, Cha 11.  
   
  Skills and Feats: Climb +9, Disable Device +4, 
  Hide +4, Listen +6, Move Silently +8, Open Lock +10, 
  Sleight of Hand +8; Improved Initiative, Weapon 
  Finesse (short sword). 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels.  
   
  Spell-Like Abilities – At will – produce flame, 
  scare, shatter. Caster level 8th; save DC 10 + spell level. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities. 
   
  Possessions: Small adamantine short sword, 5 
  small javelins, chain shirt. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Geryn is an ugly, mean 
  gnome with bushy, greasy, red hair and dull, yellow 
  skin. He exudes the nauseating smell of rancid flesh. 
   
  � Glim and Gworen: male gnome War1: CR 1/2; 
  Small humanoid (gnome); HD 1d8+3; hp 11; Init +0; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 16; Base Atk 
  +1;Grap -2; Atk +4 melee (1d6+1/19–20, longsword) or 
  +2 ranged (1d6/c19–20, light crossbow); Full Atk +4 
  melee (1d6+1/19–20, longsword) or +2 ranged 
  (1d6/19–20, light crossbow); SQ Gnome traits; AL CE; 
  SV Fort +5, Ref +0, Will –2; Str 13, Dex 11, Con 16, Int 
  8, Wis 7, Cha 10.  
   
  Skills and Feats: Listen +2, Spot +0; Weapon Focus 
  (longsword). 
   
  Possessions: longsword, light crossbow, 10 bolts, 
  chain shirt, light wood shield. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Glim and Gworen are ugly, 
  mean gnomes with bushy, greasy, red hair and dull, 
  yellow skin. They both smell strongly of sweat and 
  filth. 
   
  APL 4 (EL 6) 
  � Geryn, Glim and Gworen: male spriggan; CR 3; 
  Small fey; HD 5d6+5; hp 22; Init +9; Spd 20 ft.; AC 
  19,touch 15, flat-footed 15; Base Atk +2; Grap -2; Atk +6 
  melee (1d4/19-20, short sword) or +7 (1d4, javelin); 
  Full Atk +6 melee (1d4/19-20, short sword) or +7 (1d4, 
  javelin); SA sneak attack +3d6, spell-like abilities; SQ 
  low-light vision, size change; AL CE; SV Fort +2, Ref 
  +9,Will +3; Str 10, Dex 20, Con 12, Int 11, Wis 9, Cha 
  11.  
   
  Skills and Feats: Climb +5, Disable Device +7, 
  Hide +14, Listen +6, Move Silently +10, Open Lock 
  +12, Sleight of Hand +10; Improved Initiative, Weapon 
  Finesse (short sword). 
   
  Geryn, Glim and Gworen (Enlarged Form): CR 3; 
  Large fey; HD 5d6+20; hp 37; Init +7; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 13; Base Atk +2; Grap +10; Atk +6 
  melee (1d8+6/19-20, short sword) or +5 (1d8+6, 
  javelin); Full Atk +6 melee (1d8+6/19-20, short sword) 
  or +5 (1d8+6, javelin); Face/Reach 10 ft./10 ft.; SQ low-
  light vision, size change; AL CE; SV Fort +5, Ref 
  +7,Will +3; Str 18, Dex 16, Con 18, Int 11, Wis 9, Cha 
  11.  
   
  Skills and Feats: Climb +9, Disable Device +4, 
  Hide +4, Listen +6, Move Silently +8, Open Lock +10, 
  Sleight of Hand +8; Improved Initiative, Weapon 
  Finesse (short sword). 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels; Spell-Like Abilities – At 
  will – produce flame, scare, shatter. Caster level 8th; 
  save DC 10 + spell level. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities. 
   
  Possessions: Small short sword (Geryn has a +1 
  small adamantine short sword), 5 small javelins, chain 
  shirt. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Geryn, Glim and Gworen are 
  ugly, mean gnomes with bushy, greasy, red hair and 
  dull, yellow skin. They exude the nauseating smell of 
  rancid flesh. 
   
  APL 6 (EL 8) 
  � Geryn: male sprigganRog2; CR 5; Small fey; HD 
  7d6+7; hp 32; Init +9; Spd 20 ft.; AC 19,touch 15, flat-
  
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  Page 25 
  footed 15; Base Atk +3; Grap -1; Atk +7 melee (1d4/19-
  20, short sword) or +8 (1d4, javelin); Full Atk +7 melee 
  (1d4/19-20, short sword) or +8 (1d4, javelin); SA sneak 
  attack +4d6, spell-like abilities; SQ low-light vision, size 
  change, trapfinding, evasion; AL CE; SV Fort +2, Ref 
  +12,Will +3; Str 10, Dex 20, Con 12, Int 11, Wis 9, Cha 
  11.  
   
  Skills and Feats: Climb +5, Disable Device +7, 
  Hide +15, Listen +7, Move Silently +11, Open Lock 
  +13, Sleight of Hand +11, Spot +0, Tumble +15; Combat 
  Reflexes, Improved Initiative, Weapon Finesse (short 
  sword). 
   
  Geryn (Enlarged Form): CR 5; Large fey; HD 
  7d6+28; hp 53; Init +7; Spd 30 ft.; AC 16,touch 12, flat-
  footed 13; Base Atk +3; Grp +11; Atk +7 melee 
  (1d8+6/19-20, short sword) or +6 (1d8+6, javelin); Full 
  Atk +7 melee (1d8+6/19-20, short sword) or +6 (1d8+6, 
  javelin); Face/Reach 10 ft./10 ft.; SA sneak attack +1d6; 
  SQ low-light vision, size change, trapfinding, evasion; 
  AL CE; SV Fort +5, Ref +9,Will +3; Str 18, Dex 16, Con 
  18, Int 11, Wis 9, Cha 11.  
   
  Skills and Feats: Climb +10, Disable Device +5, 
  Hide +5, Listen +7, Move Silently +9, Open Lock +11, 
  Sleight of Hand +9, Spot +0, Tumbling +13; Combat 
  Reflexes, Improved Initiative, Weapon Finesse (short 
  sword). 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels;  
   
  Spell-Like Abilities: At will – produce flame, scare, 
  shatter. Caster level 8th; save DC 10 + spell level. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities. 
   
  Possessions: Small short sword, 5 small javelins, 
  chain shirt. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Geryn is an ugly, mean 
  gnome with bushy, greasy, red hair and dull, yellow 
  skin. He exudes the nauseating smell of rancid flesh. 
   
  � Glim: male spriggan Brb2; CR 5; Small fey; HD 
  2d12+5d6+7; hp 36; Init +9; Spd 30 ft.; AC 19,touch 15, 
  flat-footed 15; Base Atk +4; Grap +0; Atk +8 melee 
  (1d4/19-20, short sword) or +9 (1d4 javelin); Full Atk 
  +8 melee (1d4/19-20,  short sword) or +9 (1d4, javelin); 
  SA sneak attack +3d6, spell-like abilities, rage 1/day; 
  SQ low-light vision, size change, uncanny dodge; AL 
  CE; SV Fort +5, Ref +9,Will +3; Str 10, Dex 20, Con 12, 
  Int 11, Wis 9, Cha 11.  
   
  Skills and Feats: Climb +5, Disable Device +7, 
  Hide +14, Listen +8, Move Silently +10, Open Lock 
  +12, Sleight of Hand +10, Survival +5; Improved 
  Initiative, Weapon Finesse (short sword). 
   
  Glim (Enlarged Form): CR 3; Large fey; HD 
  2d12+5d6+28; hp 57; Init +7; Spd 30 ft.; AC 16,touch 12, 
  flat-footed 13; Base Atk +2;Grap+10; Atk +6 melee 
  (1d8+6/19-20, short sword) or +5 (1d8+6, javelin); Full 
  Atk +6 melee (1d8+6/19-20, short sword) or +5 (1d8+6, 
  javelin); Face/Reach 10 ft./10 ft.; SQ Low-light vision, 
  size change; AL CE; SV Fort +8, Ref +7,Will +3; Str 18, 
  Dex 16, Con 18, Int 11, Wis 9, Cha 11.  
   
