TEXT: KEO7-02 
   
   
   
   
  Mist Taken 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 2.1 
   
  by Jonathan Knapp 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  The union of two dwarven clans is a momentous occasion, as rare as a precious diamond. This is made 
  even more precious when the union can also serve to bring two countries together in time of need. So the 
  wedding of a prominent clan of dwarves from the Principality of Ulek to the dwarves of Clan Stonecrow 
  carries a special weight. However, there are those who want to see this wedding fail, and those who 
  delight in simple slaughter. The real trick is determining who is who. 
  A terror of the night once thought defeated rises again to threaten the community of Curget in the Good 
  Hills of Keoland.  A Keoland regional adventure for APLs 2-12 
   
  Note: This adventure will be of particular interest to Clan Stonecrow. 
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  keolandpoc@adelphia.net.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  KEO7-2 Mist Taken 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  # 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 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
   
  A legendary cave that once housed a cult to 
  the God of Murder has had new life ‘breathed’ into 
  it with the return of someone forced to abandon it 
  five years ago.  The priests in Curget tried to end 
  Erythnul’s influence on the cave network by 
  blessing the ground and defacing the edifices that 
  abounded within the complex.  But the shadow of 
  evil is not so easy to sweep away and many of the 
  graven images are carved into the rock once 
  more. 
   
  Having fled Bissel after the disappearance of 
  Evard, Kensha Maltoush has returned to the foul 
  ground that she learned upon to once again 
  practice her evil arts.  A vicious woman, she 
  measured her loyalty to Evard only by the 
  opportunity it presented to inflict pain and misery 
  on her fellow sentient beings all to glory her one 
  true master, Erythnul.  Kensha has been preparing 
  the site since her arrival here a few weeks ago. 
  She has contacted a group of Grimlocks that have 
  heeded the whispers of her master and dug up 
  from the underworld below.  She has relearned 
  the area and prepared the cave to perform great 
  KEO7-2 Mist Taken 
   
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  ritual sacrifices to Erythnul.  Now, her preparations 
  complete and new victims waiting, she is ready to 
  start a new reign of terror for Clan Stonecrow and 
  the rest of the town of Curget. 
   
  As it did six years ago, the mists once again 
  pour into countryside spreading at night and 
  receding by day.  The mist never completely 
  clears away from the cave entrance however, 
  shrouding the vale in which the cave is nestled.  
  The mist has grown in strength and size over the 
  last few nights and now reaches to the town itself 
  as the day’s light fades and cool night begins 
  anew.  The town has closed itself up in hopes of 
  warding the evil within the mists away until the 
  elders return.  Most of the elders are away in the 
  Principality of Ulek giving aid against Turosh Mak. 
   By morning Kensha will have stoked the necrotic 
  energies of the mist and the problem will probably 
  be beyond the capability of the PCs. 
   
  For those unfamiliar with the Dreadfog 
  scenario that much of this module revisits, the 
  following is a summary of the events that 
  happened six years ago in the town of Curget.  
  While many of the Clan Stonecrow warriors were 
  at the siege of Westkeep, a cleric of Erythnul 
  named Hexzor discovered a cavernous temple to 
  his god just outside the Dreadwood.  Wanting to 
  cause the Clan Stonecrow as much suffering as 
  possible, 
  he 
  used 
  the 
  Clan’s 
  week 
  of 
  remembrance for their ancestors as the time to 
  stage his assault on the town and its environs. 
     
  Using ancient text within the temple to 
  summon a heavy fog to cover his activities, 
  Hexzor summoned zombies to aid him and his 
  falchion 
  wielding 
  bodyguard Violance. They 
  terrorized the countryside and the town itself over 
  several nights, spiriting away several of the 
  populace for sacrifices to Erythnul.  Only the 
  intervention of adventurers stopped the slaughter 
  and freed the captives before the rituals could be 
  completed. 
   
  ADVENTURE SUMMARY 
   
  This adventure takes place mostly in the Good 
  Hills of Keoland.  The PCs start in the town of 
  Woodbridge and meet a young dwarven woman 
  who is waiting forlornly for an overdue marriage 
  procession that was to take her to Curget, her 
  betrothed, and the sisterhood of the Stonecrow 
  matrons, the undisputed leaders of their clan.    
   
  Investigating, the PCs find the first signs of 
  trouble on the way to Curget.  The procession has 
  been attacked with all the people from it missing 
  and in a farm house already attacked by minions 
  of Kensha the circumstances are the same.  A few 
  of them remain to attempt to capture the unwary.  
  Assuming the PCs survive they should press on to 
  Curget and find the town in lockdown in response 
  to the return of the Dreadfog.  When they reach 
  the walls they are confronted by the guards of the 
  Stonecrows and meet unlikely travellers.  The PCs 
  learn what is plaguing the area and should find 
  their way to the cave complex that was the source 
  of the problem six years ago as it is now. 
   
  Grimlock(s) guard the interior of the cave and 
  are feasting on the male prisoners that have been 
  captured.  They will confront anyone who enters.  
  Deeper within the complex, Kendra Maltoush 
  proceeds with the final rituals necessary to call the 
  most powerful of Erythnul’s servants to her side 
  using as many of the women as she has been 
  able to capture. 
  PREPARATION FOR PLAY 
   
  This module is meant to be atmospheric and 
  creepy.  Read aloud text has been intentionally 
  kept to a minimum to allow for paraphrasing and 
  use of external sources to set a mood. If at all 
  possible this is an adventure that should be played 
  in a quiet room. When the combats occur during 
  the adventure, you should always attempt to 
  startle the players when possible with the 
  appearance and disappearance of their foes. If the 
  players are mature, feel free to ratchet up the gore 
  level a notch or two in appropriate locations. 
   
  Almost the entirety of the module’s combats 
  take place in mist shrouded areas.  Use the spell 
  Obscuring Mist as a guideline and note the 
  following effects.  Movement is hampered normally 
  (i.e. no running or charging, but characters may 
  take 5’ steps as usual).  Fireball, Flame Strike and 
  similar spells will clear the mists from area of 
  effect, but these clear spots quickly refill.  Pick a 
  point at which mist refills (top of the round, bottom 
  of the round rather than timed off when it occurred 
  in the round) and stick to that point only, it will be 
  easier, especially at higher levels where two or 
  three different things may all be clearing the mist.  
   
  The module notes the effects of the mist on 
  people outside the walls of Curget.  These are 
  effects that come from cumulative exposure and 
  should not come up during the course of the 
  adventure.  The PCs should not be made aware of 
  KEO7-2 Mist Taken 
   
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  this however and it can be noted as something 
  that will encourage PCs to handle the problem 
  immediately rather than rest.  While they are not 
  affected by the mist it does not mean it does not 
  react to what they do.  Feel free to mention claws 
  or demonic faces forming in the eddies and swirls 
  and having the mist recoil slightly to turn attempts. 
   It detects as faint conjuration, necromancy and 
  evil. 
  INTRODUCTION 
   
  Morning 
  prayers 
  recited, 
  physical 
  exercises performed, arcane texts studied.  
  Whatever your morning rituals, now that they 
  are complete you find yourself in the staid, 
  industrious town of Woodbridge. 
   
  Much of the town’s populace is made up of 
  craftsmen, traders, and farmers, who have all 
  made their way to work.  This would usually 
  leave a bar empty in the morning hours, 
  however the common room of the Blue Bull Inn 
  seems to be the busiest place in town as 
  several eclectic individuals looking for a late 
  breakfast or early drinks share the space with 
  nine dwarves standing in a tight group around 
  a table near the door and a garishly dressed 
  man at the main table idly strumming a lute. 
   
  Have the PCs introduce themselves to one 
  another and describe themselves.  It is not 
  assumed that PCs know each other however they 
  can assume they have been looking for work or 
  traveling together as they wish. 
   
  The dwarves are from the Berrender clan, 
  stoically hovering around a dwarven maiden who 
  is covering her face with her hands crying.  
  Occasionally one will leave the tight circle to go to 
  the door as if looking for something, others pace 
  between the group and the bar, downing drinks 
  and bringing fresh ones to the others in the group. 
   
  The bard is an elderly Suel ex-patriot of Geoff 
  named Farlen ap Aiden.  He is tall, lanky and 
  somewhat frail looking, but still spry.  He is 
  interested in adventurers and their stories. 
   
  You may take this introductory encounter two 
  ways at this point.  If the PCs seem interested in 
  the group then just go in that direction and 
  proceed to the bullet point info below for the 
  dwarves’ story and request.  You may also have 
  the bard gather the group to the table with drinks 
  or some other gesture.  He would love to hear 
  tales of powerful monsters bested, villains brought 
  to justice, self sacrifice etc…  He can be used as a 
  source of information for PCs to learn about the 
  Stonecrows, the Good Hills or whatever else the 
  PCs might be interested. At some point he will say 
  something to the effect of ‘The sound of women 
  wailing makes music hard to compose, maybe 
  adventure 
  harkens 
  again?’ 
  pointing 
  to 
  the 
  dwarves. 
  Berrender Clan: 
  The nine dwarves are six men; Dwalin, Trellen, 
  Garran, Patrin, Berax, and Stone Heart the clan 
  patriarch and three women; Jenla the bride to be, 
  and her handmaidens Fetli and Yanna. 
  The clan is famous in Ulek for its weapon forging.  
  It has worked for years with the couple to be and 
  the Stonecrow’s matriarchs to get the marriage to 
  happen.  Having a daughter of the clan allowed to 
  marry in and become one of the matriarchs of the 
  Stonecrows is very prestigious. It will create a 
  close tie between both clans and allow for a very 
  lucrative trade agreement. 
  The honor guard that was scheduled to arrive and 
  escort the bride to be to Curget is now more than 
  a day late and Jenla is inconsolable.  With the 
  delicate negotiations involved in getting the 
  marriage to this point, the Berrender’s are loath to 
  start to Curget against the negotiated schedule. 
  If the PCs are willing to travel to Curget find out 
  what has happened and act in the best interest of 
  the Berrender clan, they would be willing to put the 
  PCs into their work schedule, an honor for which 
  kings would pay a heavy price. (Favor of the Clan 
  Berrender)  If the PCs balk at this then Stone 
  Heart will offer to pay characters 100gp x APL, 
  voiding the favor.  
  Farlen ap Aiden 
  Farlen is well versed in the goings on of the 
  Empire and any story of adventure the PCs will 
  likely bring up he will know some generality about 
  it and will be interested in details.  He is an 
  enthusiastic bard who always wants to hear tales 
  of heroics. 
  He knows the reputation of the Berrender clan and 
  is impressed that they would be willing to do work 
  for whoever took up their cause. 
  He knows that Clan Stonecrow is somewhat 
  insular and led by its council of matriarchs.  It is a 
  great honor for any woman to be allowed to marry 
  into the clan, as it brings along with it quite a bit of 
  social stature within the clan. 
  Farlen would point out that Curget, and indeed the 
  road between there and Woodbridge, are near the 
  KEO7-2 Mist Taken 
   
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  border 
  between 
  the 
  Good 
  Hills 
  and 
  the 
  Dreadwood and that the Dread has a very bad 
  reputation. 
  Feel free to include any information or rumor you 
  like and think is appropriate. 
  ENCOUNTER 1: THE 
  PROCESSION 
  On the road, the marriage processional lies in 
  ruins. 
   
  Your journey into the Good Hills along the 
  road to Curget has gone on for most of the day 
  and as it has ill omens have seemed to dog 
  your step.  The weather seems to have turned 
  against you with cold drizzle and mist making 
  the likelihood of a comfortable night camping 
  unlikely. 
   
  In a bank of particularly thick mist large 
  looming shapes seem to materialize before 
  you, dark against the drab gray. 
   
  The remnants of the procession are strewn 
  about.  Colorful ribbons and flowers torn and 
  trampled, 
  wagons 
  overturned 
  and 
  animals 
  slaughtered.  While a skilled tracker could see 
  signs of resistance from the dwarves and even 
  where some of them fell, no corpses of them 
  remain. 
  Destruction of the Processional 
   
  The processional was set upon by a pair of 
  grimlocks. Using the mist as cover, the grimlocks 
  were able to confuse and confound their 
  opponents, even getting them to mistakenly attack 
  each other. The grimlocks herded up the survivors 
  and marched them off to the cave for sacrifice. 
   
