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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  KEO4-07 
   
   
   
   
   
   
  In the Footsteps 
  of the Fallen 
   
  A Two-Round D&D LIVING GREYHAWK®  
  REGION Regional Adventure 
  Version 0.5 
   
  by Kevin Lawson 
  Playtested by David LoTempio, Brian Mahony, Richard Marflak, Jonathan Martin, William Muench, and 
  John Neff. Special thanks to Cynthia Lawson for typing and moral support. Thanks also to David 
  LoTempio for providing the mosaic images. 
   
   
  Visitors usually find the Good Hills Union a bit odd, but harmonious. Well, it’s not all Lambic and Chicken 
  Cake. What festers beneath the pastoral surface? A Keoland regional adventure for APLs 4-12, and the 
  final installment of the Good Hills Gone Bad Series which included KEO2-08 Pemlo’s Lambic and KEO3-
  08 Prelude to a Little War. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA table tracking form, and your 
  sense of fun. It is also a good idea to have a way to 
  track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate 
  as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 2 
  
  # 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 
  type, and animals with different CRs are 
  added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard two-round Regional adventure, 
  set in Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp 
  per Time Unit. 
   
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 3 
  
  Adventure Background 
  Keoland is a kingdom of intrigues and suspicions. 
  The social order has steeled itself against past 
  horrors with prohibitions against the use of arcane 
  magic and circumscription of religious institutions. 
  While 
  effective 
  in 
  maintaining 
  the 
  stable 
  governance of a sprawling political entity, as the 
  wheels of Keoish custom and culture grind on, 
  Keolanders oft times wind up as grist. 
  Strange folk are most often the victims, and the 
  folk of the Good Hills are considered strange, 
  cultivating odd traditions and thinking little of 
  traffic with the arcane arts. This has led to conflict 
  with outsiders. Cryllorans, for instance, look dimly 
  on merchant gnomes traveling through their lands. 
  More than a few have been burned at the stake. 
  Nowadays, racial tensions are a-simmer. This has 
  piqued the interest of one dark power dwelling in 
  the Hills. Roykyn, the gnome deity of cruelty, has 
  used each offense against her people in the Good 
  Hills and the Little Hills to find her way into their 
  hearts and lure new disciples. She draws strength 
  from their pain, and with it, has manifested a 
  presence within an ancient Temple built by the 
  demihumans and their neighbors to honor their 
  dead. The Temple of the Dead was built upon four 
  great and terrible lords of death and judgment: 
  Urogalan the Halfling, Chronepsis the Dragon, 
  Nerull the Human and Segojan Earthcaller the 
  Gnome. Roykyn has overturned the order of the 
  Temple and displaced Segojan in its ranks. Planar 
  connections are "soft" near the Temple, deep 
  beneath the Hills, and Roykyn uses the Temple as 
  a portal to sow seeds of pain and discontent. She 
  has turned many Keolanders into his pawns over 
  the past century. 
  First among the pawns of Roykyn is Gwier Dreng, 
  the Green Warlock. Young Lord Dreng, the sole 
  remaining heir of Count Haight Dreng, was a 
  victim of the internecine politics of Cryllor. Both 
  father and son were targeted for assassination. 
  On an expedition into the Jotens, his traveling 
  companion turned against him and cast him into a 
  crevasse. Gwier Dreng survived, however, and 
  peradventure was drawn by Roykyn to the Temple 
  of the Dead. The gnome god saw in Gwier Dreng 
  a weapon that could be fashioned to strike 
  against the enemies of his people and spread 
  chaos and fear through the land. In the Temple, 
  Gwier learned of the murder of his father and 
  mother. 
  He was possessed by a thirst for vengeance and 
  Roykyn offered him the power to slake this thirst. 
  Lord Dreng accepted and willingly became the 
  minion of Roykyn known as the Green Warlock. 
  Through the manipulations of Roykyn, he has 
  forged alliances with all manner of vile creatures to 
  build an army to cast down the count of Cryllor 
  and restore "rightful" rule, but his campaign has 
  achieved little. Still, the cruel mistress of the Green 
  Warlock revels in the suffering he spreads. 
  As this adventure begins, the better part of the 
  Green Warlock's army hasbeen broken by the 
  Good 
  Hills 
  militia 
  and 
  its 
  allies 
  (Keoland 
  Interactive: Crookhollow Blues). Now, the Green 
  Warlock seeks aid from the Midnight Kingdom, a 
  force greatly feared in the lands below Keoland 
  and only rumored to exist in the surface realm. His 
  raiding party is traveling routes first mapped by the 
  Pinzool Trading Company, a gnome company of 
  engineers and dungeoneers. The Green Warlock 
  brings with him a hostage, Lord Elgarin of Flen. 
  This only son of Countess Allita Elgarin of Flen 
  was captured by the Green Warlock several years 
  ago as he led a warparty into the Jotens to strike 
  back against the raiders that razed the halfling 
  village of Kilm. The Green Warlock plans to use 
  Elgarin's noble blood to seal his pact with the 
  Midnight Kingdom. 
  The PCs are thrust into this web of intrigue 
  unaware they face numerous daunting challenges: 
  a 
  cursed 
  mage 
  with 
  formidable 
  powers, 
  terrors sprung from the guts of the earth and the 
  malice of a god. 
  At the same time, the PCs have an unforseen ally 
  in this adventure. The restless shade of a great 
  mage, Otiluke, watches their progress from the 
  Underworld. Otiluke's spirit is but a shard, a 
  fragment of his former self.  Traumatic magical 
  effects like those that killed Otiluke often fragment 
  the victim's spirit, leaving psychic traces strewn 
  about the Material Plane, especially at the site of 
  the attack and in places where the individual felt 
  an affinity or a need to complete something after 
  their sudden death. Otiluke is aware of the choas 
  and suffering Roykyn has spawned in the living 
  world and is determined to put an end to it. He 
  lurks at the fringes of the material plane hoping to 
  lure agents to match against the Minions of 
  Roykyn. He has another purpose as well. Much of 
  the mage's life was spent engaged in arcane 
  studies and in the affairs of Oerth. Affairs of the 
  heart were neglected and left unresolved at his 
  untimely 
  passing. 
  Otiluke 
  hopes 
  that 
  the 
  adventurers 
  he 
  watches 
  are 
  capable 
  of overthrowing the machinations of Roykyn and 
  worthy souls that heal some of the wounds left 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 4 
  
  behind when the Traitor sprung his trap and slew 
  two of the Circle of Eight. 
  Adventure Summary 
  PCs are commissioned by First Speaker of the 
  Good Hills, Blaif Rinnar to bolster the defenses of 
  a recently restored mine. On their arrival, PCs find 
  the mine has already been attacked. Hostages 
  were taken and the culprits are escaping into the 
  depths of the mine. PCs pursue in hopes of 
  recovering the hostages and apprehending the 
  hostage-takers.  
  Along the way, the PCs discover the hostage-taker 
  is the Green Warlock, a notorious outlaw that had 
  plagued the Good Hills, Cryllor and Flen. They 
  also learn that he intends to seal a pact with the 
  Midnight Kingdom, a power greatly feared in the 
  subterranean world. 
  In the caverns, the PCs encounter fierce monsters 
  and Kamadeen, a devotee of Kyuss, who seeks to 
  waylay them and convert them to her faith. 
  The trail is difficult to follow. Whenever they pause 
  in their pursuit, they are urged along by a ghostly 
  guide. This is the shade of Otiluke, who wishes to 
  alert them to the source of the great turmoil in the 
  Good Hills. Otiluke’s shade lures the PCs into an 
  ancient temple, built by the ancient folk of the 
  Sheldomar, the Temple of the Dead. The PCs 
  must solve a riddle to gain entrance then bypass a 
  great canine guardian to find their way to Otiluke 
  in the Underworld. 
  The Underworld is a demi-plane occupied by 
  spirits of the dead with unresolved affairs on the 
  material plane. Otiluke takes the PCs on a tour of 
  the Underworld where they meet the mother of the 
  Green Warlock, figures from myth, ancient kings of 
  Keoland, and, eventually, the master of this realm 
  and puppeteer of the Green Warlock, a demonic 
  Aspect of Roykyn, the gnome god of Cruelty. 
  The Aspect of Roykyn tempts the PCs with wishes 
  and power. If the PCs decline her offers, a fight 
  ensues. Once PCs have defeated the Aspect, they 
  are transported into the presence of the Green 
  Warlock in the nick of time, just before he passes 
  through the gates of the Midnight Kingdom. 
  Through their experiences in the Underworld, the 
  PCs should have gleaned what they need to foil 
  the nefarious plans of Roykyn and possibly to 
  break her cursed hold on the Green Warlock. If 
  successful, PCs rescue the hostages and return to 
  Crookhollow to reap the rewards of their mission 
  and hoist a tankard of Pemlo’s Lambic to toast 
  their victory. 
  Note to DMs / Preparation 
  1. Materials CONSPICUOUSLY available after 
  the Introduction. 
  Certain challenges in this scenario may prove 
  difficult for parties. Before running this encounter, 
  ascertain the languages known by all PCs. If none 
  speak Gnome or Undercommon, make potions of 
  Comprehend Languages and Tongues available 
  from a gnome hawker of magical wares in a 
  Blacktop market at the outset. Likewise, if a large-
  sized PC is present make potions of Reduce 
  Person available. 
  2. Death. 
  This scenario offers a unique opportunity for PCs 
  to pass into the world of the dead. PCs may meet 
  dead loves ones, historical figures, etc. if there is 
  time. They may even meet one of their own 
  comrades. If a PC dies in the first half of this 
  scenario and is not brought back to life before the 
  party passes through the Temple of the Dead, she 
  will be encountered in the Underworld in 
  Encounter 7. Such a PC is treated as one of the 
  Deathless (see Bloodless (Deathless) PCs in 
  Underworld Conditions at the beginning of Part 2 
  and 
  Appendix 
  3: 
  the 
  Deathless 
  Type). 
  Depending on their actions, either Roykyn or 
  Otiluke may grant a Wish to restore a dead PC to 
  life. See Encounter Eleven. 
  3. Rest. 
  Rest and recovery of spells should take place after 
  Encounter Nine. At other times during the scenario 
  make it clear to PCs they are racing against time 
  to rescue the hostages and apprehend the Green 
  Warlock.  
  4. Local Clerical Spellcasters. 
  One cleric can be found near Tamtoomroomtoom 
  willing to cast spells for desperate PCs in 
  exchange for an offering to Urogalan, halfling deity 
  of protection, earth and death. His name is Old 
  Dog. This 7th level cleric can cast restoration at a 
  cost of 380 gp/casting. He does not have remove 
  curse prepared. 
  5. Sense Motive. 
  Before beginning this adventure, you may wish to 
  have the PCs provide a number of Sense Motive 
  rolls. Two NPCs, Kamadeen (Encounter 4) and 
  the Aspect of Roykyn (Encounter 11) may be 
  evasive. Rolling a Sense Motive check during 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 5 
  
  these encounters may give away more information 
  than you wish. 
  Introduction 
  There are two introductions provided below 
  depending on the characters present. Feel free to 
  use one or both. In the end, all PCs find 
  themselves on the High Road together in 
  Encounter One. 
  If the PC is civic-minded, use this intro:  
  Since the attack of the Green Warlock's 
  raiders, the northern Good Hills have been 
  abuzz with activity. That havoc shook the 
  pastoral 
  communities 
  from 
  complacency. 
  "Ever Vigilant" has become the motto of 
  farmers, craftsmen and Speakers alike. Blaif 
  Rinnar, a gnome of substance and First 
  Speaker of the Good Hills Union has sent out a 
  call 
  for 
  the 
  wise, 
  accomplished 
  and 
  adventurous to aid in building and manning 
  defenses. Currently, he is commissioning a 
  company 
  to 
  bolster 
  the 
  defenses 
  at 
  Tamtoomroomtoom, called Tumbledown Delve 
  by the halflings. During the Green Warlock's 
  attack on Crookhollow horrible creatures 
  emerged from the mine, slaughtering many of 
  the locals. 
  The First Speaker arranges a fee of 25 gp x APL 
  for interested PCs, half up front and half after the 
  job is completed. 
  If the PC does not play well with public institutions 
  or is unwilling to deal with the demi-human officials 
  of 
  the 
  Good 
  Hills 
  use 
  the 
  following 
  intro: 
  Since the attack of the Green Warlock's 
  raiders, enterprising individuals have had little 
  problem 
  filling 
  their 
  purses 
  hereabouts. 
  Stragglers from the raiding parties remain in 
  the area to prey on defenseless little folk and 
  their capture or their head brings a fat bounty. 
  Bidding among merchants has driven up the 
  fees for caravan duty. Even poorly-skilled 
  laborers can find a good wage raising 
  earthworks, felling trees or hauling block to 
  build defenses as the community struggles to 
  regain 
  their 
  sense 
  of 
  security. 
  You 
  find 
  yourself 
  on 
  the 
  High 
  Road 
  near 
  Tumbledown Delve considering your options. 
  The following information is commonly known to 
  Keolanders or can be had from any local: 
  Green Warlock - Suel mage that led raiding 
  parties 
  against 
  the 
  western 
  Good 
  Hills and Cryllor. Wanted posters for the man 
  are everywhere. 
  Crookhollow - Halfling village also known as 
  Buckshold. Site of a local fortification and 
  home of Pemlo Penchant, master brewer of a 
  very fine Lambic. 
  Blacktop - Political capitol of the Good Hills 
  Union. 
  Plim's Delve - Gnome town in the eastern Good 
  Hills. 
  Attack on Crookhollow - The region around 
  Crookhollow was recently besieged by raiders 
  from the Jotens. What they were after other 
  than rich halfling buttermilk is not known. 
  Tamtoomroomtoom/Tumbledown 
  Delve 
  - 
  Gnome mine that was closed by order of 
  the Crown. Nasty creatures are rumored to 
  lurk in its depths. 
  Speaker - Title of a politician in the Good 
  Hills/member of the Council of Blacktop. 
  Blaif Rinnar - Head Speaker of the Council of 
  Blacktop/gnome politician. 
  Please refer to the DM Note (above) before 
  commencing play. If the PC is kith or kin of the 
  Guardians of the Highlands (or desires to be – 
  this is a meta-org for inhabitants of the Good 
  Hills and it may be joined at this time), a 
  Founder of New Kilm or a Hero of Buckshold, 
  give the PC Appendix 7. 
  Encounter One: 
  Tamtoomroomtoom 
  Between Blacktop and Crookhollow the High 
  Road is well maintained and the weather is fair, 
  hastening you on your way to Tumbledown 
  Delve. It seems only moments ago the First 
  Speaker commissioned you to support the 
  garrison at the restored gnome mine. You 
  must be close. A sign at the roadside reads 
  “Mine Entrance” painted above an arrow 
  pointing down a crooked path that runs along 
  a creekbed and disappears into the shadow of 
  the Splitrock.  
  Suddenly, a purple flare bursts into the dusk 
  sky from further down the path. A panicked 
  voice cries out from the darkness in the 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 6 
  
  direction of the mine [“Help, friends, help!” in 
  gnomish]. 
  Could the garrison have come under attack 
  already? 
  The Garrison at Tamtoomroomtoom/Tumbledown 
  Delve has come under attack, but not from the 
  anticipated direction. The garrison prepared for an 
  attack from below. Not long ago, fell creatures 
  emerged from the depths of the mine to threaten 
  the nearby town of Crookhollow. They were 
  defeated by the Good Hills militia with the help of 
  Keoish adventurers (UNY-CON 2003 Interactive: 
  Crookhollow Blues). It was feared that more 
  attacks would come from below, but this came 
  from above, aided by stealth. A Suel man in green 
  robes leading a band of humanoids dispatched the 
  guards and burst through the fortifications. Most of 
  gnomes that were not killed in the attack were 
  taken hostage. One gnome, sapper Highfella, 
  escaped their notice but fell victim to a glyph of 
  warding set by a half-orc cleric when he tried to 
  run for help. Highfella has only just recovered, and 
  began calling for help and casting spells (dancing 
  lights) to attract attention. The effort left him 
  teetering on the brink of consciousness.  
  Those adventurers that have seen Tumbledown 
  Delve (KEO 2-08 Pemlo’s Lambic) will notice 
  considerable changes. The structure has been 
  restored 
  and 
  made 
  structurally 
  sound. 
  Fortifications have been built into the cave to resist 
  attack from below and there is a guard post at the 
  surface. To proceed deeper in the mine, one must 
  pass through a portcullis (See Map: Tumbledown 
  Delve). That portcullis has been left open. A dozen 
  gnomes lie dead (two at the guard post, 10 at the 
  fortifications below). They have been slain with 
  falchions. The overseer of Tamtoomroomtoom, a 
  gnome official in the Pinzool Trading Company 
  named Nimmelpoon (see Encounter Two) was 
  taken captive along with five other gnomes. A 
  second glyph of warding has been set at the 
  Portcullis. It has not yet been triggered. 
  Glyph of Warding Trap (at the open portcullis): 
  magic spell; location trigger (centered on the first 
  good 
  creature 
  crossing 
  through 
  the 
  portcullis/failing a Disable Device check); no reset; 
  effect by APL (below); Search DC 28; Disable 
  Device DC 28. 
  APL 2:  
  Sonic Blast; 5’ burst; 2d8 sonic 
  damage. Reflex save DC 16 for half damage. 
  APL 4-6: Bestow curse; Target: good creature; 
  Will save DC 17 negates; –6 to Con until 
  removed; caster level 6. 
  APL 8-12: Bestow curse; Target: good creature; 
  Will save DC 19 negates; –6 to Con until 
  removed; caster level 10. 
  Sapper Highfella: male gnome; hp 6; see 
  Monster Manual p. 131. 
  Treasure: 
  Highfella’s 
  “Sniffer” 
  is 
  a 
  magical/mechanical 
  bladder 
  attached 
  to 
  an 
  obsidian handle that puffs air. If it “smells” magic 
  within a 60’ cone, the sniffer sneezes. It functions 
  as a wand of detect magic with 50 charges (375 
  gp). 
  Development: Strange or threatening PCs (half-
  orc PCs; wildshaped PCs; large, savage animal 
  companions and the like) will cause Highfella to 
  pale with fear and faint. It will take a DC APL+12 
  Diplomacy check to get Highfella to talk coherently 
  in their company. Highfella will, however, speak in 
  confidence to members of the Guardians of the 
  Highlands and PCs that make a Diplomacy check 
  (DC APL+16). He will warn such PCs that it was 
  the Green Warlock that attacked and implore them 
  to rescue Nimmelpoon. He will also give them his 
  “Sniffer” 
  (see 
  Treasure) 
  and 
  Nimmelpoon’s 
  “Surefooted Goat” [Such pack animals and the 
  equipment they bear are given to all members of 
  the Pinzool Trading Company. Use stats for a 
  donkey with +8 balance and +5 climb. The goat 
  carries the following in its saddlebags: block & 
  tackle, chalk, crowbar, hammer, ink, inkpens (5), 
  miner’s pick, parchment, Pinzool seal, pitons, pole 
  10’, rations (5), sealing wax, silk rope (100’), soap, 
  tindertwigs 
  (6), torches (5), wineskin. This 
  particular goat is named “Pepper”]. The goat can 
  be found in one of the side passages near the 
  portcullis. Once Highfella has his wits about him 
  again, he will realize that it has been several hours 
  since the attack. It is now dusk. 
  Encounter Two: Shades of 
  Otiluke 
  As you follow the course of the mine, you note 
  many signs of recent work to stabilize the 
  structure. 
  Gradually, 
  the 
  tunnels 
  of 
  the 
  gnomes give way to natural caverns: the 
  cavern floor here is damp, stalactites drip into 
  milky puddles and much of the stone is 
  covered in slime. In places, phosphorescent 
  lichen dimly lights the way. Progress through 
  the slippery cavern is slow but you encounter 
  no pitfalls or obstacles. The cavern steadily 
  descends to the roots of the Good Hills. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  A Search/stonecunning, Knowledge: Engineering 
  or Knowledge: Dungeoneering check (DC 15) 
  indicates that the ease of your progress is 
  unusual. One would expect obstacles in a natural 
  cavern. Long ago, these caverns might have been 
  worked smooth. Any member of the Pinzool 
  Trading Company will know the history of 
  Tamtoomroomtoom. It was dug to tap into a 
  natural thoroughfare and facilitate trade with the 
  rock gnomes’ Svirfneblin cousins. A Bardic Lore 
  check (DC 20) will convey the same information to 
  a PC. 
  Refer to Appendix 6: Map – Descent into the 
  Depths of the Good Hills. This illustrates the path 
  taken by the Green Warlock. There are numerous 
  opportunities for the PCs to lose his trail, as below:  
  Eventually, you reach a point where several 
  side tunnels split off of the main cavern. A 
  milky pool covers the entire cavern floor. 
  A character with the track feat can pick up the trail 
  of the Green Warlock with a Survival check (DC 
  APL+13), however, because of the moisture in the 
  cavern and the time that has passed, Scent is 
  ineffective. The PCs can also identify the right 
  course by using Detect Magic or the Sniffer. 
  Tunnels in the direction of the Temple of the Dead 
  (see 
  Encounter 
  6) 
  cast 
  a 
  faint 
  aura 
  of 
  necromancy, which grows stronger the closer the 
  PCs come.  
  At the first junction, there are eight separate 
  tunnels that could be followed. Three of them soon 
  come to dead ends. Allow the PCs to search about 
  for the correct route and give them the sense that 
  they are losing time and the opportunity to catch 
  the hostage-takers.  
  The PCs do not realize it yet, but they have an ally 
  in the underworld that can help them apprehend 
  the Green Warlock and achieve a great deal more. 
  At the first juncture and whenever the PCs are at a 
  loss how to proceed, use the following encounter: 
  A Ghostly Guide 
  As the PCs descend toward the Temple of the 
  Dead (See Encounter 6), the fabric between this 
  world and the next grows thin. Powerful spirits are 
  able to manifest themselves in this area when it 
  suits them. One such shade is Otiluke the 
  Archmage slain by Rary and former member of the 
  Circle of Eight.   Otiluke desires that the PCs find 
  him in the Temple of the Dead. He believes they 
  will ultimately fail in their mission without his help 
  and wishes to charge them with a mission of his 
  own. 
  To the PCs, these ghostly contacts may seem to 
  delay or distract them from their mission. In reality, 
  Otiluke knows the best course. During these 
  encounters, convey the confidence and authority 
  of the Shade. If a PC makes a Sense Motive 
  check (DC 2), she is confident that this is the way 
  to proceed. 
  Whenever the PCs delay or stray from the 
  Temple, Otiluke will try to draw them on. His 
  shade will manifest to/ communicate with a 
  random PC. This PC will experience one of the 
  following events. At a minimum, have the PCs 
  experience 1, 3, and 5. 
  1. A voice calls to you. “[PC name], hasten to 
  me, for the sands pour quickly through the 
  hourglass. Fear not and follow the footsteps of 
  the fallen into the maw. Delay and suffer 
  defeat. ” You see a ball of light, faintly glowing 
  blue proceeding down the tunnel before you at 
  the edge of vision. None of your comrades 
  seem to notice. 
  2. You hear a voice cry out from a side tunnel 
  you just passed. The commanding voice of a 
  schoolmaster, “You fool, you are going the 
  wrong way!”  [None of the other PCs hear the 
  voice]. 
  3. You hear a commanding voice echo out of the 
  gaping tunnel to your left. “Find me beyond the 
  Riddle of the Silent Gate. I walk in the twilight 
  lands on the other side of the guardian.” [Do 
  not repeat]. 
  4. A faint yellow luminance produced by the 
  strange lichen on the walls fills the chamber. 
  Ahead of you this tunnel comes to a halt. 
  Other smaller passages issue from this 
  chamber. There is no obvious sign of 
  footprints on the cavern floor. As the party 
  discusses which tunnel to follow, the short 
  hairs on your neck begin to prickle. You feel a 
  cold breeze blowing from one of the tunnels. 
  Staring down this tunnel into the darkness, 
  you see a form resolve. A frail robed man 
  leaning heavily on a staff beckons you forward 
  [the PC may make a Knowledge: Core, 
  Knowledge: History or Knowledge: Nobility 
  and Royalty check (DC 12+APL) to identify the 
  man as Otiluke, formerly a member of the 
  Circle of Eight, currently a dead man]. A 
  glance at your comrades indicates none of 
  them seem to notice the man. You turn back 
  toward the tunnel and he is gone. [Do not 
  repeat]. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  5. As you search about for your way in the murk 
  of the caverns, you feel lightheaded and 
  stumble forward. You open your eyes to face 
  an assembly of shadowy figures limned in 
  twilight. Before them stands a frail, middle-
  aged man enveloped in a bubble of azure light 
  [the PC may make a Knowledge: Core, 
  Knowledge: History or Knowledge: Nobility 
  and Royalty check (DC 10+APL) to identify the 
  man as Otiluke, formerly a member of the 
  Circle of Eight, currently a dead man]. He 
  extends the tip of his staff toward you, saying, 
  “You will find me on the other side of the veil.” 
  With that, he touches his staff to your 
  forehead and the twilight vision dissolves, 
  leaving you lying face-down several yards 
  away from your comrades down a smooth 
  side-passage. [Do not repeat]. 
  6. You feel an sharp pain stab between your 
  eyes. A voice like a pounding drum speaks 
  from the pain. “Time grows short. Do not let 
  this chance slip away. I know what it is to be 
  left with regret.” The pain subsides and you 
  find yourself on your hands and knees staring 
  down the entrance of a different inky cavern, 
  compelled to proceed. 
  After Otiluke has contacted the party seven times, 
  his shade has exhausted even the Archmage’s 
  considerable resources. Should the party persist 
  in going off-track the shade will be unable to 
  provide further direction. 
  Development: All but the most hardheaded party 
  will follow the trail and the Shade through 
  Encounters 3 – 5 and into the Temple of the Dead. 
  If the PC insist on staying on the cold trail of the 
  Green Warlock. They will proceed to Encounters 3 
  and 4 and then to Encounter 12.  
  Encounter Three: Terrors in 
  the Dark 
  This cavern is about 40’ wide and perhaps as 
  tall. It descends gently, almost imperceptibly, 
  before you. The floor is wide and even, save 
  for the channel in the rock carved by flowing 
  water. The quiet babble of this brook masks 
  the now familiar drip of moisture from the 
  stalactites. 
  If none of the PCs are wearing heavy armor and/or 
  the PCs have taken pains to proceed quietly, give 
  them two Listen checks (APL 4: DC 24, APL 6: DC 
  27, APL 8: DC 30, APL 10: 33 and APL 12: DC 
  36) to hear the monster(s) creeping toward them 
  and to hear Nimmelpoon the gnome (DC 18), 
  former master of Tumbledown Delve. Nimmelpoon 
  is doing his best to escape attention. The Listen 
  checks occur when Nimmelpoon is at a distance 
  of 20’ and the creatures are at a distance of 120’.  
  Thus far, Nimmelpoon has eluded the hungry 
  creatures and they will happily turn to meatier prey 
  once the PCs arrive. At APL 4, the creature has 
  low-light vision, darkvision and scent and likely 
  spots the PCs at 60’. At all other APLs, unless the 
  PCs have silence muffling all sound they make, 
  the creature(s) Spot them at 100’. 
  Nimmelpoon: male gnome expert 5; hp 22 
  (currently 8 hp); see Appendix 1. 
  Nimmelpoon is still in a state of shock after 
  suffering the attack by the Green Warlock, seeing 
  his brothers die, being taken hostage, escaping, 
  and then encountering the monsters here. It has 
  been quite an ordeal. He is shaken and stutters 
  badly until calmed.  
  Note: 
  Nimmelpoon 
  possesses 
  valuable 
  information. He can be a helpful aid for PCs and 
  the DM. Do not kill him in this encounter. He 
  speaks all of the languages that will be 
  encountered in this scenario and can provide 
  clues to parties that struggle with the riddles and 
  challenges ahead. Of course, if the PCs frighten 
  him away or alienate him they will lose any help he 
  might have provided. 
  APL 4 (EL 6) 
  Digester: hp 68; see Monster Manual p. 59. 
  APL 6 (EL 8) 
  Destrachan: hp 60; see Monster Manual p.49. 
  APL 8 (EL 9) 
  Destrachan, Advanced: hp 117; see Appendix 1. 
  APL 10 (EL 11) 
  Destrachan, Advanced: hp 245; see Appendix 1. 
  APL 12 (EL 13) 
  Destrachan, 
  Advanced 
  (2): 
  hp 
  245; 
  see 
  Appendix 1. 
  Tactics: Nimmelpoon is afraid the merest peep 
  will give him away and mean his end, so he 
  doesn’t call out when he sees the PCs. He will, 
  however, help them if they enter combat with the 
  creatures, though the terrible creatures terrify him. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 9 
  
  APL 4: The digester will use stealth and its 20’ 
  acid spray to the best of its ability. Once PCs 
  close, it will shift to the concentrated stream at the 
  earliest opportunity, attacking the most physically 
  imposing PC. 
  APL 6-12: The destrachans will use stealth and 
  range to the best of their ability. Their sonic attack 
  extends to 80’. They prefer to attack nerves and 
  material.  
  Development: If Nimmelpoon is won over, he can 
  provide a great deal of information to the PCs. 
  Simple kindness along with a Diplomacy check 
  (DC 6 + APL) will do the trick. If there are 
  humanoids or what Nimmelpoon would perceive 
  as “monsters” in the party, however, increase the 
  DC by as much as 10 (judge’s discretion). Failing 
  the check means Nimmelpoon runs screaming 
  toward the surface. 
  Nimmelpoon is an experienced trader and quite 
  comfortable underground (usually). He is a 
  guildsman of the Pinzool Trading Company, an 
  organization of gnome merchants that travel into 
  the lands below Keoland hoping to develop trade 
  for rare and unusual goods. This guild is affiliated 
  with the Guardians of the Highlands. 
  Nimmelpoon 
  readily 
  reveals 
  the 
  following 
  information to all parties that do not send him 
  fleeing: 
  • 
  “We p-p-prepared for an attack from below. N-
  n-nim and N-nom didn’t make a sound at the 
  upper guard post. Were they k-killed? The 
  orcs were on us in an instant. I heard a yell 
  and saw poor Llannock’s head mashed in. It 
  p-p-probably happened at dawn. F-f-four of us 
  are left. Banquo, Duncan, Malcolm and Ross. 
  Fleance was killed by those horrible l-l-
  lizards.“ 
  • 
  “W-w-when I woke up I was being dragged 
  along by two orcs. I broke away when those 
  lizards attacked [he can identify the creatures 
  as digester or destrachan, depending on APL], 
  but they must have followed me. The leader of 
  the band was a Suel man wearing green 
  robes. All of the orcs feared him. I think he is a 
  powerful sorcerer.” 
  • 
  “Th-th-there was another prisoner, a man. I 
  think he has been held captive a great while. 
  Th-th-they had him in manacles.” 
  • 
  “Th-these c-caverns lead to the Kingdoms 
  Below. My guild opened trade with our cousins 
  beneath the Good Hills many years ago. B-b-
  b-but we attracted the attention of some t-
  terrible creatures. They p-p-preyed upon our 
  engineers and t-t-traders and escaped T-t-
  tamtootroomtoom. W-we had to c-c-collapse 
  the m-mine. Th-that didn’t work for long.” 
  • 
  “Since the mine r-re-opened, I t-t-traveled b-
  below to explore and b-build t-trading t-ties. I 
  know the t-tunnels. I know the w-way to th-
  three of the k-kingdoms. I think the Man in G-
  green is headed to the M-m-m-midnight K-
  kingdom. T-to follow you’ve g-got to skirt the 
  tunnels that lead near the Temple of the 
  Dead.” 
  • 
  “The M-man in G-green mentioned something 
  about a p-pact and reinforcements for his 
  army. I d-don’t think he is f-fond of the C-count 
  of C-c-Cryllor.” 
  Nimmelpoon reveals the following information to 
  PCs affiliated with the Guardians of the Highlands, 
  Guildsmen and Nobles or PCs that make a 
  Diplomacy check (DC APL+12): 
  • 
  “If they are h-headed to the M-midnight 
  Kingdom, you’d b-better c-catch him quick. 
  Deviltry rules there. All of the races Below fear 
  the M-Midnight Kingdom.” 
  • 
  “The other p-prisoner whispered to me. S-said 
  his n-name was Elgarin. I think he’s from F-
  flen. The orcs were “Bloody Skulls.”” [A Bardic 
  Knowledge check (DC 12) reveals Lord 
  Elgarin, son of the Countess of Flen 
  disappeared in the Joten four years ago with a 
  military 
  troop 
  seeking 
  revenge 
  for 
  the 
  massacre at Kilm. DC 15 also reveals the 
  Bloody Skulls are an orc tribe that raids in the 
  foothills of the Jotens near Denlock. 
  • 
  “The T-temple is a strange place. It was b-built 
  by several races Below. Th-they say p-people 
  can s-see their ancestors there. I w-wouldn’t 
  go. They s-say there’s also a shrine to R-r-r-
  roy – the c-cruel one.” [He cannot be brought 
  to say “Roykyn” but a Knowledge: Religion 
  check (DC 15) will identify the deity as such]. 
  • 
  “I m-met some pilgrims that w-went to the T-
  temple of the D-Dead once. They said to p-
  pass through the Gate you n-need to “see 
  things for what they truly are.” It r-reminded m-
  me of a saying of the g-great gnome thinker 
  Figmund. He said, “Sometimes a pipe is just a 
  pipe.” There’s a thought a p-pipe – I w-wish I 
  h-had one now, umm.. a p-pipe and a fine b-
  brandy. Hmm… th-that Keoish brandy w-
  would fetch a f-fine price from my deep 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 10 
  
  cousins. Wait a minute, where was I? Oh yes 
  – to get in you n-need to see things for what 
  they truly are.”” 
  If 
  cajoled 
  into 
  coming 
  along, 
  Nimmelpoon 
  consents to join the PCs to help rescue his 
  fellows. He is familiar with the route to the Realm 
  of the Svirfneblin and with the general location of 
  the Temple of the Dead. He does not know of the 
  Temple of Kyuss. 
  Encounter Four: Minions of 
  Madness 
  The tunnels through which you have traveled 
  have seemed natural to this point. Ahead of 
  you the stone seems to be worked. The ground 
  appears flat and at least a short section of the 
  cavern is buttressed by arches that cross 
  diagonally 
  overhead. 
  The 
  work 
  appears 
  ancient, but stable. 
  A Search/Stonecunning check (DC 16) indicates 
  this to be the work of gnome kin. DC 20 reveals 
  that the Svirfneblin constructed the arches and the 
  searcher finds a carving: 
   