  Skills and Feats: Climb +9, Disable Device +4, 
  Hide +4, Listen +8, Move Silently +8, Open Lock +10, 
  Sleight of Hand +8, Survival +5; Improved Initiative, 
  Weapon Finesse (short sword). 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Spell-Like Abilities: At will–produce flame, scare, 
  shatter. Caster level 8th; save DC 10 + spell level; Rage 
  (Ex) – A barbarian can fly into a rage a certain number 
  of times per day. In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. At the end of 
  the rage, the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) 
  for the duration of the current encounter. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities;  
   
  Uncanny Dodge (Ex): A barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. 
   
  Possessions: +1 small adamantine short sword, 5 
  javelins, chain shirt. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Glim is an ugly, mean 
  gnome with bushy, greasy, red hair and dull, yellow 
  skin. He exudes the nauseating smell of rancid flesh. 
   
  � Gworen: male spriggan Clr2; CR 5; Small fey; HD 
  2d8+5d6+7; hp 34; Init +9; Spd 20 ft.; AC 19,touch 15, 
  flat-footed 15; Base Atk +3; Grp -1; Atk +7 melee 
  (1d4/19-20, short sword) or +8 (1d4, javelin); Full Atk 
  +7 melee (1d4/19-20, short sword) or +8 (1d4, javelin); 
  SA sneak attack +3d6, spell-like abilities; SQ low-light 
  vision, size change; AL CE; SV Fort +4, Ref +9,Will +7; 
  Str 10, Dex 20, Con 12, Int 11, Wis 12, Cha 11.  
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 26 
   
  Skills and Feats: Concentration +9, Climb +5, 
  Disable Device +7, Hide +14, Listen +6, Move Silently 
  +10, Open Lock +12, Sleight of Hand +10; Combat 
  Casting, Improved Initiative, Weapon Finesse (short 
  sword). 
   
  Gworen (Enlarged Form): CR 5; Large fey; HD 
  2d8+5d6+28; hp 55; Init +7; Spd 30 ft.; AC 16,touch 12, 
  flat-footed 13; Base Atk +3; Grp+11; Atk +7 melee 
  (1d8+6/19-20, short sword) or +6 (1d8+6, javelin); Full 
  Atk +7 melee (1d8+6/19-20 short sword) or +6 (1d8+6, 
  javelin); Face/Reach 10 ft./10 ft.; SQ low-light vision, 
  size change; AL CE; SV Fort +7, Ref +7,Will +7; Str 18, 
  Dex 16, Con 18, Int 11, Wis 12, Cha 11.  
   
  Skills and Feats: Concentration +12, Climb +9, 
  Disable Device +4, Hide +4, Listen +6, Move Silently 
  +8, Open Lock +10, Sleight of Hand +8; Combat 
  Casting, Improved Initiative, Weapon Finesse (short 
  sword). 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Spell-Like Abilities: At will—produce flame, scare, 
  shatter. Caster level 8th; save DC 10 + spell level. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities. 
   
  Possessions: Small short sword, small javelin (x5), 
  chain shirt. 
   
  Personality Traits: Mean, violent. 
   
  Physical Description: Gworen is an ugly, mean 
  gnome with bushy, greasy, red hair and dull, yellow 
  skin. He exudes the nauseating smell of rancid flesh. 
   
  Spells Prepared (4/3+1; base DC = 11 + spell level): 
  0—cure minor wounds, detect magic, detect poison, 
  guidance; 1st—bane, cure light wounds, protection 
  from good*, shield of faith. 
   
  *Domain spell. Domains: Chaos (Chaos spells cast 
  at +1 caster level.); Evil (Evil spells cast at +1 caster 
  level.). 
   
  Encounter 8: The Kaorti Cyst 
  APL 2 (EL 3) 
  � Kaorti Warrior: CR 1; Medium outsider (evil, 
  extraplanar); HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 18, 
  touch 12, flat-footed 16; Base Atk +2; Grp +0; Atk +1 
  melee (1d6-2, bite), or +4 melee (1d4-2/x4, ribbon 
  dagger), or +4 ranged (1d4-2, dart); Full Atk +1 melee 
  (1d6-2, bite), or +4 melee (1d4-2/x4, ribbon dagger), or 
  +4 ranged (1d4-2, dart); SA spell-like abilities, vile 
  transformation; SQ material vulnerability, outsider 
  traits, poison immunity; AL NE; SV Fort +3, Ref +5, 
  Will +3; Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +5, 
  Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +13, 
  Intimidate +8, Knowledge (arcana) +7, Knowledge (the 
  Planes) +7, Spellcraft +9 (+11 decipher spells on 
  scrolls), Survival +5 (+7 on other planes), Use Magic 
  Device +7 (+9 scrolls); Exotic Weapon Proficiency 
  (ribbon dagger)B, Weapon Finesse. 
   
  Spell-Like Abilities (1/day): alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. 
  Caster level 2nd; save DC 14+ spell level. 
   
  Possessions: Resin scale armor, 2 ribbon daggers , 
  10 resin darts. 
   
  � Kaorti Leader, Sor1: CR 2; Medium outsider (evil, 
  extraplanar); HD 1d4+2d8; hp 14; Init +2; Spd 30 ft.; AC 
  18, touch 12, flat-footed 16; Base Atk +2; Grp +0; Atk +1 
  melee (1d6-2, bite), or +4 melee (1d4-2/x4, ribbon 
  dagger), or +4 ranged (1d4-2, dart); Full Atk +1 melee 
  (1d6-2, bite), or +4 melee (1d4-2/x4, ribbon dagger), or 
  +4 ranged (1d4-2, dart); SA spell-like abilities, vile 
  transformation; SQ material vulnerability, outsider 
  traits, poison immunity; AL NE; SV Fort +3, Ref +5, 
  Will +5; Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +13, 
  Intimidate +8, Knowledge (arcana) +7, Knowledge (the 
  Planes) +8, Spellcraft +10 (+12 decipher spells on 
  scrolls), Survival +5 (+7 on other planes), Use Magic 
  Device +8 (+10 scrolls); Exotic Weapon Proficiency 
  (ribbon dagger)B, Point Blank Shot, Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. 
  Caster level 2nd; save DC 14+ spell level. 
   
  Possessions: Ribbon dagger, 10 resin darts, wand 
  of acid splash. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0—
  detect magic, ghost sound, message, touch of fatigue; 
  1st—mage armor, magic missile. 
   
  APL 4 (EL 5) 
  � Kaorti Warrior, Ftr1: CR 2; Medium outsider (evil, 
  extraplanar); HD 1d10+2d8+3; hp 18; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +3; Grp +1; 
  Atk +2 melee (1d6-2, bite), or +5 melee (1d4-2/x4, 
  ribbon dagger), or +5 ranged (1d4-2, dart); Full Atk +2 
  melee (1d6-2, bite), or +5 melee (1d4-2/x4, ribbon 
  dagger), or +5 ranged (1d4-2, dart); SA spell-like 
  abilities, vile transformation; SQ material vulnerability, 
  outsider traits, poison immunity; AL NE; SV Fort +5, 
  Ref +5, Will +3; Str 7, Dex 14, Con 11, Int 14, Wis 11, 
  Cha 16.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +5, 
  Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +13, 
  Intimidate +8, Jump +2, Knowledge (arcana) +7, 
  Knowledge (the Planes) +7, Spellcraft +9 (+11 decipher 
  spells on scrolls), Survival +5 (+7 on other planes), Use 
  Magic Device +7 (+9 scrolls); Exotic Weapon 
  Proficiency (ribbon dagger)B, Toughness, Weapon 
  Finesse. 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 27 
   
  Spell-Like Abilities (1/day) — alter self, color 
  spray, feather fall, ray of enfeeblement, reduce, spider 
  climb. Caster level 2nd; save DC 14+ spell level. 
   
  Possessions: Resin scale armor, 2 ribbon daggers, 
  10 resin darts. 
   
