TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO5-07 
   
   
   
   
  The Thin Edge of the Wedge 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.4 
   
  by Jay Stypinski 
  With material by Sam Weiss and Robert Madigan. 
   
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
   
   
   
  Danger lurks in Gand, and the clerics of the Laughing Rogue are on the case – or are they the ones responsible?  A 
  Keoland regional adventure for APLs 2-8. 
   
   
  Note: This adventure is of particular interest to PC members of Keoland’s religious metaorganization. 
   
  
  KEO5-X TITLE 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO5-X TITLE 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  There was a time in Keoland when the religions of the 
  Suel and Oeridian pantheons were politically powerful 
  and enjoyed many legal rights, as is common in many 
  nations of the Flanaess. The so-called Neheli Sacrilege 
  (referred the Neheli Compromise by the noble houses) 
  eliminated the religious rivalry between the two cultures 
  and actually gave the clerics as representatives of the two 
  pantheons a common ground to work from. 
   
  Prior to the formation of the Kingdom of Keoland, 
  the Oeridians and Suel tolerated each others’ presence, 
  but instances of religious persecution bred a growing 
  resentment between otherwise peaceful neighbors. In an 
  effort to lessen tensions and remind people that they had 
  more to gain from friendship than war, a great festival 
  was held, where both peoples could come and compete in 
  martial displays, musical performances and other 
  contests.  
   
  Unfortunately, a wrestling competition between a 
  priest of Kord and a Heironean knight ended in the 
  death of the Heironean. The other knights immediately 
  took the priest into custody. The Suel Houses demanded 
  that the Kordite be turned over to be tried under canon 
  law, but before the nobles of the Oeridian House Amber 
  could intervene, the Kordite was publicly executed by 
  Patriarch General Johaan Torlen, the high priest of 
  Heironeous for ‘murder’.  
   
  The Suel were outraged, particularly because the 
  Kordites’ request for religious sanctuary and trial 
  according to Suel law had been summarily denied.  An 
  attempt on the Patriarch General’s life followed. Drawing 
  upon divinations granted by Heironeous, the Patriarch 
  was able to discover the identity of the assassin, a priest of 
  Pyremius, and his employer, a Suel noble related to 
  House Neheli. The Patriarch General set out to bring the 
  attempted murderers to justice with a large force of 
  knights. The Suel noble called for protection from House 
  Neheli. Suloise law protected the noble and the assassin 
  from trial in secular courts, and from the vengeance of 
  the Patriarch General.  
   
  Due to unusual circumstances, House Neheli was 
  saved from having to choose between abandoning its 
  familial obligations and a military confrontation with the 
  Heironeans. 
  Opportunistic 
  Hextorite 
  warriors 
  challenged the few soldiers that remained to garrison the 
  Heironean abbeys to armed combat and massacred them. 
  Torlen was forced to retreat to stop the slaughter and was 
  killed in a later conflict with the Hextorites. In the 
  confusion, the Suloise noble and his assassin promptly 
  fled and were never heard of again.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  KEO5-X TITLE 
   
  Page 3 
   
  Early the next year, during the Great Council at 
  Niole 
  Dra, 
  House 
  Neheli 
  and 
  House 
  Amber 
  masterminded the shocking proposal that would become 
  the famed ‘Neheli Sacrilege’, due in no small part to the 
  events that became known as “Torlen’s Folly” and “The 
  Sanctuary of Pyremius”. Keogh proposed that no faith be 
  recognized by the Kingdom rather than continuing to 
  argue over a state religion. Keogh further suggested this 
  would serve to protect the churches from any excess of 
  the Crown and any desires it might have to force them to 
  violate their principles. Further, he proposed that no 
  church be allowed to own land within the borders of the 
  new Kingdom. Clovis of Amber stood and announced 
  that the House of Amber supported the proposal, and it 
  was passed with majority vote with many nobles 
  abstaining. Thus, the Neheli Compromise was created.  
   