  This is in fact a carving of two runes, representing 
  “Lifespan” and “Halt” which a Knowledge: Arcana 
  check (DC 15) will disclose. 
  This stonework marks the edge of the Zone of 
  Undeath. This is an area of confluence with the 
  negative energy plane. The Temple of the Dead 
  was placed at its center to take advantage of this 
  connection. From the edge of this zone to the 
  border of the Zone of True Death (essentially, 
  Encounter Four) this functions like a continuous 
  desecrate spell. This has the following effects: 
  • 
  Cha checks to turn undead suffer a –3 profane 
  penalty 
  • 
  Undead in this area gain a +1 bonus to attack, 
  damage and saves. 
  • 
  Undead in this area have +1 hp/HD (already 
  calculated into stat blocks) 
  • 
  This 
  whole 
  area 
  radiates 
  moderate 
  necromantic magic. 
  When the PCs continue, the tunnel once again 
  takes on a natural texture. After traveling for 10 
  minutes, give the PCs a Spot check (APL 4: DC 
  27, APL 6: DC 37, APL 8-12: DC 13) as they 
  approach the tunnel to the Shrine of Kyuss. 
  Success indicates the PCs see Kamadeen before 
  she starts to speak. 
  “Welcome, pilgrims in the Underworld.” The 
  PCs are startled by a melodic voice that issues 
  from the stillness of the cavern. “My name is 
  Kamadeen. You seek the Green One, do you 
  not? I can guide you to him.” A small, shapely 
  figure steps out from behind a stalagmite. She 
  wears a charcoal cloak trimmed in silver.  
  The Zone of Undeath is permeated with auras of 
  evil/necromancy. Kamadeen’s aura blends in 
  perfectly. She is lying in wait for potential converts 
  to the faith of Kyuss, god of madness, death and 
  undeath. Kamadeen has established a shrine in 
  the Zone of Undeath down one of the side 
  passages. The Man in Green and his party 
  recently won their way past Kamadeen, and she 
  believes this band of surface-worlders part of the 
  same enterprise. She is not particularly interested 
  in the PCs’ connection to the Man in Green, but 
  wishes to entice them into her cavern. She is lying 
  about leading the PCs to the Man in Green 
  (consider Kamadeen’s Bluff +16 at APLs 4 and 6 
  (she has used a potion of glibness) and +19 at all 
  other APLs). If the PCs decline her offer to lead 
  the way she will graciously allow them to leave, 
  then summon any minions at her disposal and 
  press an attack from the rear. If the PCs follow 
  her, read the following: 
  Kamadeen moves smoothly over the uneven 
  surface down a side tunnel. “You will find the 
  One you seek ahead. He is not far.” The 
  passages here are utterly black. None of the 
  phosphorescent lichen is to be found. Finally, 
  you discern a faint light in the widening cavern 
  ahead. [At this point, Kamadeen moves 
  forward her full move, adjacent to cover, with 
  undead minions close by] “You can almost see 
  Him there, can’t you? So seductive.” Her 
  honey tones cloy at your thoughts while 
  writhing patterns of light entice you forward. 
  Your eyes focus on the source and you realize 
  it comes from glowing green worms infesting 
  piles of rotting flesh at the center of this 
  chamber. A voice in you head tells you it 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 11 
  
  would be so pleasant to spend eternity here 
  with Kamadeen as her minions…” 
  In the Temple of Kyuss, the undead benefit from 
  desecrate with an altar present. This has the 
  following effect (does not stack with the desecrate 
  effect of the Zone of Undeath): 
  • 
  Cha checks to turn undead suffer a –6 profane 
  penalty 
  • 
  Undead in this area gain a +2 bonus to attack, 
  damage and saves. 
  This effect is terminated if the worm-infested pile is 
  destroyed/consecrated. 
  Walking across the worm-infested pile requires 10’ 
  of movement for every 5’. PCs tredding upon it are 
  affected as if a worm has been transferred from 
  one of the Spawn of Kyuss. 
   
   
  APL 4 (EL 6) 
  Kamadeen: Female vampire spawn (undead); hp 
  33; see Monster Manual p.253. 
  Note: Kamadeen wears studded leather armor 
  and uses a +1 buckler, giving her AC 20 (+2 dex, 
  +3 natural, +3 armor, +2 shield), touch 12, flat-
  footed 18). 
  Spawn of Kyuss: medium undead; hp 33; see 
  Appendix 2: Spawn of Kyuss. 
  Tactics: Kamadeen uses her domination (DC 14) 
  ability against a seemingly weak-willed PC. She 
  will order any PC that succumbs to her will to 
  defend her and uses that person to help flank 
  other PCs. If combat occurs at the Shrine of 
  Kyuss, the Spawn is present (see Map: Temple of 
  Kyuss). If combat occurs in the caverns, the 
  Spawn is no more than 100’ distant, waiting for 
  Kamadeen’s command. 
  APL 6 (EL 8) 
  Kamadeen: Female vampire spawn (undead); hp 
  33; see Monster Manual p.253. 
  Note: Kamadeen wears studded leather armor 
  and uses a +1 buckler, giving her AC 20 (+2 dex, 
  +3 natural, +3 armor, +2 shield), touch 12, flat-
  footed 18). Saves are +2 as she also wears a +2 
  cloak of resistance. 
  Spawn of Kyuss (2): medium undead; hp 33; see 
  Appendix 2: Spawn of Kyuss. 
  Tactics: Kamadeen uses her domination (DC 14) 
  ability against a seemingly weak-willed PC. She 
  will order any PC that succumbs to her will to 
  defend her and uses that person to help flank 
  other PCs. If combat occurs at the Shrine of 
  Kyuss, the Spawn is present (see Map: Temple of 
  Kyuss). If combat occurs in the caverns, the 
  Spawn is no more than 100’ distant, waiting for 
  Kamadeen’s command. 
  APL 8 (EL 11) 
  Kamadeen: Avolakia; hp 82; see Appendix 2: 
  New Monster – Avolakia (from Monster Manual II, 
  p. 28). 
  Spawn of Kyuss: medium undead; hp 33; see 
  Appendix 2: Spawn of Kyuss. 
  Tactics: 
  Kamadeen 
  uses 
  her 
  quickened 
  suggestion ability against a seemingly weak-willed 
  PC in conversation. Unless stated otherwise, such 
  a PC is considered to be looking at Kamadeen 
  and suffers –2 to her save. Kamadeen suggests 
  that the PC “kneel at the altar and pray to the Lord 
  of Decay.” She will follow this with enervation 
  against, in order of preference, a PC that has 
  spoken against following her, a cleric of another 
  god (preferably a good-aligned god), or an arcane 
  spellcaster. After being struck by the first of the 
  PCs’ blows or magic, Kamadeen reverts to her 
  true form. She then proceeds to use vampiric 
  touch against a powerful fighter and use chill 
  touch with her multiple attacks (all of her attacks 
  that round) against a rogue-type in an attempt to 
  drain him of all of his strength. Each round in her 
  humanoid form, Kamadeen can attempt to force a 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 12 
  
  PC to pray at the altar of Kyuss with her 
  suggestion ability. PCs that avert their gaze or 
  close their eyes in combat may not suffer the –2 to 
  their will save vs. suggestion, but do incur a miss 
  chance per the rules for avoiding gaze attacks. If 
  combat occurs at the Shrine of Kyuss, the Spawn 
  of Kyuss is present. If combat occurs in the 
  caverns, the Spawn is no more than 100’ distant, 
  waiting for Kamadeen’s command. 
  APL 10 (EL 13) 
  Kamadeen: Avolakia; hp 82; see Appendix 2: 
  New Monster – Avolakia (from Monster Manual II, 
  p. 28). 
  Minion of Kyuss: male Svirfneblin wight Rog 3; 
  hp 29; see Appendix 1. 
  Spawn of Kyuss (8): medium undead; hp 33; see 
  Appendix 2: Spawn of Kyuss. 
  Tactics: Same as APL 8, however Kamadeen 
  immediately calls her minions to defend her. 
  APL 12 (EL 15) 
  Kamadeen: Avolakia; hp 82; see Appendix 2: 
  New Monster – Avolakia (from Monster Manual II, 
  p. 28). 
  Minion of Kyuss (2): male Svirfneblin vampire 
  Rog 5; hp 44; see Appendix 1. 
  Spawn of Kyuss, advanced undead fig 3 (4): 
  medium undead; hp 148; see Appendix 1. 
  Tactics: Same as APL 10. 
  All APLs: If encountered in the Shrine, Kamadeen 
  will fight to the death.  
  Treasure: One of the corpses on the pile holds a 
  wand: APL 4 wand of cure minor wounds (375 gp); 
  APL 6-10 wand of cure light wounds (750 gp); APL 
  12 wand of cure moderate wounds (4500 gp). 
  Encounter Five: The 
  Chamber of Lament 
  Once again, you arrive at a worked stone 
  archway. 
  It 
  resembles 
  the 
  previous 
  construction. On the opposite side it opens 
  into the largest cavern yet. 
  Search checks reveal no recent tracks in [the 
  Green Warlock’s party did not recently enter this 
  chamber]. Search/Stonecunning checks reveal 
  runes in the same position as they appeared in 
  Encounter Four. If a PC made the previous check 
  and found the runes, this check is automatic. The 
  runes read: 
   
  A Knowledge: Arcana check (DC 15) reveals the 
  runes literally mean “Death House”. 
  As the PCs proceed into the large chamber they 
  enter the Zone of Death. In this Zone there are 
  convergences with both the Positive and Negative 
  Energy Planes. At its center is the Temple of the 
  Dead. 
  Read the following: 
  A beacon of violet flame flickers in the 
  distance atop a squat stone structure. The 
  strange light plucks at your hearts and draws 
  your spirits forward while draining your flesh 
  of vigor. Your limbs are leaden burdens. 
  [PCs with darkvision perceive the following] 
   From a distance, the building seems a large 
  though plain mausoleum, a stone cube 80’ 
  wide half sunk into the earth. As you draw 
  closer and can better distinguish shades in the 
  darkness, remarkable monochromatic figures 
  leap out at you from the tile work that adorns 
  this temple. Over the gateway to this temple 
  looms a huge tile figure holding a scythe of 
  deepest black. Bones and detritus are heaped 
  at its feet. The gateway before you is barred 
  with a strong stone door carved with strange 
  runes [an ancient form of Undercommon: if a 
  PC can read Undercommon, give her Player 
  Handout 2, if not, give her Player Handout 1]. 
  [PCs without darkvision perceive the following]  
  The beacon lights a stone temple. As you draw 
  closer, you note a gate in the center, 
  surrounded by a swirl of mosaic tile. It is 
  difficult 
  to 
  make 
  out 
  what 
  the 
  mosaic 
  represents, though the general effect is 
  unsettling. Though ancient, the masonry is 
  sound. The folk that built this place must have 
  been skilled craftsmen but poor artists. The 
  colors of the tiles are badly chosen and the 
  KEO4-07 In the Footsteps of the Fallen 
   
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  images indistinct. Rubble or trash has been 
  heaped against the wall 10’ to the left of the 
  gateway. The gateway is sealed with a strong 
  door carved with strange runes [an ancient 
  form of Undercommon: if a PC can read 
  Undercommon, give her Player Handout 2, if 
  not, give her Player Handout 1]. 
  If the PCs examine each side of the Temple, they 
  will find different mosaics on each outer wall. 
  These are dedicated to four deities as described 
  below. The PCs may choose to solve the puzzle 
  before them (see Puzzle of the Gate, below) 
  immediately and enter the Temple. Refer to Player 
  Handout 2. 
  This Temple was built by the master craftsmen 
  and theocrats of several races working in concert 
  to honor the patron deities of the Earth and Death. 
  Each of the four exterior walls of the Temple 
  depicts and honors a particular deity in exquisite 
  and terrible tile work. Subterranean worshippers 
  make pilgrimages to their patrons. The mosaics 
  present the mysteries of the Underworld in both 
  the material and spiritual realms. The pilgrims 
  have left offerings behind – gifts from the world of 
  the living craved by the dead lie at the base of 
  each mosaic. 
  Mosaics: 
  Each of the mosaics was crafted to venerate a 
  deity worshipped above or below the Good Hills. 
  Several races had a hand in the overall 
  construction of the Temple, but the exterior of the 
  Temple is the work of the Deep Gnomes. Below, 
  descriptions of each of the mosaics and the items 
  that have been left as offerings are provided. 
  Should a PC leave an appropriate offering, she will 
  receive the indicated effect. The judge should feel 
  free to assess circumstance modifiers to the skill 
  checks below. For instance, a +4 circumstance 
  modifier would be appropriate for a halfling to 
  recognize the mosaic of Urogalan or a dragon 
  disciple to recognize the mosaic of Chronepsis. 
  Mosaic 1: The Shrine of Nerull 
  A dark figure cloaked in midnight blue rises 
  above the horizon in this mosaic like a storm 
  cloud. The figure carries a scythe in its bony 
  hands. The door to the temple stands beneath 
  him, enveloped in tile work flames. On either 
  side of the door many figures depicting the 
  races of the surface work and the deep realms 
  intermixed with all manner of beasts march 
  into the fire, some reluctantly, some exalting. 
  Bones and decaying detritus are heaped 
  before the mosaic beside the door. 
  A Knowledge: Religion check (DC 15) will confirm 
  that this is a depiction of Nerull. A DC 12+APL 
  check will indicate that an offering of flesh (meat, 
  an animal sacrifice or the like) is a “proper” 
  offering for this deity and the decaying flesh 
  heaped here are the remnants of past offerings. 
  Development: If a PC leaves an offering of flesh, 
  the PC will receive the following divine effects: 
  • 
  Clerical casters that follow deities that do not 
  have the death domain and druidical casters 
  that do not revere Nerull (or very similar 
  deity/force of nature as determined by the DM) 
  lose their spellcasting abilities until an 
  atonement spell is cast upon them. Cannot be 
  dispelled. 
  • 
  Troglodyte stench ability is triggered in combat 
  (attack, offensive spell casting) for one day. 
  Affected PC is immune to stench. Can be 
  dispelled (Spell Level 3, Caster level 5 + APL). 
  Mosaic 2: The Shrine of Chronepsis 
  This mosaic represents a desert wasteland. In 
  the distance are a number of irregular jags 
  which might represent great shards of crystal 
  or possibly immense teeth. Half buried in the 
  foreground a brass harp is buried. The 
  shadows of unseen towers stretch long across 
  the dunes. 
  A Knowledge: Religion check (DC 20) will indicate 
  that this is a depiction of Chronepsis, the dragon 
  deity of fate, death and judgment. A Knowledge: 
  Religion check (DC 17+APL) will indicate that an 
  offering of art (music, poetry, a joke or a riddle) is 
  a “proper” offering for this deity. There are few 
  offerings here, though some moldering paper (old 
  sheet music) and a brass pipe (a masterwork 
  whistle pipe) can be found, along with some tough 
  teardrop shaped plates of unfamiliar armor (scales 
  of a copper dragon).  
  Development: If a PC leaves an offering of art, 
  the PC will receive the following divine effect: 
  • 
  +2 circumstance bonus to skill checks in this 
  module. Can be dispelled (Spell Level 2, 
  Caster level 3 + APL). 
  Mosaic 3: The Shrine of Roykyn (once the 
  Shrine of Segojan Earthcaller) 
  This mosaic is a jumble of strange images. At 
  the center is a gnome burrow. The door is 
  open and smoke seems to be coming out. A 
  KEO4-07 In the Footsteps of the Fallen 
   
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  gravestone has been planted atop the mound. 
  A large glowing gemstone is embedded in the 
  marker. To the left side of the burrow, a great 
  lion lies slain in a pool of blood. Off to the right 
  an assembly of several creatures look on. 
  Some are human, some are gnome, some are 
  of the races that dwell in the dark. Their faces 
  are covered with expressions of amazement 
  and horror. One is a middle aged Suel man 
  wearing green clothing trimmed in crimson. At 
  the front of the group, a human cleric is 
  reading from an unfurled scroll. A dark 
  substance drips from the scroll and burns the 
  ground below. 
  Some vignettes from this mosaic can be seen in 
  Player Handout 3. 
  When the temple was first built, it honored the 
  deities Nerull, Cronepsis, Urogalan and Segojan 
  Earthcaller. These deities were respected for their 
  place in the cycle of life and death. Since the 
  founding, much time has passed, and the gnome 
  trickster deity Roykyn the Cruel has crept into the 
  hearts of the gnomes of the Good Hills, feeding on 
  conflicts and hatred within the gnomish community 
  and between the races. As devotion to Roykyn 
  grew, the deity wrestled with Segonjan Earthcaller 
  for this Temple, a nexus of planar contact. 
  Roykyn’s cruelty now controls this place and 
  Segojan has been effaced from the mosaic. 
  The new mosaic is basically a cartoon, showing 
  Segojan Earthcaller slain in his burrow, the lion of 
  Keoland with a mortal wound, its lifeblood ebbing 
  out and the dupes of Roykyn looking on. The scroll 
  in the cleric’s hands is the symbol of Roykyn.  
  A Knowledge: Religion check (DC 17) will indicate 
  the scroll is the symbol of Roykyn, gnome god of 
  cruelty, who seems to be the deity honored in this 
  mosaic. DC 17 + APL will further indicate that an 
  offering of blood (blood, self-mutilation or cruelty) 
  is an appropriate offering. A separate Knowledge: 
  Religion check (DC 20) will indicate the gemstone 
  on 
  the 
  grave 
  marker 
  represents 
  Segojan 
  Earthcaller. A Knowledge: Nobility and Royalty 
  check (DC 15) will indicate that the beast is the 
  lion of Keoland. DC 20 allows the PC to recognize 
  the cleric as Councillor Thurm of Cryllor, a devotee 
  of Heironeous, recently implicated in plots against 
  the Count of Cryllor. The man in green seems to 
  be depicted as a Keoish noble. Finally, a 
  Knowledge: Local (Sheldomar Valley) check (DC 
  15) calls to mind that a halfling represented here 
  resembles 
  a 
  young 
  Pemlo 
  Penchant, 
  the 
  (in)famous halfling drunk/brewmaster. 
  Allow other relevant skill checks as appropriate.  
  Development: If a PC leaves an offering of blood, 
  the PC will receive the following divine effect: 
  • 
  The judge may have the PC reroll one 
  successful roll (attack, save, confirm, etc.) in 
  this module at a time when a reroll would 
  adversely affect the PC. Cannot be dispelled. 
  Mosaic 4: The Shrine of Urogalan 
  This mosaic depicts a huge mastiff standing 
  guard before a mound of earth. It is night and 
  the stars burn brightly at the top edge of the 
  mosaic. The starlight is reflected in dew 
  beaded on flowers planted about the mound. 
  Off to one side a village is depicted. The 
  villagers dance about a bonfire. 
  A Knowledge: Religion check (DC 15) will reveal 
  that this is a depiction of the halfling deity 
  Urogalan, protector of the dead. A DC 12+APL 
  check will indicate that an offering of comfort 
  (food, drink, a joke) is a proper offering for this 
  deity. Laying before the mosaic are a corroded 
  disk of brass, bits of pottery and a glass stoppered 
  jug (Lambic).  
  Development: If a PC leaves an offering of 
  comfort, the PC will receive the following divine 
  effect: 
  • 
  Protection from Evil with a 4 hour duration. 
  Can be dispelled (Spell Level 1, Caster Level 
  1 + APL). 
  The Puzzle of the Gate (see Player Handout 2): 
  This puzzle is deceptive. To open the gate, a PC 
  must touch it and say “Riddle,” “Gate,” “Temple” or 
  a 
  synonym 
  of 
  these 
  words 
  in 
  Common, 
  Undercommon, Gnome, Halfling, Dwarf, Draconic 
  or Flan. 
  If they touch the gate and provide a different 
  answer, they experience the consequences below: 
  Touch 
  Answer 
  Consequence 
  Upper Left 
  Light 
  1 pt. STR + (1 pt. Neg. 
  Quadrant 
   
  Energy Damage/APL) 
  no save 
  Upper Right Food 
  1 pt. STR + (1 pt. Neg. 
  Quadrant 
   
  Energy Damage/APL) 
  no save 
  Lower Left 
  Slave 
  1 pt. STR + (1 pt. Neg. 
  Quadrant 
   
  Energy Damage/APL) 
  no save 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Lower Right Darkness 
  1 pt. STR + (1 pt. Neg. 
  Quadrant 
   
  Energy Damage/APL) 
  no save 
  Anything 
  Anything 
  (1 pt. STR + (1 pt. Neg. 
  Else 
  Else 
  Energy Damage/APL) 
  no save) + DC 10+APL 
  Fort Save or suffer 1 
  level of Energy Drain  
  The gate may be broken (Break DC 23+APL, 
  Hardness 8, 90 hp), however, each blow struck 
  against the gate should be treated as an “Anything 
  Else” wrong answer and, when the gate is broken 
  all party members that gazed on the gate within 
  the past 24 hours and remain within the Chamber 
  of Lament suffer the effect of an enervation spell 
  for the next 24 hours. Just before the enervation 
  effect wears off, the gate re-forms as though it had 
  never been damaged. 
  Note: If Nimmelpoon is present and the PCs have 
  given three “wrong” answers, he remembers that 
  some deep gnome pilgrims once told him about 
  their journey to the Temple of the Dead. They said 
  to enter the Temple you need to see things for 
  what they are. 
  Development: The PCs have two options: 
  proceed through the gate into the Temple of the 
  Dead or break off and try to pick up the trail of the 
  Man in Green. If they trundle off in another 
  direction and/or do not pursue either option for 
  three days, end the scenario. 
  Treasure: There is little here of value save the 
  masterwork whistle-pipe. A PC bold or foolish 
  enough to take this offering to Chronepsis suffers 
  his curse (circle A Fool for Music on the AR). 
  Encounter Six: The Temple 
  of the Dead 
  The doors open into a chamber that resembles 
  the moonless night sky. Tiny star like beacons 
  glisten in the void before you and dance in the 
  silvery 
  flecks 
  in 
  indigo 
  paving 
  stones. 
  Something within tugs at your spirits, drawing 
  you forward. 
  There are permanent dancing lights about this 
  room. Any light spell (light, daylight, etc.) cast here 
  transforms into a tiny dancing light and is pulled 
  into the constellations. The same happens to 
  everburning torches, whose magic is sucked into 
  the chamber. Magic items that emit light are 
  doused, though torches function properly. 
  The craftsmanship of this chamber represents a 
  pinnacle of gnome stonework, gemwork and 
  subtle magics. Once PCs step inside, have them 
  make a Will save (DC APL+8). Failure indicates 
  they are entranced by the starscape. PCs may be 
  freed from their reverie as one would wake a 
  sleeper. At the center of the chamber sits a 
  Guardian of the Underworld (see Appendix 2: New 
  Monsters). It is serves as both ward and vehicle 
  between the lands of the living and the dead. 
  Initiates of the Temple believe death is not to be 
  feared. As the riddle at the Gate hints, those 
  approaching the Guardian with acceptance need 
  not fear its bite. The creature will simply swallow 
  the PC whole and thereby provide passage to 
  deeper levels of existence (see Part 2). This is a 
  situation in which the wise PC chooses not to fight. 
  Many may choose the path of violence, though it 
  achieves little. If the Guardian is slain, it crumbles 
  to dust and the passage to the land of the dead 
  closes. The creature re-forms in 10 minutes. 
  The Guardian is a three-headed dog with smooth 
  skin of obsidian. It will come to life as soon as a 
  PC 
  steps 
  20’ 
  inside 
  the 
  chamber. 
  Once 
  awakened, it will attack any inside the Temple. It 
  will not harm PCs that do not fight/struggle against 
  it. If the creature succeeds in swallowing a 
  creature, they are removed from combat and 
  appear in Encounter Seven. 
  Once inside the Temple, Spot checks reveal: 
  DC 14: The chamber is deeper than you can see. 
  Points of light hover in the blackness before you. 
  DC 18: The stars outline a black shape in the 
  center of the room. It is not humanoid, but perhaps 
  a great beast. 
  Search/Stonecunning 
  or 
  Knowledge: 
  Arcana 
  checks reveal: 
  DC 14: This Temple was constructed by master 
  craftsmen among the gnomes; their techniques 
  used to build it are unfamiliar and perhaps lost. 
  APL 4 (EL 6) 
  Guardian of the Dead: large magical beast; hp 
  110; see Appendix 2: New monster – Guardian of 
  the Dead. 
  APL 6 (EL 8) 
  Guardian of the Dead: large magical beast; hp 
  192; see Appendix 2: New monster – Guardian of 
  the Dead. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 16 
  
  APL 8 (EL 10) 
  Guardian of the Dead: large magical beast; hp 
  264; see Appendix 2: New monster – Guardian of 
  the Dead. 
  APL 10 (EL 12) 
  Guardian of the Dead: huge magical beast; hp 
  420; see Appendix 2: New monster – Guardian of 
  the Dead. 
  APL 12 (EL 14) 
  Guardian of the Dead: huge magical beast; hp 
  496; see Appendix 2: New monster – Guardian of 
  the Dead. 
  Tactics: This beast will attack when approached, 
  but the encounter is not meant to be a combat 
  encounter. Allow cleverness on the PCs part. They 
  may use handle animal, music to tame the savage 
  beast or sleep magic to pacify him.  
  Development: 
  PCs 
  that 
  pass 
  through the 
  Guardian emerge in Encounter 7. 
  END PART ONE 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 17 
  
  Part 2: Through the Temple 
  of the Dead – the Underworld 
   
  Underworld Conditions 
  For 
  encounters 
  in 
  the 
  Underworld, 
  the 
  following rules apply: 
  Light:  Light is considered poor. For those without 
  low-light vision or darkvision, bright light conditions 
  extend to 20’ and shadowy conditions extend to 
  40’. For low-light vision, this is doubled. Darkvision 
  functions normally. Light spells cast properly (see 
  Magic, below) may improve illumination. A shadow 
  dancer’s hide in plain sight ability functions in 
  shadowy conditions and within 5’ of a possessed 
  PC (see Possession, below) and only in those 
  conditions in the Underworld. 
  Magic: Evocation magic is impeded on this plane 
  (Impeded Magic Trait, p. 14, Manual of the 
  Planes). To cast an evocation spell, the caster 
  must make a Spellcraft check (DC 15 + level). If 
  the check fails, the spell does not function and is 
  still lost. If the check succeeds, the spell functions 
  normally. 
  The Bloodless: The spirits of the dead gather at 
  the threshold to the Material Plane. Their spirits 
  take physical form here. They resemble the 
  creatures they were in life, though their features 
  are stony and expressions joyless. They are not 
  undead, but truly dead. Characteristics follow 
  those of the Deathless type (see Appendix 3). 
  Shades here call themselves “the Bloodless.” This 
  reflects their demeanor as well as their condition. 
  While in the Underworld, this trait is shared by the 
  PCs. They do not bleed. All Bloodless (deathless) 
  creatures as well as those that have passed 
  through the Guardian of the Dead in Encounter 6 
  effectively 
  have 
  DR 
  / 
  bludgeoning 
  in 
  the 
  Underworld, which increases by APL as follows: 
  • 
  APL 4- 6: DR 5/bludgeoning 
  • 
  APL 8-10: DR 10/bludgeoning 
  • 
  APL 12: DR 15/bludgeoning 
  The Bloodless are self-willed and present in this 
  plane because of unfinished business with the 
  world of the living. This makes them difficult to 
  influence by the channeling of positive or negative 
  energy. These creatures may be rebuked or 
  commanded channelers of positive energy or 
  turned by channelers of negative energy, but they 
  effectively 
  have 
  +4 
  turn/rebuke/command 
  resistance. If a good cleric attempts to turn these 
  creatures, she will fail. Likewise, a neutral cleric 
  who channels negative energy will fail to 
  command them. If this occurs, or if a cleric tries to 
  discern the nature of these creatures with detect 
  undead or similar means, give the PC a 
  Knowledge: Religion check (DC APL + 10). 
  Success indicates the PC understands their 
  nature and the proper way to affect these 
  creatures with channeled energy.  
  Bloodless (Deathless) PCs: PCs that were killed 
  in Part 1 and not raised are reunited with their 
  comrades in Encounter 7. Like the other 
  Bloodless, they remember crossing over the 
  mountains and little else after they shuffled off the 
  mortal coil. Provide them with Appendix 11: 
  Bloodless PC Background. These PCs may not 
  walk on the Path or in the stronghold in Encounter 
  Eleven unless permitted by the magic of Otiluke. 
  They may be restored to life in Encounter Eleven 
  by either Roykyn or Otiluke. 
  Possession: 
  Many 
  of 
  the 
  shades 
  in the 
  Underworld long for a return to the world of the 
  living. To make this journey, they must do so in a 
  living body. Certain shades (those with a CHA 
  higher than 10) may be able to Possess a living 
  being. To accomplish this, they must grapple an 
  opponent. For each round of successful grappling 
  (initiated by either the PC or NPC), a living PC 
  must make a Will save (DC 6 + APL). If a PC fails 
  this save, the shade attaches to the PC as a 
  shadow (though not one cast by any light source) 
  and effectively controls the PC. In most cases, a 
  possessed PC will attempt to flee to the Cave at 
  the end of the Path. PCs under the effects of 
  Protection from Evil or similar spells cannot be so 
  possessed. Dead PCs cannot be possessed. 
  The Path: The Path from the cavern is a magical 
  ward set by the creators of the Temple of the 
  Dead. On the Path a shade is unable to possess a 
  PC. The first time a PC steps off of the Path, warn 
  the PC that she feels a palpable malice at the 
  edge of her senses and give her a round to 
  respond. If she has not moved back onto the Path 
  and is not under the influence of protective magic, 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 18 
  
  have a shade move to engage her. This shade 
  resembles the last humanoid killed by the PC. Use 
  the stats below. After one round, the shade will 
  attempt to grapple. 
  If dropped below 1 hp, the shade will dissolve into 
  shadow and disperse. This will happen each time 
  the PC steps beyond the Path. Otiluke’s Ward 
  (see Encounter 8) duplicates the protective effect 
  of the Path within its area of effect. Note: If a PC 
  steps outside the Ward in Encounter 9, they will be 
  attacked by the creature(s) designated there, 
  rather than by a generic shade. 
  APL 4 
  Shade of the Dead: human War 2; CR 1; medium 
  deathless; HD 2d12; hp 19; Init +2; Spd 20 ft.; AC 
  17, touch 12, flat-footed 15 (+5 armor, +2 dex); 
  Base Atk +1; Grp +3; Atk +3 melee (1d10, x2, 
  greatclub); Full Atk +3 melee (1d10, x2, greatclub) 
  or –1 melee (1d3, x2, unarmed); Space/Reach 5 
  ft./5 
  ft.; 
  SA 
  Possession 
  (see 
  Underworld 
  Conditions: Possession); SQ Darkvision 60’, 
  immunity to mind-affecting effects, not subject to 
  critical hits, nonlethal damage or ability drain, 
  immune 
  to 
  ability 
  score 
  damage, 
  fatigue, 
  exhaustion, immune to effects that require Fort 
  save (exception: energy drain), cannot use run 
  action, uses CHA mod for concentration checks, 
  can be turned by channelers of negative energy, 
  rebuked by channelers of positive energy, do not 
  breathe, eat or sleep; AL NE; SV Fort +3, Ref +2, 
  Will +0; Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 
  11. 
   
  Skills and Feats: Blind Fight, Power Attack.  
   