  � Kaorti Leader, Sor3: CR 4; Medium outsider (evil, 
  extraplanar); HD 3d4+2d8+5; hp 25; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +3; Grp +1; 
  Atk +2 melee (1d6-2, bite), or +5 melee (1d4-2/x4, 
  ribbon dagger), or +5 ranged (1d4-2, dart); Full Atk +2 
  melee (1d6-2, bite), or +5 melee (1d4-2/x4, ribbon 
  dagger), or +5 ranged (1d4-2, dart); SA spell-like 
  abilities, vile transformation; SQ material vulnerability, 
  outsider traits, poison immunity; AL NE; SV Fort +5, 
  Ref +6, Will +6; Str 7, Dex 14, Con 12, Int 14, Wis 11, 
  Cha 16.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +13, 
  Intimidate +8, Knowledge (arcana) +7, Knowledge (the 
  Planes) +9, Spellcraft +11 (+13 decipher spells on 
  scrolls), Survival +5 (+7 on other planes), Use Magic 
  Device +9 (+11 scrolls); Exotic Weapon Proficiency 
  (ribbon dagger)B, Point Blank Shot, Weapon Finesse. 
   
  Spell-Like Abilities (1/day) — alter self, color 
  spray, feather fall, ray of enfeeblement, reduce, spider 
  climb. Caster level 2nd; save DC 14+ spell level. 
   
  Possessions: Ribbon dagger, 10 resin darts, wand 
  of acid splash. 
   
  Spells Known (6/6; base DC = 13 + spell level): 0—
  daze, detect magic, ghost sound, message, touch of 
  fatigue; 1st—mage armor, magic missile, shield. 
   
  APL 6 (EL 7) 
  � Kaorti Warrior, Ftr4: CR 5; Medium outsider (evil, 
  extraplanar); HD 4d10+2d8+3; hp 36; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +6; Grp +5; 
  Atk +6 melee (1d6-1, bite), or +9 melee (1d4+1/x4, 
  ribbon dagger), or +8 ranged (1d4-1, dart); Full Atk 
  +6/+1 melee (1d6-1, bite), or +9/+4 melee (1d4+1/x4, 
  ribbon dagger), or +8/+3 ranged (1d4-1, dart); SA spell-
  like abilities, vile transformation; SQ material 
  vulnerability, outsider traits, poison immunity; AL NE; 
  SV Fort +7, Ref +6, Will +4; Str 8, Dex 14, Con 11, Int 
  14, Wis 11, Cha 16.  
   
  Skills and Feats: Climb +0, Concentration +6, Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +13, 
  Intimidate +8, Jump +6, Knowledge (arcana) +7, 
  Knowledge (the Planes) +7, Spellcraft +9 (+11 decipher 
  spells on scrolls), Survival +5 (+7 on other planes), Use 
  Magic Device +7 (+9 scrolls); Exotic Weapon 
  Proficiency (ribbon dagger)B, Toughness, Quick Draw, 
  Weapon Finesse, Weapon Focus (ribbon dagger), 
  Weapon Specialization (ribbon dagger). 
   
  Spell-Like Abilities: 1/day—alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. 
  Caster level 2nd; save DC 14+ spell level. 
   
  Possessions: Resin scale armor, 2 ribbon daggers, 
  10 resin darts. 
   
  � Kaorti Leader, Sor6: CR 7; Medium outsider (evil, 
  extraplanar); HD 6d4+2d8+8; hp 40; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +3; 
  Atk +4 melee (1d6-2, bite), or +7 melee (1d4-2/x4, 
  ribbon dagger), or +7 ranged (1d4-2, dart); Full Atk +4 
  melee (1d6-2, bite), or +7 melee (1d4-2/x4, ribbon 
  dagger), or +7 ranged (1d4-2, dart); SA spell-like 
  abilities, vile transformation; SQ material vulnerability, 
  outsider traits, poison immunity; AL NE; SV Fort +6, 
  Ref +7, Will +9; Str 7, Dex 14, Con 12, Int 14, Wis 12, 
  Cha 16.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (armorsmith) +7, Craft (weaponsmith) +7, Heal +14, 
  Intimidate +8, Knowledge (arcana) +7, Knowledge (the 
  Planes) +9, Spellcraft +11 (+13 decipher spells on 
  scrolls), Survival +5 (+7 on other planes), Use Magic 
  Device +9 (+11 scrolls); Exotic Weapon Proficiency 
  (ribbon dagger)B, Point Blank Shot, Weapon Finesse. 
   
  Spell-Like Abilities: 1/day—alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. 
  Caster level 2nd; save DC 14 + spell level. 
   
  Possessions: Ribbon dagger, 10 resin darts, wand 
  of acid splash, robe of bones. 
  Spells Known (6/7/6/4; base DC = 13 + spell level): 0—
  daze, 
  detect 
  magic, 
  ghost 
  sound, 
  message, 
  prestidigitation, ray of frost, touch of fatigue; 1st—
  grease, mage armor, magic missile, shield; 2nd—
  invisibility, scorching ray; 3rd—fireball. 
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 28 
  APPENDIX 2:  
  NPC BACKGROUNDS
  This 
  section 
  contains 
  expanded 
  background 
  descriptions of all of the NPCs of note in the town of 
  Rowanfen. While brief personality notes are provided 
  in Appendix 1, the DM is encouraged to be familiar 
  with the personalities contained within to aid in 
  roleplaying any chance encounters the PCs may have, 
  and determining NPC reactions to unusual situations. 
   
  Collina Redfeather: The pleasant and world-wise half-
  elven owner of the general store is secretly the leader 
  of the Syrulian cult in Rowanfen. To her, Rowanfen is 
  the perfect place to begin her plans to spread the lies of 
  the Oathbreaker. It is far enough from Greyhawk that 
  she need not worry about the interference of powerful 
  forces in the village, and small enough to corrupt or 
  kill all those who live there. Collina started small, 
  seeking out those who seemed likely to share her 
  darker desires. However, she was not prepared for the 
  interference of Brinoc. When the old scholar began to 
  poke around, he quickly began to notice the activities 
  of her cult. She was preparing to kill him in a sacrifice 
  to her fell deity when he disappeared. Collina worries 
  that he may return with aid and thus likely be very 
  suspicious of anyone who comes looking for him. 
   
  Crelyf: The events in Rowanfen drove this flan to total 
  paranoia. His farm is in clearly in disrepair, and it 
  might appear abandoned except for the shadows 
  moving behind shuttered windows and the occasional 
  crossbow bolt that flies toward those who trespass. 
  Crelyf became insane following an event of two years 
  ago when the Galcet brothers broke into his home 
  during the night and abducted his wife and two 
  children for their own nefarious purposes. Gravely 
  wounded, Crelyf barely survived. Now he hides in his 
  dirty home, waiting for the monsters to come for him. 
   
  Galcet Brothers: The inbred gnomish Galcet brothers 
  (Geryn, Glim, and Gworen) live in a their run down 
  farm where their family lived in semi-isolation for 
  decades. Throughout that time, their clan offered 
  worship to hideous evil from beyond, and it further 
  tainted them. Now the last of their line, they live, little 
  better than animals, proffering themselves in mind 
  shattering rites to unfathomable evil and feasting on 
  whatever they catch—animal or man. 
   
  Gwena Damtiel: This flirtatious barmaid with 
  sparkling eyes lives in one of the many rooms available 
  at the Lark’s Nest. She spends her days waiting on 
  travelers who pass through Rowanfen, spreading tales 
  and causing disputes. Gwena recently joined the cult of 
  Syrul formed by Collina, seeing the religion as an 
  extension of the hurtful relationship games she already 
  plays. 
   
  Irok: Irok the superstitious half-orc runs a small but 
  profitable farm. He is generally friendly, but intensely 
  fears magic. His home is filled with various homemade 
  charms meant to protect him from evil magic. He is 
  willing to make such charms for others as well, if they 
  seem to be true believers that all magic is evil. 
   
  Jonnap Kenten: This somewhat rotund but jolly 
  innkeeper is the owner of the Lark’s Nest Inn. He 
  happily offers a room to any travelers, no questions 
  asked; their coin used to buy him and his wife the finer 
  things in life that caravans might bring past his inn. 
  Despite his greed, he possesses a softer side that led 
  him to take the boy Medwyn into his employ 
  following the disappearance of his own son. Jonnap 
  tries not to pay attention to anything in town, and that 
  makes him more popular than most. 
   