  Any hero with tracking can attempt to track the 
  creatures that attacked the processional. A Track 
  check will yield the following information. 
  DC 10: The processional was attacked by a pair of 
  creatures and no more. Several pairs of booted 
  feet move northeast, accompanied by two 
  barefooted pairs of feet. 
  DC 15: The booted feet appear to be dwarven or 
  perhaps Halfling. When the fighting occurred, it 
  appears as though some of those wearing boots 
  fought each other. 
  DC 20: The barefooted tracks are medium sized 
  humanoids, about the height and weight of a large 
  man. One of the sets of tracks has six toes on its 
  right foot. 
  Any success on the track check allowsthe PCs to 
  follow the trail if they so wish. Make it clear to 
  them that the trail is in a wildly divergent direction 
  than the road to Curget. If the PCs follow the trail 
  immediately, they will bypass Encounter Two 
  entirely. If this occurs, have the creatures from 
  Encounter Two attack from the mists in Encounter 
  Three, after the PCs meet Averyn and Reclusiarch 
  Harnek. 
  ENCOUNTER 2: ON THE 
  FARM 
  A farmstead shows more evidence (and minions!) 
  of evil. 
   
  The road from Woodbridge to Curget winds 
  along the hillsides, rarely remaining straight 
  for long.  Ahead, along one of the few flat 
  sections you’ve seen, the road is crowded with 
  farm animals all wandering about without any 
  apparent supervision. 
   
  The animals are all roaming free from a 
  nearby farm that has been recently attacked.  A 
  cart path little more than two ruts leads a hundred 
  yards or so away from the road to the farm. 
   
  As you approach the farm you can see that 
  the gate and all the doors beyond lie ajar, and 
  signs of a struggle are evident. 
   
  There is a barn, several sheds, a chicken 
  coop, the house and several smaller animal pens 
  along the perimeter.  All of them are helter skelter 
  as the panicked animals fled the undead and 
  grimlocks.  Some of these minions of Kensha are 
  even now hiding within the compound hoping to 
  find more victims. 
   
  While running this encounter you should draw 
  out the farm using as much of your map as you 
  can.  Keep the suspense up as long as you can.  
  Ask for spot checks often.  Once the players have 
  gotten into the middle of the compound or started 
  searching, you should have the undead come out 
  of hiding and attack. This encounter is intentionally 
  done without an included map so as to allow you 
  as the DM to flexibly put the PCs in a position that 
  will provide the most suspense and flavor.  
  APL 2 (EL 3) 
  6 Human Commoner Zombies: Monster Manual, 
  pg 266 
  APL 4 (EL 5) 
  6 Ghouls:  Monster Manual, pg 119 
  KEO7-2 Mist Taken 
   
  Page 5 
  
  APL 6 (EL 7) 
  4 Ghasts: Monster Manual, pg 119 
  APL 8 (EL 9) 
  4 Wraiths: Monster Manual, pg 257 
  APL 10 (EL 11) 
  3 Mohrg: Monster Manual, pg 189 
  APL 12 (EL 13) 
  6 Mohrg: Monster Manual, pg 189 
   
   
  ENCOUNTER 3: AT THE 
  GATES OF CURGET 
  This encounter provides the PCs with an 
  opportunity to learn some of the goings on around 
  the town and valley.  
  Outside the gates of Curget a small band of 
  pilgrims waits for the matriarchs to open the gates 
  of the town again.  They have been here for two 
  days and the fog is starting to get to them. 
   
  As you crest another of the seemingly 
  endless hills you are greeted by a strange 
  sight. From the top of this hill you can see to 
  the top of the next which has the muted lights 
  of what you believe is Curget.  It is very quiet 
  and indistinct as a blanket of fog has seemed 
  to smother it, dampening any light or sound 
  from the town. 
   
  Stranger still the hilltop you are on and the 
  valley between Curget and you are not covered 
  by the heavy veil of fog even though all of it is 
  lower ground than the town. 
  As the PCs approach: 
   
  Drawing near and finally being able to see 
  the gates of the walled town, you can see that 
  they are closed and a small camp of people 
  wait huddled outside. Seeing your band, two of 
  them stand up from the fires and hail you as 
  you approach. 
   
  These two are Averyn of Linth, paladin of Rao 
  and Reclusiarch Harnek.  If PCs have played 
  KEO3-03 Will of the People or KEO4-04 A Last 
  Dance at Midnight, Averyn will remember them 
  and greet them even more warmly. PCs may have 
  encountered Reclusiarch Harnek in KEO6-08 By 
  Virtue or Venture. The Reclusiarch will greet any 
  who he recognizes with a crooked smile and a 
  nod. 
   
  Coming close to the fire you see the two 
  who hailed you and what looks to a be their 
  servants, squires and footman all huddled 
  around a large campfire that doesn’t seem to 
  remove the chill from the air.  The entourage 
  are all wrapped up in cloaks and blankets, 
  sitting forlornly and staring into the flames. A 
  large banner hangs limply from a pole erected 
  in the middle of the camp.  
   
  Averyn and Harnek will offer the PCs food and 
  drink and the warmth of their fire.  They will tell the 
  PCs that no one is allowed in or out of the town as 
  the Matriarchs have sealed it up to better defend it 
  from the dreaded fog until the men return from 
  Ulek and the campaign against Turosh Mak.  They 
  have however had a running discussion with the 
  wall guards and know some about what is 
  happening.  
   
  A Knowledge: Sheldomar check DC: 15 will 
  identify the banner as being the personal standard 
  of King Kimbertos.  
  Averyn of Linth 
   
  The following information is available through 
  Averyn if the PCs talk to him. He will gladly 
  introduce himself and explain why he is here. 
   
  Averyn is a paladin of Rao, on quest. He will 
  start off with an attitude of friendly toward the PCs, 
  allowing them to easily plumb him for information. 
  The exception to this will be if Averyn detects any 
  of the PCs as evil. Scanning the PCs will be the 
  first thing Averyn does as they approach, so 
  unless a PC who detects as evil has some way of 
  masking it, Averyn will be aware of it. If this 
  occurs, Averyn will have a neutral attitude and will 
  be much less forthcoming.  
   
  Averyn is of typical Suel stock, although he 
  clearly deviates from the norm by following Rao as 
  his deity. His family was indirectly responsible for 
  the many troubles which befell the earldom of 
  Linth during the last several years. As the most 
  direct surviving descendant, the Earldom would 
  have been his to rule by rights, except he decided 
  to abdicate his rulership and pass it to the King 
  and the Court of the Land to decide. As Averyn 
  would put it, “Paladins are called to harder seats 
  than 
  thrones.” 
  After 
  he 
  abdicated, 
  Averyn 
  beseeched King Kimbertos to allow Averyn to take 
  his surname and carry the King’s personal banner 
  on his quest. King Kimbertos assented, and so 
  Averyn carries the personal banner of Keoland’s 
  KEO7-2 Mist Taken 
   
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  monarch. This banner flies planted from a lance 
  mounted on Averyn’s tent. 
   
  Averyn is following a call from Rao to move 
  westward. His travels took him directly to Curget’s 
  door, where he has attempted to persuade the 
  dwarves of clan Stonecrow to allow him to aid 
  them. Once the Stonecrows determined that King 
  Kimbertos himself was not at their doorstep, they 
  turned Averyn away. Averyn believes that Rao 
  wants him to help protect and save the people of 
  Curget from the resurgent threat of the Dreadfog. 
  Reclusiarch Harnek 
   
  Reclusiarch 
  Harnek 
  is 
  a 
  very 
  strange 
  companion to be found in the company of a 
  paladin. Harnek is a LN High Priest of Hextor, who 
  has followed his own call to Curget. Harnek 
  belongs to a schism within the church of Hextor 
  that believes Hextor desires his followers to curb 
  and curtail tyranny and excess, rather than to 
  spread it. They see themselves as caretakers, and 
  it is their duty to protect commoners from the 
  excesses of their rulers. This schism is called the 
  Ironbound, and actively seeks to mend the rift 
  between the clergies of Heironeous and Hextor. 
  After all, what brothers don’t squabble? 
   
  If the PCs question Harnek he will freely 
  divulge the information above, as well as produce 
  a letter of good conduct written by Count Manz 
  himself. The letter introduces Harnek, explains his 
  faith, and guarantees his safety on pain of death. 
  All scrutiny of the letter will indicate that it is 
  authentic. 
   
  Despite this, Harnek suffers from suspicion 
  from the rest of the camp. The entire field of 
  squires and footmen are Averyn’s men, the 
  Reclusiarch travels alone. Harnek is up front and 
  visible in his beliefs, and the footmen don’t quite 
  know how to react to it. Averyn and Harnek have 
  had an in depth theological discussion since 
  Harnek first arrived. Should any PCs ask, Averyn 
  will say that he believes Harnek is genuine in his 
  beliefs. 
   
  Harnek is here to answer a call from his own 
  deity. Harnek believes that the source of the 
  troubles is a follower of an evil deity (which is 
  correct) and he tried to offer his services to the 
  town, which was rebuffed. Now he will try to aid 
  the PCs with what knowledge he has. 
  The Dreadfog 
   
  The Dreadfog itself is very dangerous over a 
  long period of time. Any humanoid who is exposed 
  to it nightly for a period of more than a week 
  begins to suffer several physical and mental 
  symptoms. 
   
  1. Paranoia. As god of Slaughter, Erythnul 
  understands that sowing confusion among his 
  targets is valuable. The fog first affects those who 
  are weakest of will, making them jumpy and 
  paranoid. This will never manifest in outright 
  violence, but it will cause incidental damage when 
  (for example) a paranoid sentry fires his crossbow 
  at something moving on the wall. Accidents 
  happen. At the time the heroes arrive, all of the 
  members of the camp outside Curget with the 
  exception of Averyn and Harnek are paranoid. 
   
  2. Wasting. With the same onset as Paranoia 
  comes a new twist to the Dreadfog. The Wasting 
  manifests as a general state of decay on 
  humanoids, although other forms of life seem to 
  be unaffected. Affected creatures begin to lose 
  weight rapidly and feel tired all of the time. Their 
  cheeks take on a sunken aspect and their skin 
  color begins to fade, looking washed out. This 
  manifestation acts as a non-magical disease, and 
  can be cured as such. 
   
  3. Light Sensitivity. Anyone who is exposed to 
  the Dreadfog for more than one hour begins to 
  become sensitive to light. Any source of light 
  brighter than a torch causes physical discomfort 
  and a -2 circumstance penalties on all rolls while 
  in any light more powerful than shadowed. This is 
  the only direct manifestation the PCs will suffer 
  from, although you should play up the other 
  manifestations on the NPCs to give them a sense 
  of urgency. 
   
  All of the NPCs in the adventure suffer from 
  the above symptoms to some degree. Averyn and 
  Harnek are among the least affected, and should 
  be used as a strict counterpoint to Averyn’s 
  retainers and the Curget guards. 
  Entering Curget 
   
  Despite the Stonecrow’s refusal to allow entry 
  into Curget, there are some ways that the heroes 
  can gain access. If the Heroes have escorted the 
  Ulekkian dwarves to this point then the gates will 
  be opened and the wedding party will be admitted 
  with the heroes. 
   
  Magical means such as flight and teleportation 
  function as normal, and the Curget guards will not 
  immediately attack the heroes who choose to use 
  these methods. They will, however, attempt to 
  hustle the heroes out of the town as quickly as 
  possible while exhibiting all the above signs of 
  Dreadfog contamination. 
  KEO7-2 Mist Taken 
   
  Page 7 
  
   
  Finally, if a hero is a member of the Stonecrow 
  metaorganization, they and the rest of the party 
  will be allowed entry. 
   