  Possessions: chain mail, greatclub. 
  APL 6 
  Shade of the Dead: human War 4; CR 3; medium 
  deathless; HD 4d12; hp 36; Init +2; Spd 20 ft.; AC 
  19, touch 12, flat-footed 17 (+7 armor, +2 dex); 
  Base Atk +2; Grp +4; Atk +4 melee (1d10, x2, 
  greatclub); Full Atk +4 melee (1d10, x2, greatclub) 
  or +0 melee (1d3, x2, unarmed); Space/Reach 5 
  ft./5 
  ft.; 
  SA 
  Possession 
  (see 
  Underworld 
  Conditions: Possession); SQ Darkvision 60’, 
  immunity to mind-affecting effects, not subject to 
  critical hits, nonlethal damage or ability drain, 
  immune 
  to 
  ability 
  score 
  damage, 
  fatigue, 
  exhaustion, immune to effects that require Fort 
  save (exception: energy drain), cannot use run 
  action, uses CHA mod for concentration checks, 
  can be turned by channelers of negative energy, 
  rebuked by channelers of positive energy, do not 
  breathe, eat or sleep; AL NE; SV Fort +4, Ref +3, 
  Will +1; Str 15, Dex 14, Con -, Int 10, Wis 10, Cha 
  11. 
   
  Skills and Feats: Blind Fight, Power Attack, 
  Toughness. 
   
   
  Possessions: chain mail, greatclub. 
  APL 8 
  Shade of the Dead: human War 6; CR 5; medium 
  deathless; HD 6d12; hp 50; Init +6; Spd 20 ft.; AC 
  21, touch 12, flat-footed 19 (+9 armor, +2 dex); 
  Base Atk +3; Grp +5; Atk +5 melee (1d10, x2, 
  greatclub); Full Atk +5 melee (1d10, x2, greatclub) 
  or +1 melee (1d3, x2, unarmed); Space/Reach 5 
  ft./5 
  ft.; 
  SA 
  Possession 
  (see 
  Underworld 
  Conditions: Possession); SQ Darkvision 60’, 
  immunity to mind-affecting effects, not subject to 
  critical hits, nonlethal damage or ability drain, 
  immune 
  to 
  ability 
  score 
  damage, 
  fatigue, 
  exhaustion, immune to effects that require Fort 
  save (exception: energy drain), cannot use run 
  action, uses CHA mod for concentration checks, 
  can be turned by channelers of negative energy, 
  rebuked by channelers of positive energy, do not 
  breathe, eat or sleep; AL NE; SV Fort +5, Ref +4, 
  Will +2; Str 15, Dex 14, Con -, Int 10, Wis 10, Cha 
  11. 
   
  Skills and Feats: Blind Fight, Improved 
  Initiative, Power Attack, Toughness, 
   
   
  Possessions: chain mail, greatclub. 
  APL 10 
  Shade of the Dead: human War 8; CR 7; medium 
  deathless; HD 8d12; hp 64; Init +6; Spd 20 ft.; AC 
  23, touch 12, flat-footed 21 (+11 armor, +2 dex); 
  Base Atk +4; Grp +7; Atk +7 melee (1d10, x2, 
  greatclub); Full Atk +7 melee (1d10, x2, greatclub) 
  or +7 melee (1d3, x2, unarmed); Space/Reach 5 
  ft./5 
  ft.; 
  SA 
  Possession 
  (see 
  Underworld 
  Conditions: Possession); SQ Darkvision 60’, 
  immunity to mind-affecting effects, not subject to 
  critical hits, nonlethal damage or ability drain, 
  immune 
  to 
  ability 
  score 
  damage, 
  fatigue, 
  exhaustion, immune to effects that require Fort 
  save (exception: energy drain), cannot use run 
  action, uses CHA mod for concentration checks, 
  can be turned by channelers of negative energy, 
  rebuked by channelers of positive energy, do not 
  breathe, eat or sleep; AL NE; SV Fort +6, Ref +5, 
  Will +3; Str 16, Dex 14, Con -, Int 10, Wis 10, Cha 
  11. 
   
  Skills and Feats: Blind Fight, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Toughness. 
   
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 19 
  
   
  Possessions: chain mail, greatclub. 
  APL 12 
  Shade of the Dead: human War 10; CR 9; 
  medium deathless; HD 10d12; hp 78; Init +6; Spd 
  20 ft.; AC 25, touch 12, flat-footed 23 (+13 armor, 
  +2 dex); Base Atk +5; Grp +8; Atk +8 melee 
  (1d10, x2, greatclub); Full Atk +8 melee (1d10, x2, 
  greatclub) or +9 melee (1d3, x2, unarmed); 
  Space/Reach 5 ft./5 ft.; SA Possession (see 
  Underworld 
  Conditions: 
  Possession); 
  SQ 
  Darkvision 60’, immunity to mind-affecting effects, 
  not subject to critical hits, nonlethal damage or 
  ability drain, immune to ability score damage, 
  fatigue, exhaustion, immune to effects that require 
  Fort save (exception: energy drain), cannot use 
  run action, uses CHA mod for concentration 
  checks, can be turned by channelers of negative 
  energy, rebuked by channelers of positive energy, 
  do not breathe, eat or sleep; AL NE; SV Fort +7, 
  Ref +6, Will +4; Str 16, Dex 14, Con -, Int 10, Wis 
  10, Cha 11. 
   
  Skills and Feats: Blind Fight, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Toughness, Weapon Focus (Unarmed).  
   
  Possessions: chain mail, greatclub. 
  Encounter Seven: Across the 
  Threshold 
  The guts of the canine Guardian clamp about 
  you, stilling you. There is no air within this 
  creature. Your limbs are leaden, your eyelids 
  flutter and close and consciousness fades… 
  Tidal forces tug at your spirit, inexorably 
  drawing you on. Gradually, consciousness 
  returns. The slime of the creature’s innards 
  has grown cold and it seems to have loosened 
  its hold. You can breathe. The grimy surface 
  within yields slightly as you push forward. You 
  find yourself lying prone in a dark, confined 
  space. The intestines of the Temple Guardian 
  could not have been so large. Crawling 
  forward, the absolute blackness lightens to a 
  deep gray and you realize you are in a cave. A 
  dim semicircle of light can be seen in the 
  distance. 
  This 
  filth-encrusted 
  tunnel 
  you 
  occupy is large enough for only a gnome or 
  halfling to stand. 
  Passage through the intestines of the Guardian 
  has deposited the PCs here. The muck-smeared 
  cave opens into the shallows of the Underworld 
  (see Underworld Conditions for special rules 
  that apply to this place), a demi-plane that 
  provides a window to the worlds of the dead. It is 
  populated by shades of the dead. PCs may find 
  fallen comrades, relatives and loved ones here, as 
  well as the enemies they have slain. In fact, those 
  that they have killed can stalk them here, seeking 
  revenge. Their shades lurk at the edge of 
  perception; their malice palpable. If there is time 
  and the PCs are engaged, this demi-plane offers a 
  wealth of opportunities for roleplay. It is best to 
  keep this to a minimum in a timed slot. 
  When the PCs leave the cave, read the following: 
  Emerging from the cave, you see an expansive 
  valley ringed with mountains that rise higher 
  than any you have seen. The peaks disappear 
  into the pitch black of a starless, moonless 
  sky. A silvery ribbon of luminance wends 
  along the valley floor toward a shimmering sea 
  in the distance. This river and the sea bathe 
  the valley in perpetual twilight. The cliff at your 
  back is unscalable. The air is deadly still. 
  Something ominous lurks at the edge of your 
  senses. 
  You stand on a well-wrought stone path that 
  meanders through foothills down into the 
  valley. The crust of many sets of old footprints 
  of various sizes lead down the Path. Out of the 
  darkness you hear a voice calling, “Yos? Yos? 
  Is that you? Have you come back to me?” 
  The Path is of gnomish construction, the same fine 
  quality as the Temple. It radiates moderate 
  abjuration magic. The Path leads around hillocks 
  into a crowd of people. It is clear they are not 
  “normal” folk. They appear solid, but are limned in 
  a faint violet flame. There are humanoids of many 
  races 
  among 
  them, 
  though 
  humans 
  and 
  demihumans are predominant. Their demeanors 
  are subdued. These shades are filled with longing. 
  The recently dead cluster here at the threshold 
  sensing the proximity of their material homes and 
  loved ones. They tarry and wait for friends and 
  family to rejoin them. The shades do not walk on 
  the Path, though they huddle near it like moths to 
  the flame. If any PC died in Part 1 and was not 
  raised, this is where the party members meet 
  again. 
  The closest shade is a middle-aged man. When 
  the PCs get within 60’ (the range of his 
  darkvision), he addresses them in Common. “You 
  are not Yos. Have you seen my girl? I placed her 
  in a longboat and that is the last I remember. Tell 
  me, is Yos safe?” This man, Konrad, died not long 
  ago in a pirate attack on the Azure Sea. He and 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 20 
  
  his daughter were traveling to Gradsul. She 
  survived and was taken into a Hospitaler Temple. 
  All of the shades here are looking for loved ones. 
  They recognize the PCs are living creatures, a 
  novelty, and will talk with them as long as the PCs 
  appear amiable and unthreatening. 
  They can disclose the following information in 
  conversation: 
  • 
  They do not know how long they have been 
  here 
  • 
  They did not follow the Path into the valley, 
  they crossed over the mountains  
  • 
  They cannot walk the path 
  • 
  They are called “The Bloodless.” If asked why, 
  the say simply that they do not bleed. Nothing 
  here does. 
  • 
  Each can give their name and clues that they 
  are dead. All seem to have died recently. 
  • 
  None know what lies deeper in the valley. 
  • 
  Note: If detecting good, evil, undead, etc. on 
  the shades, refer to Appendix 3, the Deathless 
  Type. 
  Development: When PCs are finished interacting 
  with the shades, proceed to Encounter Eight. 
  Encounter Eight: A Guide in 
  the Underworld 
  Have PCs make spot checks. DC 12 notes the 
  following: 
  You see a pulsing globe of incandescent blue 
  moving toward you. The quality and intensity 
  of light is quite different than any other you 
  have seen in this realm.  
  Give the PCs time to react. Ascertain whether any 
  of the PCs hold a Talisman of Rary (COR1-08 
  Future’s Bright) or the Songbird of Rary (COR3-13 
  Traitor’s Road). If they do not, read the following: 
  The shades scatter as a brilliant ball of light 
  approaches. Within, you discern a man bearing 
  a staff. His features are set in intense 
  concentration. He is perhaps a shade like the 
  others, but undeterred by the magic of the 
  Path. With a gesture, the bubble collapses, 
  depositing a frail middle-aged man before you. 
  He stands no more than 5’ tall. Upon his head 
  flickers a pale blue flame. The mage silently 
  studies each of your number [including 
  invisible characters]. As he does, the look of 
  intensity on his face is replaced with one of 
  scorn. Finally, he speaks. “Feh. I must say, I 
  expected more.” 
  If one or more PCs present possess a Talisman of 
  Rary or the Songbird of Rary, read the following: 
  The shades scatter as a brilliant ball of light 
  approaches. Within, you discern a man bearing 
  a staff. His features are set in intense 
  concentration. He is perhaps a shade like the 
  others, but undeterred by the magic of the 
  Path. With a gesture, the bubble collapses, 
  depositing a frail middle-aged man before you. 
  He stands no more than 5’ tall. Upon his head 
  flickers a pale blue flame. The mage silently 
  studies each of your number [including 
  invisible characters]. The mage’s keen eyes 
  narrow, his faces flushes, and he challenges  
  [the PCs with the Talisman/Songbird], “A 
  servant of Rary dares stand in my presence?” 
  His staff glows white hot, ready to strike.” 
  Roll initiative. If no PC can make an immediate 
  Diplomacy check (DC 10+APL) following Otiluke’s 
  challenge, the mage strikes one bearer of a 
  Talisman/Songbird with a heightened baleful 
  polymorph (Fort save DC 30 – if failed this is 
  followed by a Will save DC 30). PCs must then 
  attempt Diplomacy to explain themselves or gain 
  the favor of Otiluke. Allow any reasonable attempt 
  to succeed. Otiluke may subsequently relent and 
  dismiss the effect. 
  This is the shade of Otiluke (see Appendix 13). 
  Formerly a member of the Circle of Eight, Otiluke 
  was unrecoverably slain by Rary the Traitor. His 
  shade has walked the Underworld for some time, 
  learning to work his magic within the restrictions of 
  this plane, waiting for an opportunity to conclude 
  some unfinished business in the world of the 
  living. He is willing to serve the party as a guide in 
  exchange for a favor, though he is unwilling to 
  disclose the favor at this time. If a PC attempts 
  Diplomacy check (DC 18) and succeeds  he will 
  state that he wishes for the PCs to conclude some 
  business for him in the world of the living. 
  OTILUKE: Male human Wizard, former member of 
  the Circle of Eight 
  Information: Otiluke can reveal the following 
  information in conversation: 
  • 
  Rules of the Underworld: “You must be 
  careful not to leave the Path or the confines of 
  my protective ward. It is dangerous for the 
  living to walk unprotected in the land of the 
  dead. Certain magic does not work properly 
  here.” (He will question what they know or 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 21 
  
  have learned to this point, commenting on the 
  limits 
  of 
  their 
  knowledge 
  critically. 
  He 
  didactically discloses the “problem” with 
  evocation magic, but stops at that. He allows 
  the PCs discover the other rules of the 
  Underworld for themselves. In fact, there are 
  several things he is unable to tell the PCs.) 
  “You must not remain here long, or you 
  will join the legions of the dead. Have you 
  not felt it? This place would separate your 
  spirit from your flesh. Time grows short.” 
  • 
  What is this place? “Surely one as sharp as 
  yourself will have figured that out already. No? 
  You are in the Underworld. Those poor souls 
  wait for their loved ones. You will find braver 
  souls and those that have been here longer 
  deeper in the valley. You have come from a 
  Temple resting deep beneath the Hills of 
  Keoland. The wise of several races united to 
  build a shrine to their gods of death and 
  judgment. This is a window into the afterlife. 
  This Path is their work.” 
  • 
  Did you bring us here? “Ever the clever 
  aren’t you? Aye. I witnessed your pursuit. The 
  walls between the world of the living and the 
  world of the dead are thin near the Temple. 
  You would have never caught your quarry in 
  time had you continued as you were. At least 
  now you have a chance.” 
  • 
  Why did you bring us here? “I have my 
  reasons.” 
  • 
  How do we leave? “You have not concluded 
  your business here and you cannot return until 
  you have. That is, unless one of you have 
  magic that can return you. From the look of 
  you. I doubt it. Ehh … Can’t even work a 
  cleaning charm it seems.” 
  • 
  How do we “conclude our business?” “You 
  follow the Path laid out for you. Consider it 
  your opportunity to see how the other half 
  lives … or dies.” 
  • 
  Have you seen the Green Warlock?  “He is 
  not here, but you may find those that know 
  him. With luck you will find your way to him 
  before he reaches his destination. Hmm… 
  someone or something in the valley watches 
  you with interest. [He concentrates] I am 
  certain more will become clear when I take 
  you there.” He smirks knowingly. “There is 
  nothing to be found in these parts save filth 
  and confused souls.” 
  Development: When the PCs are ready, Otiluke 
  shrouds the party in his protective ward. It 
  envelops the PCs in a 15’ radius glowing sphere 
  of blue light. He urges them to remain within for 
  their own protection and leads them into the 
  valley. 
  If a Bloodless (Deathless) PC is present, Otiluke 
  imbues the PC’s shoes with the same blue light 
  cast by Otiluke’s protective ward. This allows the 
  PC to walk the Path like like Otiluke. 
  Encounter Nine: The Wicked 
  Shades scurry away from Otiluke’s azure 
  sphere of light as the mage scuttles down from 
  the hills leaning heavily on his staff. The Path 
  beneath your feet is broken in places, perhaps 
  worn 
  by 
  weather 
  or 
  pulled 
  apart 
  by 
  earthquakes (if indeed those natural forces 
  exist in this twilight world). Eventually, your 
  party emerges from a cleft in the hills. The 
  silvery ribbon of the River lies ahead. 
  “We must cross the River at yon bridge.” A 
  narrow footbridge arcs languidly over the 
  shimmering waters of the River. Rushes are 
  pooled in the still waters at either end. Delicate 
  lily flowers spring forth near the banks, the 
  first vegetation, the first life, you have seen in 
  this land of death. At the opposite end of the 
  bridge there is a commotion. “Be on your 
  guard,” 
  Otiluke 
  commands, 
  “Ware 
  the 
  unsavory shades that congregate near the 
  bridge. They often prey on the weak or gentle 
  as they did in life.” 
  Otiliuke leads them across the bridge. The PCs 
  see a gang of shades of various races gathered 
  about a woman. Silver lilies are scattered and 
  smashed at her feet. The gang mocks the flower-
  picker, and, laughing all the while, begins to rain 
  blows down upon her. 
  The flower-picker is Gwaeddan Dreng, the mother 
  of the Green Warlock. She waits to be reunited 
  with her husband. This gang is made up of 
  prominent villains that have scandalized Keoland 
  in recent years and were slain by adventurers, 
  perhaps by the PCs themselves. They include: 
  NPC 
  Scenario 
  Gundulrun Rogues  
  KEO2-01 Fleeing the Scene 
    
  KEO Interactive: Found 
  Grandmaster Yolick 
  KEO1-05 All That Glitters 
   & Yolick’s Thugs 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 22 
  
  Naxalon Fenn 
  KEO1-06 Evil in the Woods 
  Ysl 
  KEO2-08 Pemlo’s Lambic 
  Keltin Elgarin 
  KEO Interactive: 
    
  Crookhollow Blues 
  You may want to inquire whether the PCs played 
  any of these events. The villains will goad and 
  insult the heroes to stop them. These creatures 
  wish to lure the PCs outside Otiluke’s Ward, 
  possess them and escape to the lands of the living 
  in their bodies. They heap all manner of abuse on 
  Gwaeddan. Do your best acting to goad the PCs 
  into joining combat. If the PCs ask Otiluke for aid, 
  he responds menacingly (and agonized) “It is not 
  my place to intervene.” Otiluke hopes the PCs 
  prove themselves as heroes and destroy these 
  blackguards, but is constrained from doing so 
  himself. APL determines which creatures they 
  fight. 
  APL 4 (EL 4): 
  Gundulrun Footpad (2): male gnome (deathless) 
  rogue 1; hp 12; see Appendix 1. 
  Wembli 
  (Gundulrun 
  Thief): 
  male 
  gnome 
  (deathless) rogue 2; hp 19; see Appendix 1. 
  Description: These gnome thieves are keen on 
  the phrase, “Death awaits all who oppose the 
  mighty Gundulrun Guild.” 
  APL 6 (EL 6): 
  Grandmaster Yolick: male human (deathless) 
  sorcerer 4; hp 36; see Appendix 1. 
  Yolick’s Thugs (4): male human (deathless) 
  warrior 2; hp 19; see Appendix 1. 
  Description: Yolick is finely attired as a merchant 
  lord of Cryllor. 
  APL 8 (EL 8): 
  Naxalon Fenn: male human (deathless) cleric 8; 
  hp 61; see Appendix 1.  
  Description: This cleric is evil and woodsy. He 
  seems to blur about the edges as details about 
  him are sketchy. 
  APL 10 (EL10): 
  Keltin Elgarin: female human (deathless) Monk 
  3/Rogue 3/Fighter 4; hp 64; see Appendix 1. 
  Description: The Lady Keltin is a distinguished 
  looking young Suel noble. She is haughty and 
  eager to take revenge on Keoish and Kettite 
  adventurers for her hanging. 
  APL 12 (EL 13): 
  Keltin Elgarin: see APL 10, Appendix 1. 
  Ysl: female ettin (deathless) barbarian 4; hp 103; 
  see Appendix 1. 
  Description: The horrible two-headed giantess 
  stands 10’ tall. She is dressed in skins and 
  covered in grime.  Her heads mutter to one 
  another in a garbled tongue that hurts your head 
  to think about. The two pairs of yellow eyes are 
  filled with what? Not intelligence, but cunning and 
  savagery. Unlike the other shades, she fidgets, 
  unconsciously shifting the hafts of her weapons in 
  her hands, waiting for an opportunity to use them. 
  All APLs: 
  Countess Gwaeddan Dreng: female human 
  (Flan) (deathless) expert 1/aristocrat 1; hp 19; see 
  Appendix 1. 
  Note: These creatures all possess turn/ rebuke/ 
  command resistance +4. 
  Description: Gwaeddan is an attractive Flan 
  woman in her late 20’s. Her eyes convey 
  intelligence and sensitivity. She wears a brooch 
  that marks her a Countess of Cryllor [Knowledge: 
  Nobility and Royalty check (DC 18)]. 
  Development: If the PCs do not join the fray to 
  avenge this lady’s honor, Otiluke looks on sadly 
  then urges the party to proceed. 
  If the PCs rescue Gwaeddan, they have a chance 
  to question her. Otiluke proceeds to the edge of 
  the marsh and carefully collects some fresh 
  flowers, 
  pocketing 
  a 
  number 
  of 
  bulbs. 
  Uncharacteristically polite, the � obility comforts 
  Gwaeddan, offering her a lily, “Milady, would that 
  we had arrived sooner. Please accept this token 
  [he bows]. I tell you, I find comfort in these flowers 
  in this dark realm. Never had much use for flowers 
  in life. Milady, by your pin, I mark you as a 
  Countess of Keoland. These folk have just come 
  from that land.”  
  These comments open the door for the PCs to talk 
  to Gwaeddan and learn her story. Likely questions 
  for Gwaeddan and answers appear below: 
  • 
  Why did they attack you? “They came upon 
  me picking lilies. I loved them in the highland 
  bogs. They mocked me and when one 
  recognized who I was, they assaulted me.” 
  • 
  Who are you? “I am … I was … Gwaeddan, 
  Countess of Cryllor.” 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 23 
  
  Knowledge: 
  Local 
  (Sheldomar 
  Valley)/ 
  Knowledge: History or Knowledge: Nobility 
  and Royalty (DC 12+APL) reveals that 
  Gwaeddan was the second wife of the Count 
  of Cryllor. Count Haight Dreng was advanced 
  in 
  years 
  when 
  he 
  scandalously 
  wed 
  Gwaeddan, a young Flan woman. She died in 
  a riding accident. She bore a son, Gwier 
  Dreng. Count Dreng died with no heirs living 
  and rule of Cryllor passed to Ignas Manz. 
   
  • 
  Why are you? Why are you here? “I am 
  looking for my husband and my son. I want to 
  find them before I travel to the Sea.” 
   
  • 
  What is the Sea? Where is the Sea? “Most 
  of us here feel the pull of the Sea, but I do not 
  want to leave my husband and son behind. 
  The River leads to the Sea.” 
   
  • 
  Who is your husband? “He is the Count of 
  Cryllor, Haight Dreng. For too long we have 
  been apart. I fear he has been murdered, or 
  so some of the Bloodless have said.”  
   
  Knowledge: 
  Local 
  (Sheldomar 
  Valley)/ 
  Knowledge: History or Knowledge: Nobility 
  and Royalty (DC 8 + APL) reveals Haight 
  Dreng was the last Count of Cryllor before 
  Ignas Manz. It is rumored that this last lord of 
  a cursed house was murdered. 
   
  • 
  Who is your son? “That is Gwier, my only 
  child and the darling of my heart. Some time 
  ago (I do not know how long, for it is difficult to 
  reckon the passing of time in this place) I was 
  briefly and happily reunited with him. But he, 
  like you, was not meant to be here. After he 
  learned of my last moments we tearfully 
  parted.” 
   
  Sense Motive (DC 12) reveals that she seems 
  uncomfortable when she says this. Diplomacy 
  (DC 8+APL) coaxes her to say more: “He 
  swore vengeance against the King’s man. He 
  said he would not rest until justice was done. 
  Then he moved on toward the Sea.” 
   
  Knowledge: 
  Local 
  (Sheldomar 
  Valley)/ 
  Knowledge: History or Knowledge: Nobility 
  and Royalty (DC 12 +APL) reveals that Gwier 
  Dreng was believed dead. Now, there are 
  rumors that, living or dead, he is the Green 
  Warlock that the party is pursuing. 
   
  • 
  What can you tell me about your son? My 
  lord, Haight Dreng, wished for a boy to carry 
  the title of Cryllor. Gwier was a clever and 
  happy lad, always getting into trouble. He had 
  always wanted a life of adventure, but my 
  husband was very protective and forbade it. 
  Gwier had magic is his blood and he was a 
  charmer. We have … had … great hopes for 
  him and the County. Since seeing him here I 
  do not know what became of him, but I fear 
  the worst. I wish I had been there to see him 
  grow into a man. He is full of promise and has 
  such a good heart.” 
   
  • 
  How did you die?  “I was riding in the 
  Baelfract Highlands, ahead of my escorts 
  when I saw the figure of a man. I did not fear, 
  for it was one of the King’s men by his livery. 
  Then my horse started. He reared, threw me, 
  and charged from the field as I fearfully 
  crawled away. I saw no more. Later, I awoke 
  here in the hills. 
   
  Knowledge: 
  Local 
  (Sheldomar 
  Valley)/ 
  Knowledge: History or Knowledge: Nobility 
  and Royalty (DC 12+APL) reveals that she 
  supposedly died in a riding accident. There is 
  no account of a representative of the King 
  present, and foul play was not reported, 
  though the rumor of a curse on the House of 
  Dreng is widespread. 
  Treasure: Possessions on the NPCs in Appendix 
  1 are spiritual. They may be used in the 
  Underworld, but disappear upon return to the 
  Material Plane. 
  Development: If Gwaeddan is questioned, the 
  PCs should develop a different perspective on the 
  Green Warlock. If he was such a good man, 
  something happened that changed him after 
  meeting his mother in the land of the bloodless.  
  If the PCs do not rescue Gwaeddan, they can not 
  gain access to Otiluke’s Concussive Burst on 
  the AR.  
  With or without Gwaeddan, the company proceeds 
  along the River to a still pool in which many lilies 
  grow. Otiluke grumbles, “You’d best rest hers. 
  You’ll not have another chance. Some places in 
  every realm are timeless. This is one such place. 
  Prepare well and do not waste this time and abuse 
  the favor of the Serpent Lord of Endings 
  (Chronepsis). 
  Proceed to Encounter 10 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 24 
  
  Encounter Ten: Portents 
  from the Past 
  The Path takes many twists and turns, but 
  never strays far from the River. All manner of 
  strange 
  creatures 
  can 
  be 
  seen 
  on 
  its 
  meanderings. Some familiar: folk you have met 
  in your adventures swept up before their time 
  by Nerull. Some strange: One wearing archaic 
  armor stands in a tributary of the River up to 
  his neck in water – it could be none other than 
  Gwythe the Dauntless of legend. He stands 
  with his longsword grasped in both gauntlets 
  trying to bar the water’s flow to no avail. 
  Otiluke provides commentary on the Bloodless 
  denizens as he lurches onward. “We are in the 
  mythic lands. Poor Gwythe there obediently 
  follows the whimsical commands of Tavish in 
  penance for daring to kiss the foot of the 
  Empress. Tavish must have ordered him to 
  stop up the River or some such nonsense. 
  Further down there are some stranger chaps – 
  Tantalus and Sisyphus. Neither is much for 
  conversation – don’t speak the Common 
  Tongue from what I can tell. Ah, now we come 
  to the Court of Princes. Once great figures, 
  Kings of Keoland and highly placed in rolls of 
  nobility.” The Path forks and to the right it 
  leads to a marble courtyard framed by a stately 
  gallery. Many are assembled as if for a Council 
  or a Contest. A distinguished looking herald 
  attired in regalia a century or two out-of-date 
  stands at the fork. “Hail Blooded, I am Dartun 
  Dasco [Knowledge: History (DC 15) reveals 
  this to be the ill fated Herald of Keoland killed 
  at the Grand Duke’s court in Geoff in 450CY] 
  and your presence is required by the Court. 
  Follow me.” Dasco leads you down the Path 
  before 
  a 
  eminent 
  assembly. 
  Scores 
  of 
  Bloodless nobility of fine pedigree look on as 
  you parade into the courtyard: dread kings, 
  mighty emperors of Keoland, sumptuously 
  attired merchant princes can be counted 
  among them. In the center of the courtyard, 
  three figures stand. 
  The first among them is a powerful man of 
  kingly bearing. This man has seen many 
  winters but no wrinkle creases brow, as if 
  worries and regrets were for lesser men. The 
  second is a younger man, but aged beyond his 
  years. His glassy eyes have an ethereal 
  quality, and give the impression that his vision 
  ranges far beyond this present moment. The 
  third 
  is 
  an 
  uncertain 
  boy, 
  no 
  more 
  distinguished than the Bloodless commoners 
  you first met in this land, though he is 
  sumptuously dressed. 
  “Honor to the Regents of Keoland!” Dasco 
  announces, and bows so deeply his forehead 
  touches the paving stones of the courtyard. 
  Look to the PCs for their response. If it is less than 
  respectful, Dasco reproaches the disrespectful 
  PCs with tongue full of venom, “Are you a 
  barbarian or a half-wit to behave so before the 
  great lions of Keoland?” Give such PCs an action 
  to redress their behavior. If they do not curb their 
  insolence, 
  Dasco 
  mutters, 
  “Manners 
  have 
  abandoned the Kingdom.” Then, the flagstones 
  heave and close about the callow PCs, swallowing 
  them. Such PCs experience visions of being 
  tracked naked through bleak plains by a pride of 
  terrible lions. They miss the rest of this encounter 
  and are deposited on the Path. Such PCs are 
  Shaken the rest of their time in the Underworld. 
  Before proceding, be sure you have the PCs 
  attention. The rest of this encounter contains a 
  great deal of valuable information. Re-read any 
  sections the players request. 
  The first of the Kings steps forward to address 
  you, his voice full of command. “Hail mage, 
  hail Blooded. You have been brought into this 
  court to receive the wisdom of the past. Heed 
  our words. Tavish am I, first of that name. 
  Under my rule, the Empire of Keoland was 
  greatest in all of Oerth. Tavish alone achieved 
  so much. Tavish alone was no man’s pawn. I 
  say to you, place your sword arm in service of 
  the Empire, but make yourself master of your 
  heart and mind.” With that, the shade of Tavish 
  the Great vanishes like smoke in the wind. 
  The second, stooped King steps forward. His 
  voice has the resonance of bells. “Lorgyr am I, 
  known by some as the Seer. Under my rule a 
  lasting alliance was forged with the people of 
  the Good Hills and the masters of the Temple. 
  Union made us strong and these wise ancient 
  folk had much to teach. I studied their their 
  arts and took counsel from their wise men. 
  They valued knowledge and precision over 
  power. Even as warriors, you can learn from 
  the deliberate techniques of their craftsmen. 
  The right tool can exploit the flaw of your 
  enemy. I say to you, find the shining stone 
  upon which the Temple was built, and use it to 
  strike your true enemy down.”
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  The shade of Lorgyr vanishes and, last of all, 
  the boy steps forward. He speaks timidly. “I am 
  Tavish too. Three, really. They called me the 
  Boy King. I asked to speak to you, because 
  there was so much about my reign I would 
  change. I will speak plainly. Keoland is in great 
  danger from forces within and without. Your 
  actions can help rescue it or throw the 
  Kingdom into chaos. One great enemy lurks 
  deep beneath the Kingdom, cruelly pitting race 
  against race and brother against brother, 
  growing strong through the suffering she 
  creates. She is the Usurper of the Temple and 
  allies herself with those consumed by hatred 
  and revenge. Many are her pawns. You pursue 
  one. Another, the Blackguard, is one of our 
  number. I say to you, know your true enemy. 
  Defeat her and you may find unexpected allies. 
  I say further, the Reaper's blade may bring 
  death but also clears the way for the rebirth in 
  the springtime. Use it to harvest the seed of 
  the Cruel One and it may give another the 
  second chance I craved so. In life, it is never 
  too late to change course. In death, there can 
  only be regrets.” The shade of Tavish III ages 
  before you eyes and disperses on the wind 
  along with the rest of those assembled, leaving 
  you alone with Otiluke in the courtyard.
  Knowledge checks can be made for additional 
  information. Background material is provided in 
  Appendix 14. Players attuned to Keoland plotlines 
  will note that Queen Jedrae was not to be seen in 
  the assembly of the dead. 
  Development: PCs should be able to extract a 
  few bits of information from the Kings: 
  1. Don’t sign over your soul on the dotted line. 
  2. Use a gemstone against the true enemy. A 
  Knowledge: Religion check (DC 6+APL) will 
  indicate “the stone upon which the Temple 
  was built” likely refers to Segojan Earthcaller 
  whose symbol is a glowing gemstone. 
  3. The true enemy is Roykyn. The Green 
  Warlock is one of his pawns. Another is 
  Tavish II, the Blackguard. 
  4. The Scythe of Nerull can be used against the 
  Green Warlock to break the curse of Roykyn 
  and give Gwier Dreng a second chance. 
  Proceed to Encounter 11. 
  Encounter Eleven: Lady of 
  Sorrows and Deceits 
  “Adventurers, 
  your 
  destination 
  lies 
  just 
  beyond the next rise. Behold: the Sea. And at 
  it’s edge, a monument to the foundation of this 
  realm.” Here the River gives itself to the Sea. In 
  the luminance of the River you perceive 
  multitudes of the bloodless. Uncountable 
  numbers of them surge toward into the Sea, 
  seeking their final destinations. So numerous 
  are they that they drive great waves before 
  them. Thousands others, clad in mail, bar your 
  way. In their midst, a fortress is perched upon 
  a stony promontory. The Path comes to an end 
  at the feet of the legions of the dead. “This last 
  road you must walk alone. I am here as you 
  guide to show you the way.” Otiluke’s sphere 
  unfolds like a great flower. One petal settles at 
  the edge of the Path then elongates toward the 
  fortress. The tongue of blue light parts the 
  legions of bloodless warriors, ending finally at 
  the fortress gates. The shade of Otiluke strains 
  to hold the way open before you. “Go, now, 
  and do not stray for I will not be able to save 
  you.” 
  Make it clear that an army stands against them 
  and the only thing holding the dead back is the 
  magic of Otiluke. If an adventurer leaves the Path 
  here, she are seized or beaten unconscious and 
  ultimately 
  possessed. 
  These 
  bloodless 
  legionnaires 
  wear 
  plate 
  mail 
  and 
  wield 
  warhammers. The gates of the keep are open.  
  Near the gates stands an unarmored man, 
  attired as a King of Keoland. He watches the 
  party with malice and suspicion. Liveried 
  runners stand about him to convey his 
  commands to the Bloodless legions that 
  Otiluke’s pathway holds at bay. 
  A Knowledge: Local (Sheldomar Valley) or 
  Knowledge: Nobility and Royalty check (DC 20) 
  marks this shade as Tavish II, the Blackguard, son 
  of Tavish the Great who sent many thousands of 
  Keoish youth to die in fruitless combat in the fields 
  of Ket.  
  Once PCs enter the Fortress, they feel blood 
  pumping in their veins again. Within the Fortress, 
  living creatures are not considered “bloodless.” 
  The gates lead to a courtyard. There are four 
  chambers accessible by the courtyard (see Map: 
  Fortress on the Dead Sea). A banner is unfurled 
  above the entrance to each chamber, indicating 
  the patron honored there. 
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  Chamber 1: Nerull. The banner depicts a skull is 
  perched upon a scythe burning with green flame. 
  Inside the chamber, upon an altar, an ivory handle 
  can be found. It has been shaped from a yellowed 
  human femur. When grasped, a flickering green 
  scythe blade extends from the handle. This is an 
  unaligned brilliant energy weapon. It is specially 
  enchanted to break the curse of Roykyn. It will 
  function in this way three times. See AR. 
  Chamber 2: Chronepsis. The banner depicts a set 
  of scales balancing a lyre on one end and a pile of 
  sand on the other. On the altar within, a broken 
  hourglass can be found. The last grains of sand 
  are pouring into the bottom chamber. The 
  hourglass is immovable by the PCs 
  Chamber 3: Urogalan. The banner depicts the red 
  silhouette of a dog’s head on a black field. Inside, 
  on the altar, the PCs will find a black statuette in 
  the shape of a dog. On it is inscribed 
  “UROGALAN” in the Halfling tongue. This item 
  functions as an onyx dog. The name on the side is 
  the trigger. If spoken three times, the figurine turns 
  into an Underworld Guardian (see encounter 6). 
  This creature can provide passage for PCs back 
  to the Material Plane if they climb into its maw. 
  This is the means Otiluke may use to send them 
  back (to Encounter 12) if the PCs defeat Roykyn. 
  The creature will then swallow itself, following PCs 
  and turn into an onyx dog (figurine of wonderous 
  power). See AR. 
  Chamber 4: Segojan Earthcaller. The banner is 
  defaced and hangs in tatters. Inside, the altar is 
  covered in filth. If a PC searches the filth, she finds 
  a glowing gemstone. If this gemstone touches the 
  Aspect of Roykyn (see To End Roykyn’s Threat 
  below), it sears his flesh and attaches, nullifying 
  the creature’s special SR and DR. It also nullifies 
  the Aspect’s ability to teleportation out of the 
  fortress. 
  Give the PCs an opportunity to explore. After this 
  is concluded, a cheery gnome voice calls to the 
  PCs. 
  “Come out come out wherever you are! As you 
  might expect, I don’t receive many visitors. 
  ‘Least not the flesh and blood variety. And 
  these Bloodless can be maudlin company. So, 
  what brings you here…” The gnome thinks 
  hard for a moment before exclaiming, “Wait! 
  Let me guess - a great mage!” She smiles for a 
  moment, and then frowns. “No, no, that’s not 
  it… a green mage? Yeah, that’s the ticket! 
  What would you say if I put the green mage in 
  your power?” 
  This creature is the Aspect of Roykyn, an 
  interlocutor for the gnome god of cruelty. She is 
  responsible for a great deal of pain and suffering 
  brought to the Good Hills and its neighboring 
  counties. In this encounter, until attacked, she is 
  pleasant and personable, if a bit oily. She refers to 
  herself simply as “Roy.” Roykyn has displaced the 
  gnome deity Segojan Earthcaller as the custodian 
  of this realm. Despairing individuals that make 
  their way to his court seeking loved ones, occult 
  powers and the mysteries of the afterlife become 
  her playthings. She promises that she will give 
  them the key to realizing their dreams if they will 
  just let her into their minds and souls. In truth, she 
  gives them power, but turns them into instruments 
  of cruelty. Such was the case with Gwier Dreng. 
  The Aspect showed Gwier Dreng the death of his 
  father (assassinated by presumed agents of Ignas 
  Manz), and his father’s present condition (wracked 
  by the torment of a lonely, ghostly half-life in 
  Baelefract Keep). This was enough to fill Lord 
  Dreng with a lust for revenge. When Roykyn 
  promised him the power to exact vengeance, the 
  Green Warlock willingly accepted, becoming her 
  pawn. He returned to the surface world to spread 
  cruelty among the enemies and rivals of the 
  gnomes of the Good Hills. To the delight of 
  Roykyn, none of the Green Warlock’s hopes have 
  been fulfilled. He has simply achieved an 
  KEO4-07 In the Footsteps of the Fallen 
   