  Kemb Yesald: This human cleric of Wenta is aware that 
  evil infiltrated his boyhood village, but unable and 
  afraid to deal with it himself he turned to the blessings 
  of Wenta to quiet his worries. Now the small and 
  seldom used temple to the goddess of autumn and 
  brewing smells strongly of the drunken priest who 
  rests in a stupor most hours of the day or night. If 
  someone could convince Kemb that they were willing 
  and able to save his village from the darkness that 
  infests it, it might be possible to draw him forth from 
  his depression and gain a useful ally. Until such time, 
  he drinks heavily, mumbling to himself. 
   
  Kensa Kenten: Wife to Jonnap, Kensa cares for the 
  food while he runs the rest of the inn. While a decent 
  cook, all meat cooked by her inevitably ends up overly 
  dry. This huge monster of woman dominates her 
  kitchen, towering threateningly over any who might 
  attempt to venture inside. Unfortunately, she possesses 
  digestive problems that only add to her irritability. 
  Many years ago, Kensa was a pleasant woman, but the 
  disappearance of their young son Klous (taken by the 
  Galcet brothers, unknown to her or Jonnap) soured 
  her.  
   
  Linoc Nanelyn: Linoc is a perfectly normal human 
  farmer with a large family of ten children. He is 
  friendly, but perhaps a bit naïve about all the problems 
  in Rowanfen. He and his family moved to Rowanfen 
  two years ago from the County of Urnst when he 
  inherited some gold from his uncle Tarja. He is only 
  too happy to assist the PCs in anyway that is within his 
  power; short of endangering his family. If asked about 
  Brinoc, he is one of the locals that tells the PCs that 
  Brinoc disappeared nearly a month ago. He knows 
  Brinoc travels often, and just assumed he is away on a 
  long trip.  
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 29 
  Linsel Nanelyn: Linsel is wife to Linoc and mother of 
  ten. She bears a weary air about her, as is to be expected 
  of the matron of such a large brood, but it is generally a 
  happy exhaustion punctuated by large pies and 
  plentiful hugs. Linsel is perhaps even more naïve than 
  her husband about the underhanded dealings in 
  Rowanfen.  
   
  Marego Tallenstomp: Rowanfen never had a mayor, 
  sheriff, or town-greeter, but one day Marego claimed 
  the jobs. As no one else desired such titles or cared 
  what Marego did, they let him continue as long as he 
  does not bother the residents too much. Marego is 
  generally helpful, but he takes his job very seriously; 
  feeling it is his responsibility to know everything 
  about everyone in Rowanfen. He’s generally not very 
  successful, but that doesn’t stop him from trying and 
  most think Marego is a bit nosey. Marego knows that 
  some members of Rowanfen are involved in nighttime 
  meetings in the swamp, but failed to discover what its 
  purpose. 
   
  Marza Barcel: Marza spends her days in a haze, wearing 
  black and rocking in a chair on her porch. Sometimes 
  passer-bys hear her call to her missing children. Over 
  the last five years, all three of her children disappeared 
  or died. Five years ago, goblins that once inhabited the 
  swamp, stole a daughter while out picking flowers. 
  Two years ago, their son died in an apparent arson 
  (really set by Medwyn). Less than a year ago, their 
  youngest daughter was taken from her room (by the 
  Galcet brothers). Blood was evident and she was never 
  found. 
   
  Mayl: The younger of two sisters (the other being 
  Werna), Mayl lives at the edge of town where she 
  worships the earth mother Beory, and acts as a healer 
  and midwife. Mayl’s personality is friendly, but 
  opinionated. Still young, Mayl is still beautiful and 
  would make a worthy wife to someone able to cope 
  with a strong woman.  
   
  Medwyn: Medwyn, the stable boy at the Lark’s Nest, is 
  an abandoned child, his parents having left him in the 
  wild when he was six after he set fire to his baby sister. 
  Later discovered wandering near town by Jonnap 
  Kenten, the innkeeper took the boy in and gave him a 
  place to stay in the stable. Unfortunately Jonnap and 
  his wife are completely unaware of Medwyn’s sadistic 
  streak. Much of the random violence in town can be 
  traced to this morally bankrupt teen. Medwyn is a 
  member of the cult of Syrul. 
   
  Daseem: Two years ago, Daseem, a down on his luck 
  Backlunish gambler, came to Rowanfen. Unable to 
  afford to continue traveling, and really having nowhere 
  to go, the charismatic but often intoxicated Daseem 
  lived in town ever since. He survives by cheating the 
  local farmers out of their coppers during late nights in 
  the Lark’s Nest common room.  
   
  Renoc Barcel: The carpenter spends much of his time 
  making barrels and repairing wagons for the village. 
  Despite the hardships seen in Rowanfen, Renoc does 
  his best maintain his good nature for visitors that 
  might increase his business. His house seems too large 
  for just he and his wife (Marza), because over the last 
  five years, all three of their children disappeared or 
  died. He avoids thinking about it, concentrating on his 
  work. 
   
  Strodus the Quiet: The woodsman is well known 
  throughout Rowanfen; occasionally making himself 
  known to sell furs or firewood collected from the 
  swamp and surrounding woods. Most do not suspect 
  the rage that fills his soul. Many years ago, his family 
  was brutally lost to goblins in the swamp. Enraged, 
  Strodus hunted them down one by one, and tortured 
  them to death. Now he lives a wretched existence, 
  barely surviving in the wild, and hating all others. 
  Collina recognized his pain, and used it to turn him 
  against the rest of town, bringing him into the cult of 
  Syrul. Should the PCs come into conflict with the cult 
  of Syrul, Strodus likely acts as the muscle of any 
  Syrulian response.  
   
  Werna: The older of two sisters (Mayl, the younger), 
  lives at the edge of town where she worships the earth 
  mother Beory, and acts as a healer and midwife. Werna 
  is much older than Mayl, and her hair already turned 
  to gray. Those who do not know better often mistake 
  Werna as Mayl’s mother. She does not bother to 
  correct this misconception, so it is common. Werna 
  began to notice something wrong in Rowanfen—a 
  darkness is spreading, and she only hopes to find her 
  sister a good husband that could take her away from 
  this place before the night comes to claim the both of 
  them. 
   
  Zholan: The tall and lanky blacksmith is quiet and 
  tends to keep to himself. Those that do deal with him 
  often cannot shake the ill feelings they get when 
  Zholan looks at them with his dead, staring eyes. 
  Zholan fights an inner struggle. Each night he retires 
  to the cellar of his small home where he worships the 
  vile deity Beltar, slowly slipping into evil himself. 
  Zholan hates all other living beings, but like 
  everything else he keeps these feelings this to himself. 
  It would not take much more to push him over the 
  edge into a homicidal rage; particularly if the PCs are 
  having an easy time with the rest of the module. 
  
  COR4-19 That Which Was Not Meant To Be Known 
   
  Page 30 
  APPENDIX 3: 
  NEW RULES 
  New Creatures 
  Kaorti  
  Reference: Fiend Folio, page 108, updated for v.3.5. 
    
  Medium-Size 
  Outsider 
  (Evil, 
  Extraplanar) 
  Hit Dice: 
  2d8 (9 hp) 
  Initiative: 
  +2 
  Speed: 
  30 ft.  
  Armor Class: 
  18 (+2 Dex, +2 natural, +4 resin scale 
  armor), touch 12, flat-footed 16 
  Base 
  Attack/Grapple
  : 
  +2/+0 
  Attack: 
  Bite +1 melee, or ribbon dagger +4 
  melee, or darts +4 ranged 
  Full Attack: 
  Bite +1 melee, or ribbon dagger +4 
  melee, or darts +4 ranged 
  Damage: 
  Bite 1d6-2, ribbon dagger 1d4-2/x4, 
  darts 1d4-2 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Spell-like 
  abilities, 
  vile 
  transformation 
  Special 
  Qualities: 
  Material 
  vulnerability, 
  outsider 
  traits, poison immunity 
  Saves: 
  Fort +3, Ref +5, Will +3 
  Abilities: 
  Str 7, Dex 14, Con 11, Int 14, Wis 
  11, Cha 16 
  Skills: 
  Concentration +5, Craft (any two) 
  +7, 
  Heal 
  +13, 
  Intimidate 
  +8, 
  Knowledge (arcana) +7, Knowledge 
  (the Planes) +7, Spellcraft +9 (+11 
  decipher spells on scrolls), Survival 
  +5 (+7 on other planes), Use Magic 
  Device +7 (+9 scrolls) 
  Feats: 
  Exotic Weapon Proficiency (ribbon 
  dagger)B, Weapon Finesse 
  Environment: 
  Any nocturnal (Far Realm) 
  Organization: 
  Solitary, patrol (2-9), cyst pilgrimage 
  (10-20 plus 1-3 kaorti thralls), or cyst 
  (21-60 plus 10-20 thralls and 1 
  skybleeder per 15 kaorti) 
  Challenge 
  Rating: 
  1 
  Treasure: 
  Standard, items only 
  Alignment: 
  Usually neutral evil 
  Advancement: 
  By character class 
  Level 
  Adjustment: 
  +1 
   