  Obviously, the clerics of both pantheons were not 
  pleased with this decree, which they referred to as the 
  “Neheli Sacrilege”. Several lawful and neutral faiths of 
  both Oeridian and Suel pantheons formed the first 
  Divinity Council, devoted to changing Keoland’s new 
  policies 
  by 
  withholding 
  healing 
  magic 
  and 
  excommunicating the nobles, tactics that failed and were 
  rescinded within two years. They failed in their primary 
  purpose and the “Sacrilege” continues to this day.  
   
  Instead, several members of the Divinity Council 
  saw that their hopes of re-establishing the old ways were 
  slim at best and recognized that in some ways they were 
  better off under the new system. With the main reason 
  for their existence gone, the Council contemplated 
  disbanding, but realized that it was beneficial for them to 
  have a forum for interfaith cooperation, especially since 
  the two different cultures were still getting used to each 
  other. The Council pursued their own ends for centuries, 
  sponsoring quests, aiding churches outside of the 
  Kingdom and gathering their flocks. The Council also 
  pursued 
  a 
  policy 
  of 
  subtly 
  influencing 
  their 
  congregations to accept and support the new kingdom 
  and was in fact a main reason that the two great cultures 
  were able to blend together so well. The Council, which 
  preaches cooperation between the faiths and their 
  respective peoples, has also been an ardent opponent of 
  the Scarlet Brotherhood since the Brotherhood’s agenda 
  of racial superiority became known. 
   
  The situation about membership in the Divinity 
  Council has come into controversy in recent years. At the 
  present time, only ten faiths have a seat on the Council: 
  Ehlonna, Fharlanghan, Heironeous, Kord, Lydia, Norebo, 
  Olidammara, Osprem, Phaulkon and Zilchus. Of late, the 
  Council has felt some pressure to admit other faiths with 
  the growing number of followers of Pelor, Kelanen, Saint 
  Cuthbert and Wee Jas within the Kingdom. However, 
  the Council has been unwilling to expand or alter its 
  membership.  
   
  One of these faiths has been more vocal for a seat on 
  the Divinity Council. Following the Short War with 
  Furyondy, a force of Keoish soldiers returned to what 
  later became the Earldom of Gand and formed a 
  monastery devoted to Saint Cuthbert. The homespun, 
  commonsense philosophy of the Cuthbertites appealed 
  to the common folk as well as soldiers devoted to a 
  militant lifestyle. Although the faith has little popularity 
  outside of Gand, its membership has been steadily 
  increasing.  
   
  Recent events in Gand have seen the popularity of 
  the Cuthbertite cult grow even further. Farms on the 
  outskirts of Endereisen have been burned and the 
  inhabitants vanished into the night. Although Earl 
  Suzzelle directed the clerics of Olidammara to investigate 
  these attacks, they have not been successful and the 
  burnings 
  and 
  disappearances 
  continue. 
  A 
  vocal 
  Cuthbertite, Arnaud the Redeemer, has spoken out in 
  public against the Olidammarans’ failed efforts and has 
  not been censured by either the Earl or Warmaster 
  Madoc ap Llyr.  
   
  In actuality, Sypsis, a descendent of the long-
  forgotten Suel House that sponsored the unsuccessful 
  assassination of Patriarch General Torlen is actually 
  responsible for these attacks. Nursing his hate for loss of 
  his birthright, Sypsis was contacted by agents of the 
  Scarlet Brotherhood and agreed to join in a plan to create 
  dissention within the Divinity Council. To that end, the 
  Brotherhood agents hope to discredit the Olidammarans 
  and add the zealous and vocal Cuthbertites to the 
  council’s membership. 
  ADVENTURE SUMMARY 
  Encounter 1 
   
  The PCs have journeyed to the city of Endereisen in 
  the Earldom of Gand after hearing about attacks by 
  strange forms of undead. As they enter town, they 
  observe Arnaud the Redeemer, an evangelist of St. 
  Cuthbert, preaching in the streets about the need for the 
  churches to take action. Arnaud accuses the local 
  Olidammaran church of failing to protect the people and 
  being more interested in revelry and thieving than of 
  stopping the attacks. 
   