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  escalation of suffering and cruelty. Now, Roykyn 
  offers the PCs the same deal. They can gain the 
  means to whatever they desire. In effect, provide 
  the PC access to a wish (see Demon: Glabrezu 
  entry in Monster Manual p. 43) – corrupted to the 
  best of Roykyn’s ability if they are willing to sign a 
  deed with Roykyn (see Appendix 12). Should they 
  sign on the dotted line, mark the “Signed on the 
  Dotted Line” box on the AR. Roykyn can provide 
  transportation back to the material plane if the PCs 
  wish it. If they are not specific, she will send them 
  back at a time when the Green Warlock has 
  already passed the Gates to the Midnight Kingdom 
  (Encounter 12). In such a case, the PCs can 
  encounter the gatekeeper, but the Green Warlock 
  has escaped them.  
  To end Roykyn’s threat to the Good Hills, two 
  things must be accomplished: 
  1. One of the PCs must make a successful 
  attack against Roykyn with the Earthcaller’s 
  Gem. The gem can be thrown or used with a 
  sling 
  with 
  no 
  penalty, 
  however, 
  PC’s 
  attempting to use the gem in hand-to-hand 
  incur a non-proficiency penalty (-4) and 
  provoke AAO’s unless they are proficient with 
  an unarmed strike. An attack with the gem is 
  considered a touch attack. The gem binds the 
  Aspect’s power. The Aspect loses her special 
  DR and SR and cannot leave the fortress. The 
  gem cannot be destroyed. 
  2. The PCs must drop the Aspect to –10 hp, 
  effectively dispelling her. Banishment and 
  similar magicks will not be effective against 
  the Aspect as this is considered her home 
  plane. If a PC has “Signed on the Dotted 
  Line” and the party attacks the Aspect, the 
  PC will feel a compulsion to defend her 
  and must make a Will save DC 18 +APL to 
  resist each round. 
  All APLs 
  Description: When PCs first encounter the 
  Aspect, she appears as a female gnome with 
  straight, shoulder-length raven hair. Her face is 
  filled with humor, belied by the wicked gleam in 
  her eyes.  Roykyn is capricious and not above 
  inflicting a cruel joke upon any being, evil or good. 
  If struck with the Gem of Segojan, she transforms 
  into her demonic form. She also assumes this 
  form when entering combat. The Beast Claws she 
  wears appear as cruelly-spiked gauntlets. 
  Note: If Nimmelpoon is present and the PCs have 
  not figured out to strike the Aspect with the gem 
  after four rounds, he calls out, “I think I 
  understand! It’s th-th-the gem. Y-y-you’ve got to 
  strike her w-w-with the gem of the Earthcaller.” 
  APL 4 (EL 5) 
  Aspect of Roykyn: female quasit (advanced) 
  fighter 1/rogue 1; hp 38; see Appendix 1. 
  Tactics: The Aspect likes to toy with her victims, 
  confident in her DR and SR. If she does not 
  perceive the party as a great immediate threat she 
  will use arterial strike (see Appendix 5 – New 
  Rules), taking advantage of invisibility or feinting to 
  deny opponents Dex. 
  Note: DR 15/-, SR 15 until gem is used 
  successfully against the Aspect. 
  APL 6 (EL 7) 
  Aspect of Roykyn: female babau fighter 1; hp 85; 
  see Appendix 1. 
  Tactics: The Aspect likes to toy with her victims, 
  confident in her DR and SR. If she does not 
  perceive the party as a great immediate threat she 
  will use teleport and hide to avoid the brunt of the 
  party’s attacks and gain sneak attacks. Once a 
  threat is perceived, she does her utmost to 
  eliminate it. She will not summon another babau. 
  Note: DR 15/-, SR 20 until gem is used 
  successfully against the Aspect.  
  APL 8 (EL 9) 
  Aspect of Roykyn: female vrock; hp 115; see 
  Monster Manual p. 48. 
  Note: DR 20/-, SR 23 until gem is used 
  successfully against the Aspect. The Aspect has a 
  +1 ring of protection (add +1 deflection to AC) and 
  beast claws (+2 claw attack rolls, +1d6+2 to 
  damage). 
  APL 10 (EL 11) 
  Aspect of Roykyn: female hezrou; hp 138; 
  Monster Manual p. 44. 
  Note: DR 20/-, SR 25 until gem is used 
  successfully against the Aspect. The Aspect has a 
  +1 ring of protection (add +1 deflection to AC) and 
  beast claws (+2 claw attack rolls, +1d6+2 to 
  damage). 
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  APL 12 (EL 13) 
  Aspect of Roykyn: female glabrezu; hp 174; 
  Monster Manual p. 43. 
  Note: DR 20/-, SR 27 until gem is used 
  successfully against the Aspect. The Aspect has a 
  +1 ring of protection (add +1 deflection to AC) and 
  beast claws (+2 claw attack rolls, +1d6+2 to 
  damage). 
  Treasure: APL 4: +1 ring of protection, onyx dog, 
  +1 ghost touch scythe; APL 6 – 10: +1 ring of 
  protection, large beast claws, onyx dog, +1 ghost 
  touch scythe. 
  Development 1: PCs defeat the Aspect. 
  The demon is struck a final blow and it 
  collapses, spilling vitriolic blood onto the 
  flagstones. She cackles, “Hahaha, even fallen I 
  am victorious. For my servant has struck a 
  pact with the Midnight Kingdom sealed with 
  the blood of Keoish nobility. Soon a terrible 
  army will burst from the earth, sprung from the 
  seeds of sorrows and cruelty. The poor fool 
  wanted justice for his father. Ha! He spreads 
  my word instead and my people will dance on 
  the ashes of Keoland.” The demon expires, the 
  remains slowly eaten by the acid from its 
  veins. 
  Once the PCs defeat the Aspect, Otiluke rejoins 
  them. 
  “Humph. I doubted you would succeed, but I 
  had hope. Unfortunately, it seems your 
  mission here has prevented you from fulfilling 
  duties elsewhere.” Otiluke gestures at the 
  banner flying before the Temple of Chronepsis 
  and the embroidered scales begin restitching, 
  illustrating a man in green leading a band of 
  mercenaries and slaves through the caverns 
  beneath the Good Hills. “You see, this Green 
  Warlock, this Gwier Dreng, he has achieved his 
  purpose and delivered his hostage the Lord 
  Elgarin to the Midnight Kingdom sealing a pact 
  with a most formidable ally.” As the mage 
  speaks, this is illustrated on the banner. “But, 
  as I have always said, rules are made to be 
  broken.” Otiluke lurches into the Temple and 
  returns with the broken hourglass – the sand 
  run to the bottom. First, we add a pinch of 
  Time.” Otiluke pours a handful of sand through 
  the crack and the images on the banner run 
  backwards, retracing their steps, until they 
  stand near upon a great stair. “Now, bring the 
  figurine.” Otiluke mutters something in the 
  Halfling tongue [“Urogalan” spoken three 
  times] and the figurine grows into a duplicate 
  of the beast in the Temple of the Dead. “Good 
  boy. Hold a moment before sending them 
  back.” Finally, I have a request. Return this 
  scroll [and, if the PCs rescued Gwaeddan in 
  Encounter 9, add “and these lily bulbs”] to the 
  House on Summoner’s Court in Greyhawk 
  City. It is time for me to pass on my mantle to 
  worthy successors such as yourselves and 
  move on to whatever lies beyond. Now, you’d 
  best be off to catch your quarry. Learn from 
  what you’ve seen and heard … and careful of 
  the canines.” The yawning maw of the beast 
  awaits. 
  If any PC present has died, Otiluke asks if they 
  wish to return with their comrades. He is capable 
  of casting a wish on their behalf, restoring them to 
  life (the PC still loses a level, but needs not pay for 
  the spell). Unfortunately he cannot do so for 
  himself. He has grown as a mage, enabling him to 
  work this great magic in this demi-plane as a 
  shade and that same growth has helped him 
  realize that it is time to move on. 
  Proceed to Encounter 12. PCs that defeat the 
  Aspect are eligible for Otiluke’s Mission (see 
  Conclusion). 
  Development 2: PC or PCs “Signed on the 
  Dotted Line” and do not defeat the Aspect. 
  If the PCs wish to be returned to the material 
  plane the Aspect cackles “Your Wish is my 
  command!” and sends them home. If they 
  specified that they be returned in time to 
  apprehend the Green Warlock, proceed to 
  Encounter 12. If they did not so specify, proceed 
  to Encounter 12, but omit all mention of the Green 
  Warlock and his party. The Green Warlock has 
  eluded the adventurers and sealed his pact with 
  the Midnight Kingdom. 
  The PCs that signed the contract with Roykyn 
  have the curse as indicated on the AR. Otiluke 
  does not rejoin these PCs. These PCs are not 
  eligible for Otiluke’s Mission (see Conclusion). 
  Dead PCs may also sign such a pact. For them, it 
  is necessary that they wish to be returned to life, 
  otherwise they are of little use to Roykyn. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Encounter Twelve: At the 
  Gates of the Midnight 
  Kingdom 
  Note: although PCs are strongly encouraged in 
  the course of this scenario to proceed through the 
  Temple of the Dead and the Underworld and resist 
  the temptations of the Aspect of Roykyn before 
  coming to this encounter, it is possible that PCs 
  arrive at this point 1. Before meeting the Bloodless 
  in the Underworld or 2. Wished here after the 
  Green Warlock has passed through the gates.  
  Change this encounter in the following manner if 
  either occurs: 
  1. The Green Warlock and his minions will assist 
  the Gatekeeper in driving off the PCs. 
  2. The Green Warlock’s party will not be present, 
  only the Gatekeeper. 
  You emerge in a chamber of heavy mists that 
  cause your eyes to tear and your vision to 
  swim. To clear your eyes you move where the 
  mists grow thinner and there is some light.  
  This chamber forms a great bowl and you 
  stand at the upper edge. Two platforms can be 
  discerned from the light of braziers at their 
  center. One is close and empty. The other is 
  remote.  
  [Read if the Green Warlock is present] A group 
  of humans and orcs are climbing down a steep 
  spiral stair from the opposite platform toward a 
  great obelisk at the center of the bowl.  
  Twin stairs spiral in descent toward the 
  structure below. No more can be seen from 
  this distance. 
  If the Green Warlock’s party is present and PCs 
  have adequate low-light vision, provide them with 
  a description of these creatures. Refer to Map: 
  Gates of the Midnight Kingdom for this Encounter. 
  At the bottom, the Gatekeeper waits. It will attack 
  obviously hostile parties. The Gatekeeper is a 
  thrall of the Midnight Kingdom. It is strong enough 
  to drive the mechanism that raises and lowers the 
  gate, actually a massive steel-reinforced stone 
  piston. 
  PCs can engage the Green Warlock’s party and/or 
  the Gatekeeper, but if they allow them to escape, 
  there is no practical way to pursue them. In any 
  case, what lies beyond the Gate is not in the 
  scope of this scenario. 
  When the PCs approach the obelisk/piston and 
  the Gatekeeper, provide the following description: 
  A massive obelisk rises from the iron base of 
  this 
  cavernous 
  depression. 
  It 
  has 
  been 
  hollowed at the bottom to support a chamber, 
  occupied by a giant. Two great chains hang 
  from the ceiling to the floor of this chamber. 
  The whole structure seems to be a mechanism 
  operable only by a creature with the strength 
  and proportions of a giant. The operator is also 
  the terrible guardian of the entrance to the 
  Midnight Kingdom 
  The Gatekeeper wears a collar that places it under 
  the control of master in the realm below. This 
  collar also serves as a ring of mind shielding to all 
  but the controller. This collar can be removed by 
  inflicting damage or a Break check (DC 20+APL), 
  or with an Open Locks check (DC 15+APL). The 
  collar is trapped to explode (similar to explosive 
  runes). If triggered, the creature bound in the 
  collar takes APLx2 d6 force damage, no save and 
  those within 10 feet take APLd6 damage, Reflex 
  save for half. Individuals with trapfinding may 
  find/disable the trap with a Search/Disable Device 
  check (DC 13+APL). 
  All APLs 
  The steep stair is considered difficult terrain. 
  Movement is halved along the stair, unless 
  individuals make a Balance check (DC 15). The 
  Green Warlock’s party is moving down the stair 
  carefully at 5’ per round. When someone in the 
  Green Warlock’s party becomes aware of the 
  PCs, he urge his allies and captives to the bottom 
  and into the obelisk. The captives are resisting. 
  Consider their movement as a party 20’. 
  Once the Gatekeeper becomes aware of the PCs 
  and their hostile intent, the creature will use 
  ranged weapons then move to engage. "Hostile 
  intent" is considered an attack against the 
  Gatekeeper 
  or 
  the 
  Green 
  Warlock. 
  The 
  Gatekeeper has a ready supply of ranged 
  weapons and receives cover from the obelisk. 
  If the Green Warlock is struck with the Scythe of 
  Nerull, he collapses as if dead for 10 rounds. This 
  will cause his allies (not the Gatekeeper) to fail 
  their morale checks and flee. When he recovers, 
  he behaves as if he has severe amnesia, 
  remembering his name, but nothing of recent 
  events (see Conclusion). 
  The captives are bound by manacles on their 
  hands and can do little to assist in combat. Lord 
  Elgarin is also blindfolded. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  If the Green Warlock, Lord Elgarin and the 
  Gatekeeper 
  occupy 
  the 
  obelisk, 
  and 
  the 
  Gatekeeper 
  can 
  operate 
  the 
  chain/pulley 
  mechanism for four rounds, they escape. If the 
  PCs are able to duplicate the size/strength of the 
  giant Gatekeeper and attempt to operate the 
  mechanism, the chain breaks, the obelisk grindsto 
  a halt and the PCs feel a rumble. The Masters 
  Below have unleashed floodwaters into this 
  chamber. If the PCs do not escape this chamber 
  within two minutes, they will be lost to the impact 
  and pressure of a great flood. None of their efforts 
  will avail them in penetrating the gates of the 
  Midnight Kingdom. 
  APL 4 (EL varies depending on situation) 
  The Green Warlock: male human (Suel) sorcerer 
  4; hp 21; see Appendix 1. 
  Liver-eater: male orc cleric 3; hp 18; see 
  Appendix 1. 
  Orc Sergeant: male orc warrior 1; hp 17; see 
  Appendix 1. 
  Gatekeeper – Troll: large male giant; hp 63; see 
  Monster Manual, p. 247. 
  Tactics: The Green Warlock will concentrate on 
  ranged attackers with scorching ray and continue 
  moving down the stair. Liver-eater and the 
  Sergeant will try to protect the Green Warlock. 
  Liver-eater will cast shield other. The troll will 
  advance up the stair to intercept intruders. 
  APL 6 (EL varies depending on situation) 
  The Green Warlock: male human (Suel) sorcerer 
  6; hp 37 (currently 49); see Appendix 1. 
  Liver-eater: male orc cleric 5; hp 28; see 
  Appendix 1. 
  Orc Sergeant: male orc warrior 2; hp 17; see 
  Appendix 1. 
  Orcs (3): male orc; hp 5; see Monster Manual, p. 
  203. 
  Gatekeeper – Hill Giant: large male giant; hp 
  102; see Monster Manual, p.123. 
  Tactics: The Green Warlock will attempt to nullify 
  flying PCs with dispel magic (targeted on a PC if 
  there is no obvious item allowing the PC to fly, or 
  targeting an item). He will use an acid fireball 
  against clustered PCs at long range. Scorching 
  ray is used against the most powerful opponent 
  within 40’. Liver-eater and the Sergeant will try to 
  protect the Green Warlock. Liver-eater will cast 
  shield other. The Hill Giant will either hurl rocks at 
  archers from cover or use his tower shield and 
  advance up the stair. 
  APL 8 (EL varies depending on situation) 
  The Green Warlock: male human (Suel) sorcerer 
  8; hp 49 (currently 63); see Appendix 1. 
  Liver-eater: male orc cleric 7; hp 38; see 
  Appendix 1. 
  Orc Sergeant: male orc warrior 4; hp 31; see 
  Appendix 1. 
  Orc Warriors (3): male orc warrior 2; hp 17; see 
  Appendix 1. 
  Gatekeeper – Frost Giant: large male giant; hp 
  133; see Monster Manual, p. 122. 
  Tactics: The Green Warlock will attempt to nullify 
  flying PCs with dispel magic (targeted on a PC if 
  there is no obvious item allowing the PC to fly, or 
  targeting an item). He will use an acid fireball 
  against clustered PCs at long range and 
  enervation 
  against 
  spellcasters 
  within 
  45’. 
  Scorching ray is used against the most powerful 
  opponent within 45’. Liver-eater and the Sergeant 
  will try to protect the Green Warlock. Liver-eater 
  will cast shield other. The Frost Giant will either 
  hurl rocks at archers from cover or use his tower 
  shield and advance up the stair. 
  APL 10 (EL varies depending on 
  situation) 
  The Green Warlock: male human (Suel) sorcerer 
  10; hp 71 (currently 87); see Appendix 1. 
  Liver-eater: male orc cleric 9; hp 57; see 
  Appendix 1. 
  Orc Sergeant: male orc warrior 7; hp 52; see 
  Appendix 1. 
  Orc Warriors (3): male orc warrior 4; hp 31; see 
  Appendix 1. 
  Gatekeeper – Cloud Giant: huge male giant; hp 
  178; see Monster Manual, p. 120. 
  Tactics: The Green Warlock will attempt to nullify 
  flying PCs with dispel magic (targeted on a PC if 
  there is no obvious item allowing the PC to fly, or 
  targeting an item). He will use an acid fireball 
  against clustered PCs at long range and acid cone 
  of cold within 60’. Scorching ray is used against 
  the most powerful opponent, when closer still 
  (50’). Liver-eater and the Sergeant will try to 
  KEO4-07 In the Footsteps of the Fallen 
   
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  protect the Green Warlock. Liver-eater will cast 
  bear’s heart and shield other. The Cloud Giant will 
  use his tower shield and levitate into range before 
  ditching the shield and attacking. 
  APL 12 (EL varies depending on 
  situation) 
  The Green Warlock: male human (Suel) sorcerer 
  12; hp 85 (currently 111); see Appendix 1. 
  Liver-eater: male orc cleric 11; hp 79; see 
  Appendix 1. 
  Orc Sergeants (4): male orc warrior 7; hp 62; see 
  Appendix 1. 
  Gatekeeper – Storm Giant: huge female giant; 
  hp 199; see Monster Manual p. 125. 
  Tactics: The Green Warlock will attempt to nullify 
  flying PCs with dispel magic (targeted on a PC if 
  there is no obvious item allowing the PC to fly, or 
  targeting an item). He will use a scorching ray 
  (with Energy Admixture acid) against the most 
  powerful opponent, when in range (55’). Liver-
  eater and the Sergeants will try to protect the 
  Green Warlock. Liver-eater has pre-cast heroes 
  feast and will follow with bear’s heart and shield 
  other. The Storm Giant will target an archer or 
  wizard-type with chain lightning before closing. 
   
  All APLs 
  Lord Elgarin: Male human Aristocrat 1/Fighter 6; 
  hp 44 (currently 20); see Appendix 1. 
  Gnome Captives: Male gnome; hp 6 (currently 3); 
  see Monster Manual p. 131. 
  Development: The PC may chose their battles 
  here. If they defeat the Gatekeeper, the obelisk 
  begins to collapse and the PC hear great iron 
  valves open and the rumble of water. They must 
  flee at top speed if they are to save the hostages 
  and themselves from the onrushing flood. PCs 
  cannot bypass the gate and gain admission to the 
  Midnight Kingdom. 
  Conclusion 
  In the nick of time, you escape the onrushing 
  torrent that crashes upon the great obelisk and 
  floods the chambers. 
  [If the PCs rescue the hostages] 
  The gnomes of the Pinzool Trading Company 
  are most grateful, though subdued by the loss 
  of their comrades. Their mood brightens as 
  they near the surface. Once achieving the 
  strata of Tamtoomroomtoom, you meet a 
  mixed company of gnomes, halflings and 
  human militia. They have been preparing for 
  further eruptions from below and seem to have 
  accomplished much of the work you were 
  contracted by Blaif Rinnar to perform. Seeing 
  daylight for the first time in a great while, Lord 
  Elgarin sprints to the mouth of the cavern and 
  collapses in Pelor’s amber glow, wracked by 
  tears of joy.  
  In the days that follow, your exploits are feted 
  in Crookhollow. Lord Elgarin departs with an 
  honor guard to be reunited with his mother, 
  Countess Allita of Flen. Before long, each of 
  you are visited by a messenger bearing an 
  invitation to a homecoming celebration for 
  Lord Elgarin to be given in Flen. You are to be 
  guests of honor mixing with the wealthiest 
  merchant princes, noble scions of the purest 
  breeding, silver-tongued politicians and the 
  most scandalous climbers in Keoish society.  
  [If the PCs break the curse on Gwier Dreng] 
  One man is certainly not invited to the 
  celebration: Gwier Dreng. The warlock has 
  shed himself of his green robes. He is pensive, 
  thoughtful and seems not to remember much 
  of the past decade, though his sleep is broken 
  by fits and cries aloud in the night. Upon 
  reaching the surface, Lord Dreng is taken into 
  custody by agents of the First Speaker. At the 
  Rocs’ Feather, the venerable halfling brewer 
  explains 
  that 
  it’s 
  for 
  his 
  own 
  good. 
  Headhunters and assassins are searching high 
  and wide for the man and the First Speaker 
  wishes to present his case before the Court of 
  the Land. His life will likely be spared, but his 
  future is uncertain. 
  [If the PCs complete the Mission of Otiluke] 
  Finally, it is time to fulfill the great mage’s last 
  request. You make your way down the 
  Sheldomar and voyage out from the port of 
  Gradsul to carry a missive to the House on 
  Summoner Court. In a respectable district of 
  Greyhawk City a woman meets you at the door. 
  She is Glorial, former apprentice of Otiluke. 
  She explains that the relationship was also 
  something more, though never quite what she 
  desired. Otiluke was a great man, but a difficult 
  one. Reading his message, Glorial turns away 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 32 
  
  and weeps. When she turns back to thank you, 
  she is smiling. 
  [If the PCs bring Glorial the lily bulbs] 
  The gift of lily bulbs leaves her speechless. 
  After pausing for a moment, she explains, “We 
  had a garden in the courtyard, but in it we only 
  grew 
  vegetables. 
  Otiluke 
  believed 
  in 
  a 
  functional garden: herbs, roots, tomatoes. 
  Flowers were just useless fluff to him. I always 
  wanted a flower garden. I take it this is his sign 
  to move on in my own direction.” 
  Glorial is filled with energy and resolve and 
  sets to work immediately with plans for a new 
  water garden in the courtyard of the House on 
  Summoner Court. 
  Note: The Scythe of Nerull may break the curse of 
  Roykyn three times. If any are left with the curse, it 
  may be removed with remove curse and 
  atonement. Treasure over the cap treasure may 
  cover the costs, if available. The expense may 
  also be shared by the party as a whole. All PCs 
  that become a Minion of Roykyn are left with 
  lingering effects as indicated on the AR. 
  Epilogue 
  The news raced along the rooftops and 
  through the streets, past the lips of Keoish 
  peasant and noble alike. It was spoken in 
  whispers and in wails, and met with shock and 
  sorrow. 
  "The King is dead." 
  **** 
  Loyal Banshee Lugh Narthistle, commander of 
  the Knights of the Watch in the County of 
  Linth, hurried into the audience chamber 
  where Hannah Linth sat, wringing her hands. 
  Her head snapped up, and the Watcher 
  recognized the manic gleam in her eyes. 
  "You've heard the news?" 
  Narthistle nodded. 
  Hannah rose, stalking the room like a wild 
  animal. As she did, she rubbed the obsidian 
  chain around her neck, the one she received 
  from her father. It seemed to make her more 
  agitated. 
  "The 
  filthy 
  Keogh... 
  subverting 
  Keoish nobles to assassinate our lords - and 
  receiving aid from those sorcerers that would 
  find succor within our borders." It had been 
  twelve hours since the sword known as 
  Blackrazor, held in the hand of Holphin Neheli, 
  had been used to murder King Kimbertos 
  Skotti. Even as the court archmage wove a 
  spell to imprison the assassin, he had been 
  spirited away by an agent of the Silent Ones, 
  Minister Down. 
  Narthistle never took his eyes off the chain she 
  wore as he replied. "What would you have my 
  men do?" She looked up at him. Narthistle 
  knew the answer before she spoke it. 
  "The Keogh, Commandant. Kill them. Kill them 
  all." 
  **** 
  The 
  aide 
  approached 
  Lord 
  Kharn 
  of 
  Middlemead and gave a short bow. The older 
  man rubbed his temples, staring out across 
  the ramparts of the palace of Niole Dra and to 
  the countryside beyond. Already, mourners 
  had created a makeshift memorial in the palace 
  gardens, stacking flowers, notes – any number 
  of things that symbolized their grief at the loss 
  of their monarch. 
  "He cannot be raised from the dead," the aide 
  told Kharn, her voice cracking with emotion. 
  "Three different priests..." 
  "Why can't they bring him back?" replied 
  Kharn, his voice terse. 
  "The murder weapon," she replied. "Blackrazor 
  feeds on the souls of those it kills..." 
  Kharn slumped, leaning heavily on the wall. 
  How could we have been so stupid, he 
  thought, rubbing his hands together. The 
  Prophecy foretold of the danger... and we 
  brought the murder weapon right to the victim. 
  And Lord Holphin... we had been warned about 
  allies becoming enemies... 
  "What's that?" asked the aide, pointing to the 
  south. 
  Plumes of black smoke could be seen in the 
  distance. The noble almost retched up his 
  meal. The Countess was wasting no time. "The 
  fires of the homes of the Keogh," Kharn said 
  softly. "Our worst fear bearing fruit." 
  The aide dabbed at a tear in her eye. "What 
  does it mean?" 
  Kharn's reply was as succinct as it was pained. 
  "Civil war." 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 33 
  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 2 
  Seriously considering the intent of the shade and 
  discussing in character. 
   
  APL 4 – 30 xp. 
   
  APL 6 – 40 xp. 
   
  APL 8 – 50 xp. 
   
  APL 10 – 60 xp. 
   
  APL 12 – 70 xp. 
  Encounter 3 
  Defeating the Creatures. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Getting information from Nimmelpoon. 
   
  APL 4 – 30 xp. 
   
  APL 6 – 40 xp. 
   
  APL 8 – 50 xp. 
   
  APL 10 – 60 xp. 
   
  APL 12 – 70 xp. 
  Encounter 4 
  Defeating Kamadeen. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter 5 
  Solving the riddle. 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
   
  APL 8 – 210 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 330 xp. 
  Encounter 6 
  Bypassing the Guardian. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Realize the Guardian should not be fought. 
   
  APL 4 – 30 xp. 
   
  APL 6 – 40 xp. 
   
  APL 8 – 50 xp. 
   
  APL 10 – 60 xp. 
   
  APL 12 – 70 xp. 
  Encounter 9 
  Defeating the Wicked. 
   
  APL 4 – 120 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 390 xp. 
  Talking to Gwaeddan Dreng. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 80 xp. 
   