  If the heroes enter Curget, play up a sense of 
  desolation and fear amongst the remaining 
  populace. The town is largely deserted because 
  the Stonecrows have sent off much of their fighting 
  force for contracts. Residents (both Dwarven and 
  non) who are barely of age to join a militia have 
  been pressed into service manning the walls as 
  the night and the fog deepen. 
  Discoveries at Curget 
   
  The PCs are going to want to find out what is 
  going on at Curget. Averyn and Harnek have 
  pieced together some of the goings on between 
  them and are the heroes’ most likely source for 
  information. Read or paraphrase the following 
  when the heroes begin asking questions. If the 
  heroes gain access to Curget and ask the matrons 
  questions, they will seem nervous and unwilling to 
  answer, and will then admit Averyn and Harnek to 
  the room to speak for them.  
   
  Regarding you with a lifted eyebrow, 
  Averyn gestures for you to have a seat at the 
  fire. Although he draws closer to it for warmth 
  himself, he squints his eyes as though he finds 
  its meager light painful. Looking around, you 
  see much the same reaction from the retainers 
  and men-at-arms. 
   
  Lowering himself to the ground, Averyn 
  still seems uncomfortable in the finely tooled 
  full plate that he wears. He adjusts one of the 
  shoulder straps and then fingers his holy 
  symbol of Rao before speaking. When his 
  words issue from his lips, they seem distant 
  and hollow, as though the mist itself were 
  stealing their vibrancy. 
   
  “As you know, I am on Quest, called by 
  Rao. In Niole Dra I felt a call to travel westward, 
  and I followed. I began with a baggage train 
  that would have done my uncle proud. What 
  you see here is all that I have left. I have 
  released the others from my service and I 
  sense that soon may come a time to shed the 
  rest of them. A man must walk some roads 
  alone. 
   
  Cyptic words aside, I came to this place. I’d 
  heard of Clan Stonecrow, of course, but never 
  imagined to find them barricaded inside their 
  town and this foul mist clinging to the ground 
  like a leech does to its host. It saps a man’s 
  strength and his will to live, and it harbors 
  fould creatures that would not dare Rao’s 
  embrace. 
   
  As far as I can tell, this Mist has some sort 
  of past here, although the locals will tell me 
  naught of it. It has been growing steadily 
  worse at night, and recedes during the day. 
  The 
  vale 
  holds 
  many 
  farmsteads, 
  and 
  apparently their occupants have either fled the 
  fog, or fallen prey to it.” 
   
  Averyn finishes with a sigh, watching you 
  for your reaction. 
  If the heroes show a desire to get to the root of the 
  problem Averyn will smile at them and gesture 
  Harnek over. Although Harnek is a priest of 
  Hextor, Averyn seems to bear him no malice. 
  Harnek will speak to the heroes when called over. 
   
  Pulling his own holy symbol from his neck, 
  Harnek rubs his thumb over it, tracing the 
  outline of the arrows clenched in a mail fist. He 
  looks up from his symbol at you. 
   
  “As a priest of Hextor, Tyranny concerns 
  me the most. Hextor claims domain over all 
  Tyrants and it is my belief that as his clergy we 
  are bound to limit or direct this tyranny in 
  useful manners. Wanton slaughter holds no 
  friends and knows no bounds. It cannot be 
  abided. Just as a father might punish a child 
  who has gone astray, Hextor calls upon me to 
  right those who have fallen from the path. I 
  believe this town represents my calling. The 
  fog is worse than tyranny of the flesh, it is 
  tyranny of the soul. 
   
  Unlike Averyn here, I know a great deal of 
  the evil that lurks in these valleys. Unlike the 
  Stonecrows, I will tell you about it and pray 
  that you will do something about it instead of 
  sitting behind walls that offer no protection. 
   
  Many years ago there was a fane to 
  Erythnul in this area, its power broken and 
  defaced by the Stonecrows. The leaders of that 
  cabal used a mist to conceal their movements 
  and intents. The resurgence of this mist can 
  only 
  mean 
  that 
  the 
  Stonecrows 
  were 
  unsuccessful in wiping the blight from their 
  lands and that someone has made it useful 
  again. Although none of the Stonecrows will 
  even admit to its existence, I can tell you how 
  to find it.” 
  Assuming the PCs are interested in his help, 
  Harnek will gladly produce a finely detailed map of 
  the area of Curget, marked with the royal seal of 
  KEO7-2 Mist Taken 
   
  Page 8 
  
  Keoland. Harnek will outline a series of rocky hills 
  which contains the cave network. 
  If questioned about his knowledge, Harnek will 
  simply tell the PCs that “I know this, because 
  Hextor knows this,” and that Hextor bears them no 
  ill in this endeavor. 
  Developments 
  At this point if the group is APL 2-6 and you feel 
  they are less than equipped to deal with further 
  encounters, Averyn volunteers to go with the PCs. 
   For his statistics, use an NPC Paladin of the level 
  of the APL played from the DMG, page 120. If you 
  feel they are a balanced or strong group then do 
  not give them this benefit even if they ask. Averyn 
  will demur by saying he needs to stay to defend 
  his men in case any of these horrors the 
  Stonecrows are worried about materialize. 
  If the PCs are unwilling to pursue Harnek’s line of 
  investigation, Averyn will personally ask them to 
  do so. Failure to solve the Dreadmist’s secrets by 
  the end of the night will yield no further experience 
  and an unfavorable conclusion. 
  ENCOUNTER 4: INSIDE THE 
  VALE 
  The path the PCs are told to follow takes them 
  past farms nestled in a valley near the source of 
  the fog. This is an excellent opportunity to play up 
  the isolation the PCs face. 
   
  The outlying farms of this community are 
  self sufficient, having supplies of roots, nuts, 
  berries, and vegetables gathered and grown as 
  well as many 
  varieties 
  of 
  domesticated 
  animals.  Nestled in the valleys between hills, 
  few can see their neighbor’s homes even on a 
  clear day without walking, and no one could 
  see anything in the grips of the dense fog that 
  covers the landscape. 
   
  Assuming the PCs can figure it out somehow, 
  the fog is 15-20 feet high on the hill tops and much 
  higher in the valleys. Movement even along 
  pathways is hampered.  Treat everywhere as 
  under the effect of an obscuring mist, though 
  winds cannot dispel it unless they are sustained 
  and can reach to the edge of the fogs effect, 
  otherwise all it does is move fog about.   
   
  The farmsteads near the cave that is the 
  source of the fog are empty.  Most have fled to the 
  town as the fog began, but some of the dwarves 
  have been captured or killed in similar scenes to 
  the one the PCs encountered earlier.  If the PCs 
  search the farmsteads they can glean the direction 
  and some characteristics of the attackers. Even 
  when dwarves stood their ground and fought, all 
  the dead were carried away after the combats to 
  fuel the budding undead army that Kensha wishes 
  to raise. 
   
  Either using directions from the matrons of 
  Curget, tracking the assailants from the scenes of 
  the farm attacks, or just wandering the hills, the 
  PCs eventually should arrive at the cave mouth 
  that houses the temple to Erythnul. 
  ENCOUNTER 5: GUARDIANS  
   
  Materializing out of the gloom, a huge 
  leering face with a gaping mouth stares at you 
  from the hillside.  It seems to have been 
  shaped only by wind and water, but is as 
  unmistakable as it is disturbing.  Rubble lies 
  around the cave entrance, remnants of the 
  efforts to destroy and bury this unhallowed 
  place that no one might ever enter into it again. 
   Within, the charnel smell of an abattoir hangs 
  heavily. 
   
  The cave is irregularly shaped, more than 100’ 
  across, at least 60 feet wide and the ceiling is 20 
  to 50 feet high.  There are a few stalagmites and 
  stalactites in the room and the floor is covered in 
  the bones and gristle of victims and animals from 
  the area.  There were originally two exits from this 
  room on the far side of the chamber, both lead to 
  the main temple, but the dwarves collapsed them 
  and only one has been excavated by Kensha and 
  her minions.   
   
  Posted just inside the cave’s entrance are the 
  guardians of Kensha, sent to her by Erythnul when 
  she began the work of reestablishing this temple.  
  The grimlocks take turns keeping the entrance to 
  the complex within the range of their senses so 
  that one of them will always be aware immediately 
  when the PCs decide to enter.  If there is more 
  than one then the others are feasting on and 
  tormenting the prisoners that are kept in the back 
  corner.  They are bound, blindfolded and gagged 
  but their muffled wails might still be heard by those 
  entering the cave.  There are only a few of them 
  left, but the loot of many prisoners is spread about. 
   Note the time restrictions at the beginning of 
  encounter six if the PCs wish to stop and gather 
  up all the valuables now. 
   
  Saving these prisoners is all that is necessary 
  to earn the favor of the Berrender clan as this is 
  KEO7-2 Mist Taken 
   
  Page 9 
  
  where the groom to be was carried off to.  If 
  Averyn is with the group he will more then likely 
  volunteer to escort these people back to Curget, 
  freeing the PCs to plunge ahead into the heart of 
  the evil. 
  APL 2 (EL 4) 
  Grimlock Ftr lvl2: Appendix 1 
  APL 4 (EL 6) 
  2 Grimlock Ftr lvl 2: Appendix 2 
  APL 6 (EL 8) 
  2 Grimlock Ftr lvl 4: Appendix 3 
  APL 8 (EL 10) 
  2 Grimlock Ftr lvl 4/Brb 1/Sct 1: Appendix 4 
  APL 10 (EL 12) 
  2 Grimlock Ftr lvl 4/Brb 1/Sct 3: Appendix 5 
  APL 12 (EL 14) 
  Grimlock Ftr lvl 4/Brb 1/Sct 5: Appendix 6 
   
  Note: The EL of this encounter has been 
  adjusted by +1 to account for the grimlocks having 
  favorable terrain.  
   
  Tactics: Grimlocks are not adversely affected 
  by the mist, and can move, run or charge 
  normally. The Grimlock(s) will fall back into the 
  cavern and use any of the buff items that they 
  have, especially if the PCs reach the cave mouth 
  and start casting preparatory spells!  They will 
  wait, hiding in the mists, in the hopes that the 
  group might split up and be easier to confuse and 
  separate.  They will attempt to cut off anyone who 
  comes into the cavern to scout and kill them 
  quickly.  At higher levels they will use Spring 
  Attack to keep PCs from being able to full attack 
  them and switch who they attack to try and keep 
  the group off balance.   
   
  If the PCs retreat to regroup, the grimlocks will 
  warn Kensha.  If any of the PCs seem to be able 
  to locate the grimlocks easily they will become the 
  primary target of their attacks.  Otherwise, they will 
  continue to draw the PCs deeper into the cave, 
  flank them and try to strike at anyone who 
  straggles or gets separated.  If the grimlocks seem 
  like they are having an easy time with the group 
  they will switch to subdual damage in an attempt 
  to take prisoners for sacrifice by Kensha in her 
  rituals.  Encounter Six essentially begins the 
  moment this encounter ends, read the boxed text 
  for the next encounter as the PCs find where the 
  prisoners of the Grimlocks. 
  ENCOUNTER 6: MIST’ERY 
  SOLVED 
   
  If the PCs choose to escort prisoners back to 
  Curget or rest between encounters (even for the 
  length of Vigor spells) remind them of the screams 
  coming from deeper in the complex.  The PCs are 
  not in so tight a timeframe to stop the ritual that 
  every round counts, but they don’t know that, and 
  the fate of the person screaming will more than 
  likely be sealed by any delay.   
   
  If the PCs do not immediately go to this 
  encounter from Encounter Five then they lose the 
  favor of the Stonecrows as one of the matriarchs 
  is sacrificed. When the heroes are finished fighting 
  encounter five: 
   
  On the back wall near where the prisoners 
  lie, a rubble strewn passage echoes with 
  screams from victims yet undiscovered. 
   