  The PCs witness an Olidammaran cleric play a prank 
  on Arnaud as his sermon rises to a fevered pitch. Arnaud 
  musters his dignity and the crowd withdraws, grumbling 
  mostly in Arnaud’s favor. 
   
  PCs can Gather Info here about the undead attacks, 
  the churches of Cuthbert and Olidammara and Arnaud 
  specifically. 
  Encounter 2 
   
  PCs will be approached by Arnaud and Zoltan, the 
  Olidammaran cleric, separately, depending on their 
  reactions in Encounter 1. The Cuthbertites want to enlist 
  the adventurers because they are an unknown quantity 
  and are potentially helpful. The Olidammarans want 
  
  KEO5-X TITLE 
   
  Page 4 
  them because they can see their support eroding among 
  the people. 
   
  Arnaud suspects that the Olidammarans are behind a 
  rash of thefts in Endereisen, including thefts from 
  mercantile stores and wants the PCs to prove it so his sect 
  can take action or bring proof to the Earl.  
   
  Zoltan invites the PCs to lunch at the Eagle’s Claw, a 
  local tavern. He believes that Arnaud is seeking to 
  discredit the Olidammarans but does not know why 
  other than the obvious conflicts between their respective 
  doctrines. He requests that the PCs find out who is 
  behind the thefts to clear the Olidammarans of suspicion. 
  Encounter 3 
   
  PCs that investigate find that supplies of holy water 
  and silvered weapons were stolen along with other goods 
  and money to conceal that fact (Appraise and applicable 
  Profession skills will provide bonuses to these checks). 
  PCs should discover that the robbers forced entry rather 
  than pick the locks. 
  Encounter 4 
   
  Undead attack the town. Alert PCs can determine 
  that the undead came from the sewer system. The 
  Cuthbertites assist but the Olidammarans are nowhere to 
  be found during the attacks. 
  Encounter 5 
   
  The other churches complain that they were robbed 
  of holy water and poor boxes during undead attack. 
  Mother Hedda, a cleric of Merikka, and a few other 
  priests appear to accuse the Olidammarans and an angry 
  crowd attempts to burn Olidammaran shrine. If PCs do 
  not intercede, Arnaud requests that they do, lest the fire 
  spread or innocents be harmed. PCs that investigate the 
  Olidammaran’s whereabouts find that the clerics are 
  sleeping and may discover that they were poisoned.  
  Encounter 6 
   
  The PCs can follow the trail of the undead through 
  the sewers to secret shrine to Olidammara. The rail will 
  lead to an underground shrine, but the PCs must bypass a 
  trap to enter.  
   
  Alternately, 
  PCs 
  may 
  discover 
  that 
  the 
  Olidammarans were poisoned and investigate the tavern 
  where they met with Zoltan. A search of the tavern 
  reveals that the cook is missing and that a trapdoor in the 
  larder leads to the sewers. 
  Encounter 7 
   
  The PCs must face an evil cleric disguised as a cleric 
  of Olidammara. The Olidammarans will be blamed unless 
  the PCs discover the cleric’s true allegiance. 
  PREPARATION FOR PLAY 
  Note whether any PCs are obvious worshippers of Saint 
  Cuthbert, Olidammara, Rao, or Pholtus. 
  INTRODUCTION 
  Rumors of something preying upon outlying farms 
  have drawn you and other adventurers to the 
  Earldom of Gand. Those dwelling on the farms told 
  you 
  little 
  beyond 
  that 
  there 
  were 
  burned 
  homesteads left in the wake of nocturnal raids. 
  None were left alive to tell tale of what occurred. All 
  the commoners know is that the Earl requested the 
  clerics of Olidammara to look into the matter, but 
  they haven’t done anything so far. Perhaps it’s time 
  for someone else to take charge… 
   
  The town of Endereisen (EN-der-ry-zen) lies 
  ahead. A well-known haven of rogues and gamblers, 
  you arrive near midday in hopes of gathering some 
  news of the attacks or, at the very least, finding some 
  entertainment in town. 
   