  APL 8 – 100 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 140 xp. 
  Encounter 11 
  Defeating the Aspect of Roykyn. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Refusing to “Sign on the Dotted Line.” 
   
  APL 4 – 60 xp. 
   
  APL 6 – 80 xp. 
   
  APL 8 – 100 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 140 xp. 
  Encounter 12 
  Defeating the Gatekeeper. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Breaking the Curse of Roykyn on Gwier Dreng. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 80 xp. 
   
  APL 8 – 100 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 140 xp. 
  Total Possible Experience 
   
  APL 4 – 1350 xp. 
   
  APL 6 – 1800 xp. 
   
  APL 8 – 2250 xp. 
   
  APL 10 – 2700 xp. 
   
  APL 12 – 3150 xp. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 34 
  
  Treasure Summary 
  During an adventure, characters come upon 
  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.  In the case of potions, they may use 
  Spellcraft to identify them.  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 (sell value)  
  Encounter 1: 
   
  APL 4: L: 0 gp; C: 100 gp; M: Sniffer (31 gp). 
   
  APL 6: L: 0 gp; C: 150 gp; M: Sniffer (31 gp). 
   
  APL 8: L: 0 gp; C: 200 gp; M: Sniffer (31 gp). 
   
  APL 10: L: 0 gp; C: 250 gp; M: Sniffer (31 gp). 
   
  APL 12: L: 0 gp; C: 300 gp; M: Sniffer (31 gp). 
  Encounter 4: 
   
  APL 4: L: 12.5 gp; C: 0 gp; M: wand of cure 
  minor wounds (31 gp); +1 small buckler (97 gp). 
   
  APL 6: L: 53.5 gp; C: 0 gp; M: wand of cure 
  minor wounds (31 gp); cloak of resistance +2 (333 
  gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: wand of cure minor 
  wounds (31 gp). 
   
  APL 10: L: 80 gp; C: 0 gp; M: wand of cure 
  minor wounds (31 gp). 
   
  APL 12: L: 28.5 gp; C: 0 gp; M: wand of cure 
  moderate wounds (375 gp); cloak of resistance +2 
  x2 (666 gp). 
  Encounter 11: 
   
  APL 4: L: 0 gp; C: 0 gp; M: +1 ring of 
  protection (166 gp); Scythe of Nerull (+1 ghost 
  touch scythe) (693 gp); figurine of wonderous 
  power: onyx dog (1292 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: +1 ring of 
  protection (166 gp); Scythe of Nerull (+1 ghost 
  touch scythe) (693 gp); figurine of wonderous 
  power: onyx dog (1292 gp), large beast claws 
  (801 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +1 ring of 
  protection (166 gp); Scythe of Nerull (+1 ghost 
  touch scythe) (693); figurine of wonderous power: 
  onyx dog (1292 gp), large beast claws (801 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 ring of 
  protection (166 gp); Scythe of Nerull (+1 ghost 
  touch scythe) (693); figurine of wonderous power: 
  onyx dog (1292 gp), large beast claws (801 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 ring of 
  protection (166 gp); Scythe of Nerull (+1 ghost 
  touch scythe) (693); figurine of wonderous power: 
  onyx dog (1292 gp), large beast claws (801 gp). 
  Encounter 12: 
   
  APL 4: L: 250 gp; C: 300 gp; M: potion of 
  barkskin +3 (50 gp); scroll of mirror image (12 gp); 
  scroll of glyph of warding (31 gp); +1 longspear 
  (192 gp). 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 35 
  
   
  APL 6: L: 649.5 gp; C: 450 gp; M: potion of 
  barkskin +4 (75 gp); scroll of mirror image (12 gp); 
  scroll of glyph of warding (31 gp); +1 longspear 
  (192 gp). 
   
  APL 8: L: 995 gp; C: 600 gp; M: potion of 
  barkskin +4 (75 gp); scroll of mirror image (12 gp); 
  cloak of charisma +2 (333 gp); +1 longspear (192 
  gp); +1 half-plate (146 gp); four +1 falchions (792 
  gp). 
   
  APL 10: L: 1862.5 gp; C: 750 gp; M: potion of 
  barkskin +4 (75 gp); scroll of mirror image (12 gp); 
  cloak of charisma +2 (333 gp); +1 defending 
  quarterstaff (692 gp); +1 longspear (192 gp); +2 
  half-plate (396 gp); +1 falchion (198 gp). 
   
  APL 12: L: 1150 gp; C: 900 gp; M: potion of 
  barkskin +4 (75 gp); scroll of mirror image (12 gp); 
  cloak of charisma +2 (333 gp); amulet of health +2 
  (333 gp); +1 defending quarterstaff (692 gp); +1 
  longspear (192 gp); +2 half-plate (396 gp); four +1 
  falchions (792 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 262.5 gp; C: 400 gp; M: 15767.5 gp 
  – Total: 16430 gp (MAX 1300/PC gp). 
   
  APL 6: L: 703 gp; C: 600 gp; M: 24140 gp – 
  Total: 25443 gp (MAX 1800/PC gp). 
   
  APL 8: L: 995 gp; C: 800 gp; M: 23015 gp – 
  Total: 24810 gp (MAX 2600/PC gp). 
   
  APL 10: L: 1942.5 gp; C: 1000 gp; M: 29852.5 
  gp – Total: 32795 gp (MAX 4600/PC gp).  
   
  APL 12: L: 1178.5 gp; C: 1200 gp; M: 41290 
  gp – Total: 43668.5 gp (MAX 6600/PC gp). 
   
  Items for the Adventure 
  Record 
  Special 
  Breaking the Curse of Roykyn: 
  For restoring Gwier Dreng to his right mind, he 
  passes on some of the secrets learned during his 
  time in the Lands Below. PC gains access to the 
  Energy Admixture (T&B) feat and the Acid Orb 
  (T&B) spell. 
  Journey through the Underworld: 
  Passing through the lands of the dead and hearing 
  their desires and regrets have given you an 
  understanding of the hereafter. Through this 
  experience, bards and virtuosos gain access to 
  the Requiem (S&S) feat. 
  Gratitude of Glorial: 
  The PC has accepted Otiluke’s request, carrying a 
  message to resident of the House on Summoner 
  Court in Greyhawk. This costs 1 TU and grants 
  the following benefits/access: 
  Benefit: 
  +2 
  circumstance 
  bonus 
  to 
  Charisma-based skill checks, 
  except 
  Intimidate, 
  with 
  the 
  Circle of Eight and its agents for 
  one real-time year from the date 
  on which this adventure was 
  played. 
  Spell access: Access to one Limited spell 
  from 
  Complete 
  Arcane 
  or 
  Complete Divine. 
  Item access: Glorial has friends in high 
  places. 
  Through 
  her 
  connections, she provides the 
  PC 
  with 
  one-time 
  access 
  (Frequency: Adventure) to one 
  of the following items (PCs 
  choice): any one type of ring of 
  wizardry, robe of the archmagi 
  (white or gray), or staff of 
  power. 
  Otiluke’s Legacy [available to PCs who rescue 
  Gwaeddan Dreng and received the Gratitude of 
  Glorial]: 
  During renovations of the House on Summoner 
  Court, Glorial discovers the notes of Otiluke’s last 
  research prior to his murder. In addition to 
  providing permanent access (Frequency: Any) to 
  any of Otiluke’s published spells with Core or 
  Limited access (defined as those spells which 
  include Otiluke in their names), the notes contain a 
  new spell, which Glorial shares with you and can 
  be scribed into your spellbook gratis or taken as a 
  sorcerer upon gaining access to a new 1st level 
  spell. 
   
  Otiluke’s Concussive Burst 
  Evocation (force) 
  Level: Sor/Wiz 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Med (100 ft. + 10 ft./level) 
  Effect: Two-dimensional 30 ft. burst 
  Duration: Instantaneous 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 36 
  
  Saving Throw: Reflex 
  Spell Resistance: Yes 
  A magical plane of force explodes in a 30’ 
  radius burst knocking creatures from their feet, 
  but causing no damage to them. Creatures 
  within the plane of the force effect that fail a 
  reflex save are knocked prone. Otiluke’s 
  concussive burst is not effective against 
  creatures larger than large size. Large size 
  creatures, creatures with more than two legs 
  and those with a stability bonus gain a +4 
  circumstance modifier to their save. 
  Material Component: A coin or metal disk 
  inscribed with arrows pointing outward. 
   
  The Warding Cap of Urogalan: 
  In thanks for securing Tumbledown Delve, 
  rescuing the son of the Union’s closest ally, and 
  ridding the Temple of the Dead of a cruel 
  interloper, the halflings of the Good Hills have 
  gifted the PC with the Warding Cap of Urogalan. 
  This prized possession protects the wearer as 
  they continue to guard the halfling people. It is a 
  stylized black skullcap lined with silver runes and 
  decorated with the holy symbol of Urogalan, a 
  dark grey silhouette of a dog's head. The Warding 
  Cap of Urogalan constantly protects the wearer as 
  if by a protection from evil spell. The Cap's powers 
  may only be activated by the person to whom it 
  was given and no one else. 
  The opportunity to purchase the cap is Frequency: 
  Adventure (Frequency: Regional if the purchasing 
  PC also played both KEO2-08 Pemlo's Lambic 
  and KEO3-08 Prelude to a Little War). Subsequent 
  upgrade purchases are considered Frequency: 
  Regional and may be upgraded only in the order 
  presented below. More than one upgrade may be 
  purchased at a time, however. Acquiring the cap 
  costs 16,000 gp, which the halflings will use to 
  erect a number of sacred sculptures honoring 
  Urogalan. 
  The first upgrade costs 4,528gp and allows the PC 
  to cast hide from undead three times per day, 
  affecting only the wearer. The second upgrade 
  costs 5,400gp and negates any single paralysis 
  effect to which the PC succumbs. This happens 
  without the PCs knowledge or even desire, 
  affecting only the PC, but only when the PC would 
  have actually been affected (so being targeted by 
  a hold person spell would not cause this power to 
  activate until the PC had failed their saving throw, 
  for example). This upgrade also raises the CL of 
  the cap to 3rd. The third upgrade costs 9,720gp 
  and allows the PC to cast magic circle against evil 
  once per day, centered on the wearer. This 
  upgrade also raises the CL of the cap to 5th. The 
  fourth upgrade costs 15,120gp allows the PC to 
  cast death ward once per day, affecting only the 
  wearer, and raises the CL of the cap to 7th. 
  Frequency: Regional; Faint abjuration; CL 1st; 
  Craft Wondrous Item, protection from evil, blessed 
  by the priests of Urogalan of the Good Hills; 
  Weight -. 
   
  Invitation to the Homecoming of Lord Elgarin: 
  For delivering Lord Elgarin from the clutches of the 
  Green Warlock, the PC is invited to a homecoming 
  celebration in Flen that includes the most 
  respected figures in Keoland. As the savior of her 
  beloved son, Allita Elgarin, Countess of Flen dotes 
  on you. The Countess is a vivacious woman on 
  the cusp of her 40th birthday looking for the right 
  Count. 
  Suitor of Countess Allita Elgarin 
  A male PCs that can demonstrate title, is a 
  Founder of New Kilm (Crookhollow Blues 
  Interactive AR), or is a member of the Noblility 
  of Keoland or Guilds of Keoland meta-orgs, 
  may court the Countess of Flen. PC has 
  campaign access to join Nobility as a minor 
  landholder in the district of Flen (3 TU/year, 
  100 gp/year). 
  Courted by Lord Elgarin 
  The young lord Elgarin, heir to the County of 
  Cryllor, may be smitten with a female PC that 
  can demonstrate title, is a founder of New 
  Kilm (Crookhollow Blues Interactive AR), or is 
  a member of the Noblility of Keoland or Guilds 
  of Keoland meta-orgs, that participated in his 
  rescue. PC has campaign access to join 
  Nobility as a minor landholder in the district of 
  Flen (3 TU/year, 100 gp/year). 
  Tutelage of the Pinzool Gnomes: 
  For coming to their rescue, the Pinzool Trading 
  Company will make a Magister of Languages 
  available to the PC should she desire to learn one 
  of many languages of the Lands Below. These 
  include:  Beholder, Elven, Draconic, Dwarven, 
  Giant, Gnoll, Gnome, Goblin, Grimlock, Ignan, 
  Terran, and Undercommon. Circle language 
  selected. PC must spend appropriate skill points 
  to learn the language. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 37 
  
  � figurine of wondrous power: Urogalan’s 
  [onyx] dog (Adventure, DMG, CL 5th;  
  15,500 gp) 
  A Fool for Music: 
  For stealing an offering to Chronepsis, Dragon-
  god of Judgement, the PC has been afflicted with 
  a curse. The PC suffers –4 to saves vs. sonic 
  enchantment effects until remove curse and 
  atonement spells have been cast upon the PC. 
  Have judge cross out this effect and initial once 
  this has been achieved in-game. PC gains the 
  following: 
  � Scythe of Nerull [+1 ghost touch scythe] 
  (Adventure, CL 5th;  8,315 gp) 
  APL 6 (all items from APL 4 plus): 
  � cloak of resistance +2 (Adventure, DMG, 
  CL 5th;  4000 gp) 
   
  Masterwork Whistle-pipe: Neither a horn nor 
  a flute, the finely crafted whistle-pipe is made of 
  metal but played like a woodwind.  It consists of a 
  straight metal tube studded with fingerholes.  The 
  musician plays it by blowing directly through the 
  length of the pipe while covering combinations of 
  holes to produce different notes.  A whistle-pipe is 
  a small instrument, typically about 1 foot in length 
  and only an inch in diameter. 
  � large beast claws (Adventure, Savage 
  Species, CL 7th;  9610 gp) 
  APL 8 (all items from APL 4, 6 plus): 
  None 
  APL 10  (all items from APL 4, 6, 8 plus): 
  � +1 defending quarterstaff (Adventure, 
  DMG, CL 5th;  8300 gp) 
       The whistle-pipe produces a high-pitch sound 
  that some consider quite piercing.  Gnomes 
  particularly enjoy its music, however, and many 
  gnome bards adopt it as their instrument of choice. 
  � +2 half-plate (Adventure, DMG, CL 5th;  
  4750 gp) 
  APL 12  (all items from APL 4, 6, 8, 10 plus): 
  None
       Bardic Music: This whistle-pipe grants the 
  musician a +6 circumstance bonus on Perform 
  checks for countersong. 
  Signed of the Dotted Line: 
  The PC became a Minion of Roykyn. This 
  template may be removed with the Scythe of 
  Nerull in this scenario or through a ritual 
  conducted by the Church of Segojan Earthcaller in 
  Plim’s Delve. This costs ½ the gp cap for this 
  scenario and 1 TU. For the year of play following 
  this ceremony, the taint of Roykyn’s curse remains 
  with the PC. The PC detects faintly as evil, gains 
  resistance (acid) 5 and find herself susceptible to 
  commands and suggestions of gnomes. Simple 
  non-magical spoken commands or suggestions 
  are treated as a command or suggestion, which 
  the PC must make a DC 10 Will save to resist. 
  Saves against magical enchantments cast by 
  gnomes are made at –4. PC Minions of Roykyn 
  that do not undergo the ritual at the end of KEO4-
  07 change alignment to CE and are removed from 
  play. 
  Item Access 
  APL 4: 
  � The Sniffer [wand of detect magic – 50 
  charges] (Adventure, CL 5th;  375 gp) 
  �  wand of cure minor wounds (Adventure, 
  CL 5th;  375 gp) 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 38 
  
  Appendix 1: Monsters & NPCs (All APLs) 
   
   
  All APLs 
  Encounter 3: 
  Nimmelpoon: Male Gnome (Rock) Exp5; Small Humanoid; CR 5;HD 5d6+10; hp 30; Init +2; Spd 20 ft (4 
  squares); AC 13 (+2 dex, +1 size), touch 13, flat-footed 11; Base Atk/Grapple +3/-1; Full Atk light pick +0 
  melee (1d3;20/x4); AL NG; SV Fort +3, Ref +3, Will +5; Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +7, Climb +2, Craft: Gemcutting +6, Decipher Script +11, Diplomacy +4, 
  Knowledge (arch & eng) +9, Knowledge (dungeoneering) +10, Knowledge (local) +3, Move Silently +10, 
  Speak Language +5, Use Magic Device +8; Alertness, Diligent. 
   
  Possessions: Rusty light pick. 
   
  Languages: Common, Draconic, Dwarven, Giant, Gnome, Halfling, Terran, Undercommon. 
  Encounter 9: 
  Gwaeddan Dreng: Female Human (Flan) Ari1/Exp1; Medium Deathless; CR 2; HD 2d12; hp 18; 
  Init +1; Spd 30 ft. (6 squares); AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +0/+0; Full Atk 
  unarmed strike +0 melee (1d2;20/x2); AL NG; SV Fort +0, Ref +1, Will +5; Str 10, Dex 13, Con -, Int 10, 
  Wis 12, Cha 16. 
   
  Skills and Feats: Craft (herbalist); +4, Decipher Script +4, Diplomacy +5, Knowledge (local) +2, 
  Knowledge (nature) +2, Knowledge (nobility) +3, Ride +7, Speak Language +2, Use Magic Device +5; 
  Animal Affinity, Diligent.  
  Encounter 12: 
  Lord Elgarin: Male Human Ftr5/Ari1; Medium Humanoid; CR 6; HD 1d8+5d10+6; hp 48; Init +1; Spd 30 
  ft. (6 squares); AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +5/+8; Full Atk unarmed strike 
  +8 melee (1d2+3;20/x2); AL LG; SV Fort +5, Ref +2, Will +4; Str 16, Dex 12, Con 12, Int 10, Wis 12, Cha 
  14. 
  Skills and Feats: Diplomacy +5, Handle Animal +7, Intimidate +7, Knowledge (� obility) +3, Listen +4, 
  Ride +12, Sense Motive +5, Speak Language +3, Spot +3; Endurance, Leadership, Mounted Combat, 
  Ride-By Attack, Spirited Charge, Power Attack, Trustworthy. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 39 
  
  Appendix 1: Monsters & NPCs (APL 4) 
  Encounter 9:  
  Wembli: gnome Rog 2; CR 2; small deathless; HD 2d12; hp 18; Init +2; Spd 20 ft.; AC 15, touch 13, flat-
  footed 13 (+2 armor, +2 dex, +1 size); Base Atk +1; Grp –2; Full Atk small sap +2 melee (1d4 subdual; 
  20/x2) or small light crossbow +4 ranged (1d6, 19-20/x2); SA sneak attack +1d6; SQ Evasion, Gnome 
  traits, Darkvision 60’, Immunity to mind-affecting effects, not subject to critical hits, nonlethal damage or 
  ability drain, immune to ability score damage, fatigue, exhaustion, immune to effects that require Fort 
  save (exception: energy drain), cannot use run action, uses CHA mod for concentration checks, can be 
  turned by channelers of negative energy, rebuked by channelers of positive energy, do not breathe, eat 
  or sleep; AL NE; SV Fort +0, Ref +5, Will +0; Str 11, Dex 14, Con -, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +4, Disable Device +5, Escape Artist +6, Hide +10, Intimidate +4, 
  Listen +7, Move Silently +6, Open Lock +6, Tumble +7; Dodge.  
   
  Possessions: leather armor, small sap, small shortsword, small light crossbow. 
  Gundulren Thief: gnome Rog 1; CR 1; small deathless; HD 1d12; hp 9; Init +2; Spd 20 ft. (4 squares); 
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 dex, +1 size); Base Atk +0; Grp –3; Full Atk small sap +1 
  melee (1d4 subdual, 20/x2) or small light crossbow +3 ranged (1d6, 19-20/x2); SA sneak attack +1d6; SQ 
  Gnome traits, Darkvision 60’, Immunity to mind-affecting effects, not subject to critical hits, nonlethal 
  damage or ability drain, immune to ability score damage, fatigue, exhaustion, immune to effects that 
  require Fort save (exception: energy drain), cannot use run action, uses CHA mod for concentration 
  checks, can be turned by channelers of negative energy, rebuked by channelers of positive energy, do 
  not breathe, eat or sleep; AL NE; SV Fort +0, Ref +5, Will +0; Str 11, Dex 14, Con -, Int 13, Wis 10, Cha 
  8. 
   
  Skills and Feats: Balance +8, Bluff +4, Disable Device +5, Escape Artist +6, Hide +8, Intimidate +4, 
  Listen +6, Move Silently +6, Open Lock +5, Tumble +6; Dodge.  
   
  Possessions: leather armor, small club, small shortsword, small light crossbow. 
  Encounter 11: 
  Aspect of Roykyn: female quasit rogue 1/fighter 1; CR 5; tiny outsider, advanced (Chaotic, Extraplanar, 
  Evil); HD 6d8+1d10+1d6; hp 48; Init +9; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 21 (+2 size, +5 Dex, 
  +3 natural, +1 deflection), touch 18, flat-footed 16; Base Atk +7; Grp –1; Atk Claw +13 melee (1d3 plus 
  poison); Full Atk 2 claws +13 melee (1d3 plus poison) and bite +8 melee (1d4); Space/Reach 2 ½ ft./0 ft.; 
  SA Poison, spell-like abilities, sneak attack +1d6; SQ Alternate form, damage reduction 5/cold iron or 
  good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10, trapfinding; AL CE; SV 
  Fort +9, Ref +12, Will +9; Str 10, Dex 20 Con 10, Int 14, Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +13, Diplomacy +9, Disguise +7 (+9 acting), Escape Artist +16, Hide +19, 
  Intimidate +9, Knowledge (any one) +8, Listen +13, Move Silently +11, Search +8, Sense Motive +10, 
  Spellcraft +8, Spot +7; Ability focus (Poison), Arterial Strike, Improved Initiative, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from the quasit, save DC 13). Caster level 6th. Once 
  per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster 
  level 12th). 
   
  Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability 
  functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit 
  points for changing form, and any individual quasit can assume only one or two forms no larger than 
  Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form 
  loses its poison attack. 
   
  Possessions: ring of protection +1. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 40 
  
   
  Description: When PCs first encounter the Aspect, she appears as a female gnome with straight, 
  shoulder-length raven hair. Her face is filled with humor, belied by the wicked gleam in her eyes.  Roykyn 
  is capricious and not above inflicting a cruel joke upon any being, evil or good. If struck with the Gem of 
  Segojan, she transforms into her demonic form. She also assumes this form when entering combat. 
  Encounter 12: 
  The Green Warlock: Male Human (Suel) Sor4; Medium Outsider; CR 4; HD 4d4+8; hp 18; Init +1; Spd 
  30 ft. (6 squares); AC 11 (18 with mage armor and barkskin) (+1 dex, +4 armor, +3 natural), touch 11, 
  flat-footed 10 (or 17 with mage armor and barkskin); Base Atk/Grapple +2/+1; Full Atk quarterstaff +1 
  melee (1d6-1, 20/x2); SA Smite (+4 to damage on one attack); SQ Spell-like abilities (Disguise Self 3/day, 
  Misdirection 1/day); acid resistance 10, spell resistance 9;.AL CE; SV Fort +5, Ref +2, Will +5; Str 8, Dex 
  12, Con 14, Int 14, Wis 12, Cha 19. 
   
  Skills and Feats: Bluff +6, Concentration +9, Diplomacy +5, Handle Animal +5, Knowledge (nobility) 
  +7, Knowledge (arcana) +3, Listen +3, Ride +3, Spellcraft +9; Great Fortitude, Enlarge Spell, Energy 
  Affinity (Acid). 
   
  Sorcerer Spells Known (4/6/4 per day; DC 14 + spell level): 0 - acid splash, dancing lights, detect 
  magic, message, ray of frost, read Magic; 1st - mage armor, shield, shocking grasp; 2nd - scorching ray. 
   
  Possessions: potion of barkskin +3, scroll of mirror image. 
   
  Liver Eater: Female Orc Clr3; Medium Humanoid (Orc); CR 3; HD 3d8; hp 18; Init –1; Spd 20 ft. (4 
  squares); AC 14 (+5 armor, -1 dex), touch 9, flat-footed 14; Base Atk/Grapple +2/+5; Full Atk +1 
  longspear +7 melee (1d8+5, 20/x3); AL NE; SV Fort +3, Ref +0, Will +6; Str 16, Dex 8, Con 10, Int 8, Wis 
  16, Cha 7. 
   
  Skills and Feats: Concentration +3, Speak Language +1; Power Attack. 
   
  Cleric Spells Prepared (4/3/2 per day; DC 13 + spell level): 0 - cure minor wounds  x2, detect magic, 
  read magic; 1st - hide from undead, magic weapon, protection from good*, sanctuary; 2nd – hold person, 
  shield other, spiritual weapon. 
   
  * Domain spell. Domains: Evil (cast all spells with the Evil descriptor at +1 caster level), War (gain 
  Martial Weapon Proficiency and Weapon Focus in deity’s favored weapon). 
   
  Possessions:  Scroll of glyph of warding, +1 longspear, chainmail. 
   
  Orc Sergeant: Male Orc War2; Medium Humanoid (Orc); CR 2; HD 2d8+4; hp 15; Init +1; Spd 20 ft. (4 
  squares); AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; Base Atk/Grapple +2/+6; Full Atk falchion 
  +6 melee (2d4+6, 18-20/x2) or longbow +3 ranged (1d8, 20/x3, longbow); AL NE; SV Fort +5, Ref +1, Will 
  –1; 
  Str 19, Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +2; Power Attack. 
   
  Possessions:  breastplate, falchion, longbow. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 41 
  
  Appendix 1: Monsters & NPCs (APL 6) 
  Encounter 9: 
  Grandmaster Yolek: human sor4; CR 4; medium deathless; HD 4d12+3; hp 38; Init +2; Spd 30 ft. (6 
  squares); AC 12 (16 with mage armor), touch 12, flat-footed 10 (14 with mage armor) (+2 dex [and +4 
  armor with mage armor]); Base Atk +2; Grp +1; Full Atk +1 melee (1d6-1, x3, shortspear); SA Possession 
  (see note); SQ Darkvision 60’, Immunity to mind-affecting effects, not subject to critical hits, nonlethal 
  damage or ability drain, immune to ability score damage, fatigue, exhaustion, immune to effects that 
  require Fort save (exception: energy drain), cannot use run action, uses CHA mod for concentration 
  checks, can be turned by channelers of negative energy, rebuked by channelers of positive energy, do 
  not breathe, eat or sleep; AL LE; SV Fort +1, Ref +3, Will +5; Str 8, Dex 14, Con -, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +10, Craft (Goldsmith) +8, Knowledge (nobility) +4, Move Silently +5, 
  Spellcraft +6; Combat Casting, Toughness, Extend Spell. 
   
  Sorcerer/Bard Spells Known (6/7/4; save DC 13 + spell level): 0 – acid splash, detect magic, light (e), 
  mage hand, mending, resistance; 1st – mage armor, magic weapon, summon monster I; 2nd – summon 
  monster II. 
   
  E – Evocation spell. Spellcraft check to cast. 
   
  Possessions: shortspear. 
  Grandmaster Yolek’s Familiar: cat; CR -; tiny deathless; HD ½ d8 (treated as 4HD); hp 19; Init +2; Spd 
  30 ft. (6 squares); AC 16 (20 with mage armor), touch 14 (18 with mage armor), flat-footed 14 (20 with 
  mage armor) (+2 dex, +2 size, +2 natural); Base Atk +2; Grp –10; Atk +6 melee (1d2-4, claw); Full Atk +6 
  melee (1d2-4, 2 claws) and +1 melee (1d3-4, bite); Space/Reach 2.5 ft./0 ft.; SQ Improved Evasion, 
  Share Spells, Empathic Link, Touch, Darkvision 60’, Immunity to mind-affecting effects, not subject to 
  critical hits, nonlethal damage or ability drain, immune to ability score damage, fatigue, exhaustion, 
  immune to effects that require Fort save (exception: energy drain), cannot use run action, uses CHA mod 
  for concentration checks, can be turned by channelers of negative energy, rebuked by channelers of 
  positive energy, do not breathe, eat or sleep; AL LE; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con -, Int 
  7, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon 
  Finesse (Claw, Bite). 
   
  Description: large white housecat. 
  Yolek’s Guards (4): human War 2; medium deathless; HD 2d12; hp 18; Init +0; Spd 30 ft. (6 squares); 
  AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield); Base Atk +1; Grp +2; Full Atk club +2 melee 
  (1d6+1, 20/x2) or longsword +3 melee (1d8+1, 19-20/x2); SQ Darkvision 60’, Immunity to mind-affecting 
  effects, not subject to critical hits, nonlethal damage or ability drain, immune to ability score damage, 
  fatigue, exhaustion, immune to effects that require Fort save (exception: energy drain), cannot use run 
  action, uses CHA mod for concentration checks, can be turned by channelers of negative energy, 
  rebuked by channelers of positive energy, do not breathe, eat or sleep; AL N; SV Fort +3, Ref +0, Will +0; 
  Str 13, Dex 10, Con -, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1, Listen +2, Spot +2; Power Attack, Weapon Focus (Longsword). 
   
  Possessions: leather armor, large wooden shield, longsword, club. 
  Encounter 11: 
  Aspect of Roykyn: female babau, fighter 1; CR 7; medium outsider (Chaotic, Extraplanar, Evil); HD 
  7d8+1d10+48; hp 85; Init +1; Spd 30 ft.; AC 20, touch 12, flat-footed 19 (+1 Dex, +8 natural, +1 
  deflection); Base Atk +8; Grp +14; Atk Claw +16 melee (1d6+1d6+8); Full Atk 2 claws +16 melee 
  (1d6+1d6+8) and bite +9 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA Sneak attack +2d6, spell-like 
  abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 42 
  
  electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, 
  telepathy 100 ft.; AL CE; SV Fort +12, Ref +6, Will +6; Str 22, Dex 12, Con 20, Int 14, Wis 13, Cha 16. 
   
  Skills and Feats: Bluff +16, Climb +10, Diplomacy +9, Disable Device +10, Disguise +13, Escape 
  Artist +11, Hide +19, Intimidate +9, Listen +19, Move Silently +19, Open Lock +10, Search +10, Sense 
  Motive +8, Sleight of Hand +10, Survival +1 (+3 following tracks), Use Rope +1; Cleave, Combat 
  Reflexes, Improved Toughness, Multiattack, Power Attack. 
   
  Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of 
  damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking. 
   
  Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 
  pounds of objects only). Caster level 7th. 
   
  Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. 
  A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes 
  the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as 
  well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based. 
   
  Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of 
  success. This ability is the equivalent of a 3rd-level spell. 
   
  Possessions: ring of protection +1, large beast claws. 
   
  Description: When PCs first encounter the Aspect, she appears as a female gnome with straight, 
  shoulder-length raven hair. Her face is filled with humor, belied by the wicked gleam in her eyes.  Roykyn 
  is capricious and not above inflicting a cruel joke upon any being, evil or good. If struck with the Gem of 
  Segojan, she transforms into her demonic form. She also assumes this form when entering combat. The 
  Beast claws she wears appear as cruelly-spiked gauntlets. 
  Encounter 12: 
  The Green Warlock: Male Human (Suel) Sor6; Medium Outsider; CR 6; HD 6d4+12; hp 27 (and +13 hp 
  for false life spell); Init +1; Spd 30 ft. (6 squares);  AC 11 (19 with mage armor and barkskin) (+1 dex, +4 
  armor, +4 natural), touch 11, flat-footed 10 (18 with mage armor and barkskin);  Base Atk/Grapple +3/+2; 
  Full Atk quarterstaff +2 melee (1d6-1, 20/x2); SA: smite (+6 damage on 1 attack/day); SQ: Spell-like 
  abilities (disguise self 3/day, misdirection 1/day, major image 1/week); acid resistance 10; spell resistance 
  11; AL CE; SV Fort +6, Ref +3, Will +6; Str 8, Dex 12, Con 14, Int 14, Wis 12, Cha 21. 
   
  Skills and Feats: Bluff +9, Concentration +11, Diplomacy +6, Handle Animal +6, Knowledge (arcana) 
  +7, Knowledge (nobility) +3, Listen +4, Ride +4, Spellcraft +11; Great Fortitude, Enlarge Spell, Improved 
  Toughness, Energy Affinity (Acid). 
   
  Sorcerer Spells Known (4/6/5/4 per day; DC 15 + spell level): 0 - acid splash, dancing lights, detect 
  magic, message, ray of frost, read magic, resistance; 1st - mage armor, protection from good, shield, 
  shocking grasp; 2nd - false life, scorching ray; 3rd - fireball. 
   
  Possessions: Cloak of charisma +2, Potion of barkskin +4, scroll of mirror image. 
   
  Liver Eater: Female Orc Clr5; Medium Humanoid (Orc); CR 5; HD 5d8; hp 30; Init –1; Spd 20 ft. (4 
  squares); AC 16 (+7 armor, -1 dex), touch 9, flat-footed 16; Base Atk/Grapple +3/+6; Full Atk +1 
  longspear +8 melee (1d8+5, 20/x3); AL NE; SV Fort +4, Ref +0, Will +7; Str 16, Dex 8, Con 10, Int 8, Wis 
  17, Cha 7. 
   
  Skills and Feats: Concentration +5, Knowledge (religion) +0, Speak Language +1; Power Attack, 
  Divine Vigor. 
   