   
  Ages ago, a group of curious wizards sought to pierce 
  the boundaries of known existence and penetrate to a 
  distant dimension on the other side of reality. This 
  region, known to scholars as the Far Realm, is a realm 
  of madness and nightmare. The explorers felt 
  confident in their abilities and only intended to stay 
  for a few hours. Unfortunately their confidence was 
  misplaced. Not moments after their arrival in the Far 
  Realm, they were absorbed by a nameless entity. The 
  explorers transformed into terrible natives of the Far 
  Realm, becoming the first kaortis. 
   
  The explorers went mad and forgot all they knew 
  of the Material Plane. The gateway between the Far 
  Realm and the Material Plane disturbed them. The 
  newly formed kaortis acted without thought, traveling 
  back through the portal to destroy it. Doing so 
  removed the source of the pain in the Far Realm, but it 
  stranded the kaortis on the Material Plane—a realm 
  now deadly to the very fabric of their being. Many of 
  the new kaortis succumbed before they succeeded in 
  encysting themselves within the secluded wizards’ 
  school from which they had set out. From that first 
  cyst, the kaortis have spread out to menace the world. 
   
  Humanoid in shape, a kaorti must dress in form-
  fitting armor made of thick resins and tissues grown 
  and cultivated by kaorti alchemists whenever one 
  ventured from its cyst. A kaorti in a resin suit looks like 
  an emaciated human with elongated arms and legs. It 
  has three fingers and a long thumb on each hand, and 
  its motions are slithery and undulant. It’s bulbous head 
  is affixed to its body by a long neck. A kaorti’s almost 
  always remains hidden behind windings of resin. 
   
  Outside its resin suit, a kaorti is decidedly 
  nonhuman in appearance. Its skin, brownish green in 
  color swirled with livid pinks and reds and purples, 
  seems to be almost transparent and liquid slithers and 
  runs over the creature’s visible entrails. A kaorti’s 
  fingers are little more than boneless tendrils. Its face 
  looks like that of a melted spider. Its palms constantly 
  secret a thick, green resin that can be crafted by kaorti 
  “smiths” into weapons or armor or reinforcements for 
  their lairs. The average kaorti is 7 feet tall and weighs 
  100 pounds. 
   
  Kaortis speak their own guttural language and 
  have picked up smatterings of many other languages 
  during their interrogations of prisoners. Most kaortis 
  can speak Common and Sylvan. 
   
  Combat 
  Kaorti’s prefer to use magic against their enemies, 
  while their transformed minions and thugs engage in 
  melee. When magic fails, a kaorti tries to fight with 
  ranged weapons if it can; kaorti are proficient in all 
  simple ranged weapons as well as shuriken. A kaorti 
  caught in melee combat usually flees in an attempt to 
  regain the needed distance for its spells and ranged 
  attacks. 
   
  Kaorti can be summoned using a summon 
  monster II spell. 
   
  Spell-Like Abilities: 1/day—alter self, color spray, 
  feather fall, ray of enfeeblement, reduce, spider climb. 
  Caster level 2nd; save DC 14+ spell level. 
  
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  Vile Transformation (Su): A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 
  hours, during which time the kaorti’s jaws must be 
  locked onto the victim, who must be either willing or 
  helpless for the duration. After 8 hours, the victim 
  must make a Fortitude save (DC 11). Failure indicates 
  that victim transforms into a kaorti (if the victim is 
  human), or into a kaorti thrall. If the victim succeeds at 
  the save, the kaorti can attempt the transform again; 
  each attempt to transform a victim increases the save 
  DC by +1. 
   
  Creatures transformed into kaortis retain any class 
  abilities and modify their ability scores as follows: Str –
  4, Dex +4, Int +4, Cha +6. They become neutral evil and 
  embrace the racial ethos of the kaortis. They gain all of 
  the other abilities and disadvantages of a standard 
  kaorti. This transformation is the only way the kaorti 
  can propagate their kind. 
   
  Material Vulnerability (Ex): The Material Plane is 
  painful to an unprotected kaorti. An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of subdual damage 
  and become fatigued. This fatigued condition persists 
  until the kaorti recovers all the subdual damage it took 
  from its exposure to the Material Plane. Is a kaorti is 
  rendered unconscious through the accumulation of 
  subdual damage (from this ability or from any other 
  source), the Material Plane environs begin to deal 
  normal damage at the same rate (Fort save negates; save 
  DC continues to increase per check as stated above). A 
  kaorti wearing a resin suit, or a kaorti in a cyst, is 
  protected from the effects of the Material Plane. 
   
  Outsider Traits: Kaortis have darkvision (60-foot 
  range), and they cannot be raised or resurrected 
  (though a wish or miracle can restore life). 
   
  Skills: Kaortis have a +8 racial bonus on Heal 
  checks. 
   
  Kaorti Society 
  Kaortis live in remote regions, dwelling in captured 
  forts, monasteries, or mines. They quickly coat the 
  entirety of their lairs with the same resin they build 
  their weapons and armor from, protecting themselves 
  from the deleterious influence of the Material Plane. 
  These lairs are known as kaorti cysts. 
   
  Kaortis have little interest in idle pastimes. They 
  are consumed with one overriding goal: to pervert the 
  natural world and feed it into the Far Realm. The 
  kaortis understand that realization of this goal is likely 
  centuries away, and may well be impossible. 
  Nevertheless, they are dedicated to this goal, 
  transforming one creature at a time if that’s what it 
  takes. 
   
  Kaorti greatly respect and admire arcane magic. 
  Sorcerers and wizards are often found as leaders in 
  kaorti cysts. These leaders are charged with expanding 
  the race’s territories and making sure the cyst is well 
  defended. This leaves the bulk of a kaorti cyst’s 
  population free to work on the transformation of 
  creatures into kaorti or thralls. Nonhumanoid victims 
  that are transformed into thralls make up the bulk of a 
  kaorti cyst’s defenses. 
   
  When a cyst’s population reaches about five dozen 
  kaorti, approximately two dozen of them strike out 
  into the world to seek a place to build a new cyst. A few 
  old cysts have ceased to calve off pilgrimages; the 
  kaorti of these cysts work to perfect new thrall races 
  designed to function on the Material Plane without 
  danger. The skybleeder and the rukanyr are perhaps 
  the most successful of these creations so far. 
   
  Prisoners taken by kaortis are fed and make 
  comfortable by their captors, but only as long as the 
  kaortis think that their captives have vital information 
  about the outer world to impart. Once a prisoner is 
  deemed to have divulged all pertinent information, he 
  is quickly scheduled for transformation. 
   
  Kaortis encountered outside a cyst are either 
  pilgrims looking for a new cyst site, spies gathering 
  information about neighboring lands, or a small band 
  charged 
  with 
  seeking 
  out 
  new 
  victims 
  for 
  transformation. Kaortis make full use of their alter self 
  ability to infiltrate villages and cities.  
   
  Kaorti Items 
  Kaorti devices are made from resins secreted by the 
  creatures’ palms. The resin is shaped while fresh, and 
  then (if appropriate) alchemically treated to maintain 
  flexibility. 
   
  The principle use for kaorti resin is to create a cyst, 
  a space enclosed by walls of resin. Within such a space, 
  kaortis are protected from the harmful effects of the 
  Material Plane. A kaorti can produce roughly 1 cubic 
  foot of resin each day, enough to coat 10 square feet of 
  surface to a depth of 1 inch. It takes a kaorti about 1 
  hour to produce and apply this much resin. The 
  substance dries to a rigid covering 1 hour after being 
  applied. Walls and doors encrusted with this resin have 
  their hardness increased by 2. 
   