  Down the 10ft wide, 30ft long, slightly sloped 
  passage lays the inner chamber.  This is where 
  Kensha is performing her rite to Erythnul.  This 
  chamber is roughly the same size as the other but 
  much more finished with a smooth floor and 
  carved walls filed with depraved bas reliefs.  There 
  is a pile of bodies on one side of the room, 
  material for her work, an altar towards the far end 
  of the room behind which Kensha whispers the 
  vile prayers to her god.  Her latest victim lies 
  helpless, but alive before her.  She screams out 
  for help upon hearing the combat in the outer 
  chamber. 
  A small but noticeable wind stirs the mist from 
  the passage ahead of you. The reek of burned 
  and torn flesh hangs in the air and a single 
  loud shriek tears the air. You sense more than 
  see that the walls on each side of you spread 
  away, you stand in the mouth of a cavern 
  chamber. 
  Suddenly, a high pitched female voice rings 
  out. 
  “For the blighter! Take this matriarch and 
  consign her heart to the abyss. Erythnul’s 
  slaughter begins anew!” 
  APL 2 (EL 5) 
  Kensha clr5: Appendix 1 
  APL 4 (EL 7) 
  Kensha clr5, Appendix 2 
  Vilard wiz5: Appendix 2 
  KEO7-2 Mist Taken 
   
  Page 10 
  
  APL 6 (EL 9) 
  Kensha clr7, Appendix 3 
  Vilard wiz5, Appendix 3 
  2 Spellstitched Ghasts: Appendix 3 
  APL 8 (EL 11) 
  Kensha clr7, Appendix 4 
  Vilard wiz5, Appendix 4 
  3 Jovoc demons: Appendix 4 
  APL 10 (EL 13) 
  Kensha clr9, Appendix 5 
  Vilard wiz7, Appendix 5 
  3 Jovoc Demons Brb 1 Ftr 1: Appendix 5 
  APL 12 (EL 15) 
  Kensha clr 11, Appendix 6 
  Vilard wiz 9, Appendix 6 
  3 Jovoc Demons Brb 1 Ftr 3: Appendix 6 
   
  Note: At APL 8 and above, the EL has been 
  modified by +1 to account for the NPCs’ favorable 
  position and numbers. 
   
  Tactics: Two rounds after the combat ends in 
  Encounter Five, when Kensha does not hear (any 
  of) the grimlock(s) report she prepares for 
  unwelcome guests.  At higher APLs she will start 
  off with Silent buffs to try and maintain her 
  advantage.  She will wait for the any of her 
  minions to engage the PCs trying to get off as 
  many spells as possible.  Casting normally she will 
  cast and move, trying to maintain her ability to 
  hide and raising her combat effectiveness until 
  she is fully prepared.  At APL 4 and higher, Vilard 
  will have the entrance to the main chamber 
  alarmed and will cast his most powerful offensive 
  spell at the entrance once it’s been tripped.  
  Remember that neither he, nor any of the other 
  combatants for that matter, can see and will have 
  to target the entrance blindly, allowing the bead(s) 
  of the Fireball(s) to impact against the walls to go 
  off.  Feel free to randomize as you see fit. 
   
  Her Undead or demonic followers will move to 
  intercept anyone moving in the cavern, though 
  their senses are just as hampered by the mists.  
  They will stay away from the entrance knowing 
  what Vilard is likely to do and try to kill anyone 
  who tries to reach Kensha.  Kensha and Vilard will 
  stay in the back of the room and hope their 
  minions can defeat the PCs while casting their 
  buffs so as to not be caught by the Jovoc's 
  Retributive Strikes at APL 8 and beyond. 
  CONCLUSION 
  With the last of the worshippers of the deity of 
  slaughter defeated, the mist that pervades the 
  area dissipates almost immediately. When you 
  return to Curget you are immediately hailed 
  and greeted with the due respect of heroes. 
  Averyn and Reclusiarch Harnek take their 
  leave of you and each other, heading their own 
  ways. Each thanks you profusely for ending 
  the threat to Clan Stonecrow so decisively. 
  Within a week a special detachment of the 
  Stonecrows returns to Curget, replete with 
  several clerics. Using powerful spells granted 
  by their deities, they completely eradicate the 
  hill where so much evil has taken place. This 
  valley shall know the touch of evil no longer. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 2 
  Defeat the Undead. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 5 
  Defeat the Cave Guardian(s). 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  KEO7-2 Mist Taken 
   
  Page 11 
  
  Encounter 6 
  Defeat Kensha and Halt the Ceremony. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2: L: 0 gp, C: 200 gp, M:  
  APL 4: L: 0 gp, C: 300 gp, M: 
  APL 6: L: 0 gp, C: 400 gp, M: 
  APL 8: L: 0 gp, C: 500 gp, M:  
  APL 10: L: 0 gp, C: 600 gp, M:  
  APL 12: L: 0 gp, C: 700 gp, M:  
  Encounter 5: 
  APL 2: L: 0 gp, C: X gp, M: item (X gp). 
  APL 4: L: 0 gp, C: X gp, M: item (X gp). 
  APL 6: L: 0 gp, C: X gp, M: item (X gp). 
  APL 8: L: 0 gp, C: X gp, M: item (X gp). 
  APL 10: L: 0 gp, C: X gp, M: item (X gp). 
  APL 12: L: 0 gp, C: X gp, M: item (X gp). 
  Encounter X: 
  APL 2: L: X gp, C: X gp, M: item (X gp). 
  APL 4: L: X gp, C: X gp, M: item (X gp). 
  APL 6: L: X gp, C: X gp, M: item (X gp). 
  APL 8: L: X gp, C: X gp, M: item (X gp). 
  APL 10: L: X gp, C: X gp, M: item (X gp). 
  KEO7-2 Mist Taken 
   
  Page 12 
  
  APL 12: L: X gp, C: X gp, M: item (X gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: X gp, C: X gp, M: X gp – Total: X gp 
  (450 gp). 
  APL 4: L: X gp, C: X gp, M: X gp – Total: X gp 
  (650 gp). 
  APL 6: L: X gp, C: X gp, M: X gp – Total: X gp 
  (900 gp). 
  APL 8: L: X gp, C: X gp, M: X gp – Total: X gp 
  (1,300 gp). 
  APL 10: L: X gp, C: X gp, M: X gp – Total: X 
  gp (2,300 gp). 
  APL 12: L: X gp, C: X gp, M: X gp – Total: X 
  gp (3,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of the Clan Berrender: For assisting the 
  Berrender Clan, their weaponsmiths have offered 
  to craft you a special gift. You gain access to a 
  weapon crafted from Adamantine. This weapon 
  may be of any which you have gained access to 
  through any means. The crafting of this weapon 
  takes 1 TU if it is simple or martial, and 2 TU if it is 
  exotic. Mark this favor off when used. 
  Favor of the Clan Stonecrow: For rescuing 
  Matriarch Hammergrim from the clutches of 
  sacrifice to Erythnul and cleansing the valley of the 
  Dead Mist, clan Stonecrow gifts you with a 
  magical amulet. This amulet is wrought from the 
  finest silver and emblazoned with the holy symbol 
  of the deity of your choice. This amulet functions 
  as a holy symbol and grants its wearer a +1 holy 
  bonus to armor class. This item is does not take 
  up the neck slot. 
  Erythnul’s Reaping: For foiling Erythnul’s plan to 
  slaughter clan Stonecrow, his followers have 
  marked you for slaughter instead, in the most 
  painful manner. For the next 52 TU, any critical 
  threat made against you by a weapon with a x4 or 
  greater threat modifier is considered an automatic 
  success. This may be cleansed with a remove 
  curse cast by a 17th level caster. 
  Mistlungs: A curious side effect has occurred 
  from your exposure to the new dread mist. You 
  can now permanently hold your breath for double 
  the 
  normal 
  duration 
  listed 
  in 
  the 
  DMG. 
  Additionally, if you are killed and raised, the 
  material cost is halved. This cost reduction only 
  applies once. 
  Item Access 
  APL 2: 
  • 
  Dust of Dryness (Adventure; DMG) 
  • 
  Hand of the Mage (Adventure; DMG) 
  • 
  Mithral Shirt (Adventure; DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Ring of Feather Falling (Adventure; DMG) 
  • 
  Potion of Shield of Faith +2 (Any; DMG) 
  • 
  Mithral Heavy Shield (Adventure; DMG) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Rod 
  of 
  Metal 
  and 
  Mineral 
  Detection 
  (Adventure; DMG) 
  • 
  Figurine of Wondrous Power: Silver Raven 
  (Adventure; DMG) 
  • 
  Vestment, Druid’s (Adventure; DMG) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Vest of Escape (Adventure; DMG) 
  • 
  Vicious Dwarven Waraxe +1 (Adventure; 
  DMG) 
  • 
  Rod of Enemy Detection  (Adventure; DMG) 
  • 
  Arrow of Slaying (Evil Outsider) (Quantity: 5) 
  (Adventure; DMG) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Shifter’s Sorrow (Adventure; DMG) 
  • 
  Potion of Shield of Faith +4 (Any; DMG) 
  • 
  Ring of Chameleon Power (Adventure; DMG) 
  • 
  Staff of Swarming Insects (Adventure; DMG) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  Ring of Shooting Stars (Adventure; DMG) 
  • 
  Vicious 
  Dwarven 
  Waraxe 
  of 
  Speed 
  (Adventure; DMG) 
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  Page 13 
  
  • 
  Reflecting Full Plate +1 (Adventure; DMG) 
  • 
  Orb of Storms (Adventure; DMG) 
  • 
  Manual of Clear Thought +2 (Adventure; 
  DMG) 
   
   
   
   
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  Page 14 
  
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  GRIMLOCK 
   
   
             CR 3  
  Male, grimlock fighter 2 
  NE Medium monstrous humanoid 
  Init +2; Senses Blindsight 40’, Scent; Listen +6, 
  Spot +3 
  Languages 
  AC 20, touch 12, flat-footed 18; Dodge, Mobility 
  (Modifiers) 
  hp 36 (4 HD); 
  Immune – See Below 
  Fort +5, Ref +5, Will +2 
  Spd 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk spiked chain +10 (2d4+7) or 
  Ranged alchemist fire +6 (1d6+splash and fire) 
  Base Atk +4; Grp +9 
  Atk Options Spring Attack 
  Combat Gear alchemist fire (2), potion of bull 
  strength, potion of cure moderate wounds, potion 
  of shield of faith (+4), oil of shillelagh, tanglefoot 
  bag 
  Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8, 
  Cha 4. 
  Feats Dodge, Exotic Weapon Proficiency Spiked 
  Chain, Mobility, Spring Attack, Track 
  Skills Climb +4, Hide +7, Listen +6, Spot +3, 
  Move silently +4  
  Possessions Combat gear plus chain shirt, 
  masterwork spiked chain (2), club, silver dagger 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight. 
  ENCOUNTER 6 
   
   
   
   
  KENSHA MALTOUSH            
             CR 5 
  Female, human (Suel) cleric 5 
  CE Medium humanoid  
  Init +1; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 38 (5 HD); 
  Fort +6, Ref +2, Will +6 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +6 (1d8+2) 
  Base Atk +3; Grp +4 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear Potion of Blur 
  Cleric Spells Prepared (CL 5th): 
  3rd–invisibility purge, magic vestmentD, protection 
  from energy (DC 16) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds, spiritual weaponD (DC 15) 
  1st–bless, cause fear, divine favor, protection from 
  goodD, shield of faith (DC 14) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 5th) 
  Feats Blind Fighting, Cleave, Power Attack, 
  Weapon Focus (Morningstar) 
  Skills Concentration +8, Knowledge Religion +4, 
  Spellcraft +4 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar  
   
   
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  Page 15 
  
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 
   
   
   
   
  GRIMLOCK 
   
   
             CR 3  
  Male, grimlock fighter 2 
  NE Medium monstrous humanoid; 
  Init +2; Senses Blindsight 40’; Scent; Listen +6, 
  Spot +3 
  Languages 
  AC 20, touch 12, flat-footed 18; Dodge, Mobility 
  (Modifiers) 
  hp 36 (4 HD); 
  Immune – See Below 
  Fort +5, Ref +5, Will +2;  
  Spd 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk spiked chain +10 (2d4+7) or 
  Ranged alchemist fire +6 (1d6+splash and fire) 
  Base Atk +4; Grp +9 
  Atk Options Spring Attack 
  Combat Gear alchemist fire (2), potion of bull 
  strength, potion of cure moderate wounds, potion 
  of shield of faith (+4), oil of shillelagh, tanglefoot 
  bag 
  Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8, 
  Cha 4. 
  Feats Dodge, Exotic Weapon Proficiency Spiked 
  Chain, Mobility, Spring Attack, Track 
  Skills Climb +4, Hide +7, Listen +6, Spot +3, 
  Move silently +4  
  Possessions Combat gear plus chain shirt, 
  masterwork spiked chain (2), club, silver dagger 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight 
  ENCOUNTER 6 
   