  Cleric Spells Prepared (5/4/3/2 per day; DC 13 + spell level): 0 - cure minor wounds x3, detect magic, 
  read magic; 1st - detect good, hide from undead, magic weapon, protection from good*, sanctuary; 2nd – 
  hold person, shield other, silence, spiritual weapon*; 3rd – bestow curse, briar web, magic vestment*. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 43 
  
   
  * Domain spell. Domains: Evil (cast all spells with the Evil descriptor at +1 caster level), War (gain 
  Martial Weapon Proficiency and Weapon Focus in deity’s favored weapon). 
   
  Possessions:  +1 longspear, half-plate. 
   
  Orc Sergeant: Male Orc War2; Medium Humanoid (Orc); CR 2; HD 2d8+4; hp 15; Init +1; Spd 20 ft. (6 
  squares); AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; Base Atk/Grapple +2/+6; Full Atk falchion 
  +6 melee (2d4+6, 18-20/x2) or longbow +3 missile (1d8, 20/x3); AL NE; SV Fort +5, Ref +1, Will –1; 
  Str 19, Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +2; Power Attack. 
   
  Possessions:  breastplate, falchion, longbow. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 44 
  
  Appendix 1: Monsters & NPCs (APL 8) 
  Encounter 3: 
  Destrachan, Advanced: Large Aberration; CR 9; HD 12d8+60; hp 117; Init +6; Spd 30 ft.; Space/Reach 
  10 ft./5 ft.; AC 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17; Base Atk +9; Grp +17; Atk Claw 
  +13 melee (1d6+5); Full Atk 2 claws +13 melee (1d6+5); SA Destructive harmonics; SQ Blindsight 100 ft., 
  immunities, protection from sonics; AL neutral evil; SV Fort +9, Ref +8, Will +12; Str 20, Dex 14, Con 20, 
  Int 12, Wis 16, Cha 17. 
   
  Skills and Feats: Hide +12, Listen +28, Move Silently +12, Survival +9; Ability Focus (Destructive 
  Harmonics), Dodge, Improved Initiative, Lightning Reflexes. 
   
  Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted 
  creature would.   
   
  Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack 
  forms that rely on sight.  
   
  Destructive harmonics: A destrachan can blast sonic energy in a cone up to 80 feet long. It can tune 
  the harmonics of this destructive power to affect different types of targets. 
  Flesh: Disrupting tissue and rending bone, this horrible attack deals 4d6 points of damage to all 
  within the cone (Reflex half DC 19). 
  Nerves: The destrachan can focus its harmonics to subdue rather than slay. This attack plays 
  havoc with nerves and sensory systems, dealing 6d6 points of subdual damage to all within the 
  cone (Reflex half DC 19). 
  Material: The destrachan chooses wood, stone, metal, or glass. All objects made of that material 
  within the cone must succeed at a Fortitude save (DC 19) or shatter. Objects (or portions of 
  objects) that have up to 30 hit points are potentially affected by this attack. 
   
  Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as 
  ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all 
  saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is 
  effectively blinded, and all targets are treated as having total concealment. 
  Encounter 9: 
  Naxalon Fenn: human Clr 8; CR 8; medium deathless; HD 8d12; hp 61; Init +5; Spd 20 ft. (4 squares); 
  AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex); Base Atk +4; Grp +5; Full Atk light mace +5 
  melee (1d6+1, 20/x2); SA Possession (see note); Rebuke Undead, Spontaneous Casting of Inflict Spells, 
  Evil spells cast at +1 caster level, Death Touch; SQ Darkvision 60’, Immunity to mind-affecting effects, not 
  subject to critical hits, nonlethal damage or ability drain, immune to ability score damage, fatigue, 
  exhaustion, immune to effects that require Fort save (exception: energy drain), cannot use run action, 
  uses CHA mod for concentration checks, can be turned by channelers of negative energy, rebuked by 
  channelers of positive energy, do not breathe, eat or sleep; AL NE; SV Fort +6, Ref +3, Will +9; Str 13, 
  Dex 12, Con -, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +14, Diplomacy +10, Heal +7, Knowledge (religion) +5, Spellcraft +3; 
  Combat Casting, Improved Initiative, Spell Focus (Necromancy), Close-Quarters Fighting. 
   
  Death Touch: (1/day)  
   
  Cleric  Spells Prepared (6/5+1/4+1/4+1/2+1; save DC 13 + spell level): 0 – detect magic, light (e), 
  cure minor wounds, purify food and drink, mending, resistance; 1st – protection from good*, bane, 
  command, divine favor (e), obscuring mist, sanctuary; 2nd – death knell*, bull’s strength, cure moderate 
  wounds; hold person, spiritual weapon (e); 3rd – animate dead*, bestow curse, blindness, contagion, 
  dispel magic; 4th – unholy blight*(e), dismissal, freedom of movement. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  *Domain spell. Domains: Death (Once per day, if you touch your victim, roll 8d6. If this at least equals 
  the victim’s hit points, it dies), Evil (cast all spells with Evil descriptor at +1 caster level) 
   
  E – Evocation spell. DC 28 + spell level spellcraft check to cast. 
   
  Possessions: light mace, large steel shield, chain mail. 
  Encounter 12: 
  The Green Warlock: Male Human (Suel) Sor8; Medium Outsider; CR 8; HD 8d4+16; hp 49 (63 with false 
  life); Init +1; Spd 30 ft. (6 squares); AC 11 (+1 dex), touch 11, flat-footed 10; Base Atk/Grapple +4/+3; Full 
  Atk quarterstaff +3 melee (1d6-1, 20/x2); SA: Smite (+8 damage on 1 attack/day); SQ: Spell-like abilities 
  (Disguise Self 3/day, Misdirection 1/day, Major Image 1/week, Deceptive Double 1/week); acid resistance 
  10; spell resistance 13; AL CE; SV Fort +6, Ref +3, Will +7; Str 8, Dex 12, Con 14, Int 14, Wis 12, Cha 
  22. 
   
  Skills and Feats: Bluff +11, Concentration +13, Diplomacy +10, Handle Animal +7, Knowledge 
  (arcana) +7, Knowledge (nobility) +3, Listen +6, Ride +4, Spellcraft +13; Great Fortitude, Enlarge Spell, 
  Improved Toughness, Energy Affinity (Acid). 
   
  Sorcerer Spells Known (4/7/5/6/4 per day; DC 16 + spell level): 0 - acid splash, dancing lights, detect 
  magic, light, message, ray of frost, read magic, resistance; 1st - expeditious retreat, mage armor, 
  protection from good, shield, shocking grasp; 2nd - bull’s strength, false life, scorching ray; 3rd - dispel 
  magic, fireball; 4th – ice storm. 
   
  Possessions: Cloak of charisma +2, potion of barkskin +4, scroll of mirror image. 
   
  Note: Resist energy (electricity) caster level 7 is in effect on this NPC for 1 hour. 
   
  Liver Eater: Female Orc Clr7;Medium Humanoid (Orc); CR 7; HD 7d8; hp 42;Init –1; Spd 20 ft. (4 
  squares); AC 17 (+8 armor, -1 dex), touch 9, flat-footed 17; Base Atk/Grapple +5/+8*; Full Atk +1 
  longspear +10* melee (1d8+5*, 20/x3); AL NE; SV Fort +5, Ref +1, Will +8; Str 16*, Dex 8, Con 10, Int 8, 
  Wis 17, Cha 7. 
   
  *Add +4 to Str, +2 to melee attack rolls and grapple checks, and +3 damage for bull’s strength spell. 
   
  Skills and Feats: Concentration +6, Knowledge (religion) +1, Speak Language +1; Power Attack, 
  Divine Vigor, Divine Spell Power. 
   
  Cleric Spells Prepared (6/5/4/3/1 per day; DC 13 + spell level): 0 - cure minor wounds x4, detect 
  magic, read magic; 1st – bless, detect good, hide from undead, magic weapon, protection from good*, 
  sanctuary; 2nd – hold person, resist energy, shield other, silence, spiritual weapon*; 3rd – bestow curse, 
  briar web, magic vestment*, protection from energy; 4th freedom of movement, unholy blight*. 
   
  *Domain spell. Domains: Evil (cast all spells with the Evil descriptor at +1 caster level), War (gain 
  Martial Weapon Proficiency and Weapon Focus in deity’s favored weapon). 
   
  Possessions:  +1 longspear, +1 half-plate. 
   
  Note: Protection from Energy (fire – 84 pts.) caster level 7 is in effect on this NPC for 1 hour. 
   
  Orc Sergeant: Male Orc War4; Medium Humanoid (Orc); CR 4; HD 4d8+8; hp 30; Init +1; Spd 20 ft (4 
  squares); AC 17 (+6 armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grapple +4/+9*; Full Atk 
  masterwork falchion +10* melee (2d4+7*;18-20/x2) or longbow +5 ranged (1d8, 20/x3); AL NE; SV Fort 
  +6, Ref +2, Will +0; Str 20*, Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  *Add +4 to Str, +2 to melee attack rolls and grapple checks, and +3 damage for bull’s strength spell. 
   
  Skills and Feats: Intimidate +3, Ride +4; Combat Reflexes, Power Attack. 
   
  Possessions:  Masterwork falchion, longbow, banded mail. 
   
  Note: Bull’s Strength is in effect for this NPC for 6 minutes. 
   
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  Orc Warrior: Male Orc War2; Medium Humanoid (Orc); CR 2; HD 2d8+4; hp 15; Init +1; Spd 20 ft. (4 
  squares); AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; Base Atk/Grapple +2/+6; Full Atk falchion 
  +6 melee (2d4+6;18-20/x2) or longbow +3 ranged (1d8;20/x3); AL NE; SV Fort +5, Ref +1, Will –1; 
  Str 19, Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +2; Power Attack. 
   
  Possessions:  breastplate, falchion, longbow. 
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  Appendix 1: Monsters & NPCs (APL 10) 
  Encounter 3: 
  Destrachan, Advanced: Huge Aberration; CR 11; HD 20d8+140+20; hp 245; Init +5; Spd 30 ft.; 
  Space/Reach 15 ft./10 ft.; AC 20 (-2 size, +1 dex, +11 natural), touch 9, flat-footed 19; Base Atk +15; Grp 
  +31; Atk Claw +22 melee (1d8+9); Full Atk 2 claws +22 melee (1d8+9); SA Destructive harmonics; SQ 
  Blindsight 100 ft., immunities, protection from sonics; AL neutral evil; SV Fort +13, Ref +9, Will +15; Str 
  28, Dex 12, Con 24, Int 12, Wis 16, Cha 19. 
   
  Skills and Feats: Hide +17, Listen +37, Move Silently +17, Survival +15; Ability Focus (Destructive 
  Harmonics), Dodge, Improved Initiative, Improved Toughness, Lightning Reflexes, Pain Mastery (+2 to 
  STR for each 50 points of damage taken: Savage Species), Reverberation (+2 to sonic attacks: Savage 
  Species). 
   
  Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted 
  creature would.  
   
  Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack 
  forms that rely on sight.  
   
  Destructive harmonics: A destrachan can blast sonic energy in a cone up to 80 feet long. It can tune 
  the harmonics of this destructive power to affect different types of targets. 
  Flesh: Disrupting tissue and rending bone, this horrible attack deals 4d6 points of damage to all 
  within the cone (Reflex half DC 22). 
  Nerves: The destrachan can focus its harmonics to subdue rather than slay. This attack plays 
  havoc with nerves and sensory systems, dealing 6d6 points of subdual damage to all within the 
  cone (Reflex half DC 22). 
  Material: The destrachan chooses wood, stone, metal, or glass. All objects made of that material 
  within the cone must succeed at a Fortitude save (DC 22) or shatter. Objects (or portions of 
  objects) that have up to 30 hit points are potentially affected by this attack. 
   
  Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as 
  ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all 
  saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is 
  effectively blinded, and all targets are treated as having total concealment. 
  Encounter 4: 
  Wight Minions of Kyuss (desecrate effect for zone of undeath included): Small Undead (Augmented 
  Humanoid, Gnome); Rog3; CR 7; HD 3d12; hp 29; Init +5; Spd 20 ft. (4 squares); AC 27 (+4 natural, +4 
  armor, +4 dex, +4 dodge, +1 size), touch 19, flat-footed 19; Base Atk +2; Grp –2 (-1); Atk small short 
  sword +9 melee (1d4+1, 19-20/×2); Full Atk small short sword +7 melee (1d4+1, 19-20/×2) and slam +7 
  melee (1d3+1 and energy drain); SA Energy drain (DC 12), Sneak Attack (+2d6); SQ Darkvision 120’, 
  Stonecunning, Spell-like Abilities, nondetection, SR 14, Trap Sense, Trapfinding, Evasion; SV Fort +3, 
  Ref +10, Will +4; AL NE; Str 10, Dex 20, Con --, Int 12, Wis 12, Cha 12. 
   
  Skills & Feats: Climb +4, Hide +15, Listen +7, Move Silently +9, Open Lock +11, Search +7, Tumble 
  +9, Use Magic Device +7; Two-Weapon Fighting, Weapon Finesse. 
   
  Energy Drain: Fort save DC 12 or suffer two negative levels after a successful slam attack. For each 
  negative level it bestows, the wight gains 5 hp. 
   
  Spell-like abilities: Can cast blindness, blur, and change self once/day as a 3rd-level wizard. 
   
  Possessions: chainmail, small short sword.   
  Encounter 9: 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Keltin Elgarin: Female Human (Suel) Ftr4/Mnk3/Rog3; CR 10;HD 3d6+3d8+4d10; hp 62; Init +1; Spd 40 
  ft. (8 squares); AC 17 (+2 armor, +1 dex, +1 deflection, +3 misc), touch 15, flat-footed 16; Base 
  Atk/Grapple +8/+10; Full Atk unarmed strike +11/+6 melee (1d8+4, 20/x2), or flurry of blows +9/+9/+4 
  melee (1d8+4, 20/x2); SA: Sneak Attack (+2d6), Stunning Fist 4/day (DC 22); SQ: Evasion, Trap Sense, 
  Still Mind, Trapfinding; AL LE; SV Fort +8, Ref +8, Will +7; Str 15, Dex 13, Con 10, Int 13, Wis 14, Cha 
  11. 
   
  Skills and Feats: Climb +8, Escape Artist +14, Hide +6, Jump +17, Knowledge (local) +5, Listen +11, 
  Move Silently +6, Sleight of Hand +6, Spot +9, Tumble +14; Combat Expertise, Improved Trip, Power 
  Attack, Weapon Focus (Unarmed Strike), Weapon Specialization(Unarmed Strike), Improved Toughness, 
  Rapid Stunning, Knock-Down. 
   
  Possessions: Monk’s belt, ring of protection +1, bracers of armor +2, ki straps. 
  Encounter 12: 
  The Green Warlock: Male Human (Suel) Sor10; Medium Humanoid; CR 10; HD 10d4+30; hp 71 (87 
  with false life); Init +1; Spd 30 ft. (6 squares); AC 11 (19 with mage armor and barkskin) (+1 dex, +4 
  armor, +4 natural), touch 11, flat-footed 10 (18 with mage armor and barkskin); Base Atk/Grapple +5/+4; 
  Full Atk quarterstaff +5 melee (1d6, 20/x2); SA: Smite (+10 damage on 1 attack/day); SQ: Spell-like 
  abilities (disguise self 3/day, misdirection 1/day, major image 1/week, deceptive double 1/week, dominate 
  person 1/week); acid resistance 10; spell resistance 15; AL CE; SV Fort +8, Ref +4, Will +8; Str 8, Dex 
  12, Con 16, Int 14, Wis 12, Cha 22.  
   
  Skills and Feats: Bluff +13, Concentration +16, Diplomacy +10, Handle Animal +7, Knowledge 
  (arcana) +9, Knowledge (nobility) +3, Listen +7, Ride +4, Spellcraft +15; Great Fortitude, Empower Spell, 
  Enlarge Spell, Improved Toughness, Energy Affinity (Acid). 
   
  Sorcerer Spells Known (4/7/5/4/6/4 per day; DC 16 + spell level): acid splash, dancing lights, detect 
  magic, light, mage hand, message, ray of frost, read magic, resistance; 1st - expeditious retreat, mage 
  armor, protection from good, shield, shocking grasp; 2nd - blindness/deafness, bull’s strength, false life, 
  scorching ray; 3rd - dispel magic, fireball, protection from energy; 4th – greater invisibility, ice storm; 5th – 
  cone of cold. 
   
  Possessions: Amulet of health +2, cloak of charisma +2, potion of barkskin +4, scroll of mirror image, 
  +1 defending quarterstaff. 
   
  Note: Protection from energy (fire, cold, electricity – 120 pts.) caster level 10 is in effect on this NPC 
  for 90 minutes. See invisibility is in effect for 90 minutes. 
   
  Liver Eater: Female Orc Clr9; Medium Humanoid (Orc); CR 9; HD 9d8; hp 54; Init –1; Spd 20 ft. (4 
  squares); AC 20 (+11 armor, -1 dex), touch 9, flat-footed 18; Base Atk/Grapple +6/+9*; Atk +1 longspear 
  +11* melee (1d8+5*, 20/x3); Full Atk +1 longspear +11/+6* melee (1d8+5*, 20/x3); AL NE; SV Fort +6, 
  Ref +2, Will +10; Str 16*, Dex 8, Con 10, Int 8, Wis 18, Cha 7. 
  *Add +4 to Str, +2 to melee attack rolls and grapple checks, and +3 damage for bull’s strength spell. 
   
  Skills and Feats: Concentration +8, Knowledge (religion) +1, Speak Language +1; Power Attack, 
  Improved Toughness, Divine Vigor, Divine Spell Power. 
   
  Cleric Spells Prepared (6/5/5/4/3/1 per day; DC 14 + spell level): 0- cure minor wounds X4, detect 
  magic, read magic; 1st – bless, detect good, hide from undead, magic weapon, protection from good*, 
  sanctuary; 2nd – hold person, resist energy, shield other, silence, sound burst, spiritual weapon*; 3rd – 
  bestow curse, glyph of warding, magic vestment x2*, protection from energy; 4th – cure critical wounds, 
  freedom of movement, song of discord, unholy blight*; 5th – bear’s heart, flame strike*. 
   
  *Domain spell. Domains: Evil (cast all spells with the Evil descriptor at +1 caster level), War (gain 
  Martial Weapon Proficiency and Weapon Focus in deity’s favored weapon). 
   
  Possessions:  +1 longspear, +2 half-plate. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Note: Protection from energy (fire – 110 pts.) caster level 9 is in effect on this NPC for 80 minutes. 
  Resist energy (electricity) caster level 9 is in effect for 80 minutes. Magic vestment (+2) caster level 9 is in 
  effect for this NPC for 8 hours. 
   
  Orc Sergeant: Male Orc War7; Medium Humanoid (Orc); CR 7; HD 7d8+14; hp 52; Init +1; Spd 20 ft. (4 
  squares); AC 19 (+8 armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grapple +7/+12*; Atk +1 falchion 
  +13* melee (2d4+8*, 18-20/x2) or longbow +8 ranged (1d8, 20/x3); Full Atk +1 falchion +13/+8* melee 
  (2d4+8*, 18-20/x2) or longbow +8/+3 ranged (1d8, 20/x3); AL NE; SV Fort +7, Ref +3, Will +1; Str 20*, 
  Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
  *Add +4 to Str, +2 to melee attack rolls and grapple checks, and +3 damage for bull’s strength spell. 
   
  Skills and Feats: Intimidate +5, Ride +5; Combat Reflexes, Endurance, Power Attack. 
   
  Possessions:  +1 falchion, banded mail, longbow. 
   
  Note: Magic vestment (+2) caster level 9 is in effect for this NPC for 8 hours. 
   
  Orc Warrior: Male Orc War4; Medium Humanoid (Orc); CR 4; HD 4d8+8; hp 30; Init +1; Spd 20 ft (4 
  squares); AC 17 (+6 armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grapple +4/+9; Full Atk 
  masterwork falchion +10 melee (2d4+7;18-20/x2) or longbow +5 ranged (1d8, 20/x3); AL NE; SV Fort +6, 
  Ref +2, Will +0; Str 20, Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +4; Combat Reflexes, Power Attack. 
   
  Possessions:  Masterwork falchion, longbow, banded mail. 
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  Appendix 1: Monsters and NPCs (APL 12) 
  Encounter 3: 
  Destrachan, Advanced: Huge Aberration; CR 11; HD 20d8+140+20; hp 245; Init +5; Spd 30 ft.; 
  Space/Reach 15 ft./10 ft.; AC 20 (-2 size, +1 dex, +11 natural), touch 9, flat-footed 19; Base Atk +15; Grp 
  +31; Atk Claw +22 melee (1d8+9); Full Atk 2 claws +22 melee (1d8+9); SA Destructive harmonics; SQ 
  Blindsight 100 ft., immunities, protection from sonics; AL neutral evil; SV Fort +13, Ref +9, Will +15; Str 
  28, Dex 12, Con 24, Int 12, Wis 16, Cha 19. 
   
  Skills and Feats: Hide +17, Listen +37, Move Silently +17, Survival +15; Ability Focus (Destructive 
  Harmonics), Dodge, Improved Initiative, Improved Toughness, Lightning Reflexes, Pain Mastery (+2 to 
  STR for each 50 points of damage taken: Savage Species), Reverberation (+2 to sonic attacks: Savage 
  Species). 
   
  Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted 
  creature would.  
   
  Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack 
  forms that rely on sight.  
   
  Destructive harmonics: A destrachan can blast sonic energy in a cone up to 80 feet long. It can tune 
  the harmonics of this destructive power to affect different types of targets. 
  Flesh: Disrupting tissue and rending bone, this horrible attack deals 4d6 points of damage to all 
  within the cone (Reflex half DC 22). 
  Nerves: The destrachan can focus its harmonics to subdue rather than slay. This attack plays 
  havoc with nerves and sensory systems, dealing 6d6 points of subdual damage to all within the 
  cone (Reflex half DC 22). 
  Material: The destrachan chooses wood, stone, metal, or glass. All objects made of that material 
  within the cone must succeed at a Fortitude save (DC 22) or shatter. Objects (or portions of 
  objects) that have up to 30 hit points are potentially affected by this attack. 
   
  Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as 
  ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all 
  saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is 
  effectively blinded, and all targets are treated as having total concealment. 
  Encounter 4: 
  Spawn of Kyuss (desecrate effect for zone of undeath included): Ftr 3; Large Undead; CR 10; HD 
  12d12+3d10+3; hp 133; Init +0; Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 13 (-1 size, +4 natural), touch 9, 
  flat-footed 13; Base Atk +9; Grp +22; Full Atk Slam +19 melee (1d8+11 plus Kyuss’ gift) or touch +18 
  melee touch or Kyuss’ gift +9 ranged touch; SA Create spawn, fear aura, Kyuss’ gift; SQ Curative 
  transformation, fast healing 5, turn resistance +2, undead traits; AL CE; SV Fort +8, Ref +6, Will +13; Str 
  28, Dex 11, Con -, Int 6, Wis 11, Cha 19. 
   
  Skills and Feats: Hide +10, Jump +10, Move Silently +10, Spot +12; Blind Fight, Improved Bull Rush, 
  Improved Overrun, Improved Toughness, Power Attack, Toughness, Weapon Focus (Slam). 
   
  Create Spawn(Su): Once per round as a free action, a spawn of Kyuss can transfer a worm from its 
  own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make 
  the transfer with a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a 
  distance of up to 10 feet. Each worm is a Fine vermin with AC 10 and 1 hp. It can be killed with normal 
  damage or the touch of silver. On the Spawn’s next action, the work burrows into its host’s flesh. (A 
  creature with a natural armor bonus of +5 is immune to this effect). The worm makes its way toward the 
  host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period it reaches 
  the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it and a 
  dispel evil or neutralize poison effect delays it for 10d6 minutes. A successful Heal check (DC20) extracts 
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  the work and kills it.Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per 
  round until either it is killed (by remove curse or remove disease) or slays its host (death occurs at 0 
  Intelligence). A small, medium or large creature slain by a worm rises as a new spawn 1d6+4 rounds 
  later; a tiny or smaller creature quickly putrifies; and a huge or larger creature becomes a normal zombie 
  of the appropriate size. Newly created Spawn are not under the control of their parent, but they usually 
  follow whatever Spawn of Kyuss created them. 
   
  Fear Aura (Su): A Spawn of Kyuss continually radiates a fear effect. This ability functions like a fear 
  spell (caster level 7th; Will save DC16), except that it affects all creatures within a 40’ radius. Any creature 
  that makes a successful saving throw against the effect cannot be affected again by the fear aura of that 
  Spawn of Kyuss for 24 hours. 
  Kyuss’s Gift (Su): Any creature hit by a Spawn of Kyuss’ slam attack must succeed at a Fortitude save 
  (DC14) or contract this supernatural disease. The incubation period is one day, and the disease deals 
  1d6 points of Constitution damage. These effects manifest as rotting flesh and dementia. An affected 
  creature gets only half the benefits of magical healing, though a cure disease effect removes the 
  affliction. 
   
  Curative Transformation (Ex): Any remove curse or remove disease effect transforms a Spawn of 
  Kyuss into a normal zombie. 
  Vampire Minion of Kyuss (desecrate effect for zone of undeath included): Rog5; Small Undead 
  (Augmented Humanoid, Gnome); CR 8; HD 5d12; hp 44; Init +9; Spd 20 ft. (4 squares); AC 31 (+3 armor, 
  +2 shield, +5 dex, +1 size, +4 dodge, +6 natural), touch 20, flat footed 22; Base Atk +3; Grp +2 (+3); Full 
  Atk Slam +8 (1d4+4 + energy drain); SA Domination (DC 17) 30’ range, Energy Drain, Blood Drain; 
  Sneak Attack (+3d6); SQ Darkvision 120’, Spell-like abilities, nondetection, SR: 16, Children of the Night, 
  Create Spawn, Turn Resistance +4, Cold and electricity resistance 10, Gaseous Form, Spider Climb, 
  Alternate Form, Fast Healing 5, Uncanny Dodge, Trap Sense, Trapfinding, Evasion, DR 10 silver and 
  magic; SV Fort +6, Ref +16, Will +8; AL NE; Str 16, Dex 20, Con -, Int 14, Wis 14, Cha 16. 
   
  Skills & Feats: Bluff +19, Decipher Script +5, Diplomacy +8, Escape Artist +11, Hide +27, Intimidate 
  +13, Knowledge (local) +3, Listen +20, Move Silently +21, Search +12, Sense Motive +18, Spot +20, 
  Tumble +13, Use Magic Device +11, Ability Focus (Dominate Person), Combat Expertise, Alertness, 
  Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes. 
   
  Spell-like abilities: Can cast blindness, blur, and change self once/day as a 5th-level sorcerer. 
   
  Domination (Su): Anyone you target must succeed at a Will save (DC 17) or fall instantly under your 
  control as though by a dominate person spell cast by a 12th-level sorcerer. 
   
  Energy Drain (Su): Living creatures hit by your slam attack suffer 2 negative levels. 
   
  Blood Drain (Ex): You can suck blood from a living victim with your fangs by making a successful 
  grapple check.  If you pin your foe, you drain blood, inflicting 1d4 points of permanent Constitution drain 
  each round. 
   
  Children of the Night (Su): You command the lesser creatures of the world, and once per day can call 
  forth 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action.  These arrive in 2d6 
  rounds. 
   
  Gaseous Form (Su): As a standard action, you can assume Gaseous Form at will, as cast by a 5th-
  level sorcerer, but can remain gaseous indefinitely, and fly at 20 with perfect maneuverability. 
   
  Possessions: Cloak of resistance +2 
  Encounter 9: 
  Keltin Elgarin: Female Human (Suel) Ftr4/Mnk3/Rog3; CR 10;HD 3d6+3d8+4d10; hp 62; Init +1; Spd 40 
  ft. (8 squares); AC 17 (+2 armor, +1 dex, +1 deflection, +3 misc), touch 15, flat-footed 16; Base 
  Atk/Grapple +8/+10; Full Atk unarmed strike +11/+6 melee (1d8+4, 20/x2), or flurry of blows +9/+9/+4 
  melee (1d8+4, 20/x2); SA: Sneak Attack (+2d6), Stunning Fist 4/day (DC 22); SQ: Evasion, Trap Sense, 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Still Mind, Trapfinding; AL LE; SV Fort +8, Ref +8, Will +7; Str 15, Dex 13, Con 10, Int 13, Wis 14, Cha 
  11. 
   
  Skills and Feats: Climb +8, Escape Artist +14, Hide +6, Jump +17, Knowledge (local) +5, Listen +11, 
  Move Silently +6, Sleight of Hand +6, Spot +9, Tumble +14; Combat Expertise, Improved Trip, Power 
  Attack, Weapon Focus (Unarmed Strike), Weapon Specialization(Unarmed Strike), Improved Toughness, 
  Rapid Stunning, Knock-Down. 
   
  Possessions: Monk’s belt, ring of protection +1, bracers of armor +2, ki straps. 
   
  Ysl, Female Ettin Bbn4: CR 9; large deathless; HD 14d12; hp 126; Init +4; Spd 50 ft. (10 squares); AC 
  21, touch 9, flat-footed 21 (-1 size, +7 natural, +5 hide (+2)); Base Atk +9; Grp +20; Atk greatclub 
  +18/+13 melee (2d8+9, 20/x2); Full Atk greatclub +18/+13 melee (2d8+9, 20/x3) and +1 large heavy pick 
  +19/+14 melee (1d8+10, 20/x4); Space/Reach 10 ft./10 ft.; SA Possession, superior two-weapon fighting, 
  rage (2/day); SQ uncanny dodge, darkvision 90’, immunity to mind-affecting effects, not subject to critical 
  hits, nonlethal damage or ability drain, immune to ability score damage, fatigue, exhaustion, immune to 
  effects that require Fort save (exception: energy drain), cannot use run action, uses CHA mod for 
  concentration checks, can be turned by channelers of negative energy, rebuked by channelers of positive 
  energy, do not breathe, eat or sleep; AL CE; SV Fort 7, Ref 4, Will 8; Str 28, Dex 10, Con -, Int 8, Wis 10, 
  Cha 11. 
   
  Skills and Feats: Listen +18, Search +0, Spot +16. Feats: Alertness, Blind Fight, Cleave, Improved 
  Initiative, Power Attack. 
   
  Possessions: hide +2, +1 large heavy pick. 
   
  Description: The horrible two-headed giantess stands 10’ tall. She is dressed in skins and covered in 
  grime.  Her heads mutter to one another in a garbled tongue that hurts your head to think about. The two 
  pairs of yellow eyes are filled with what? Not intelligence, but cunning and savagery. Unlike the other 
  shades, she fidgets, unconsciously shifting the hafts of her weapons in her hands, waiting for an 
  opportunity to use them. 
   
  Encounter 12: 
   
  The Green Warlock: Male Human (Suel) Sor12; Medium Outsider; CR 12; HD 12d4+36; hp 63 (89 with 
  false life and heroes’ feast); Init +1; Spd 30 ft. (6 squares); AC 11 (19 with mage armor and barkskin) (+1 
  dex, +4 armor, +4 natural), touch 11, flat-footed 10 (18 with mage armor and barkskin); Base Atk/Grapple 
  +6/+5; Atk quarterstaff +6 melee (1d6, 20/x2); Full Atk quarterstaff +6/+1 melee (1d6, 20/x2); SA Smite 
  (+12 damage on 1 attack/day); SQ Spell-like abilities (disguise self 3/day, misdirection 1/day, major 
  image 1/week, deceptive double 1/week, dominate person 1/week, Otto’s irresistible dance 1/week); acid 
  resistance 10; spell resistance 17; AL CE; SV Fort +9, Ref +5, Will +9; Str 8, Dex 12, Con 16, Int 14, Wis 
  12, Cha 23. 
   
  Skills and Feats: Bluff +15, Concentration +18, Diplomacy +10, Handle Animal +7, Knowledge 
  (arcana) +9, Knowledge (nobility) +4, Listen +8, Ride +4, Spellcraft +17; Great Fortitude, Empower Spell, 
  Enlarge Spell, Improved Toughness, Energy Affinity (Acid), Energy Admixture. 
   
  Sorcerer Spells Known (4/7/4/4/7/6/4 per day; DC 16 + spell level): 0 - acid splash, dancing lights, 
  detect magic, light, mage hand, message, ray of frost, read magic, resistance; 1st – expeditious retreat, 
  mage armor, protection from good, shield, shocking grasp; 2nd – blindness/deafness, bull’s strength; false 
  life, scorching ray, see invisibility; 3rd – dispel magic, fireball, haste, protection from energy; 4th – greater 
  invisibility, stoneskin, ice storm; 5th – cone of cold, waves of fatigue; 6th – Bigby’s forceful hand. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Possessions: Amulet of health +2, cloak of charisma +2, Potion of barkskin +4, scroll of mirror image, 
  +1 defending quarterstaff. 
   
  Note: Protection from energy (fire, cold, electricity – 144 pts.) caster level 12 is in effect on this NPC 
  for 110 minutes. See invisibility is in effect for 110 minutes. Freedom of movement caster level 11 is in 
  effect for 100 minutes. 
   