  Untreated kaorti resin lasts for only about 500 
  days before crumbling to shards, so kaortis constantly 
  maintain the walls of their cysts. A single kaorti can 
  keep a 40-foot-square room 10 feet high covered in 
  resin by spending 1 hour a day maintaining its cyst. 
   
  Resin Suit: A kaorti resin suit consists of thin 
  straps of alchemically treated resin that are wrapped 
  around the body fully, similar to a mummy’s bandages. 
  A resin suit is light armor with the following 
  properties: +4 armor bonus, +3 maximum Dex bonus, -4 
  armor check penalty, 25% arcane spell failure chance. 
  Creatures other that kaorti can wear resin suits, but the 
  resin causes most humanoids to break out in hives. In 
  addition to its armor qualities, a kaorti resin suit 
  protects a creature on the Material Plane from the 
  effects of the environment. 
   
  Resin suits are costly and time-consuming to 
  make; ordinary kaorti (those with 1 HD) are only rarely 
  allowed to use them as a result. 
   
  Cost: 250 gp; weight: 20 lbs. 
  
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  Ribbon Dagger: A ribbon dagger is a Small exotic 
  weapon crafted from alchemically treated kaorti resin. 
  It consists of a resin handle to which is affixed a 1-foot-
  long flexible strip of resin. This ribbon of resin is razor-
  sharp and deals 1d4 points of damage on a hit with a 
  critical multiplier of x4. The ribbon can wrap around 
  objects with ease; disarm attacks made with a ribbon 
  dagger gain a +2 bonus. 
   
  Cost: 50 gp; weight: 1 lb. 
   
  Kaorti Characters 
  A small number of kaortis turn rogue and abandon 
  their native cysts. These characters have resisted the 
  psychological transformation into kaorti, and struggle 
  to survive in a hostile world.  
   
  Kaortis have a natural predisposition to become 
  sorcerers. Kaorti sorcerers generally become the 
  leaders of a kaorti cyst. Kaorti wizards do not keep 
  ordinary spellbooks, they record their spells on long 
  strips of resin that are hung from the ceiling in the 
  kaorti’s lair. Kaorti wizards or sorcerers never summon 
  animal familiars. Most nonspellcasting kaortis are 
  rogues, although fighters are not unheard of. Kaortis 
  only rarely become barbarians, and no instance of 
  divine spellcaster kaorti have been recorded.  
   
  Sorcerer is a kaorti’s favored class. Because of its 
  special abilities, a kaorti PC’s effective character level 
  (ECL) is equal to its class level +4. Thus, a 1st-level 
  kaorti sorcerer has an ECL of 5 and is the equivalent of 
  a 5th-level character. 
   
  Pseudonatural Creature (Template) 
  Reference: Manual of the Planes, page 212 and Tome 
  and Blood, page 47, updated for v.3.5. 
   
  The simplest natives of the Far Realm are the 
  pseudonatural creatures that roam the layers on 
  unguessable errands. They dwell past the eons that lie 
  beyond the stars, beyond the planes as we know them, 
  nestled in far realms of insanity. When summoned to 
  the Material Plane, they often take the form of and 
  emulate the abilities of familiar creatures, they are 
  more gruesome in appearance than their earthly 
  counterparts. Alternatively, they may appear in a 
  manner more consistent with their origins: A mass of 
  writhing tentacles is a favorite, although other terrible 
  forms are always possible.  
   
  Creating a Pseudonatural Creature 
  “Pseudonatural” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”). The creature’s type changes to “outsider.” It 
  uses all the base creature’s statistics and special abilities 
  except as noted here. 
   
  Special Attacks: A pseudonatural creature retains 
  all the special attacks of the base creature and also gains 
  the following. 
  True Strike (Su): Once per day, the creature can make a 
  normal attack with a +20 insight bonus on a single 
  attack roll. On this attack, the creature is not affected 
  by the miss chance that applies when attacking a 
  concealed target. 
   
  Special Qualities: A pseudonatural creature retains 
  all the special qualities of the base creature and also 
  gains the following abilities. 
  • 
  Electricity and acid resistance (see table 
  below). 
  • 
  Damage Reduction (see table below). 
  • 
  Spell resistance equal to double the 
  creatures HD (maximum 25). 
   
  Hit Dice 
  Electricity and Acid 
  Resistance 
  Damage 
  Reduction 
  1-3 
  5 
  - 
  4-7 
  5 
  5/magic 
  8-11 
  5 
  5/magic 
  12+ 
  10 
  10/magic 
   
  If the base creature already has one or more of these 
  special qualities, use the better value. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque tentacled 
  mass or another appropriately gruesome form 
  determined by the Dungeon Master. But all its abilities 
  remain unchanged despite the alien appearance. 
  Changing shape is a standard action. Other creatures 
  receive a –1 moral penalty on their attack rolls against 
  pseudonatural creatures in their alternate form. 
   
  Saves: Same as the base creature 
   
  Abilities: Same as the base creature 
   
  Feats: Same as the base creature 
   
  Climate: Any land and underground 
   
  Organization: Same as base creature 
   
  Challenge Rating: Up to 3 HD, as base creature; 4 
  HD to 7 HD, as base creature +1; 8+ HD, as base 
  creature +2 
   
  Treasure: Same as the base creature 
   
  Alignment: Same as the base creature 
   
  Advancement: Same as the base creature 
   
  Spriggan 
  Reference: Fiend Folio, page 162, updated for v.3.5. 
  Natural Form 
  Small Fey 
  Hit Dice:  
   
  5d6+5 (22 hp) 
  Initiative: 
   
  +9 
  Speed:  
   
  20 ft. 
  AC: 
   
   
  19 (+1 size, +4 Dex, +4 
  chain shirt)  
  Attacks:  
   
  Short sword +6 melee  
  Damage:  
  Short sword 1d6 
  Face/Reach: 
   
  5 ft. by 5 ft./5 ft. 
  Special Attacks: Sneak attack +3d6, spell-like abilities 
  Special Qualities: Low-light vision, size change 
  Saves: 
   
   
  Fort +2, Ref +9,Will +3  
  Abilities:  
  Str 10, Dex 20, Con 12,  
   
   
   
  Int 11, Wis 9, Cha 11 
   
  Skills: 
   
   
  Climb +5, Disable Device 
  +7, Hide +14, Listen +6, 
  Move Silently +10, Open 
  
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  Lock +12, Sleight of Hand 
  +10  
  Feat: 
   
   
  Improved 
  Initiative, 
  Weapon 
  Finesse 
  (short 
  sword) 
  Climate/Terrain: Any forest 
  Organization: 
   
  Solitary, or pack (3-12) 
  Challenge Rating:  
  3 
  Treasure: 
   
  Standard 
  Alignment: 
   
  Usually chaotic (any) 
  Advancement: 
   
  By character class 
  Level Adjustment +2 
   
  Enlarged Form 
  Large Fey 
  Hit Dice:  
   
  5d6+20 (37 hp) 
  Initiative: 
   
  +7 
  Speed:  
   
  30 ft. 
  AC: 
   
   
  16 (-1 size, +3 Dex, +4 chain 
  shirt)  
  Attacks:  
   
  Short sword +6 melee  
  Damage:  
  Short sword 1d8+6 
  Face/Reach: 
   
  5 ft. by 5 ft./10 ft. 
  Special Attacks: - 
  Special Qualities: Low-light vision, size change 
  Saves: 
   
   
  Fort +5, Ref +7,Will +3  
  Abilities:  
  Str 18, Dex 16, Con 18,  
   
   
   
  Int 11, Wis 9, Cha 11 
   
  Skills: 
   
   
  Climb +9, Disable Device 
  +4, Hide +4, Listen +6, 
  Move Silently +8, Open 
  Lock +10, Sleight of Hand 
  +8  
  Feat: 
   
   
  Improved 
  Initiative, 
  Weapon 
  Finesse 
  (short 
  sword) 
  Climate/Terrain: Any forest 
  Organization: 
   
  Solitary, or pack (3-12) 
  Challenge Rating:  
  3 
  Treasure: 
   
  Standard 
  Alignment: 
   
  Usually chaotic (any) 
  Advancement: 
   
  By character class 
  Level Adjustment +2 
   
  Spriggans are evil, nomadic gnomekin with the strange 
  ability to grow to a large size at will. They wander in 
  packs through wooded areas, sometimes venturing 
  into towns and villages. Spriggans love to rob and 
  pillage as they journey. They are a numerous people, 
  but pose little threat to civilized races because of their 
  inability to organize. 
   