  Allow the PCs to introduce themselves and proceed 
  into town (and into Encounter 1). 
  � Endereisen (Large Town):  Conventional; AL N 
  (leaning towards LN); 3,000 gp Limit; Assets: 
  (510,000 gp); Population 3,400; Isolated (98% Keoish, 
  2% other). 
   
  Authority figures: Warmaster Madoc ap Llyr (LN 
  male), Earl Cornelius Suzzalle (LE male) and Earl 
  Warren Syr’Andolyn (LN male). The Earls run the 
  Earldom jointly, as they have been doing for nearly 
  120 years. 
   
  Important Characters: Mother Hedda of Merikka 
  (LG female Clr5) 
  ENCOUNTER 1: PREACHING 
  TO THE CONVERTED 
  You make your way through the town of Endereisen 
  in search of a place to stay and glean more about the 
  recent attacks. The town is filled with farmers and 
  visiting merchants here for market day. As you 
  shoulder your way past peddlers, farmers and 
  townsfolk, your attention is drawn to a thin, 
  bearded Oeridian man standing atop a wagon loudly 
  proselytizing to a crowd of onlookers. He is slight of 
  build and clad in a simple brown tussock and 
  crumpled hat of brown and green, with an affixed 
  starburst symbol minted in copper. He addresses 
  the crowd in a dignified, controlled voice that 
  carries through the noisy square. 
   
  “Citizens of Gand, hear me!” he shouts as he raps 
  a bronze-hafted cudgel against the wagon wheels to 
  draw attention. “I listen to you folk talking, and I 
  hear the disturbing sound of FEAR!  I smell the fear 
  
  KEO5-X TITLE 
   
  Page 5 
  and I taste the fear!  And you must ask yourselves, 
  why are you afraid?  Why do you fear the dark each 
  night, and bolt your doors and windows?  Why are 
  you afraid?” 
   
  The preacher has gained the crowd’s attention. 
  Even a town guard listens to the man with rapt 
  interest. 
   
  “You are afraid because you are not protected!  I 
  am NOT pointing the finger at our nobles, but our 
  lords cannot always protect us from things that 
  haunt the night!  No, good people, our nobles have 
  done what is right to protect us!  Our nobles have 
  ordered the priests to deal with the recent unrest!  
  But they have failed you!  Why?  Because the priests 
  of the Laughing Rogue put their pleasure before 
  your business!  At night, they drink and make merry 
  while you huddle in the dark with your families!  
  Because their priests would rather filch the copper 
  coins from the dead than send them back to their 
  graves!” 
   
  A collective gasp issues from the crowd as the 
  man speaks openly of their fear. In the sudden 
  silence, a laugh rings out. “I’d rather filch that 
  copper trinket from your hat!”  Another Oeridian 
  man, clad in stylish black clothing, leaps up behind 
  the preacher and snatches the hat from his head, 
  revealing a bald pate. “Arnaud, the glare from the 
  sun on your crown has made you blind as a Pholtan!” 
   The interloper laughs as he tumbles off the wagon 
  into the crowd. The crowd’s reaction is mixed. A few 
  laugh, while many others mutter angrily at the 
  prank. The preacher simply stares hard after the 
  thief while maintaining his dignity. 
   