   
   
   
  KENSHA MALTOUSH                          CR 5  
  Female, human (Suel) cleric 5 
  CE Medium humanoid  
  Init +1; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 38 (5 HD); 
  Fort +6, Ref +2, Will +6 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +6 (1d8+2) 
  Base Atk +3; Grp +4 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear Potion of Blur 
  Cleric Spells Prepared (CL 5th): 
  3rd–invisibility purge, magic vestmentD, protection 
  from energy (DC 16) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds, spiritual weaponD (DC 15) 
  1st–bless, cause fear, divine favor, protection from 
  goodD, shield of faith (DC 14) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 5th) 
  Feats Blind Fighting, Cleave, Power Attack, 
  Weapon Focus (Morningstar) 
  Skills Concentration +8, Knowledge Religion +4, 
  Spellcraft +4 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar 
   
  VILARD DELTASAN                             CR 5  
  Male, human (Suel) wizard 5 
  CE Medium humanoid  
  Init +5; Senses Listen +0, Spot +0 
  Languages 
  AC 11, touch 11, flat-footed 10 
  (Modifiers) 
  hp 38 (5 HD); 
  Fort +3, Ref +2, Will +4 
  Spd 30 ft. in clothes (6 squares), base movement 
  30 ft. 
  Melee mwk dagger +4 (1d4+1) 19-20 
  Base Atk +3; Grp +4 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear Potion of Blur 
  Wizard Spells Prepared (CL 5th): 
  KEO7-2 Mist Taken 
   
  Page 16 
  
  3rd–fell drain burning hands, fireball (DC 17) 
  2nd–fell weak burning hands, mirror image, 
  scorching ray (DC 16) 
  1st–alarm, burning hands, mage armor, shield (DC 
  15) 
  0- 
  Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10, 
  Cha 8. 
  Feats Fell Drain, Fell Weakness, Improved 
  Initiative, True Believer. 
  Skills Concentration +10, Knowledge Arcana +11, 
  Knowledge Dungeoneering +11, Knowledge 
  Planes +11, Knowledge Religion +11, Spellcraft 
  +11 
  Possessions Combat gear plus CLOTHES, mwk 
  dagger (2), headband of intellect +2, spell 
  component pouch (3) 
  Fell Drain(LM)-Any creature damaged by the spell 
  gains a negative level 
  Fell Weak(LM)- Any creature damaged by the 
  spell takes a -4 penalty to strength for 1 minute.  
  Multiple exposures to this ability do not stack, but 
  will extend the time affected to 1 minute from the 
  most recent damage dealt 
   
   
   
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  Page 17 
  
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  GRIMLOCK 
   
   
             CR 5  
  Male, grimlock fighter 4 
  NE Medium monstrous humanoid; 
  Init +2; Senses Blindsight 40’; Scent; Listen +6, 
  Spot +3 
  Languages 
  AC 21, touch 12, flat-footed 19; Dodge, Mobility 
  (Modifiers) 
  hp 56 (6 HD); 
  Immune – See Below 
  Fort +7, Ref +6, Will +3;  
  Spd 30 ft.;  
  Melee mwk spiked chain +13/+8 (2d4+9) or 
  Ranged alchemist fire +8 (1d6+splash and fire) 
  Base Atk +6; Grp +11 
  Atk Options Spring Attack 
  Combat Gear alchemist fire (2), potion of bull 
  strength, potion of cure moderate wounds, potion 
  of shield of faith (+4), oil of shillelagh, tanglefoot 
  bag 
  Abilities Str 20, Dex 15, Con 17, Int 12, Wis 8, 
  Cha 4. 
  Feats Dodge, Exotic Weapon Proficiency Spiked 
  Chain, Mobility, Spring Attack, Track, Weapon 
  Focus (spiked chain), Weapon Spcialization 
  (spiked chain) 
  Skills Climb +4, Hide +7, Listen +6, Spot +3, 
  Move silently +7  
  Possessions Combat gear plus chain shirt +1, 
  masterwork spiked chain (2), club, silver dagger 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight.  
  ENCOUNTER 6 
   
   
   
   
  KENSHA MALTOUSH                           CR7  
  Female, human (Suel) cleric 7 
  CE Medium humanoid  
  Init +1; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 53 (7 HD); 
  Fort +7, Ref +3, Will +7 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +8 (1d8+2) 
  Base Atk +5; Grp +6 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear potion of blur, rod of silent lesser 
  Cleric Spells Prepared (CL 7th): 
  4th–divine powerD, poison, searing light 
  3rd–invisibility purge, magic vestmentD, protection 
  from energy (DC 16) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds, silence, spiritual weaponD (DC 
  15) 
  1st–bless, cause fear, divine favor, inflict light 
  wounds, protection from goodD, shield of faith (DC 
  14) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 7th) 
  Feats Blind Fighting, Cleave, Combat Casting, 
  Power Attack, Weapon Focus (Morningstar) 
  Skills Concentration +10, Knowledge Religion +5, 
  Spellcraft +5 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar  
  Skills +4 to concentration when in casting 
  defensively from combat casting 
   
  VILARD DELTASAN                   CR 5  
  Male, human (Suel) wizard 5 
  CE Medium humanoid  
  Init +5; Senses Listen +0, Spot +0 
  Languages 
  AC 11, touch 11, flat-footed 10 
  (Modifiers) 
  hp 38 (5 HD); 
  Fort +3, Ref +2, Will +4 
  Spd 30 ft. in clothes (6 squares), base movement 
  30 ft. 
  KEO7-2 Mist Taken 
   
  Page 18 
  
  Melee mwk dagger +4 (1d4+1) 19-20 
  Base Atk +3; Grp +4 
  Combat Gear Potion of Blur 
  Wizard Spells Prepared (CL 5th): 
  3rd–fell drain burning hands, fireball (DC 17) 
  2nd–fell weak burning hands, mirror image, 
  scorching ray (DC 16) 
  1st–alarm, burning hands, mage armor, shield (DC 
  15) 
  0- 
  Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10, 
  Cha 8. 
  Feats Fell Drain, Fell Weakness, Improved 
  Initiative, True Believer. 
  Skills Concentration +10, Knowledge Arcana +11, 
  Knowledge Dungeoneering +11, Knowledge 
  Planes +11, Knowledge Religion +11, Spellcraft 
  +11 
  Possessions Combat gear plus CLOTHES, mwk 
  dagger (2), headband of intellect +2, spell 
  component pouch (3) 
  Fell Drain(LM)-Any creature damaged by the spell 
  gains a negative level 
  Fell Weak(LM)- Any creature damaged by the 
  spell takes a -4 penalty to strength for 1 minute.  
  Multiple exposures to this ability do not stack, but 
  will extend the time affected to 1 minute from the 
  most recent damage dealt 
   
   
  SPELLSTICHED GHASTS         CR 4 CE Medium 
  undead 
  Init +2; Senses Listen +2, Spot +8 
  Stench 10 ft. 
  Languages 
  AC 16, touch 12, flat-footed 14 
  (modifiers) 
  hp 37 (4 HD); 
  Fort +3, Ref +5, Will +8 
  Spd 30 ft. (6 squares) 
  Melee 2 claws each +4 (1d4 plus paralysis) and 
  Bite +1 (d8+1 plus paralysis) 
  Base Atk +3; Grp +4;  
  Spell-Like Abilities (CL 4th) 
  3rd (1/day)–fireball (DC 15) 
  3rd (1/day)–ray of exhaustion (+5 to hit) 
  2nd (2/day)–bull strength 
  2nd (2/day)–fog cloud (DC 14) 
  1st (2/day)–mage armor  
  1st (2/day)–ray of enfeeblement (+5 to hit) 
  Abilities Str 13, Dex 15, Con -; Int 13, Wis 14, 
  Cha 16. 
  SQ turn resistance +4, spell like abilities, undead 
  traits; 
  Feats Multiattack (see page 304 of the Monster 
  Manual), Toughness. 
  Skills  Balance +7, Climb +9, Hide +8, Jump +9, 
  Move Silently +8, Spot +8 
  Possessions dirty rags passing as clothing 
  Paralysis (Ex):  Those hit by a ghast’s bite or 
  claw attack must succeed on a DC 15 Fortitude 
  save or be paralyzed for 1d6+4 minutes.  Elves 
  are immune to this paralysis. 
  Undead Traits:  Darkvision out to 60 feet.  
  Immunity to poison, magic sleep effects, paralysis, 
  stunning, disease, and death effects.  Not subject 
  to critical hits, non-lethal damage, ability drain, or 
  energy drain.  Immunity to any effect that requires 
  a Fortitude save (unless the effect also works on 
  objects or is harmless).  Not at risk of death from 
  massive damage, but destroyed when reduced to 
  0 hit points or lower.  Not affected by raise dead or 
  reincarnate spells or abilities. 
  Stench- Each creature within 10’ must succeed at 
  a DC 15 Fort save or be nauseated for 1d6+4 
  minutes.  This is a -2 circumstance penalty on 
  attack rolls, saves, and skill checks.  
   
  KEO7-2 Mist Taken 
   
  Page 19 
  
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  GRIMLOCK 
   
   
             CR 7  
  Male, grimlock fighter 4/barb1/scout 1 
  NE Medium Monstrous humanoid; 
  Init +2; Senses Blindsight 40’; Scent; Listen +11, 
  Spot +3 
  Languages 
  AC 22, touch 13, flat-footed 20; Dodge, Mobility 
  (Modifiers) 
  hp 81 (8 HD); 
  Immune – See Below 
  Fort +9, Ref +8, Will +3;  
  Spd 40 ft.;  
  Melee mwk spiked chain +14/+9 (2d4+9) or 
  Ranged alchemist fire +9 (1d6+splash and fire) 
  Base Atk +7; Grp +12 
  Atk Options Spring Attack, Rage, Skirmish 
  Combat Gear alchemist fire (2), potion of bull 
  strength, potion of cure moderate wounds, potion 
  of shield of faith (+4), oil of shillelagh, tanglefoot 
  bag 
  Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8, 
  Cha 4. 
  Feats Dodge, Exotic Weapon Proficiency Spiked 
  Chain, Mobility, Spring Attack, Track, Weapon 
  Focus (spiked chain), Weapon Spcialization 
  (spiked chain) 
  Skills Climb +4, Hide +7, Listen +11, Spot +3, 
  Move silently +7, Tumble +9  
  Possessions Combat gear plus chain shirt +1, 
  masterwork spiked chain (2), club, silver dagger, 
  ring of protection +1 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight. 
  Rage 
  Skirmish- Any round the Grimlock moves 10’ or 
  more its attacks do an extra 1d6 damage.  This 
  bonus damage only applies to living creatures with 
  discernable anatomies and only within 30’ if using 
  a ranged weapon. 
  . 
  ENCOUNTER 6 
   
   
   
   
  KENSHA MALTOUSH                           CR7 
  Female, human (Suel) cleric 7 
  CE Medium humanoid  
  Init +1; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 53 (7 HD); 
  Fort +7, Ref +3, Will +7 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +8 (1d8+2) 
  Base Atk +5; Grp +6 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear potion of blur, rod of silent lesser 
  Cleric Spells Prepared (CL 7th): 
  4th–divine powerD, poison, searing light (DC 18) 
  3rd–invisibility purge, magic vestmentD, protection 
  from energy (DC 16) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds, silence, spiritual weaponD (DC 
  15) 
  1st–bless, cause fear, divine favor, inflict light 
  wounds, protection from goodD, shield of faith (DC 
  14) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  Abilities Str 13, Dex 12, Con 14, Int 8, Wis 16, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 7th) 
  Feats Blind Fighting, Cleave, Combat Casting, 
  Power Attack, Weapon Focus (Morningstar) 
  Skills Concentration +10, Knowledge Religion +5, 
  Spellcraft +5 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar 
  Skills +4 to concentration when in casting 
  defensively from combat casting 
   