  Spriggans resemble ugly, mean gnomes with 
  greasy, reddish-brown hair and dull, yellow skin. They 
  grow their hair to ridiculous proportions, proudly 
  sporting bushy mustaches, sideburns, and ponytails. 
  They are disgustingly unclean things, exuding the 
  most nauseating smell of rancid flesh. 
   
  Combat: Spriggans employ tactics intended to startle 
  or unnerve their foes. They swarm around opponents 
  when small, only to enlarge at the last minute. This 
  allows spriggans to use their greater reach for attacks of 
  opportunity on advancing enemies. More dexterous 
  spriggans serve as back-up to their kin in melee, 
  remaining in the shadows to thwart foes by sneak 
  attacks, stealthy thieving, or casting their shatter 
  ability. 
   
  A spriggan can be summoned using a summon 
  nature’s ally IV spell. 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional 3d6 
  points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Spell-Like Abilities: At will – produce flame, scare, 
  shatter. Caster level 8th; save DC 10 + spell level. 
   
  Size Change (Su): At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to 
  attack bonus and Armor class. A spriggan’s short sword 
  has the same attribute as a Large short sword when 
  enlarged. An enlarged spriggan is unable to make a 
  sneak attack or use its spell-like abilities. 
   
  Skills: Spriggans have a +4 racial bonus on Climb, 
  Disable Device, Move Silently, Open Lock, and Sleight 
  of Hand checks. 
   
   
  
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  APPENDIX 4:  
  DIAMOND LAKE AND NEARBY TOWNS 
  Excerpted from Greyhawk Gem of the Flaness, page 22, 
  in the City of Greyhawk boxed set 
   
  Mining 
  Towns—Blackstone, 
  Steaming 
  Springs, 
  Diamond Lake 
  These working communities are all governed and 
  protected by the Free City of Greyhawk. See Ch2 of 
  Folks Feuds and Factions for information about the 
  Watch garrison in the Cairn Hills. While the mines 
  themselves are scattered over this portion of the hills, 
  the ore is carried to one of these three towns for 
  assaying, smelting, and further transportation. 
   
  The communities, from west to east, are 
  Blackstone, Steaming Springs, and Diamond Lake. 
  They resemble each other in most particulars except 
  location, and hence are described together.  
   
  Blackstone is nestled in a steep-sided canyon of 
  dark gray granite. During wet weather, a slender 
  waterfall, nearly 500 feet high, spills glistening water 
  into the canyon to collect in a once-crystalline lake. 
   
  The mines of Blackstone bore into the canyon 
  walls all around the town. Some of these tunnels 
  entrances, several hundred feet up sheer walls of 
  granite, are reached only by the most precarious of 
  trails. Others, near the top of the wall, can only be 
  entered by those first taking the steep switchbacks of 
  the main trail up the side of the canyon. The miners 
  then circle the rim to a point over their mine entrance. 
  There they are lowered over the edge with huge cranes. 
   
  Steaming Springs lies in a wider valley, and draws 
  its name from several geysers outside the town. These 
  regularly spew hot water, steam, and occasionally mud 
  into the air. The mines dig into the lower slopes of the 
  hills to either side of the valley. Unlike Blackstone, 
  which sits primarily on a stone formation, Steaming 
  Springs is built upon dirt that has long since turned to 
  mud. The town is visible from miles away as a brown 
  smudge across the bottom of a once verdant valley. 
   
  Diamond Lake is the smallest and most remote of 
  the three towns. It services the largest number of 
  mines, over a wider territory than the other towns, but 
  these mines tend to be much smaller than those among 
  the lower operations.  
   
  The town stretches along the shore of a lake 
  whose 
  clarity 
  once 
  must 
  have 
  inspired 
  the 
  community’s (and the lake’s) name. Now it is as stained 
  and muddy as the water around the other towns, soiled 
  with vast heaps of mine tailings and churned by the 
  busy commerce along the shore. 
   
  Excerpted from The Adventure Begins: Adventure 
  Maps, page 3 
   
  Diamond Lake Mines 
  The smallest and most remote mining colony of 
  Greyhawk, Diamond Lake is a lakeshore village of 
  wooden buildings and a single, large blockhouse-vault 
  made of stone. The waters of Diamond Lake are murky 
  with dirt, clay, and other materials stirred up by 
  mining or left over from the ore-refining process. The 
  worst external problem facing the town is occasional 
  banditry against wagon trains of ore leaving the village 
  for Greyhawk. 
   
  Some off-duty miners, amateur mountaineers, and 
  novice adventurers found that the hills offer a different 
  kind of danger. Across Diamond Lake sit two ancient 
  cairns, one at the northeast end and one at the 
  southwest end. Both cairns were looted long ago but 
  are still extensive in size and impressive to the casual 
  viewer. Most miners believe there other cairns nearby, 
  but cairn hunters turned up only a few minor monster 
  lairs (notably a cockatrice den in 587 CY). Several 
  miners and explorers vanished without a trace in 590 
  CY while looking for cairns south of the lake. 
   
  
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  APPENDIX 5:  
  DARK NIGHT 
  Excerpted from The Adventure Begins, page 46 
   
  Dark Night 
  Both moons of Oerth are new on the night of 
  Goodmont 11th (always a Godsday), which earns this 
  evening various titles such as the Dark Night, Black 
  Night, or Star Night. More stars can be seen on this 
  evening than other night of the year. This is, of course, 
  a holy night for followers of Celestian, with long 
  astrological ceremonies, learned speeches, and debates 
  around the Grey College Observatory’s grounds. 
  Happily, lycanthrope activity is at its lowest for the 
  year on this night.  
   
  However, this pleasant regard for the evening is 
  not shared by most other people, who are uneasy at the 
  absence of the moons and take it as a bad omen. All-
  night bonfires are commonly maintained by peasant 
  farmers and herders, particularly in the towns of 
  Elmshire and Narwell and in the small villages across 
  the Domain of Greyhawk. In addition, some humanoid 
  religions see this night as perfect for raiding local 
  civilized settlements, leading to heightened military 
  alerts. Criminal activity increases as well; several gods 
  who oversee theft and other underhanded deeds take 
  this night as holy as well, but require their followers to 
  undertake special missions this evening to prove their 
  skill and cleverness. Finally, certain evil cults hold this 
  night as very unholy and perform kidnappings, 
  murders, and vile rites at this time. 
   
  
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  APPENDIX 6:  
  FELL DEITIES 
  Two evil, but rarely discussed deities, are mentioned in 
  this event. Their entries are reprinted here for your 
  convenience.  
   
  Beltar 
  Excerpted from Living Greyhawk Gazetteer, page 166 
   
  CE (CN) lesser goddess of Malice, Caves, and Pits 
   
  The haglike goddess Beltar (BEL-tar), one of the 
  stranger Suel deities, known to appear as a beholder, 
  red dragon, or marilith demon (the likely cause of 
  Suloise snake-cult rumors). She was once a goddess of 
  mines and earth, but was supplanted by others in her 
  pantheon and finally relegated to worship by 
  nonhuman slaves. She hates most everything, even 
  other gods. Her holy symbol is a set of monstrous fangs 
  closing to bite. She takes many mates in her various 
  forms, but she is known to eat them afterward, as well 
  as her own young. 
   
  Mine and explore caves in pursuit of foes and 
  riches. Fear is not acceptable in the face of adversity, 
  and only hatred is allowed for those who stand in your 
  way. Primarily worshiped by evil nonhumans and 
  savage humans, Beltar pushes her followers to band 
  together into armies and ally with more powerful 
  creatures, such as red dragons, beholders, demons, or 
  greater undead. They must wage war on hated foes.  
   