  The PCs have several options here to react to the 
  developments. Allow the PCs relevant skill checks if they 
  ask before taking action. 
  Knowledge (religion):  
  DC 10: Preaching to an open crowd is normally 
  frowned upon, if not illegal, in most parts of Keoland 
  (all clerics with a home region of Keoland know this 
  information automatically). 
  DC 15: The cudgel is the symbol of Saint Cuthbert 
  (all clerics of Saint Cuthbert know this information 
  automatically). 
  DC 18: The “Laughing Rogue” refers to the Oeridian 
  deity Olidammara (all clerics of Olidammara know 
  this information automatically). 
  DC 20: The priests of Saint Cuthbert have a long 
  standing rivalry with those of Pholtus of the 
  Blinding Light (all clerics of Saint Cuthbert know 
  this information automatically). 
  DC 25: The preacher appears to be a member of the 
  Order of the Chapeaux of the Church of Saint 
  Cuthbert. This Order is actively involved in 
  spreading the faith of Saint Cuthbert and generally 
  helps strangers and travelers (all clerics of Saint 
  Cuthbert know this information automatically). 
  Knowledge (local - Sheldomar Valley metaregion):  
  DC 10: Preaching to an open crowd is normally 
  frowned upon, if not illegal, in most parts of Keoland 
  (all clerics with a home region of Keoland know this 
  information automatically). 
  DC 15: Gand is a haven for rogues, and the main 
  faith practiced in urban Gand is worship of 
  Olidammara. 
  DC 20: A small sect devoted to Saint Cuthbert was 
  established in Gand following the return of Keoish 
  soldiers from Veluna. 
  Knowledge (history): 
  DC 10: A small sect devoted to Saint Cuthbert was 
  established in Gand following the return of Keoish 
  soldiers from Veluna after the Short War in 438 CY.  
    
   
  Developments: The PCs have some options here. 
  They can try to catch the prankster, talk to the preacher, 
  talk to the crowd, or just head to a nearby inn and ignore 
  the incident.  
  TALKING TO THE PREACHER 
   
  The preacher is Arnaud the Redeemer. PCs speaking 
  with him may make a DC 10 Diplomacy check to coax 
  Arnaud continue to decry the local Olidammaran 
  church’s failure to protect the people and being more 
  interested in revelry and thieving than of stopping the 
  attacks. PCs may obtain more information about the 
  reasons behind Arnaud’s sermon with a higher result. 
  PCs displaying visible holy symbols of Saint Cuthbert or 
  Rao gain a +5 circumstance bonus to this check; PCs 
  displaying holy symbols of any lawful good or lawful 
  neutral deity (other than Pholtus) obtain a +2 
  circumstance bonus, as do any PCs that attempted to 
  recover his hat.  
  DC 15: Arnaud is not certain if the Olidammarans 
  are behind the attacks but he wants the attacks 
  stopped.  
  DC 20: Arnaud is surprised that the Earl’s soldiers 
  have not arrested him for speaking of religious 
  matters in public. 
  DC 25: <in a hushed whisper> He believes that the 
  attacks may have been caused by unnatural beings. 
   
  In addition, PCs making a DC 20 Sense Motive 
  check will get the impression that while Arnaud believes 
  he is speaking the truth, these ideas are not his own. If 
  questioned about the source of his ideas, Arnaud will 
  admit that he has spoken with the clerics of the other 
  deities here in Endereisen. However, they are concerned 
  
  KEO5-X TITLE 
   
  Page 6 
  about the people but are afraid to speak out against the 
  Olidammarans in public. 
  � 
  Arnaud 
  the 
  Redeemer: 
  Male 
  Oeridian 
  Rog5/Evanegelist1; see Appendix 5. 
  TALKING TO THE CROWD 
   