  VILARD DELTASAN           CR 5  
  Male, human (Suel) wizard 5 
  CE Medium humanoid  
  Init +5; Senses Listen +0, Spot +0 
  KEO7-2 Mist Taken 
   
  Page 20 
  
  Languages 
  AC 11, touch 11, flat-footed 10 
  (Modifiers) 
  hp 38 (5 HD); 
  Fort +3, Ref +2, Will +4 
  Spd 30 ft. in clothes (6 squares), base movement 
  30 ft. 
  Melee mwk dagger +4 (1d4+1) 19-20 
  Base Atk +3; Grp +4 
  Combat Gear Potion of Blur 
  Wizard Spells Prepared (CL 5th): 
  3rd–fell drain burning hands, fireball (DC 17) 
  2nd–fell weak burning hands, mirror image, 
  scorching ray (DC 16) 
  1st–alarm, burning hands, mage armor, shield (DC 
  15) 
  0- 
  Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10, 
  Cha 8. 
  Feats Fell Drain, Fell Weakness, Improved 
  Initiative, True Believer. 
  Skills Concentration +10, Knowledge Arcana +11, 
  Knowledge Dungeoneering +11, Knowledge 
  Planes +11, Knowledge Religion +11, Spellcraft 
  +11 
  Possessions Combat gear plus CLOTHES, mwk 
  dagger (2), headband of intellect +2, spell 
  component pouch (3) 
  Fell Drain(LM)-Any creature damaged by the spell 
  gains a negative level 
  Fell Weak(LM)- Any creature damaged by the 
  spell takes a -4 penalty to strength for 1 minute.  
  Multiple exposures to this ability do not stack, but 
  will extend the time affected to 1 minute from the 
  most recent damage dealt 
   
  JOVAC DEMON 
   
             CR 5 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Blindsight 40 ft., Scent; Listen +7, 
  Spot +7 
  Aura of Retribution 30 ft. 
  Languages (Telepathy) 
  AC 16, touch 13, flat-footed 14 
  (Modifiers) 
  hp 38 (4 HD); DR 5/good or cold iron; fast healing 
  5 
  Immune electricity, poison 
  Resist Acid 10, Cold 10, Fire 10 SR 13 
  Fort +7, Ref +6, Will +4;  
  Spd 30 ft.;  
  Melee 2 claws +6 (2d3+1) and bite +1 (1d4) 
  Base Atk +4; Grp +1 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, 
  Cha 7. 
  SQ Outsider Traits, Tanar’ri traits 
  Feats Toughness, Toughness 
  Skills Hide +8, Listen +7, Search +3, Sense 
  Motive +3, Spot +7  
  Aura of Retribution- Always active in a 30’ 
  spread centered on the demon.  Whenever the 
  Jovoc takes damage from any source, every non 
  Tanar’ri with the area also take the same amount 
  of damage.  A Fortitude save DC 15 halves the 
  effect which is otherwise not mitigated by SR, 
  resistances, DR or the like. 
  Tanar’ri Traits- Immunity to electricity and poison. 
   Resistance to Acid, Cold, and Fire 10.  Telepathy 
   
   
   
  KEO7-2 Mist Taken 
   
  Page 21 
  
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 5 
   
   
   
   
   
  GRIMLOCK 
   
   
             CR 9  
  Male, grimlock fighter 4/barb1/scout 3 
  NE Medium Monstrous humanoid; 
  Init +3; Senses Blindsight 40’; Scent; Listen +11, 
  Spot +3 
  Languages 
  AC 22, touch 13, flat-footed 20; Dodge, Mobility, 
  Uncanny Dodge, Skirmish +1 
  (Modifiers) 
  hp 99 (10 HD); 
  Immune – See Below 
  Fort +11, Ref +9, Will +4;  
  Spd 50 ft.;  
  Melee mwk spiked chain +16/+11 (2d4+9) or 
  Ranged alchemist fire +11 (1d6+splash and fire) 
  Base Atk +9; Grp +14 
  Atk Options Power Attack, Spring Attack, Rage, 
  Skirmish 1d6 
  Combat Gear alchemist fire (2), potion of barkskin 
  (+5), potion of bull strength, potion of blur, potion 
  of cure moderate wounds, potion of cure serious 
  wounds, potion of haste, potion of heroism, potion 
  of shield of faith (+4), oil of shillelagh, tanglefoot 
  bag 
  Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8, 
  Cha 4. 
  SQ Battle Fortitude +1, Trackless Step 
  Feats Dodge, Exotic Weapon Proficiency Spiked 
  Chain, Mobility, Power Attack, Spring Attack, 
  Track, Weapon Focus (spiked chain), Weapon 
  Spcialization (spiked chain) 
  Skills Climb +4, Hide +10, Listen +11, Spot +3, 
  Move silently +10, Tumble +8  
  Possessions Combat gear plus chain shirt +1, 
  masterwork spiked chain (2), club, silver dagger, 
  ring of protection +1 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight. 
  Rage 
  Skirmish- Any round the Grimlock moves 10’ or 
  more its attacks do an extra 1d6 damage.  This 
  bonus damage only applies to living creatures with 
  discernable anatomies and only within 30’ if using 
  a ranged weapon.  It also confers a +1 
  competence bonus to AC which lasts until the 
  beginning of its next round. 
  Battle Fortitude- Confers a +1 competence 
  bonus to Fort saves and Initiative checks.  Already 
  figured into the above stat line. 
  Trackless Step- The Grimlock cannot be tracked 
  in natural settings. 
  Uncanny Dodge- The Grimlock does not lose his 
  dexterity bonus to AC for being flatfooted or 
  fighting an invisible opponent. 
   
  ENCOUNTER 6____________________ 
  KENSHA MALTOUSH                           CR9 
  Female, human (Suel) cleric 9 
  CE Medium humanoid  
  Init +5; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 68 (9 HD); 
  Fort +9, Ref +5, Will +10 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +10/+5 (1d8+2) 
  Base Atk +6/+1; Grp +8 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear potion of blur, rod of silent lesser 
  Cleric Spells Prepared (CL 9th): 
  5th–flame strikeD, freedom of movement, righteous 
  might 
  4th–air walk, divine powerD, poison, searing light 
  (DC 18) 
  3rd–invisibility purge, magic vestment, magic 
  vestmentD, protection from energy (DC 17) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds (2), silence, spiritual weaponD 
  (DC 16) 
  1st–bless, cause fear, divine favor, inflict light 
  wounds, protection from goodD, shield of faith (DC 
  15) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  KEO7-2 Mist Taken 
   
  Page 22 
  
  Abilities Str 14, Dex 12, Con 14, Int 8, Wis 18, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 9th) 
  Feats Blind Fighting, Cleave, Combat Casting, 
  Improved Initiative, Power Attack, Weapon Focus 
  (Morningstar) 
  Skills Concentration +12, Knowledge Religion +6, 
  Spellcraft +6 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar, +2 
  amulet of wisdom, +1 cloak of resistance 
  Skills +4 to concentration when in casting 
  defensively from combat casting 
   
  VILARD DELTASAN            
             CR 7 
  Male, human (Suel) wizard 7 
  CE Medium humanoid  
  Init +5; Senses Listen +0, Spot +0 
  Languages 
  AC 11, touch 11, flat-footed 10 
  (Modifiers) 
  hp 32 (7 HD); 
  Fort +4, Ref +5, Will +5 
  Spd 30 ft. in clothes (6 squares), base movement 
  30 ft. 
  Melee mwk dagger +5 (1d4+1) 19-20 
  Base Atk +3; Grp +4 
  Combat Gear Potion of Blur 
  Wizard Spells Prepared (CL 7th): 
  4th–dimension door, fell weak fireball (DC 18) 
  3rd–fell drain burning hands, fireball, gaseous form 
  (DC 17) 
  2nd–fell weak burning hands, invisibility, mirror 
  image, scorching ray (DC 16) 
  1st–alarm, burning hands, mage armor, magic 
  missile,shield (DC 15) 
  0- 
  Abilities Str 12, Dex 13, Con 14, Int 18, Wis 10, 
  Cha 8. 
  Feats Fell Drain, Fell Weakness, Improved 
  Initiative, Lightning Reflexes,True Believer. 
  Skills Concentration +12, Knowledge Arcana +13, 
  Knowledge Dungeoneering +13, Knowledge 
  Planes +13, Knowledge Religion +13, Spellcraft 
  +13 
  Possessions Combat gear plus CLOTHES, mwk 
  dagger (2), headband of intellect +2, spell 
  component pouch (3) 
  Fell Drain(LM)-Any creature damaged by the spell 
  gains a negative level 
  Fell Weak(LM)- Any creature damaged by the 
  spell takes a -4 penalty to strength for 1 minute.  
  Multiple exposures to this ability do not stack, but 
  will extend the time affected to 1 minute from the 
  most recent damage dealt 
  Gaseous Form  - Gaseous form should be 
  considered invisibility due to the mist. 
   
   
  JOVAC DEMON 
   
             CR 5 
  Male, outsider Fighter 2 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Blindsight 40 ft., Scent; Listen +7, 
  Spot +7 
  Aura of Retribution 30 ft. 
  Languages (Telepathy) 
  AC 16, touch 13, flat-footed 14 
  (Modifiers) 
  hp 57 (6 HD); DR 5/good or cold iron; fast healing 
  5 
  Immune electricity, poison 
  Resist Acid 10, Cold 10, Fire 10 SR 13 
  Fort +10, Ref +6, Will +6;  
  Spd 30 ft.;  
  Melee 2 claws +8 (2d3+1) and bite +3 (1d4) 
  Base Atk +6; Grp +7 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, 
  Cha 7. 
  SQ Outsider Traits, Tanar’ri traits 
  Feats Improved Unarmed Strike, Improved 
  Grapple, Iron Will, Toughness, Toughness 
  Skills Hide +8, Listen +7, Search +3, Sense 
  Motive +3, Spot +7, Jump +2 
  Aura of Retribution- Always active in a 30’ 
  spread centered on the demon.  Whenever the 
  Jovoc takes damage from any source, every non 
  Tanar’ri with the area also take the same amount 
  of damage.  A Fortitude save DC 15 halves the 
  effect which is otherwise not mitigated by SR, 
  resistances, DR or the like. 
  Tanar’ri Traits- Immunity to electricity and poison. 
   Resistance to Acid, Cold, and Fire 10.  Telepathy 
   
   
   
  KEO7-2 Mist Taken 
   
  Page 23 
  
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 5 
   
   
   
   
  GRIMLOCK 
   
   
           CR 11  
  Male, grimlock fighter 4/barb1/scout 5 
  NE Medium Monstrous humanoid; 
  Init +3; Senses Blindsight 40’; Scent; Listen +14, 
  Spot +6 
  Languages 
  AC 20, touch 12, flat-footed 20; Dodge, Evasion, 
  Mobility, Uncanny Dodge, Skirmish +1 
  (Modifiers) 
  hp 117 (12 HD); 
  Immune – See Below 
  Fort +13, Ref +12, Will +6;  
  Spd 50 ft.;  
  Melee mwk spiked chain +17/+12 (2d4+9) or 
  Ranged alchemist fire +12 (1d6+splash and fire) 
  Base Atk +10; Grp +15 
  Atk Options Combat Expertise, Improved Trip, 
  Power Attack, Spring Attack, Rage, Skirmish 2d6 
  Combat Gear alchemist fire (2), elemental gem 
  (earth), potion of barkskin (+5), potion of bull 
  strength, potion of blur, potion of cure moderate 
  wounds, potion of cure serious wounds, potion of 
  haste, potion of heroism, potion of shield of faith 
  (+4), oil of shillelagh, tanglefoot bag  
  Abilities Str 20, Dex 15, Con 18, Int 12, Wis 8, 
  Cha 4. 
  SQ Battle Fortitude +1, Evasion,Trackless Step 
  Feats Combat Expertise,Dodge, Exotic Weapon 
  Proficiency Spiked Chain, Improved Trip, Mobility, 
  Power Attack, Spring Attack, Track, Weapon 
  Focus (spiked chain), Weapon Spcialization 
  (spiked chain) 
  Skills Climb +4, Hide +15, Listen +14, Spot +6, 
  Move silently +15, Tumble +9  
  Possessions Combat gear plus chain shirt +1, 
  masterwork spiked chain (2), club, silver dagger, 
  ring of protection +1, cloak of resistance +2 
  Blindsight (EX) - Grimlocks can sense all foes 
  within 40’ as well as a sighted creature can.  
  Beyond that range they treat everything as total 
  concealment.  If either it’s sense of smell or 
  hearing is negated treat it as though it had the 
  Blindfighting feat.  If both are hampered then it is 
  blind. 
  Scent -  
  Immunities - Grimlocks are immune to gaze 
  attacks, visual effects, illusions and other attack 
  forms that rely on sight. 
  Rage 
  Skirmish- Any round the Grimlock moves 10’ or 
  more its attacks do an extra 2d6 damage.  This 
  bonus damage only applies to living creatures with 
  discernable anatomies and only within 30’ if using 
  a ranged weapon.  It also confers a +1 
  competence bonus to AC which lasts until the 
  beginning of its next round. 
  Battle Fortitude- Confers a +1 competence 
  bonus to Fort saves and Initiative checks.  Already 
  figured into the above stat line. 
  Trackless Step- The Grimlock cannot be tracked 
  in natural settings. 
  Uncanny Dodge- The Grimlock does not lose his 
  dexterity bonus to AC for being flatfooted or 
  fighting an invisible opponent. 
  Evasion- On a successful Reflex save the 
  Grimlock takes no damage rather than half. 
   