  Liver Eater: Female Orc Clr11;Medium Humanoid (Orc); CR 11;HD 11d8; hp 69 (79 with heroes’ feast; 
  Init –1; Spd 20 ft. (4 squares); AC 18 (+9 armor, -1 dex), touch 9, flat-footed 18; Base Atk/Grapple 
  +8/+11*; Atk +1 longspear +13* melee (1d8+5*, 20/x3); Full Atk +1 longspear +13/+8* melee (1d8+5*, 
  20/x3); AL NE; SV Fort +7, Ref +2, Will +10; Str 16*, Dex 8, Con 10, Int 8, Wis 18, Cha 7. 
  *Add +4 to Str, +2 to melee attack rolls and grapple checks, and +3 damage for bull’s strength spell. 
   
  Skills and Feats: Concentration +9, Knowledge (religion) +2, Speak Language +1; Power Attack, 
  Improved Toughness, Divine Vigor, Divine Spell Power. 
   
  Cleric Spells Prepared (6/6/5/5/4/2/1 per day; DC 14 + spell level): 0 – cure minor wounds x4, detect 
  magic, read magic; 1st – bless, cure light wounds, detect good, hide from undead, magic weapon, 
  protection from good*, sanctuary; 2nd – hold person, resist energy, shield other, silence, sound burst, 
  spiritual weapon*; 3rd – bestow curse, magic vestment x4*; protection from energy; 4th – cure critical 
  wounds, freedom of movement x2, song of discord, unholy blight*; 5th – bear’s heart, flame strike*, spell 
  resistance; 6th – blade barrier*, heroes’ feast.
   
  *Domain spell. Domains: Evil (cast all spells with the Evil descriptor at +1 caster level), War (gain 
  Martial Weapon Proficiency and Weapon Focus in deity’s favored weapon). 
   
  Possessions: +1 longspear, +2 half-plate. 
   
  Note: Protection from energy (fire – 132 pts.) caster level 11 is in effect on this NPC for 100 minutes. 
  Resist energy (electricity) caster level 11 is in effect for 100 minutes. Freedom of movement caster level 
  11 is in effect for 100 minutes. 
   
  Orc Sergeant: Male Orc War7; Medium Humanoid (Orc); CR 7; HD 7d8+14; hp 52; Init +1; Spd 20 ft. (4 
  squares); AC 19 (+8 armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grapple +7/+12*; Atk +1 falchion 
  +13* melee (2d4+8*, 18-20/x2) or longbow +8 ranged (1d8, 20/x3); Full Atk +1 falchion +13/+8* melee 
  (2d4+8*, 18-20/x2) or longbow +8/+3 ranged (1d8, 20/x3); AL NE; SV Fort +7, Ref +3, Will +1; Str 20*, 
  Dex 12, Con 14, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +5, Ride +5; Combat Reflexes, Endurance, Power Attack. 
   
  Possessions: +1 falchion, banded mail, longbow. 
   
  Note: Magic Vestment (+2) caster level 11 is in effect for this NPC for 10 hours. 
   
   
   
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 2: New Monsters 
  Avolakia (from Monster Manual II): 
  Large Aberration 
  Hit Dice:  
  10d8+30 (75 hp) 
  Initiative:  
  +3 
  Speed:  
  20 ft. 
  AC:  
  18 (-1 size, 3 Dex, +6 deflection), touch 18, flatfooted 15 
  Base Atk/Grapple: 
  +6/+14 
  Attack: 
  Bite +10 (2d6 + 4 plus poison) 
  Full Attack: 
  Bite +10 (2d6 + 4 plus poison) and 8 claws +8 (1d4 + 2) 
  Face/Reach:   
  10 ft. / 10 ft. 
  Special Attacks:   
  Poison, spell-like abilities, suggestion 
  Special Qualities:  
  Darkvision 60 ft., defensive aura, fire resistance 10, immunities, regeneration 4, SR 
  21 
  Saves:   
  Fort +6, Ref +6, Will +12 
  Abilities:   
  Str 19, Dex 16, Con 17, Int 16, Wis 21, Cha 22 
  Skills:   
  Bluff +14, Concentration +14, Diplomacy +18, Intimidate +8, Sense Motive +18, 
  Spellcraft +11 
  Feats:   
  Combat Casting, Combat Reflexes, Dodge, Multiattack, Quicken Spell-Like Ability 
  Climate/Terrain:   
  Underground 
  Organization:   
  Solitary, pair, band (3-8), or tribe (4-24 avolakias plus 3-30 zombies, 2-12 wights, 
  and 1-6 mummies) 
  Challenge Rating:   10 
  Treasure:  
  Standard coins, standard goods, double items 
  Alignment:   
  Usually neutral evil 
  Advancement:   
  By character class 
  The avolakia is a nauseating creature that combines the worst aspects of a worm, an octopus, and an 
  insect.  It has exceptional intelligence and is incredibly wise and glib.  Avolakias are experts at infiltrating 
  humanoid societies for a variety of nefarious purposes. 
  An avolakia stands 10 feet tall.  Its wormlike body is pallid and gray, shimmering with a pale yellow slime.  
  The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped 
  with a multifaceted yellow eye.  Its “head” consists of a fleshy sheath that houses a set of three cruelly 
  hooked mandibles.  Eight long, spidery arms tipped with tiny insectoid claws that almost look like human 
  hands protrude from a set of ridges about halfway up the creature’s body.  An avolakia reeks of mold and 
  decay. 
  Although they can digest dead or living flesh, avolakias find both disgusting and resort to such 
  sustenance only under dire circumstances.  They prefer to eat undead flesh—“fresh” off a zombie’s flank 
  is best. 
  Avolakias speak their own language (a guttural, slobbering tongue).  Many of them also understand 
  Undercommon and other languages, though they do not have the vocal apparatus to speak them.  With 
  its polymorph self spell-like ability, however, an avolakia can assume a form that is capable of speaking 
  any language it desires.  This ability also enhances its disguise capabilities and aids it in laying ambushes 
  for unwary opponents. 
  COMBAT 
  An avolakia prefers to cast spells or use its spell-like abilities from a distance while its undead minions 
  close to melee with the enemy.  If forced into melee, an avolakia uses its poisonous bite and flails with its 
  eight claws.  Occasionally, the creature may choose to use poison against one or more foes, then 
  assume humanoid form and use its suggestion ability to bend them to its will. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Poison (Ex):  An avolakia delivers its poison (Fortitude save DC 18) with each successful bite attack.  
  The initial damage is 1d6 points of Wisdom damage, and the secondary damage is 2d6 points of Wisdom 
  damage. 
  Spell-like Abilities:  At will—chill touch, cause fear, detect magic, disrupt undead, gentle repose, ghoul 
  touch, halt undead, mage hand, polymorph self (humanoid form only), read magic, spectral hand; 3/day—
  animate dead, create undead, enervation, vampiric touch.  Caster level 14th; save DC 16 + spell level. 
  Suggestion (Sp):  When in humanoid form, an avolakia has a melodious and hypnotic voice.  By 
  speaking soothingly to any one creature in range that understands its spoken words, the avolakia can 
  create an effect identical to that of quickened suggestion spell (caster level 10th; Will save DC 19).  An 
  opponent in eye contact with the creature while it makes its suggestion takes a –2 penalty on the saving 
  throw.  The avolakia can use this ability a number of times per day equal to its Charisma modifier (usually 
  six times per day). 
  Defensive Aura (Sp):  An avolakia has a +6 deflection bonus to Armor Class.  This ability is always in 
  effect. 
  Fire Resistance (Ex):  The slime that an avolakia constantly exudes grants it fire resistance 10.  It also 
  helps the creature escape more easily (see Skills, below). 
  Immunities (Su):  Because of its close association with undead, the avolakia has developed immunity to 
  cold, disease, energy drain, and paralysis. 
  Regeneration (Ex):  An avolakia takes normal damage from acid, fire, and electricity. 
  Skills:  Because of the slime it constantly exudes, an avolakia gains a +10 competence bonus on Escape 
  Artist checks. 
   
  Guardian of the Dead/Underworld Guardian:  
   
  APL 4 (CR6) 
  APL 6 (CR8) 
  APL 8 (CR10) 
    
  Large Magical Beast 
  Large Magical Beast 
  Large Magical Beast 
  Hit Dice: 
  10d10+60 (110 hp) 
  16d10+112 (192 hp) 
  22d10+154 (264 hp) 
  Initiative: 
  +6 
  +6 
  +6 
  Speed: 
  50 ft. (10 squares) 
  50 ft. (10 squares) 
  50 ft. (10 squares) 
  Armor Class: 
  16 (–1 size, +2 Dex, +5 natural),
  touch 11, flat-footed 14 
   16 (–1 size, +2 Dex, +5 natural),
  touch 11, flat-footed 14 
   16 (–1 size, +2 Dex, +5 natural), 
  touch 11, flat-footed 14 
  Base Attack/Grapple: 
  10/21 
  16/27 
  22/33 
  Attack: 
  Bite +17 (1d8+10) 
  Bite +23 (1d8+10) 
  Bite +29 (2d6+10) 
  Full Attack: 
  3 bites +17 (1d8+10) 
  3 bites +23 (1d8+10) 
  3 bites +29 (2d6+10) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Trip, Swallow Whole 
  Trip, Swallow Whole 
  Trip, Swallow Whole 
  Special Qualities: 
  Low-light vision, scent, darkvision 
  90’ 
  Low-light vision, scent, darkvision 
  90’ 
  Low-light 
  vision, 
  scent, 
  darkvision 90’ 
  Saves: 
  Fort +13, Ref +9, Will +4 
  Fort +18, Ref +12, Will +6 
  Fort +20, Ref +15, Will +8 
  Abilities: 
  Str 25, Dex 15, Con 22, Int 2, Wis 
  12, Cha 10 
  Str 25, Dex 15, Con 24, Int 2, Wis 
  12, Cha 10 
  Str 25, Dex 15, Con 25, Int 2, 
  Wis 12, Cha 10 
  Skills: 
  Hide +0, Listen +13, Move Silently
  +4, Search +4, Spot +13, Survival
  +2* 
   
   
  Hide +0, Listen +16, Move Silently
  +4, Search +4, Spot +16, Survival
  +2* 
   
   
  Hide +0, Listen +19, Move 
  Silently +4, Search +4, Spot 
  +19, Survival +2* 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Feats: 
  Improved Multiattack, Alertness, 
  Run, Track
  B, Weapon Focus (bite), 
  Improved Init., Combat Reflexes 
  Improved Multiattack, Alertness, 
  Run, Track
  B, Weapon Focus (bite), 
  Improved Init., Combat Reflexes, 
  Mighty Roar, Improved Scent 
  Improved Multiattack, Alertness, 
  Run, Track
  B, Weapon Focus 
  (bite), Improved Init., Combat 
  Reflexes, Mighty Roar, 
  Improved Scent, Power Attack, 
  Improved Natural Attack 
  Challenge Rating: 
  6 
  8 
  10 
   
   
  APL 10 (CR12) 
  APL 12 (CR14) 
    
  Huge Magical Beast 
  Huge Magical Beast 
  Hit Dice: 
  28d10+280 (420) 
  31d10+341 (496 hp) 
  Initiative: 
  +5 
  +5 
  Speed: 
  50 ft. (10 squares) 
  50 ft. (10 squares) 
  Armor Class: 
  17 (–2 size, +1 Dex, +8 natural),
  touch 19, flat-footed 16 
   17 (–2 size, +1 Dex, +8 natural), 
  touch 19, flat-footed 16 
  Base Attack/Grapple: 
  28/47 
  31/50 
  Attack: 
  Bite +38 (3d6+14) 
  Bite +41 (3d6+14) 
  Full Attack: 
  3 bites +38 (3d6+14) 
  3 bites +41 (3d6+14) 
  Space/Reach: 
  15 ft./10 ft. 
  15 ft./10 ft. 
  Special Attacks: 
  Trip, Swallow Whole 
  Trip, Swallow Whole 
  Special Qualities: 
  Low-light vision, scent, darkvision 
  90’ 
  Low-light vision, scent, darkvision 
  90’ 
  Saves: 
  Fort +26, Ref +17, Will +10 
  Fort +28, Ref +18, Will +11 
  Abilities: 
  Str 33, Dex 13, Con 31, Int 2, Wis 
  12, Cha 10 
  Str 33, Dex 13, Con 32, Int 2, Wis 
  12, Cha 10 
  Skills: 
  Hide –1, Listen +22, Move Silently 
  +3, Search +4, Spot +22, Survival 
  +2* 
  Hide –1, Listen +22, Move Silently 
  +3, Search +4, Spot +22, Survival 
  +2* 
  Feats: 
  Improved Multiattack, Alertness,
  Run, Track
   
   
   
   
   
  Improved Multiattack, Alertness, 
  Run, Track
  B, Weapon Focus (bite), 
  Improved Init., Combat Reflexes,
  Mighty Roar, Improved Scent,
  Power Attack, Improved Natural
  Attack, Uncanny Scent, Improved
  Bull Rush 
  B, Weapon Focus (bite), 
  Improved Init., Combat Reflexes, 
  Mighty Roar, Improved Scent, 
  Power Attack, Improved Natural 
  Attack, Uncanny Scent, Improved 
  Bull Rush, Awesome Blow 
  Challenge Rating: 
  12 
  14 
   
  Description: The Underworld Guardian is a great three-headed mastiff. The creature was brought into 
  existence by the halfling deity Urogalan, demigod of Earth, Death and Protection of the Dead. It wards the 
  boundaries between the living and the world of the dead. These Guardians may serve as the sentry at a 
  dimensional nexus. A Guardian may provide transportation through a nexus if a creature fulfills a 
  condition defined by the summoner of the Guardian. 
  Combat: If a creature attacks an Underworld Guardian or trespasses the area the Guardian protects, the 
  Guardian will attack and provide the transgressor passage to the afterlife, though perhaps not the way 
  predicted. While up to three of the Guardians heads may engage in grapple (with multiple grappling 
  heads incurring standard grapple check penalties), only one head of the Guardian may swallow an 
  opponent whole per round. 
   
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  Spawn of Kyuss (from Monster Manual II): 
  Medium Undead 
  Hit Dice: 
  4d12+3 (29 hp) 
  Initiative: 
  -1 
  Speed: 
  30 ft. 
  Armor Class: 
  11 (-1 Dex, +2 natural), touch 9, flat-footed 11 
  Base Atk/Grapple: 
  +2/+6 
  Attack: 
  Slam +6 melee (1d6+6 plus Kyuss’ gift) or touch +6 melee touch, or Kyuss’ gift +1 
  ranged touch 
  Full Attack: 
  Slam +6 melee (1d6+6 plus Kyuss’ gift) or touch +6 melee touch, or Kyuss’ gift +1 
  ranged touch 
  Space/Reach: 
  5 ft. / 5 ft. 
  Special Attacks: 
  Create spawn, fear aura, Kyuss’ gift 
  Special Qualities: 
  Curative transformation, fast healing 5, turn resistance +2, undead traits 
  Alignment: 
  Always chaotic evil 
  Saves: 
  Fort +1, Ref +0, Will +4 
  Abilities: 
  Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 15 
  Skills: 
  Hide +5, Jump +10, Move Silently +5, Spot +6 
  Feats: 
  Toughness 
  Challenge Rating: 
  5 
  Create Spawn(Su): Once per round as a free action, a spawn of Kyuss can transfer a worm from its own 
  body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the 
  transfer with a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a 
  distance of up to 10 feet. Each worm is a Fine vermin with AC 10 and 1 hp. It can be killed with normal 
  damage or the touch of silver. On the Spawn’s next action, the work burrows into its host’s flesh. (A 
  creature with a natural armor bonus of +5 is immune to this effect). The worm makes its way toward the 
  host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period it reaches 
  the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it and a 
  dispel evil or neutralize poison effect delays it for 10d6 minutes. A successful Heal check (DC20) extracts 
  the work and kills it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per 
  round until either it is killed (by remove curse or remove disease) or slays its host (death occurs at 0 
  Intelligence). A small, medium or large creature slain by a worm rises as a new spawn 1d6+4 rounds 
  later; a tiny or smaller creature quickly putrifies; and a huge or larger creature becomes a normal zombie 
  of the appropriate size. Newly created Spawn are not under the control of their parent, but they usually 
  follow whatever Spawn of Kyuss created them. 
  Fear Aura (Su): A Spawn of Kyuss continually radiates a fear effect. This ability functions like a fear spell 
  (caster level 7th; Will sace DC14), except that it affects all creatures within a 40’ radius. Any creature that 
  makes a successful saving throw against the effect cannot be affected again by the fear aura of that 
  Spawn of Kyuss for 24 hours. 
  Kyuss’s Gift (Su): Any creature hit by a Spawn of Kyuss’ slam attack must succeed at a Fortitude save 
  (DC12) or contract this supernatural disease. The incubation period is one day, and the disease deals 
  1d6 points of Constitution damage. These effects manifest as rotting flesh and dementia. An affected 
  creature gets only half the benefits of magical healing, though a cure disease effect removes the 
  affliction. 
  Curative Transformation (Ex): Any remove curse or remove disease effect transforms a Spawn of 
  Kyuss into a normal zombie. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 3: New Type – Deathless (Book of Exalted Deeds) 
  The Deathless Type 
  Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual 
  life. They are similar in many ways to both living creatures and undead. However, while undead represent 
  a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the 
  inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their 
  power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the 
  birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in 
  material flesh, often incorporeal and hardly more substantial than a soul in its purest state. 
  Features 
  • 
  12-sided Hit Dice 
  • 
  Base attack bonus equal to ½ of total Hit Dice (as wizard) 
  • 
  Good Will saves 
  • 
  Skill points equal to (4+Int modifier, minimum of 1 per Hit Die, with quadruple skill points for the first 
  Hit Die. 
  Traits 
  • 
  No Constitution score 
  • 
  Darkvision out to 60 feet 
  • 
  Immunity to poison, sleep effects, paralysis, stunning, disease and death effects 
  • 
  Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability 
  scores (STR, DEX, and CON) as well as fatigue and exhaustion effects. Unlike undead, the 
  deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy 
  and healed by positive energy. 
  • 
  Immunity to any effect that requires a fortitude save, except for energy drain attacks, effects that also 
  work on objects, and harmless effects. 
  • 
  Cannot use the run action. 
  • 
  Uses CHA modifier for Concentration checks. 
  • 
  Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately 
  destroyed. 
  • 
  Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can 
  affect the deathless if they are willing. These spells turn deathless creatures back into the living 
  creatures they were before becoming deathless. 
  • 
  Evil clerics can turn or destroy deathless creatures as good clerics can turn or destroy undead. Good 
  clerics or paladins can rebuke, command or bolster undead. 
  • 
  Deathless creatures gain the same benefits from consecrate and hallow as undead do from 
  desecrate and unhallow and they are hindered by desecrate and unhallow as undead are by 
  consectate and hallow. Hide from undead and undeath to death also work against deathless. Detect 
  undead and deathwatch also reveal deathless, and allow the caster to distinguish deathless 
  creatures from undead. Evil casters can be stunned by overwhelming deathless auras. Use the 
  “undead” line in the detect evil spell description when deathless are in the area of a detect good spell. 
  Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. 
  Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against 
  undead creatures – including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of 
  fire – do not have these enhanced effects against deathless creatures. Deathless take only 1d6 
  points of damage per two caster levels from searing light. Spells such as command, control undead, 
  create undead, create greater undead and halt undead do not effect or create deathless creatures. 
  • 
  Proficient with its natural weapons and any weapons mentioned in its entries 
  • 
  Proficient in any type of armor (light, medium, or heavy) it is described as wearing, as well as all 
  lighter types. Deathless not listed as wearing armor are not proficient wearing armor. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 4: New Template 
  Minion of Roykyn, Gnome God of Cruelty 
  No external change is visible, though the creature becomes prone to sadistic urges, and this change in 
  personality may be reflected in different tastes, grooming, attire, etc. 
  The Minion of Roykyn template may be added to any humanoid creature with an Intelligence score of 4 or 
  more that has  “Signed on the Dotted Line” in the Keoland Regional Scenario KEO4-07 In the Footsteps 
  of the Fallen. 
  A Minion of Roykyn uses all the base creature’s statistics and special abilities except as noted here. 
  Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, 
  or saves. Size is unchanged. Minions of Roykyn are native outsiders. 
  Special Attacks: A Minion of Roykyn retains all the special attacks of the base creature and gains the 
  following special attacks. 
  Smite (Su): Once per day the creature can make a normal melee attack to deal extra damage equal 
  to its HD (maximum of +20). 
  Spell-Like Abilities: A Minion of Roykyn with a Charisma score of 10 or higher has spell-like abilities 
  depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless 
  otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the 
  save DC is Charisma-based. 
  HD 
  Abilities 
  1–2 
  Disguise Self 3/day 
  3–4 
  Misdirection 1/day 
  5–6 
  Major Image 1/week 
  7–8 
  Deceptive Double 1/week 
  9–10 
  Dominate Person 1/week 
  11–12 
  Otto’s Irresistible Dance 1/week 
   
  Deceptive Double: A minion of Roykyn is able to manifest a duplicate of itself. Manifestation requires 
  1 full day of concentration and leaves the minion exhausted for one day. The double is treated as ½ 
  the level of the original (rounded down) and follows the instructions of the original. The double can be 
  created using the attributes of the original, with none of the benefits of the Minion of Roykyn template. 
  For purposes of detection spells, the Double has the same alignment as the original before becoming 
  a Minion of Roykyn.  A double may be treated as a cohort for adventuring purposes, however, the 
  double only gains equipment granted by the original. The Minion of Roykyn may create a new 
  Double, however, once the new Double is manifested, the original dies. 
  Special Qualities: A Minion of Roykyn has all the special qualities of the base creature, plus the 
  following special qualities. 
  —Resistance to acid 10 
  —Spell resistance equals HD+5 
  Abilities: Increase from the base creature as follows: Con +2, Cha +2. 
  Alignment: NPC Minions of Roykyn are Chaotic Evil. PC Minions of Roykyn become Chaotic Evil at the 
  conclusion of KEO4-07 unless the Special (see below) conditions are met. 
  Level Adjustment: This PC is considered one level higher for determination of APL. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 60 
  
  Special: This template may be removed with the Scythe of Nerull in KEO4-07 or through a ritual 
  conducted by the Church of Segojan Earthcaller in Plim’s Delve. This costs ½ the gp cap on the KEO4-07 
  AR and 1 TU. For the year of play following this ceremony, the taint of Roykyn’s curse remains with the 
  PC. The PC detects faintly as evil, gains resistance (acid) 5 and find herself susceptible to commands 
  and suggestions of gnomes. Simple non-magical spoken commands or suggestions are treated as a 
  command or suggestion, which the PC must make a DC 10 Will save to resist. Saves against magical 
  enchantments cast by gnomes are made at –4. PC Minions of Roykyn that do not undergo the ritual at 
  the end of KEO4-07 change alignment to CE and are removed from play. 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 61 
  
  Appendix 5: New Rules 
   
  New Feats: 
  Arterial Strike [General] (from Complete Warrior): 
  Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. 
  Prerequisites: Sneak attack ability, base attack bonus +4. 
  Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to 
  deliver a wound that won’t stop bleeding. Each wound caused in this manner saps an extra +1 point of 
  damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure 
  spell or other magical healing.  Wounds from multiple arterial strikes result in cumulative bleeding loss 
  (two successful arterial strikes cause an extra 2 points of damage per round until healed).  You may 
  deliver only one bleeding would per successful sneak attack. 
   
  Divine Spell Power [Divine] (from Complete Divine): 
  You can channel positive or negative energy to enhance your divine spellcasting ability. 
  Prerequisites: Ability to turn or rebuke undead, able to cast first-level divine spells. 
  Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special 
  +3 bonus, plus any other modifiers you’d normally apply to your turning check).  Treat the result of the 
  turning check as a modifier to your caster level on the next divine spell you cast in that round. 
  For example, if a cleric used this feat and rolled a 16 on his turn check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the round.  Had he rolled an 8, he would instead apply a -
  1 penalty to his caster level for the next divine spell he casts in that round. 
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result.  This feat has 
  no effect on your arcane spellcasting ability.   
   
  Divine Vigor  [Divine] (from Complete Warrior): 
  You can channel energy to increase your speed and durability. 
  Prerequisites: Ability to turn or rebuke undead. 
  Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per character level.  These effects last a number of 
  minutes equal to your Charisma modifier. 
   
  Energy Admixture [Metamagic] (from Tome and Blood): 
  You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy. 
  Prerequisite: Energy Affinity, one other metamagic feat, 5 ranks in Knowledge (arcana). 
  Benefit: Choose one type of energy: acid, cold, electricity or fire. You can modify a spell with an energy 
  designator to add an equal amount of the chosen type of energy. The altered spell works normally in all 
  respects except the type of damage dealt. Thus, an acid fireball cast at 6th level deals 6d6 fire damage 
  and 6d6 acid damage (roll each set of dice separately). The damage cap for a spell cast using this feat 
  remains the same as the base spell but counts separately for each type of energy. So an acid fireball cast 
  at 10th level or higher deals 10d6  fire damage and 10d6 acid damage. 
  Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed spell 
  uses up a spell slot four levels higher than the spell's actual level. 
  Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use 
  Energy Admixture to further alter a spell that has already been modified with Energy Affinity. You can also 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 62 
  
  use Energy Admixture  to include your chosen energy type with a spell that already uses the same type, 
  in effect doubling the damage dice. 
   
  Energy Affinity [Metamagic] (from Miniatures Handbook): 
  You can modify a spell that uses one type of energy to use another type (acid, cold, electricity or fire) 
  instead. 
  Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: 
  acid, cold, electricity, fire. 
  Benefit: Choose acid, cold, electricity or fire.  You can modify any spell with an energy descriptor to use 
  the chosen type of energy instead.  A spell so modified works normally in all respects except the type of 
  damage dealt.  A modified spell uses a spell slot of the spell’s normal level, modified by any other 
  metamagic feats. 
  Special: You can gain this feat multiple times.  Each time you take the feat, it applies to a different type of 
  energy. 
   
  Improved Toughness [General] (from Complete Warrior): 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you 
  lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.  
   
  Knock-Down [General] (from Sword and Fist): 
  Your mighty blows can knock foes off their feet. 
  Prerequisites: Base attack bonus +2, Improved Trip, Str 15+. 
  Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip 
  attack as a free action against the same target. 
   
  Pain Mastery [General] (from Savage Species): 
  Injuries send you into a fury, increasing your physical power. 
  Prerequisite: Con 20, Toughness 
  Benefit: You take damage normally, but every 50 points of damage you take (if you survive the attack) 
  automatically increases your Strength by +2.  This bonus lasts until the end of the encounter, after which 
  you are exhausted.  See the Condition Summary in Chapter 3 of the DMG for the effects of being 
  exhausted. 
   
  Rapid Stunning [General] (from Complete Warrior): 
  You can use your stunning attacks in rapid succession. 
  Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 63 
  
  Benefit: You may use one additional stunning attack (or other special attack that counts against you daily 
  limit of stunning attacks) once per round. 
  Normal: You may only attempt a stunning attack (or other special attack that counts against you daily 
  limit of stunning attacks) once per round. 
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.   A character can 
  take this feat multiple times.  Its effects stack. 
   
  Reverberation [General] (from Savage Species): 
  Your sonic attack is more potent than normal. 
  Prerequisite: Sonic special attack. 
  Benefit: Add +2 to the DC of all saving throws against your sonic attack. 
  Special: If you have more than one form of sonic attack you can take this feat multiple times.  Each time, 
  it applies to a different one of your sonic attacks. 
   
  Trustworthy [General] (from Song and Silence): 
  Others feel comfortable telling you their secrets. 
  Benefit: You gain a +2 bonus on all Diplomacy and Gather Information checks. 
   
  New Spells: 
  Bear's Heart (from Defenders of the Faith): 
  Transmutation 
  Level: Beastmaster 4, Clr 5, Drd 4 
  Components: V,S 
  Casting Time: 1 action 
  Range: 20 ft. 
  Target: Living allies within 20 ft. 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: No 
  You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process. 
  Allies gain +4 enhancement bonus to Strength, and also +1d4 temporary hitpoints per caster level. When 
  the spell ends, any remaining temporary hit points are lost, and each ally takes 1 point of subdual 
  damage per level of the caster. 
   
  Briar Web (from Complete Divine): 
  Transmutation  
  Level: Cleric 3, druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Plants in a 20-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 64 
  
  This spell causes grasses, weeds, bushes and even trees to grow thorns and then wrap and twist around 
  creatures in or entering the area.  Creatures that make their save against this spell are unaffected other 
  than having to move at half speed within the area of effect.  If a creature fails its initial saving throw, it has 
  three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally. 
  A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dxterity), but experiences 
  no other effect and takes no damage.  Anyone entangled in this way loses the entangled condition if they 
  leave the area of the spell. 
  Each round in which a creature remains in the area, it may spend a full round action extricating itself from 
  the thorns.  Doing so allows for a new saving throw.  If successful, the creature is unaffected by the 
  thorns except it may only move at half speed within the area of the spell.  Successfully breaking free in 
  this way is the only thing a character can do that does not cause thorn damage to the character.  A failed 
  attempt to break free deals 2d6 thorn piercing damage. 
  Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 
  points of piercing damage from the thorns.  A creature that tries to cast a spell must also make a 
  Concentration check (DC 15 + spell level + damage taken) or lose the spell. 
  The plants provide cover.  A creature 5 feet away has cover.  Creatures separated by 20 or more feet of 
  briar webs have total cover.  
   
  New Magic Weapon: 
  Beast Claws (from Savage Species): Usually found in a size that fits a Medium-size humanoid, this pair 
  of +1 spiked gauntlets sports claws at the tips of the fingers.  They allow the wearer to make claw attacks 
  (1d4/x2 slashing damage for Medium-sized characters; see Changing Weapon Size earlier in this chapter 
  to adjust for wearer’s size). 
  If worn by a creature that already has a claw attack, beast claws have an enhancement bonus of +2 
  instead of +1.  The creature does its normal claw damage while wearing beast claws plus an additional 
  1d6 points of damage.  Creatures of animal intelligence will usually not willingly wear coverings on their 
  forelimbs. 
  Caster Level: 7th; Prerequisites; Craft Magic Arms and Armor, polymorph self or ability to wild shape; 
  Market Price: 9,610 gp. 
   
  Ki Straps (from Sword and Fist): These leather straps, when wrapped around both hands, grant the 
  wearer a +5 enhancement bonus to her DC with a monk's stunning attack or the Stunning Fist feat.  
  Wearing the straps is like wearing gloves; they take up the "gloves" slot on the character's body. 
  Caster Level: 7th; Prerequisites: Craft Wondrous Item, monk level 3rd+; Market Price: 5000 gp. 
   