  PCs can Gather Information from the crowd about 
  the undead attacks, the churches of Saint Cuthbert and 
  Olidammara, 
  and 
  about 
  Arnaud 
  the 
  Redeemer 
  specifically. Note that PCs cannot take 20 on this check 
  because crowd is dispersing.  (As this is not a typical 
  Gather Information check with a crowd already 
  assembled, the check does not take hours). 
  Asking about Arnaud: 
  DC 13: “Arnaud is a straight-shooter who is only 
  talking common sense.” 
  DC 17: “Arnaud used to run with them 
  Olidammarans before he started preaching about 
  Saint Cuthbert.” 
  Asking about the Olidammarans: 
  DC 13: “All they do is gamble and drink all night 
  and sleep all day. Who needs ‘em?” 
  DC 17: “I don’t know what to think. There was never 
  any trouble before, with the Olidammarans running 
  the gambling houses instead of running about the 
  countryside. They do a good bit now and then for 
  folks though – alms for the poor and sick, with the 
  Earl’s blessing.”   
  Asking about the undead attacks: 
  DC 0: “A-hem!  There ARE no such creatures in 
  Keoland!”  (while moving hurriedly away). 
  Asking about the attacks in general: 
  DC 10: “Something has attacked the outlying farms. 
  Many of them were burned to the ground!“ 
  DC 20 + APL: “I don’t know the truth of the matter, 
  but my cousin heard from a priest of Fharlanghan 
  that the farms were attacked by flaming monsters!” 
  IGNORING THE INCIDENT 
   
  In this case, the PCs will be approached later by both 
  the Olidammarans and Cuthbertites should they retire to 
  the inn or stay in town. 
  CHASING THE PRANKSTER 
   
  If the PCs chase the prankster, regardless of whether 
  they catch him, they will not be contacted by the 
  Olidammarans in Encounter 2. 
   
  Creatures: 
  PCs 
  who 
  wish 
  to 
  pursue 
  the 
  Olidammaran may do so; he has no desire or inclination 
  to fight the PCs. 
  All APLs (EL 1) 
  � Olidammaran Prankster: Male human Rog2; hp 
  11; see Appendix 5. 
   
  Tactics: The Olidammaran prankster, Johan, will 
  run if confronted by the PCs. He will not attack the PCs. 
  If not stopped immediately by being successfully 
  grappled or subjected to a charm or enchantment, he will 
  double move through the crowd and down the 40 foot-
  long alley as shown on DM Aid: Map #1.  His next action 
  will be to try a running jump over the 5 foot high crates 
  in the alley (DC 20 Jump). He will then move to the rear 
  of the alley and attempt to climb the 20 foot-high wall 
  (DC 20 Climb) by taking a double move. If Johan makes 
  it over the wall, assume that he escapes. If cornered, he’ll 
  toss them Arnaud’s hat back with a laugh and surrender. 
  Johan is a coward at heart and will only attack if he is in 
  fear of his life.  
   
   
  Development: If Johan is captured, he can be 
  turned over to the local constables, who will admonish 
  and fine him 10 silver pieces for disturbing the peace. 
  PCs that used lethal force or cast spells in public are 
  subjected to stiffer penalties: 
  • 
  Injuring Johan or another citizen: Fine of 10gp per hit 
  point of lethal damage inflicted, paid by the 
  offending PC. If spells were used to inflict the 
  damage, this fine is cumulative to others for 
  spellcasting in public (see below). 
  • 
  Casting non-forbidden spells in public: Fine of 10 gp, 
  multiplied by a number equal to (4 x total levels of 
  spells 
  cast). 
  Large, 
  especially 
  dangerous 
  or 
  destructive spells (such as the high-end evocation or 
  conjuration spells like lightning bolt, fireball, flame 
  wave) are counted as being double their actual level. 
  Thus a PC who casts magic missile and fireball will 
  incur a fine of (4 x 8 x 10 gp) 320 gp. Note that this 
  penalty applies to spells that are especially flashy 
  and/or destructive (your discretion – a spell like 
  haste or invisibility would not be considered illegal, 
  but merely frowned upon; most evocation spells are 
  another matter). 
  • 
  Destruction of public property (what kind of table of PCs 
  are you running, anyway?) ranges from fines of 50 gp 
  (destroying a wall) to 500 gp or more (for burning 
  down a building). 
  • 
  Casting forbidden spells in public: Most necromancy 
  spells fall into this category. Consult the Keoland 
  Meta-Organization 
  book 
  appendix 
  for 
  a 
  comprehensive list of these spells and the 
  punishments incurred. 
   