  ENCOUNTER 6 
   
   
   
   
   
  KENSHA MALTOUSH                         CR11 
  Female, human (Suel) cleric 11 
  CE Medium humanoid  
  Init +5; Senses Listen +3, Spot +3 
  Languages 
  AC 19, touch 11, flat-footed 18; +2 when using 
  shield 
  (Modifiers) 
  hp 83 (11 HD); 
  Fort +10, Ref +6, Will +11 
  Spd 20 ft. in Full Plate (4 squares), base 
  movement 30 ft. 
  Melee +1 morningstar +12/+7 (1d8+2) 19-20 
  Base Atk +8/+3; Grp +10 
  Atk Options Blind Fighting, Cleave, Power Attack 
  Combat Gear potion of blur, potion of barkskin +4, 
  rod of silent lesser 
  Cleric Spells Prepared (CL 11th): 
  6th–blade barrierD, greater dispel magic (DC 20) 
  5th–flame strike, flame strikeD, freedom of 
  movement, righteous might (DC 19) 
  4th–air walk, divine powerD, poison (2), searing 
  light (DC 18) 
  3rd–invisibility purge, magic vestment, magic 
  vestmentD, protection from energy (2) (DC 17) 
  2nd–bear’s endurance, bull strength, cure 
  moderate wounds (2), silence, spiritual weaponD 
  (DC 16) 
  KEO7-2 Mist Taken 
   
  Page 24 
  
  1st–bless, cause fear (2), divine favor, inflict light 
  wounds, protection from goodD, shield of faith (DC 
  15) 
  0- 
  D: Domain spell. Deity: Erythnul. Domains: Evil, 
  War 
  Abilities Str 14, Dex 12, Con 14, Int 8, Wis 18, 
  Cha 10. 
  SQ Spontaneous casting, rebuke undead X/day 
  (+X, 2d6+X, 11th) 
  Feats Blind Fighting, Cleave, Combat Casting, 
  Improved Initiative, Improved Critical 
  (Morningstar), Power Attack, Weapon Focus 
  (Morningstar) 
  Skills Concentration +14, Knowledge Religion +7, 
  Spellcraft +7 
  Possessions Combat gear plus Full Plate, Lrg 
  Metal shield, +1 Morningstar, Three holy symbols 
  (Erythnul), silver dagger, cold iron Morningstar, +2 
  amulet of wisdom, +1 cloak of resistance 
  Skills +4 to concentration when in casting 
  defensively from combat casting 
   
   
  VILARD DELTASAN            
             CR 9 
  Male, human (Suel) wizard 9 
  CE Medium humanoid  
  Init +6; Senses Listen +0, Spot +0 
  Languages 
  AC 12, touch 12, flat-footed 10 
  (Modifiers) 
  hp 47 (9 HD); 
  Fort +5, Ref +7, Will +6 
  Spd 30 ft. in clothes (6 squares), base movement 
  30 ft. 
  Melee mwk dagger +6 (1d4+1) 19-20 
  Base Atk +4; Grp +5 
  Attack Options sudden maximize 
  Combat Gear Potion of Blur 
  Wizard Spells Prepared (CL 9th): 
  5th–fell weak fell drain burning hands, fell drain 
  fireball (DC 19) 
  4th–dimension door, fell weak fireball (DC 18) 
  3rd–fell drain burning hands, fireball, gaseous form 
  (DC 17) 
  2nd–fell weak burning hands, invisibility, mirror 
  image, scorching ray (DC 16) 
  1st–alarm, burning hands, mage armor, magic 
  missile,shield (DC 15) 
  0- 
  Abilities Str 12, Dex 14, Con 16, Int 18, Wis 10, 
  Cha 8. 
  Feats Fell Drain, Fell Weakness, Improved 
  Initiative, Lightning Reflexes, Sudden Maximize, 
  True Believer. 
  Skills Concentration +15, Knowledge Arcana +15, 
  Knowledge Dungeoneering +15, Knowledge 
  Planes +15, Knowledge Religion +15, Spellcraft 
  +15 
  Possessions Combat gear plus CLOTHES, mwk 
  dagger (2), headband of intellect +2, amulet of 
  health +2, cloak of resistance +1, spell component 
  pouch (3) 
  Fell Drain(LM)-Any creature damaged by the spell 
  gains a negative level 
  Fell Weak(LM)- Any creature damaged by the 
  spell takes a -4 penalty to strength for 1 minute.  
  Multiple exposures to this ability do not stack, but 
  will extend the time affected to 1 minute from the 
  most recent damage dealt 
   
  JOVAC DEMON 
   
             CR 9 
  Male, outsider Fighter 2, Barbarian 2 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Blindsight 40 ft., Scent; Listen +7, 
  Spot +7 
  Aura of Retribution 30 ft. 
  Languages (Telepathy) 
  AC 17, touch 14, flat-footed 17; Uncanny Dodge 
  (Modifiers) 
  hp 79 (8 HD); DR 5/good or cold iron; fast healing 
  5 
  Immune electricity, poison 
  Resist Acid 10, Cold 10, Fire 10 SR 13 
  Fort +10, Ref +6, Will +6;  
  Spd 30 ft.;  
  Melee 2 claws +10 (2d3+1) and bite +5 (1d4) 
  Base Atk +8; Grp +9 
  Abilities Str 12, Dex 16, Con 16, Int 7, Wis 10, 
  Cha 7. 
  SQ Outsider Traits, Tanar’ri traits 
  Feats Improved Unarmed Strike, Improved 
  Grapple, Iron Will, Toughness, Toughness 
  Skills Hide +8, Listen +7, Search +3, Sense 
  Motive +3, Spot +7, Jump +2 
  Aura of Retribution- Always active in a 30’ 
  spread centered on the demon.  Whenever the 
  Jovoc takes damage from any source, every non 
  Tanar’ri with the area also take the same amount 
  of damage.  A Fortitude save DC 15 halves the 
  effect which is otherwise not mitigated by SR, 
  resistances, DR or the like. 
  Tanar’ri Traits- Immunity to electricity and poison. 
   Resistance to Acid, Cold, and Fire 10.  Telepathy 
  Uncanny Dodge- Retains Dex bonus to AC when 
  flatfooted 
   
  KEO7-2 Mist Taken 
   
  Page 25 
  
  APPENDIX 7 – ALL APLS 
   
  ENCOUNTER X 
   
   
   
   
  Name, Gender Race ClassLevel: Size Type; CR 
  X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch 
  X, flat-footed X (+X source, +Y source); Base 
  Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects, 
  Source) or +Y ranged (Dam plus Effects, Source); 
  Full Atk +X melee (Dam plus Effects, Source) or 
  +Y ranged (Dam plus Effects, Source); SA X, Y, Z; 
  SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str 
  X, Dex X, Con X, Int X, Wis X, Cha X.  Non-Core 
  Source of Creature/Prestige Class/Template, page 
  X. 
   
  Skills & Feats: Skills; Feats.  AbbreviationNon-
  Core Source of Feat. 
   
  Ability (Ex/Sp/Su): Description. 
   
  Languages: Languages. 
   
  X Spells Known/Prepared (X/X/X, save DC = 
  X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.  
  AbbreviationNon-Core Source of Spell. 
   
  *Domain spell. Domains: X (Y), A (B). 
   
  Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X. 
   
  Possessions: Possessions.  AbbreviationNon-Core 
  Source of Item. 
   
  Description: Description. 
  ENCOUNTER X 
   
   
   
   
  Name, Gender Race ClassLevel: Size Type; CR 
  X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch 
  X, flat-footed X (+X source, +Y source); Base 
  Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects, 
  Source) or +Y ranged (Dam plus Effects, Source); 
  Full Atk +X melee (Dam plus Effects, Source) or 
  +Y ranged (Dam plus Effects, Source); SA X, Y, Z; 
  SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str 
  X, Dex X, Con X, Int X, Wis X, Cha X.  Non-Core 
  Source of Creature/Prestige Class/Template, page 
  X. 
   
  Skills & Feats: Skills; Feats.  AbbreviationNon-
  Core Source of Feat. 
   
  Ability (Ex/Sp/Su): Description. 
   
  Languages: Languages. 
   
  X Spells Known/Prepared (X/X/X, save DC = 
  X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.  
  AbbreviationNon-Core Source of Spell. 
   
  *Domain spell. Domains: X (Y), A (B). 
   
  Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X. 
   
  Possessions: Possessions.  AbbreviationNon-Core 
  Source of Item. 
   
  Description: Description. 
  ENCOUNTER X 
   
   
   
   
  Name, Gender Race ClassLevel: Size Type; CR 
  X; HD XdY+Z; hp X; Init +X; Spd X ft.; AC X, touch 
  X, flat-footed X (+X source, +Y source); Base 
  Atk/Grp: +X/+Y; Atk +X melee (Dam plus Effects, 
  Source) or +Y ranged (Dam plus Effects, Source); 
  Full Atk +X melee (Dam plus Effects, Source) or 
  +Y ranged (Dam plus Effects, Source); SA X, Y, Z; 
  SQ X, Y, Z; AL X; SV Fort +X, Ref +X, Will +X; Str 
  X, Dex X, Con X, Int X, Wis X, Cha X.  Non-Core 
  Source of Creature/Prestige Class/Template, page 
  X. 
   
  Skills & Feats: Skills; Feats.  AbbreviationNon-
  Core Source of Feat. 
   
  Ability (Ex/Sp/Su): Description. 
   
  Languages: Languages. 
   
  X Spells Known/Prepared (X/X/X, save DC = 
  X + spell level): 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X.  
  AbbreviationNon-Core Source of Spell. 
   
  *Domain spell. Domains: X (Y), A (B). 
   
  Spellbook: 0 – X; 1st – X; 2nd – X; 3rd – X; 4th – 
  X; 5th – X; 6th – X; 7th – X; 8th – X; 9th – X. 
   
  Possessions: Possessions.  AbbreviationNon-Core 
  Source of Item. 
   
  Description: Description. 
   