  Clerics of Beltar are expected to take positions of 
  leadership in their tribes; those who cannot do so are 
  cast out to find heathen tribes to convert or new 
  enemies to fight. They inspire hatred in others and 
  make examples of traitors or the weak-willed. Worship 
  services involve sacrifices and are conducted in caves 
  or points of low ground. Devoted clerics rise from the 
  grave as undead within a year of their deaths, usually 
  returning to aid their original tribe and show proof of 
  the goddess’ power. 
   
  Domains Chaos, Earth, Evil; Weapons claws of 
  Beltar (unarmed strike or spiked gauntlet) 
   
   
  Syrul 
  Excerpted from Living Greyhawk Gazetteer, page 183 
   
  (The Forked Tongue, Night Hag, Oathbreaker), NE 
  lesser goddess of Lies Deceit, Treachery, and False 
  Promises 
   
  Syrul (SIGH-rul) appears as a dirty, smelly old hag in 
  tattered clothing (an illusion covers her non-descript 
  appearance). She is never without Small Lie (a dagger 
  of venom made from an evil unicorn’s horn) and Harsh 
  Truth (a rod of withering made from a gold dragon’s 
  crystallized soul), and rides a great nightmare called 
  Flamedevil. See can see from any deception or illusion, 
  and her holy symbol is a forked tongue. Syrul avoids 
  other deities except for Pyremius, whom she partners 
  with many things.  
   
  The best way to protect what you know is to shield 
  it in a lie. Speech is deadlier than any weapon; the 
  greatest and smallest fall with a well-spoken untruth. 
  Give your word to advance your cause, and break it 
  when it is no longer of use. Trust is for fools, and 
  betraying a fool is the greatest gift and lesson you can 
  give them. Honesty and straightforwardness are for the 
  dull-witted. Her churches get along well despite their 
  communication obstacles. 
   
  Her clerics use their ability to lie effectively in 
  situations where they can cause the most trouble: 
  markets, courtrooms, embassies, and fortunetellers’ 
  booths. Many are skilled actors; performing in self-
  written plays that slander authority figures. They 
  engage in debate, and are hired by leaders to confuse 
  and 
  misdirect 
  spies 
  and 
  unwarranted 
  foreign 
  dignitaries. They travel to escape persecution, to find 
  rumors to escalate, and to exploit the trust of greedy 
  and foolish explorers. 
   
  Domains Evil, Knowledge, Trickery; Weapons 
  dagger 
  
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  APPENDIX 7:  
  MAP OF DIAMOND LAKE 
  Reprinted from “The Adventure Begins: Adventure Maps,” page 9 
   
   
   
   
   
  
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  APPENDIX 8:  
  MAP OF ROWANFEN 
   
   
   
  
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  APPENDIX 9:  
  MAP OF BRINOC’S ABANDONED HOUSE 
   
   
   
   
   
   
   
   
   
  
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  Page 40 
  APPENDIX 10:  
  MAP OF THE GALCET HOUSE 
   
   
   
   
   
   
   
   
  
  COR4-19 That Which Was Not Meant To Be Known 
   
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  PLAYER HANDOUT 1:  
  LETTER TO BRINOC EVESSTEN 
   
   
  Dear Brinoc, 
   
   You are right, things do not sound well in Rowanfen. The decadence 
  must be a result of the planar convergence. If you locate the source of the 
  bedlam, call for us, and our brothers will come to your aid. I fear for the 
  Domain should those from beyond come for us. They are unlike any of the 
  horrors that we have battled in the past. 
   
   On another note, I have located several of the tomes you have been 
  searching for. Eveth’s “Master of the Gates” was especially difficult to 
  procure, and I worry about the attention my inquiries may have drawn. 
  When I have finished with it and the rest, I will forward them to you.  
   
  O. 
  
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  PLAYER HANDOUT 2:  
  SELECTED ENTRIES FROM THE JOURNAL OF BRINOC 
  EVESSTEN 
   
   
  11 Planting, CY 591: My uncle Josian has passed away. I shall miss him. Of all of the members of my family, 
  he understood my studies the best. The small inheritance he has left me will finally allow me to purchase a 
  small home in the country and continue my studies into the esoteric.  
   
  14 Flocktime, CY 591: I have purchased a comfortable home in the small village of Rowanfen. I shall move my 
  belongings, as well and uncle Josian’s library, to the home within the week. 
   
  20 Coldeven, CY 592: This town seems to be experiencing a leaking across planar boundaries. The corruption of 
  somewhere else is bleeding through into the surrounding lands and people. I believe that accounts for the often-
  unusual behavior of the people native to Rowanfen. I shall have to conduct a detailed study. 
   
  5 Patchwall, CY 592: I am concerned my library is not large enough to meet my new demands. If I am to 
  understand the seething corruption, I will require several rare tomes. Perhaps my old colleagues in Greyhawk 
  will be able to be of assistance? If not, I will need to make new acquaintances.  
   
  17 Fireseek, CY 593: I saw something last night, something that should not have been. It was an unholy 
  creature from somewhere else. The problem here is far worse than I could have imagined. I will need to 
  accelerate my studies. 
   
  30 Planting, CY 593: I found a sculpture of the creature I saw during mid-Fireseek Among Uncle Josian’s 
  belongings. This is not the first time these beings have been to our plane. I hope to never see it again, but I 
  know that it is unlikely.  
   
  2 Readying, CY 594: The people of Rowanfen have become increasingly hostile. The corruption has grown 
  worse. Fortunately I seem immune.  
   
  13 Coldeven, CY 594: Several of the dark tomes I required have arrived. They are fascinating. Perhaps these 
  beings from beyond need not be feared. The tomes detail ways to entreat and possibly bind them. I shall have to 
  study them in greater detail. 
   
  6 Planting, CY 594: I have begun to doubt my faculties. I see things in the corners of my home, but when I 
  shine the light of my lamp upon them, there is nothing there. Perhaps I have attracted the attention of those 
  beyond? I must discover a way to ward my home from the beings from the Far Realm, or surely they will 
  consume me. 
   
  10 Flocktime, CY 594: I believe I can command the beings from beyond should I offer them suitable sacrifice. 
  Which of my neighbors would be missed the least? 
  
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  12 Flocktime, CY 594: It has me. I have burned all of Uncle Josian’s dark tomes. I cannot be allowed to 
  consider such horrible acts. I must close the planar convergence before it expands and corrupts others. No others 
  can be endangered. I cannot ask for help. I must purge the evil by myself. I hope I can remain strong.  
   
  29 Wealsun, CY 594: I have determined a way to narrow the location of the convergence. While the 
  destruction of the tempting books has saved my soul, the lack of resources has slowed my progress. To this day, 
  I miss the smell and feel of those yellowed pages. 
   
  4 Reaping, CY 594: The convergence seems to be located in or on the farm of the inbred Galcet family of 
  gnomes. None of my irritable or two-faced neighbors seem to know much about them. I shall be forced to 
  investigate. 
   
  10 Reaping, CY 594: Their farm seems to be in a deplorable condition. Broken equipment rusts in the 
  overgrown fields, and the home is nearly ruined. From what I have seen of the three boys, their grotesque 
  similarity is disturbing. I question if they are truly gnomes anymore at all. Whatever they are, they are not 
  friendly. They attacked me with crossbows when I approached. It was fortunate, as I noticed several crude 
  traps littering the farm as I fled. Had I approached further, I may have died. 
   
  15 Reaping, CY 594: I have received several tomes from a colleague in Greyhawk. One in particular is 
  especially valuable. I shall uncover its secrets as quickly as possible, as it should allow me to close the 
  convergence and ward my home. The dark secrets contained within are truly horrible, and despicably enticing.  
   
  24 Reaping, CY 594: Tomorrow is Sotillion’s Day, and the Idler’s Festival will absorb most of the town’s 
  attention. With the large caravan that has arrived it will be quite the celebration. The time has come for me to 
  discover who I might count as allies should I be forced to move against the gnomes. I must hurry, I have 
  noticed horrid dark shapes moving in the night. I fear the gnomes and their unspeakable allies may come for me 
  soon. I should have time. My books suggest they will not be able to act until The Dark Night, the 11th of 
  Goodmonth. Boccob help us if the despicable Galcet gnomes are not stopped before them. They would doom us 
  all. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-19 That Which Was Not Meant To Be Known (APL 2-6)/COR4-19 That Which Was Not Meant To Be Known.pdf