  PCs that cannot pay the fine are imprisoned until 
  they work off their debts. This immediately removes 
  them from the adventure; each TU that they remain 
  imprisoned covers 100 gp of their fine. PCs may 
  
  KEO5-X TITLE 
   
  Page 7 
  contribute their own earnings to keep a fellow PC out of 
  jail. 
  ENCOUNTER 2: OFFERINGS 
  After the excitement dies down, the crowd 
  disperses, going about their daily business. As you 
  prepare to do the same, you note that someone 
  lingers behind, obviously waiting to speak with you.  
   
  PCs will be approached by Arnaud and/or Zoltan, 
  the Olidammaran cleric, separately, depending on their 
  reactions in Encounter 1. If the PCs helped Arnaud or 
  obtained a favorable reaction from him in Encounter 1, 
  the preacher will approach them. If the PCs chased or 
  apprehended Johan, Zoltan will not approach them. If 
  the PCs did nothing, they will be approached by both 
  men, Arnaud first and Zoltan after Arnaud takes his 
  leave. 
  SPEAKING WITH ARNAUD 
   
  Arnaud suspects that the Olidammarans are behind a 
  rash of thefts in Endereisen, including thefts from 
  mercantile stores, and wants the PCs to prove it so his 
  sect can take action or bring proof to the Earls. The last 
  shop robbed was a dry goods establishment called “Pike’s 
  Dry Goods and Sundries,” run by a retired adventurer. He 
  cannot offer any compensation. If asked directly, he will 
  admit to being a former follower of the Laughing Rogue, 
  but he has seen the wisdom of the Cudgel. 
   
  The Cuthbertite wants to enlist the adventurers 
  because they are an unknown quantity and are 
  potentially helpful. He is very earnest in his appeal for 
  aid. A DC 5 Sense Motive check convinces PCs of his 
  sincerity. 
   
  Treasure: If asked for a reward, he looks dour but 
  offers the PCs each a sum of gold lions equal to (25 x 
  APL). 
  � 
  Arnaud 
  the 
  Redeemer: 
  Male 
  Oeridian 
  Rog5/Evanegelist1; see Appendix 5. 
  SPEAKING WITH ZOLTAN 
   
  If Arnaud approached the PCs, Zoltan waits until he 
  is finished with them before he invites the PCs to lunch 
  at the Eagle’s Claw, a local tavern. Zoltan will presume to 
  order for the PCs, insisting that they try the spiced 
  pepper stew prepared by the Claw’s cook, Sypsis. Zoltan 
  will loudly tell the PCs that he and his brethren “always 
  eat the stew here – it keeps the blood red hot!” with a 
  loud laugh. 
   
  He believes that Arnaud is seeking to discredit the 
  Olidammarans but does not know why other than the 
  obvious conflicts between their respective doctrines. The 
  last shop robbed was a dry goods establishment called 
  “Pike’s Dry Goods and Sundries,” run by a retired 
  adventurer. He requests that the PCs find out who or 
  what is behind the thefts to clear the Olidammarans of 
  suspicion. 
   
  Treasure: He offers the PCs each 25 gp per APL if 
  the Olidammarans are cleared.  
   
  If asked about the Olidammaran’s assault on Arnaud, 
  Zoltan laughs and admits that he genuinely likes Arnaud 
  and finds his fervor amusing. He had his associate, Johan, 
  embarrass the preacher to stop him from getting into 
  trouble by mentioning the undead. A DC 15 Sense 
  Motive check shows that his fondness for Arnaud is 
  genuine, but that he is holding something back. Zoltan 
  will not admit that Arnaud turned from Olidammara to 
  Cuthbert. 
  � Zoltan Draper: Male Oeridian Clr3/Rog2 of 
  Olidammara; see Appendix 5. 
  ENCOUNTER 3: 
  INVESTIGATING THE STORES 
  PIKE’S DRY GOODS AND SUNDRIES 
   
  The next logical step in the PCs investigation is to 
  investigate the goings on at “Pike’s Dry Goods and 
  Sundries”. 
   