   
  KEO7-2 Mist Taken 
   
  Page 26 
  
  DM AID: MAP #1 – ENCOUNTER FIVE 
   
   
   
  KEO7-2 Mist Taken 
   
  Page 27 
  
  DM AID: MAP #2 – ENCOUNTER SIX 
   
  KEO7-2 Mist Taken 
   
  Page 28 
  
  DM AID: NEW RULES 
  SCOUT BASE CLASS FROM COMPLETE ADVENTURER 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st
  +0 
  +0 
  +2 
  +0 
  Skirmish (+1d6), trapfinding 
  2
  nd
  +1 
  +0 
  +3 
  +0 
  Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step 
  3
  rd
  +2 
  +1 
  +3 
  +1 
  Battle fortitude +1, uncanny dodge 
  4
  th
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5
  th
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6, +1 AC) 
  6
  th
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
  7
  th
  +5 
  +2 
  +5 
  +2 
  Skirmish (+2d6, +2 AC) 
  8
  th
  +6/+1 
  +2 
  +6 
  +2 
  Camouflage, bonus feat 
  9
  th
  +6/+1 
  +3 
  +6 
  +3 
  Skirmish (+3d6, +2 AC) 
  10
  th
  +7/+2 
  +3 
  +7 
  +3 
  Blindsense 30 ft. 
  11
  th
  +8/+3 
  +3 
  +7 
  +3 
  Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC) 
  12
  th
  +9/+4 
  +4 
  +8 
  +4 
  Bonus feat 
  13
  th
  +9/+4 
  +4 
  +8 
  +4 
  Skirmish (+4d6, +3 AC) 
  14
  th
  +10/+5 
  +4 
  +9 
  +4 
  Hide in plain sight 
  15
  th
  +11/+6/+1 
  +5 
  +9 
  +5 
  Skirmish (+4d6, +4 AC) 
  16
  th
  +12/+7/+1 
  +5 
  +10 
  +5 
  Bonus feat 
  17
  th
  +12/+7/+1 
  +5 
  +10 
  +5 
  Skirmish (+5d6, +4 AC) 
  18
  th
  +13/+8/+3 
  +6 
  +11 
  +6 
  Free movement 
  19
  th
  +14/+9/+4 
  +6 
  +11 
  +6 
  Skirmish (+5d6, +5 AC) 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Battle fortitude +3, blindsight 30 ft., bonus feat 
   
  Any force on the move, whether it’s an army or an adventuring group, needs information about what’s 
  ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult 
  terrain at good speed, and she specializes in seeing her foe before the opponent detects her presence. In 
  a dungeon or in the wild, a scout is seen only when she wants to be. 
  Adventures: Scouts adventure for numerous reasons. Many have a role in a military organization. 
  Whether serving as outriders for a large army or as foresters for a small border fort, these scouts venture 
  into the wilderness under orders. Although more common than other scouts, those attached to the military 
  are unlikely to have the time or permission necessary to undertake regular adventures. Instead, 
  adventuring scouts come from rural villages, having honed their skills over a lifetime of wandering the 
  woods. Others have left their military service behind and find themselves attracted to the adventuring 
  lifestyle. Many adventuring scouts begin their careers as guides hired to lead other adventurers through 
  the wilderness. Those who find the excitement and challenge of adventuring to their taste then seek out a 
  group of their own.  
  Characteristics: A scout has some training in weapons and a unique combat style that favors fast 
  movement and devastating attacks. She excels in performing during running battles, which allow her to 
  maximize her special fighting techniques and high movement rate. Although a scout can hold her own in 
  a fight she’s at her best before combat begins, when she can use her powers of stealth and observation 
  to find an enemy and give her companions accurate information about what they face. The scout is a 
  KEO7-2 Mist Taken 
   
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  backcountry expert, exceeding even the ranger’s ability to navigate rough terrain and lead a group of 
  companions through the wilderness. 
  The scout also excels in a dungeon environment, and she can find and disable traps as well as any 
  rogue. As a scout advances in level, her senses become amazingly acute, and she can eventually 
  operate normally even in total darkness 
  Alignment: Scouts can be of any alignment, and a scout’s alignment is often shaped more by her 
  personal background than from any training. The notable exceptions to this are the many scouts who 
  receive their training in a military organization – such scouts are carefully and rigorously taught, and are 
  almost always lawful in alignment. Outside of military organizations, more scouts are neutral than any 
  other alignment, but every alignment and philosophy is represented within the class.  
  Religion: Scouts have varied and individual takes on religion, and no single religion stands out as typical 
  of the class. Scouts occasionally pay homage to deities of nature, but these devotions are more a 
  personal choice on the part of an individual than any outgrowth of their training. Scouts don’t see nature 
  as a force in its own right, and this belief is one of the most profound differences between the scout and 
  the ranger classes. Where the ranger sees nature as something to be revered and protected, the scout 
  sees it as the terrain over which she must do her job. Although a scout might love nature for its beauty or 
  for the solitude she can find within it, she’ll never draw power from nature the way a ranger does. 
  Background: Many scouts receive military training and serve for a time as outriders for an army. They 
  perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military 
  service turns out tough, independent scouts accustomed to working on their own or in small groups. Such 
  steady individuals make great additions to adventuring parties, and their expertise is often sought by 
  members of other classes. Other scouts come from a wide variety of backgrounds. Some train with 
  foresters and rangers serving a rural lord, and others simply grow up among the common folk of the 
  countryside, spending month after month exploring the wild in their leisure time. Scouts from such verse 
  backgrounds often take up adventuring to leave their home communities behind. Having exhausted the 
  potential for exploration in their home region, they seek wider variety of experience and wish to see a 
  broader portion of the world. 
  Races: Humans make excellent scouts. Their adaptable nature allows them to perfect a wider variety of 
  skills than most other races, and they make good use of the scout’s many abilities. Elves and halflings 
  are the most naturally gifted scouts; both races have produced nimble scouts with amazing abilities of 
  stealth and observation. While halflings have more innate talent for sneaking than elves do, the greater 
  speed of elf scouts gives them advantages of their own. Dwarves and gnomes make respectable 
  underground scouts, and the scout’s bonuses to speed offset one of these races’ greatest weaknesses. 
  Combined with the dwarves knack for operating in areas of earth and stone, scout training can._ urn 
  dwarves into impressive underground explorers—although most dwarves prefer a more straight-forward 
  approach to combat and dislike the skirmish fighting style of the scout.  
  Other Classes: Scouts work well with members of almost any other class. Skilled and adaptable, they 
  thrive when they can complement a slower and louder group of adventurers or soldiers. Scouts move 
  ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and 
  then circling back again to ensure that enemies are not sneaking up on the group from behind. When 
  combat is joined, however, the group remains as a stable base to which a scout can fall back when 
  pressed. Clerics, wizards, and others willing cast spells that enhance a scout’s mobility make her job 
  easier and are welcome companions in combat as well.  
  Conversely, a scout also welcomes a group made up entirely of stealthy characters such as rogues, 
  rangers, ninjas, and fellow scouts. This group moves much more quietly than a normal adventuring party, 
  and it is seldom surprised.  
  Role: A scout plays several roles in most adventuring groups. First and foremost, a scout excels at 
  detecting an enemy or creature before being detected herself. Whether moving well ahead of the group 
  or guarding the rear, a scout is the character most likely to discover a potential threat and be ready to act 
  in combat. Serving as a backup melee combatant or ranged expert in battle, she provides support for the 
  KEO7-2 Mist Taken 
   
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  more straightforward fighters in the group and confuses and distracts the enemy. A scout’s stealth and 
  trapfinding ability make her the natural choice for entering and searching dangerous areas.  
  GAME RULE INFORMATION 
  Scouts have the following game statistics. 
  Abilities: Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor. 
  Wisdom also is important because it affects many skills, especially Spot and Listen, that most scouts 
  consider vital to their ability to survive in the wild and to detect enemies efficiently. 
  Alignment: Any. Scouts in military service are usually lawful. 
  Hit Die: d8. 
  Starting Gold: 5d4X10 gp. 
  CLASS SKILLS 
  A scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Sir), Craft (Int), Escape 
  Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Listen (Wis),Move Silently (Dex), Ride (Dex), Search (Int), Speak Language 
  (n/a), Spot (Wis), Survival (Wis), Swim. (Str), Tumble (Dex), and Use Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 8 + Int modifier. 
  CLASS FEATURES 
  All of the following are class features of the scout. 
  Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, 
  throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields. 
  Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 
  feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases 
  by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). 
  The extra damage only applies against living creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick 
  out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged 
  attacks made while skirmishing, but only if the target is within 30 feet. 
  At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves 
  at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her 
  next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 
  15th, and +5 at 19th level). 
  A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy 
  load. If she gains the skirmish ability from another class, the bonuses stack. 
  Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the 
  Player’s Handbook. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 competence bonus on Fortitude saves and 
  initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus 
  when wearing medium or heavy armor or when carrying a medium or heavy load. 
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  Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the 
  Player’s Handbook. 
  Fast Movement (Ex): Starting at 3rd level, a scout’s gains a ÷10 foot enhancement bonus to her base 
  land speed. At 11th level, this bonus increases to ÷20 feet. See the monk class feature, page 41 of the 
  Player’s Handbook. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy 
  load. 
  Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the 
  druid class feature, page 36 of the Player’s Handbook. 
  Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains 
  a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-
  Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, 
  Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point 
  Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, 
  Spring Attack, Track. She must meet all the perquisites for the feat. 
  †New feat described in Chapter 3. 
  Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the Player’s Handbook. 
  Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
  This ability does not let her move more quickly rough terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through terrain or undergrowth that has been magically 
  manipulated to impede motion. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy 
  load. 
  Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium 
  or heavy armor hen carrying a medium or heavy load. 
  Blindsense (Ex): At 10th level, a scout gains the Blindsense ability out to 30 feet. This ability functions as 
  described on page 306 of the Monster Manual. 
  Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even 
  while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this 
  benefit when wearing medium or heavy armor or when carrying a medium or heavy load. 
  Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the 
  effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except 
  that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying 
  a medium or heavy load. 
  Blindsight (Ex): A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so 
  acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most 
  kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to 
  discern it. 
   
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  NEW FEATS 
  Fell Drain [Metamagic] (Libris Mortis)-Any creature damaged by the spell gains a negative level 
   
  Fell Weak [Metamagic] (Libris Mortis)- Any creature damaged by the spell takes a -4 penalty to 
  strength for 1 minute.  Multiple exposures to this ability do not stack, but will extend the time affected to 1 
  minute from the most recent damage dealt 
  . 
   
  NEW CREATURE 
  JOVAC DEMON 
   
             CR 5 
  CE Small outsider (Tanar’ri) 
  Init +2; Senses Blindsight 40 ft., Scent; Listen +7, Spot +7 
  Aura of Retribution 30 ft. 
  Languages (Telepathy) 
  AC 16, touch 13, flat-footed 14 
  (Modifiers) 
  hp 38 (4 HD); DR 5/good or cold iron; fast healing 5 
  Immune electricity, poison 
  Resist Acid 10, Cold 10, Fire 10 SR 13 
  Fort +7, Ref +6, Will +4;  
  Spd 30 ft.;  
  Melee 2 claws +6 (2d3+1) and bite +1 (1d4) 
  Base Atk +4; Grp +1 
  Abilities Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7. 
  SQ Outsider Traits, Tanar’ri traits 
  Feats Toughness, Toughness 
  Skills Hide +8, Listen +7, Search +3, Sense Motive +3, Spot +7  
  Aura of Retribution- Always active in a 30’ spread centered on the demon.  Whenever the Jovoc takes 
  damage from any source, every non Tanar’ri with the area also takes the same amount of damage.  A 
  Fortitude save DC 15 halves the effect which is otherwise not mitigated by SR, resistances, DR or the 
  like. 
  Tanar’ri Traits- Immunity to electricity and poison.  Resistance to Acid, Cold, and Fire 10.  Telepathy 
   
   
   
   
   
   
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  CRITICAL EVENT SUMMARY: KEO7-02 MIST TAKEN 
   
  1.  Did the heroes rescue the matriarch?  
   
  Yes 
   
  No 
   
   
   
   
  2. Did the heroes speak with Averyn and Reclusiarch Harnek BEFORE entering the cave? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
   
  3. Did the Grimloks kill any hero, whether they were raised or not? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
   
  List any players who were NOT raised after the Grimloks killed them. 
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  KEO7-2 Mist Taken 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO7-02 - Mist Taken (3E).pdf