   
   
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 6: Maps 
   
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  KEO4-07 In the Footsteps of the Fallen 
   
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  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 7: Word from the Little Folk 
   
  Members of the Guardians of the Highlands and recognized allies have the benefit of the following 
  information in this scenario: 
  Gossip and rumor passes quickly from home-to-home and community-to-community in the tightly knit 
  Good Hills. The kith and kin of the Guardians of the Highlands use locals friendly to their purpose to carry 
  information to the members that can best use it. As a Guardian you are privy to the following rumor, 
  conversation and lore. 
  Rumor: 
  • 
  Dahlia Potter saw ghostly figures in the mist at the ferry crossing near New Kilm. She she swears one 
  of them was Lord Elgarin of Flen, who disappeared with his company on his mission to retaliate 
  against the savages that massacred the people of Kilm back in ’90. His spirit looked haggard and 
  tormented. He wore a blindfold. Dahlia ran in fear. She says the spirit blindly searches the valley to 
  be reunited with his mother, Countess Allita Elgarin. 
  • 
  Some of the disbanded raiders have been molesting merchants and farmers traveling lonely sections 
  of the roads. Attacks are on the rise of late. Captain Artin Billows increased the going bounty to 25 
  lions a head. 10 lions more if they’re brought in alive. 
  • 
  A strange old halfling holy man came to Crookhollow recently. Some say he’s just a madman. Locals 
  call him “Old Dog.” He’s been sleeping in the graveyard and pestering the gnomes at Tumbledown 
  Delve. Sniffing around, literally. Growling at people. Barking. Others think he’s a cleric of Urogalan 
  and his coming is a bad omen. 
  • 
  There’s been trouble along the western border with Cryllor. A gnome merchant was seized, as he 
  hawked his wares in the Thorp of Short Track. Locals blamed him for the disappearance of their 
  children. They burned him at the stake for a witch. Other little folk were run out of the countryside. 
  Later, during the harvest festival of St. Ulfrick, the villagers of Short Track were victims of a wicked 
  prank. Someone spiced the festival’s traditional mutton pies with inferno peppers. Their mouths 
  afirewith the potent spice, judges called for water. Someone also had replaced the water in the 
  pitchers with an alchemical solution which, when mixed with the peppers, caused the judges’ mouths 
  to burst into flame. Three judges died from the burns. Relations on the border have only grown worse 
  since. 
  Conversation: 
  • 
  On hearing of your commission to garrison Tumbledown Delve, your cohorts in the Guardians 
  respond with somberness and apprehension. “S’been good ta know ye,” Smead Bettledown 
  volunteers with a clap on the back. “Yer a brave lad…” says Gipper Bristleback, an unnatural smile 
  plastered on his face “…if a bit soft in the melon,” he continues under his breath. “Word to the wise – 
  they say those things  that came from the mine before, they were creatures from the Midnight 
  Kingdom. The hillsmen and list’nersthat saw them and lived, they’re still not right in the head. I 
  ‘member me mamused to tell tales about the Midnight Kingdom ‘round harvest fest. I still have 
  nightmares.” 
  • 
  Smead adds, “Not that yer doomed or nothin’, but seeing as yer traveling to a dangerous mine 
  inhabited by various and sundry monstrers, ye might want to put yer affairs in order and make an 
  offering to Urogalan. My Da was up at the old Halfway burial grounds not too long ago and he set out 
  a candied ham and a nice ale. They say the Red Hound likes a good joke too.” 
  • 
  The gnome, Plimbeldell, joins in. “A word to the Earthcaller wouldn’t hurt either. Speaking of which, 
  did you hear Redburrow Shrine was fouled? One of the bad lot must have thought it funnyto tar the 
  place and desecrate it. Sad how some of my cousins flunked out of Hijinx and Humor back in 
  Primary. Now, that flaming bag of roc dung I set at the door of the rectory of Joramy – that was funny! 
  Lore: 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 69 
  
  • 
  The Pinzool Trading Company operates under royal charter. The crown commissioned prominent 
  gnome engineers and explorers of the Good Hills Union to open up new trade routes, notably 
  extending beneath the upper crust of Keoland. Decades ago, gnomes of the Pinzool Trading 
  company opened Tamtoomroomtoom, mine that connected with large natural caverns that connected 
  by and by with the realm of their deep cousins, the Svirfneblin. Trade with the subterranean races 
  proved very rewarding for the company, but attracted the attention of predatory creatures of the 
  depths that were eager to prey upon the sweet meat and soft minds of the surface worlders. After 
  several calamities the Royal Charter was revoked and Tamtoomroomtoom was closed. Recently, 
  creatures dug out the collapsed and emerged from the depths. They were beaten back in the battles 
  of the Bettledown Moors (CY593). Blaif Rinnar, the First Speaker of the Blacktop Council established 
  a gnome garrison at Tumbledown Delve until the passage could be secured. 
  • 
  Temple of the Dead. Long before the Suel ventured into the Sheldomar the little folk dwelled in the 
  Hills. Above and below, the old folk lived and wroght their works in harmony, but independently. In 
  one endeavor alone, their artisans and wise men united: the Temple of the Dead. The people of the 
  Hills desired a connection from their ancestors to their progeny, assuring a continuation of their rich 
  cultural heritage. The Temple was a monument honoring the ancestors and the lords of the earth and 
  appeasing the terrible lords of death and judgement for transgressing their domain. Few know the 
  location of the Temple, save that it lies beneath the Good Hills. 
  • 
  Legend has it that a great copper dragon, Evanek, slumbers beneath the Good Hills, provoked to 
  emerge only by anger and curiousity. It is said that long ago the gnome magister Dillogill won the 
  friendship of this dragon. Since Dillogill’s time Evanek has withdrawn from the surface world and 
  many believe the dragon simple fantasy. Still, when the Hills quake and tremble many attribute this to 
  “Evanek’s Ire” and invoke superstitious rites to appease the dragon. 
  Guardians of the Highlands receive a +4 circumstance bonus to Knowledge checks in this 
  scenario. 
   
  Provide the meta-org information on the following page to PCs interested in becoming members 
  of the Guardians: 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 70 
  
   
  GUARDIANS OF THE HIGHLANDS 
   
   
   
   
  POWER RANK: MED 
   
   
   
   
   
   
  TYPE: GNOMES & HALFLINGS 
   
   
   
   
   
  POLITICAL: FLEN & THE GOOD HILLS 
   
   
   
   
   
   
   
   
   
   
   
   
  Tier Number & Name: 
  1a - Kith 
  2a - Kin (Alleyway 
  Defenders) 
  2b - Kin (Cult of 
  Brandobaris) 
  2c - Kin (Pinzool 
  Trading Co.) 
  2d - Guardian 
  (Hillman/List'ner) 
  3d - Magister 
  REQUIREMENTS 
    
    
    
    
    
    
  Out-Of-Region PCs 
  allowed to join? 
  NO 
  NO 
  NO 
  NO 
  NO 
  NO 
  Able to leave metaorg 
  without Repercussions? 
  NO 
  NO 
  NO 
  NO 
  NO 
  NO 
  Able to rejoin after 
  switching back and 
  spending 52 TUs to 
  become a Keoish Citizen? 
  YES - if regain favor YES - if regain favor YES - if regain favor YES - if regain favor YES - if regain favor YES - if regain favor 
  Must Declare Home Area 
  as 
  Good Hills 
  City of Cryllor, Flen, 
  Gradsul, or Niole Dra
  Good Hills 
  Good Hills 
  Good Hills 
  Good Hills 
  Race 
  Human (Flan), 
  Gnome, Halfling 
  Human (Flan), 
  Gnome, Halfling 
  Gnome or Halfling 
  Gnome or Halfling 
  Gnome or Halfling 
  Gnome or Halfling 
  PC Minimum Level 
  2 
  5 
  5 
  5 
  5 
  8 
  Alignment 
  none 
  none 
  none 
  none 
  none 
  none 
  Language 
  Must speak Gnome 
  or Halfling 
  Must speak Gnome 
  or Halfling 
  none 
  none 
  none 
  none 
  Class 
  none 
  none 
  none 
  none 
  none 
  none 
  Experience within Metaorg none 
  Must have spent 6 
  'real' months as Kith 
  Must have spent 6 
  'real' months as Kith 
  Must have spent 6 
  'real' months as Kith 
  Must have spent 6 
  'real' months as Kith 
  Must have spent 12 
  'real' months as Kin 
  or Guardian 
  Ability Scores 
  none 
  none 
  none 
  none 
  none 
  none 
  Other [Equip, other 
  metaorgs, etc.] 
  none 
  Must have defended 
  a 'little' person 
  against an attack 
  from the larger races
  none 
  none 
  none 
  none 
  BAB/Class Ability/Spells 
  none 
  Minimum BAB +4 
  none 
  none 
  none 
  none 
  Feats 
  none 
  none 
  none 
  none 
  none 
  none 
  Skills 
  none 
  none 
  5 ranks in Hide, 
  Listen, Move 
  Silently, Search, OR 
  Spot 
  5 ranks in 
  Diplomacy, Listen, 
  Sense Motive, OR 
  Spot 
  5 ranks in Hide, 
  Listen, Move 
  Silently, Search, OR 
  Spot 
  10 ranks in 
  Diplomacy, Listen, 
  Sense Motive, OR 
  Spot 
  Yearly TU cost 
  3 
  6 
  6 
  6 
  6 
  9 
  Yearly GP cost 
  100 
  200 
  200 
  200 
  200 
  500 
    
  +1% Tithe - goes to 
  community 
  +2% Tithe - goes to 
  community 
  +2% Tithe - goes to 
  community 
  +2% Tithe - goes to 
  community 
  +2% Tithe - goes to 
  community 
  +3% Tithe - goes to 
  community 
  BENEFITS 
    
    
    
    
    
    
  Circumstance Penalty 
  -1 to Diplomacy 
  checks with Cryllor, 
  Haven and the Silent 
  Ones 
  -2 to Diplomacy 
  checks with non-
  halfling, non-gnome 
  races in Keoland 
  cities 
  -2 to Diplomacy 
  checks with Cryllor, 
  Haven and the Silent 
  Ones 
  -2 to Diplomacy 
  checks with Cryllor, 
  Haven and the Silent 
  Ones 
  -2 to Diplomacy 
  checks with Cryllor, 
  Haven and the Silent 
  Ones 
  -3 to Diplomacy 
  checks with Cryllor, 
  Haven and the Silent 
  Ones 
  Competence Bonus 
  +1 to Diplomacy and 
  Gather Info checks 
  in the Good Hills 
  +2 to Intimidate and 
  Gather Info checks 
  in Keoland cities 
  +2 Diplomacy and 
  Gather Info checks 
  with Clan Stonecrow, 
  Flen, and the Guilds 
  of Keoland 
  +2 Diplomacy and 
  Gather Info checks 
  with Clan Stonecrow, 
  Flen, and the Guilds 
  of Keoland 
  +2 Diplomacy and 
  Gather Info checks 
  with Clan Stonecrow, 
  Flen, and the Guilds 
  of Keoland 
  +3 Diplomacy and 
  Gather Info checks 
  with Clan Stonecrow, 
  Flen, and the Guilds 
  of Keoland 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 71 
  
  PHB Item Discount 
  none 
  none 
  none 
  none 
  none 
  none 
  Items Given Upon Joining none 
  none 
  none 
  none 
  none 
  none 
  Ever-Present PHB Items 
  none 
  none 
  none 
  Sure-footed mule or 
  goat of burden, 
  carrying: block & 
  tackle, chalk, 
  crowbar, hammer, 
  ink, inkpens (5), 
  miner's pick, 
  parchment, Pinzool 
  seal, pitons, pole 10', 
  rations (5) 
  none 
  none 
    
    
    
    
  saddlebags, sealing 
  wax, silk rope (100'), 
  soap, tindertwigs (6), 
  torches (5), wineskin
    
    
  Lifestyle Discounts 
  Free Standard 
  Lifestyle in Flen and 
  the Good Hills 
  Free Standard 
  Lifestyle in Flen and 
  the Good Hills 
  Free Standard 
  Lifestyle in Flen and 
  the Good Hills 
  Free Rich Lifestyle in 
  Flen and the Good 
  Hills 
  Free Standard 
  Lifestyle in Flen and 
  the Good Hills 
  Free Luxury Lifestyle 
  in Flen and the Good 
  Hills 
  Special Mounts 
  none 
  none 
  none 
  none 
  none 
  none 
  Other 
  none 
  none 
  none 
  none 
  none 
  none 
  Prestige Classes 
  [Adaptables and Cores] 
  none 
  Thief-Acrobat: 
  Alleyway Defenders 
  may count as local 
  Thieves' Guild 
  Thief-Acrobat: Cult 
  of Brandobaris may 
  count as local 
  Thieves' Guild 
  Dungeon Delver 
    
    
  Feats 
  Arcane Defense, 
  Feign Weakness, 
  Hold-the-Line, 
  Multicultural (Gnome 
  or Halfling), Obscure 
  Lore 
  Dual Strike, Expert 
  Tactician, 
  Knockdown, Snatch 
  Weapon 
  Choose ONE of the 
  following: 
  Charlatan, 
  Cooperative Spell, 
  Dirty Fighting, Expert 
  Tactician, Feign 
  Weakness, Hold-the-
  Line, Jack of All 
  Trades, Multicultural 
  (Gnome or Halfling), 
  Obscure Lore, 
  Snatch Weapon 
  Choose ONE of the 
  following:  Arcane 
  Defense, Blindsight 
  5', Charlatan, 
  Cooperative Spell, 
  Dirty Fighting, Jack 
  of All Trades, 
  Multicultural (Gnome 
  or Halfling), Obscure 
  Lore, Reach Spell, 
  Sculpt Spell 
  Choose ONE of the 
  following:  Arcane 
  Defense, Blindsight 
  5', Charlatan, 
  Cooperative Spell, 
  Dirty Fighting, Jack 
  of All Trades, 
  Multicultural (Gnome 
  or Halfling), Obscure 
  Lore, Sacred Spell, 
  Sculpt Spell 
  Arcane Defense, 
  Blindsight 5', 
  Charlatan, 
  Cooperative Spell, 
  Dirty Fighting, Jack 
  of All Trades, 
  Multicultural (Gnome 
  or Halfling), Obscure 
  Lore, Reach Spell, 
  Sculpt Spell 
  PHB Spells - Wizards Only Library: NAW; Spell 
  Level Limit: 1 
  none 
  Library: NAW; Spell 
  Level Limit: 2 
  Library: NAW; Spell 
  Level Limit: 2 
  Library: NAW; Spell 
  Level Limit: 2 
  Library: NAW; Spell 
  Level Limit: 4 
  Builder Book Spells 
  none 
  none 
  none 
  Easy Math, Repair 
  Light Damage 
  Animal Trick, 
  Enhance Familiar, 
  Fire Eyes, Fortify 
  Familiar 
  Animal Trick, 
  Camouflage, Dawn, 
  Enhance Familiar, 
  Fire Eyes, Fortify 
  Familiar, Harmonic 
  Chorus, Ice Burst, 
  Ice Knife, 
  Improvisation, 
  Lesser Orbs [Acid, 
  Electric] 
  Builder Book Items 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick, 
  Mechanical Burglars 
  (Types II, III, IV) 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick, 
  Mechanical Burglars 
  (Types I, II, III) 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick 
  Bola, Halfling 
  Skiprock, Gnome 
  Battlepick 
  Magic Items 
  Armor [Mithril] 
  Armor [Mithril], 
  Weapon 
  [Adamantine], Bag of 
  Holding (Type I) 
  Armor [Mithril], 
  Weapon 
  [Adamantine], Bag of 
  Holding (Type I) 
  Armor [Mithril], Bag 
  of Holding (Type I) 
  Armor [Mithril], 
  Weapon 
  [Adamantine], Bag of 
  Holding (Type I) 
  Armor [Mithril], 
  Weapon 
  [Adamantine], Bag of 
  Holding (Type I) 
  Magic Item Upgrades 
  none 
  Armor [Glamered, 
  Silent Moves, Slick] 
  Armor [Glamered, 
  Silent Moves, Slick] 
  Armor [Glamered, 
  Slick] 
  Armor [Glamered, 
  Silent Moves, Slick] 
  Armor [Glamered, 
  Silent Moves, Slick] 
  Other 
  none 
    
    
    
    
    
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 8: Player Handout 1 
   
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 9: Player Handout 2 
   
   
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 10: Player Handout 3 
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 11: Bloodless (Deathless) PC Background 
   
  PCs that were killed in Part 1 of this scenario and not raised become one of the Bloodless, taking on the 
  Deathless template, and are reunited with their comrades at the threshold of the land of the recently 
  dead. Like other Bloodless, the PC remembers crossing over the dark mountains into this valley and little 
  else after the moment the PC shuffled off the mortal coil.  
  The Bloodless are the shades of the dead gathering at the threshold to the Material Plane. Their spirits 
  take physical form here. They resemble the creatures they were in life, though their features are stony 
  and expressions joyless. They are not undead, but truly dead. Characteristics follow those of the 
  Deathless type. PC may simplify the template as follows: 
  The Deathless Type 
  Deathless is a new creature type, describing creatures that have died but returned to a kind of 
  spiritual life. They are similar in many ways to both living creatures and undead. However, while 
  undead represent a mockery of life and a violation of the natural order of life and death, the 
  deathless merely stave off the inevitability of death for a short time in order to accomplish a 
  righteous purpose. While undead draw their power from the Negative Energy plane, the 
  deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the 
  deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often 
  incorporeal and hardly more substantial than a soul in its purest state. 
  Traits 
  • 
  No Constitution score 
  • 
  Darkvision out to 60 feet 
  • 
  Immunity to poison, sleep effects, paralysis, stunning, disease and death effects 
  • 
  Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its 
  physical ability scores (STR, DEX, and CON) as well as fatigue and exhaustion effects. 
  Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are 
  harmed by negative energy and healed by positive energy. 
  • 
  Immunity to any effect that requires a fortitude save, except for energy drain attacks, effects 
  that also work on objects, and harmless effects. 
  • 
  Cannot use the run action. 
  • 
  Uses CHA modifier for Concentration checks. 
  • 
  Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately 
  destroyed. 
  • 
  Evil clerics can turn or destroy deathless creatures as good clerics can turn or destroy 
  undead. Good clerics or paladins can rebuke, command or bolster undead. 
  “Bloodless” reflects their demeanor as well as their condition. They do not bleed. All Bloodless 
  (deathless) creatures have DR / bludgeoning in the Underworld, which increases by APL as 
  follows: 
  • 
  APL 4- 6: DR 5/bludgeoning 
  • 
  APL 8-10: DR 10/bludgeoning 
  • 
  APL 12: DR 15/bludgeoning 
  The Bloodless are self-willed and present in this plane because of unfinished business with the 
  world of the living. This makes them difficult to influence by the channeling of positive or negative 
  energy. These creatures may be rebuked or commanded channelers of positive energy or turned 
  by channelers of negative energy, but they effectively have +4 turn/rebuke/command resistance. 
  If a good cleric attempts to turn these creatures, she will fail. Likewise, a neutral cleric who 
  channels negative energy will fail to command them. If this occurs, or if a cleric tries to discern 
  KEO4-07 In the Footsteps of the Fallen 
   
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  the nature of these creatures with detect undead or similar means, give the PC a knowledge 
  (religion) check, DC APL + 10. Success indicates the PC understands their nature and the proper 
  way to affect these creatures with channeled energy.  
  Possession: Many of the shades in the Underworld long for a return to the world of the living. To 
  make this journey, they must do so in a living body. Certain shades (those with a CHA higher 
  than 10) may be able to Possess a living being. To accomplish this, they must grapple an 
  opponent. For each round of successful grappling (initiated by either the PC or NPC), a living PC 
  must make a Will save (DC 6 + APL). If a PC fails this save, the shade attaches to the PC as a 
  shadow (though not one cast by any light source) and effectively controls the PC. In most cases, 
  a possessed PC will attempt to flee to the Cave at the end of the Path. PCs under the effects of 
  Protection from Evil or similar spells cannot be so possessed. 
   
  Setting when all PCs meet again: 
  The shades clustered about the Path appear solid, but are limned in a faint violet flame. There are 
  humanoids of many races among them, though humans and demihumans are predominant. Their 
  demeanors are subdued. These shades are filled with longing. The recently dead cluster here at the 
  threshold sensing the proximity of their material homes and loved ones. They tarry and wait for friends 
  and family to rejoin them. The shades cannot walk on the Path, though they huddle near it like moths to 
  the flame. 
  All of the other shades here are looking for loved ones. They recognize living PCs as living creatures, 
  different from them, a novelty, and will talk with them as long as the PCs appear amiable and 
  unthreatening. 
  All Bloodless can disclose the following information in conversation: 
  • 
  They do not know how long they have been here 
  • 
  They did not follow the Path into the valley, they crossed over the mountains  
  • 
  They cannot walk the Path 
  • 
  They are called “The Bloodless.” If asked why, the say simply that they do not bleed. Nothing here 
  does. 
  • 
  Each can give their name and clues that they are dead. All seem to have died recently. 
  • 
  None know what lies deeper in the valley. 
   
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 12: Contract of Roykyn 
   
  A Deed Indeed 
   
   
  I, ______________________________________,  
   
  desire my dream of  
  ________________________________________ 
   
  above all things. 
   
  In exchange for the means to achieve them, I will grant the 
  reigning lady of this Realm (d.p. ∆Ζ@ΑΩ) purchase in 
  my mind and soul, mortal or immortal. 
   
  _____________________ Eternity            
  Undersigned 
  Date 
   
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 78 
  
  Appendix 13: Otiluke of the Circle of Eight 
   
  OTILUKE: MALE HUMAN WIZARD, FORMER MEMBER OF THE CIRCLE OF EIGHT. 
  History: In life, Otiluke was one of the most powerful mages in the Flanaess. He was a member of 
  the Circle of Eight, and Oligarch of the City of Greyhawk and the president of the city's Society of Magi. In 
  584, at the age of 41, just prior to a ceremony to sign the treaty ending the Greyhawk Wars, Otiluke was 
  ambushed by the traitorous Rary, and died alongside fellow Circle of Eight member Tenser. At the same 
  moment, men hired by Lord Robilar burst into Otiluke’s home and destroyed all means for his recovery. 
  Through the efforts of a party of adventurers, Tenser has been returned to life. This information is 
  available to PCs making a relevant skill check DC 10. 
  Description: Otiluke is a short, middle-aged man, exceedingly frail. His hair is short and black, just 
  starting to gray. He wears a sparse goatee. His shrewd brown eyes gaze critically through narrowed lids. 
  Otiluke wears rich robes of purple embroidered with complex patterns in silver thread. He carries an ash 
  staff shod in silver and topped with a huge opal knob, or rather, it carries him. He relies upon it heavily to 
  bear the weight of his slender frame. A pale blue flame flickers above his head. 
  Personality: Though a great mage, his personality leaves something to be desired. Otiluke is 
  haughty, abrasive and prone to fly into fits of rage. He is likely to be critical of arcane casters within the 
  party, questioning their spell selection in combat, noting failure of evocation spells, making negative 
  comments about the quality of their magical education, etc. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Appendix 14: Kings of Keoland 
  Lorgyr (I) Neheli (The Seer) 
  Reign: 295 to 280 BCY (Before Common Years) 
  Lorgyr was chosen to follow King Malv by the Council. Lorgyr was an incredibly powerful wizard, as well 
  as a seer chosen by Lydia. This was fortunate, as the Keogh and Rhola began clearing large tracts of the 
  Dreadwood, encountering the Olve. The Olve were still in shock over the betrayal of the Malhel. It was 
  only through the influence of Lydia on Lorgyr that peaceful contact was made.   
  Four years after this, Keogh settlers expanding into the Good Hills were met by a group representing a 
  coalition of the various Noniz and Hobniz Families living in the Hills. These people had avoided the 
  followers of Slerotin when they passed through being well acquainted with the activities of the Firstcomer 
  Suel. They were now concerned about the expanding Human Kingdom and wanted to “clarify” the 
  situation. 
  The Kingdom was now facing a true crisis. Still recovering from war, a coalition of these demihumans 
  could have destroyed the Kingdom before it was a century old. Instead, with Lydia guiding him, Lorgyr 
  was able to forge an alliance with them that would ensure the dominion of the Keogh-Neheli-Rhola 
  alliance over the Shedomar Valley.  
  The essence of the alliance was simple. The Olve would rule the Dreadwood, ostensibly in the name of 
  the King, but functionally independent. Likewise a council of Noniz and Hobniz would administer the 
  Good Hills under similar terms. A small corner of the northwestern Dreadwood, coincidentally the 
  southern reaches of the Good Hills, would be granted to some humans as symbol of the authority of the 
  Kingdom over the region. This Barony would serve as intermediaries to the King for the demihumans and 
  as military support for the demihumans from the humans. In some ways, the House of Lizhal was given 
  as chattel to these demihumans, blood payment for the crimes of the Firstcomers, and especially for the 
  outrages of the Malhel. 
  Unfortunately, the incredible stress of channeling visions from Lydia claimed the life of Lorgyr a few years 
  after cementing the alliance with the demihumans. 
  Significant events during the reign of Lorgyr I: 
  292 BCY:  
  First contact with the Olve of the Dreadwood 
  288 BCY: 
  First contact with the Noniz and Hobniz of the Good Hills 
  282 BCY: 
  Barony of Grayhill founded. House of Lizhal named rulers 
   
  Tavish I Rhola (The Great) 
  Reign: 287-345 CY 
  What hasn’t been said about Tavish the Great? Only what drove him. Few ever bothered to consider his 
  motivations. 
  Tavish grew up reading the moldering scrolls left by Sanduchar and Malv III. He saw from them and his 
  maps that despite curses and plagues, the future of the Kingdom lay south in the Amedio. He also saw 
  the immense threat posed to the Kingdom from the spreading Aerdi Empire. The Viceroyalty of Ferrond 
  had been founded at the height of the Slumbering, and only the machinations of Celene had prevented 
  the Viceroy from swarming down through the Fals Gap and around the Lortmils. Even the declaration of 
  the Kingdom of Furyondy less than half a century earlier had not lessened the threat. It had indeed 
  increased it, as the more vital and controlled Furyondy now threatened to grow where the Great Kingdom 
  could not. 
  Tavish the Great moved swiftly. First he took on the Silent Ones for control of magic within the Kingdom 
  and won. Their power broken, he established the NAW and soon had cadres of battlemages ready to 
  take on those in Furyondy. 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Then he turned north. The Knights of the March had declined much over the years, most of them 
  becoming followers of the heretical sage Azmarender as they searched for meaning amidst the incessant 
  battles against those they sought to conquer and those they sought to rule. Turning this to his advantage, 
  Tavish split these followers off into the Knights of the Watch and gave them a new mission – to preserve 
  the Kingdom from the Baklunish hordes. Embracing this, the Knights of the Watch streamed north, driving 
  the latest incursion of Paynims out and setting up Thornward as a forward base. From there, they would 
  subdue the entire region without any additional guidance from Tavish required. 
  Then looking east, Tavish entered into protracted negotiations with both the Demihumans and the near 
  independent Barons and Knights between the Sheldomar and the Lortmils. The ruler of the cis-Lortmils 
  Olve was made a Duke of the Kingdom, equal to the Princes of the Rhola and Neheli and given the 
  northern third of the lands to rule. The leader of the Dwur, the young Corond, was made Prince, the 
  Olinstaad, of the southern third. The chief Oeridian Baron in the region, from the Olegh Tribe, was made 
  Count of the middle third, the Tribal name making the region officially the Ulek States. The new Prince –
  Olinstaad Corond became an enthusiastic follower of the charismatic Tavish, and soon led a combined 
  army that established dominion over the Pomarj peninsula. Grateful for the addition to his Empire, Tavish 
  granted the new conquest as a personal fief to Corond. 
  Finally able to head south again, Tavish built an army around the Yeoman levies and marched into fiefs 
  below the Hool Marsh. Long occupied by various outcast knights, he reduced all opposition and founded 
  the city of Monmurg. Soon the Principality of Monmurg was officially recognized, and explorers began 
  delving into the Amedio, sending immense treasures back home to sustain the expansion and pay for the 
  new fortresses being built on the expanded borders. 
  Almost as an afterthought, Tavish turned to Geoff and the settlements placed there years ago. Realizing 
  they would never amount to enough to make a state, he found a promising Clan leader among the Flan 
  and raised him up equal with the Rhola, Neheli, and Olve. This Duke of Geoff would bring the other Flan 
  into the Empire as willing members, the Suel and Oeridians there satisfied to finally be represented in 
  Council. 
  The last half of the reign of the greatest King in the history of Keoland was spent peacefully building the 
  new acquisitions. When Celene voluntarily joined bringing Verbobonc, Keoland also found a sizable 
  portion of the Wild Coast falling into its hands. With the other new realms, the Kingdom had nearly 
  doubled in size. Tavish the Great spent as much time ensuring it would remain together as he had 
  building it up. Unfortunately, his son followed him to the throne.  
  Significant events during the reign of Tavish I: 
  288 CY: 
  Partial abolition of prohibitions on magic 
  289 CY: 
  Thornward founded in Bissel 
  ~291 CY: 
  Stoneheim in Pomarj founded 
  292 CY: 
  Ulek states join the Kingdom 
  295 CY: 
  Pomarj conquered with the Principality of Ulek 
  early 300s CY: Brazen Horde invades Ket, Knights of the Watch founded 
  301 CY: 
  Monmurg founded in Hold of the Sea Princes 
  302 CY: 
  Bissel territory conquered 
  304 CY: 
  Westkeep built in Hold of the Sea Princes  
  305 CY: 
  Highport founded in Pomarj 
  306 CY: 
  Duchy of Monmurg established, later the Hold of the Sea Princes 
  316 CY: 
  Geoff incorporated 
   
  Tavish II (The Blackguard) 
  KEO4-07 In the Footsteps of the Fallen 
   
  Page 81 
  
  Reign: 346 – 394 CY 
  No once can deny that Tavish II was as great a military leader as his father. Unfortunately, the 
  Blackguard was a pathetic politician, especially ruling in his father' shadow. The Wealsun Proclamation 
  outraged the most important of the new states, Geoff and the Duchy of Ulek. It also alienated the 
  independence loving electors of the Yeomanry.  When he began wars not only with Ket but later Veluna, 
  his enemies found their opening. Even as both led to victory, their whispered campaigns against the 
  aspirations of the King began to sprout. When the King revoked the charter of rulership of the Pomarj that 
  his father had given the Prince, those whispers convinced the Yeomanry to withdraw as soon as possible. 
  A lull in the war with Ket provided the opportunity, and soon thousands of Yeomen spearmen were 
  marching home with none showing up to replace them. Despite the road built to support the armies in 
  Ket, a long slow retreat began as Ketite fanatics attacked in endless waves. Without the Yeomen to hold 
  the line, the Knights of the Watch could not hold that land. 
  Railing endlessly against enemies real and perceived, Tavish II spent the next third of a century sending 
  men to die uselessly in Ket while desperately trying to sire an heir. When he finally succeeded, old age 
  claimed him before a year had passed. Many said he finally choked to death on his own bile. 
  Tavish II’s rule was followed by the regency of Duke Luschan Sellark IV Rhola. 
  Significant events during the reign of Tavish II: 
  348 CY: 
  Wealsun Proclamation 
  350-360 CY: 
  Wars with Ket and Veluna 
  355 CY: 
  Devarnish in Veluna taken (by Second Expeditionary Force) 
  ~355 CY: 
  Treaty of Devarnish with Veluna 
  361 CY: 
  Yeomanry withdraws from Keoland 
  362 CY: 
  Road from Thornward to Molvar and Lopolla begun 
   
  Tavish (Malv Sellark) III Rhola (The Boy King) 
  Reign: 414 – 452 CY 
  The rule of Tavish III followed a crisis of succession. Tavish III was chosen over the son of the 
  Blackguard, Luschan V. Tavish III lacked the diplomatic and military abilities of his father. He was also a 
  close friend of the psychotic and despotic Berlikyn who he appointed Governor of the Northern Marches 
  ruling the Gran march, Bissel and the Devarnish territory taken from Veluna. 
  For 19 years Luschan V watched his cousin lead the Kingdom down the road to disaster. As word of 
  Berlikyn’s outrages flowed south, each worse than the last and domestic enemies plotted and planned to 
  destroy both King and Kingdom, Luschan waited. When he acted, it was to leave on a visit to the Amedio 
  colonies. It turned into the first act of the Civil War. Breaking away from the spies the King had set on him, 
  Luschan quickly established control over the Amedio colonies. While ostensibly part of the Kingdom, they 
  were really semi-independent pirates and privateers who plagued the Azure Sea. Turning them into a 
  unified force, Luschan began a campaign against the Principality of Monmurg. At first raiding, eliminating 
  the incredible wealth that flowed north from both the artifact raiders of the Amedio and the great citrus 
  plantations of Monmurg, as the Short War raged and was lost he was able to begin taking and holding the 
  cities of the south. 
  In the north, Berlikyn reached the nadir of his misrule when he threatened to conquer all of Veluna and 
  then Ferrond itself. Within two years Furyondy showed Berlikyn just how wrong he was about their 
  weaknesses. Bissel was taken as spoils of war, and civil war broke out in the Gran March following 
  Berlikyn’s death in the final battle. 
  The primary cause for the swift defeat of Keoland in the Short War was the lack of support. Sterich, 
  Geoff, and Ulek all refused troops, as did all of the demihuman states of the Kingdom. Tavish III could not 
  even raise enough troops to slow down the steady advance of Luschan through the Principality of 
  KEO4-07 In the Footsteps of the Fallen 
   
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  Monmurg. As the Empire collapsed, so did Tavish. Finally, over a decade after the Short War, proof was 
  brought to Tavish III that not only had Geoff failed to send troops, they had also murdered the Herald sent 
  to request them, Dartun Dasco, a cousin and favorite of the King.  
  Enraged, Tavish III now set in motion the final, fatal, actions of his reign. He divided the small army he 
  had managed to gather in the past few years. Half he sent with his eldest son Luschan VI into Geoff, the 
  other half he took south to Westkeep. Luschan’s army was defeated at the Battle of Gorna and Geoff 
  remained unpunished. Meanwhile, Tavish’s army encamped before Westkeep, besieging his cousin 
  within. Luschan had prepared his forces for just this, with careful precautions taken against disease. 
  Tavish’s army however began dying even as the first trenches were being dug. Less than a week into the 
  siege Tavish realized what he had done. Ordering one last charge, he died in the mud surrounding 
  Westkeep. 
  Significant events during the reign of Tavish III: 
  415 CY: 
  Commandant Berlikyn of Gran March named governor of northern marches, oppression 
  in Gran March, Bissel and Veluna rises  
  433 CY: 
  Duke of Gradsul disappears in the Amedio 
  434 CY: 
  Rise of the Sea Princes 
  436 CY: 
  Commandant Berlikyn threatens Veluna 
  438 CY: 
  Bissel conquered by Furyondy and Veluna, Gran March government changed 
  (Commandant elected instead of appointed)  
  444 CY: 
  Sea Princes form a government 
  ~445 CY: 
  Sea Princes conquer Port Toli 
  446 CY: 
  Sea Princes conquer Monmurg 
  450 CY: 
  War with Geoff, Prince Luschan Sellark VI dies in the Battle of Gorna 
  453 CY: 
  Tavish III dies in the Siege of Westkeep (The Debacle) 
   
  KEO4-07 In the Footsteps of the Fallen 
   
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