  Pike’s Dry Goods and Sundries is a modest 
  storefront with a large inventory. The building itself 
  is made of wood and raised off a stone foundation. 
  The front door hangs at an awkward angle, but a sign 
  posted to it reads “OPEN” in Common and Keoish.  
   
  Pike’s is run by a retired ranger, Romo Pike, an older 
  man of obvious Keoish ancestry. At the moment, he is 
  busy taking inventory to determine what was stolen. Pike 
  stands about 5’5” and is thickset, with light brown hair 
  and a fair complexion. His dark eyes regard everyone that 
  enters his shop shrewdly and with a certain amount of 
  suspicion since last evening’s break-in. If the PCs admit 
  to investigating on behalf of Arnaud, he will answer any 
  questions freely and allow them to search his shop. 
  Otherwise, they must succeed at a DC 15 Diplomacy 
  check to obtain any information or permission to look 
  around. Increase the DC by 5 if the PCs admit to 
  investigating on behalf of the Olidammarans, as Pike 
  believes that they might be the ones responsible for the 
  break-in. 
   
  If questioned, Pike can provide the following 
  information: 
  • 
  The break-in occurred last night.  
  • 
  He didn’t know about it until this morning as he 
  doesn’t live above his shop. 
  • 
  He hasn’t finished taking inventory, but he knows 
  that all his supplies of holy water and a few silvered 
  weapons he had on-hand were stolen. These were 
  the most valuable items in his inventory. 
  
  KEO5-X TITLE 
   
  Page 8 
  • 
  He doesn’t carry any other weapons or armor made 
  of special materials. 
  • 
  A small amount of coin was stolen as well, but it 
  wasn’t much as he usually cashes out the till each 
  evening.  
  • 
  The only damage that Pike has found so far is the 
  broken door and broken glass case containing the 
  weapons and holy water. 
  • 
  Pike knows of three other shops besides his that 
  were robbed: Finn’s Bait and Tack, Lestacia’s Curios 
  and Eldred’s Books. 
   
  A DC 15 Appraise check will show that any silvered 
  weapons or holy water would have been the most 
  valuable items in Pike’s inventory. Any applicable 
  Profession skills can provide a +2 circumstance bonus to 
  this check at your discretion. 
   
  If the PCs Search the store, the entire shop area is a 
  30 foot by 40 foot building, so “Taking 20” on the entire 
  store will take about 48 minutes divided by the number 
  of PCs searching. A DC 20 Search check on the door will 
  show that it was likely forced by someone with great 
  strength as the deadbolt splintered. A DC 22 check will 
  show that the door had a good quality lock. 
   
  A DC 10 Search of the glass case reveals that it too 
  was smashed. A DC 15 check shows that there was a bit of 
  flesh, but no blood, amongst the broken panes. A DC 20 
  check shows that the lock on the glass case was of poor 
  quality. PCs with any ranks in Open Locks or Profession 
  (locksmith) will note that the lock could easily have been 
  picked by anyone with such talents.  
   
  If a PC with ranks in Heal inspects the bit of torn 
  flesh, a DC 20 check shows that whatever left it was dead 
  for several days.    
   
  PCs with the Track feat can make a DC 20 Survival 
  check to find that the thieves wore heavy boots. 
  However, all other traces of their passage have been 
  eliminated by Pike’s efforts to clean up. 
   
  PCs may also purchase any standard item in the 
  Player’s Handbook in the shop, excepting the items noted 
  above.  
   
  There is a little more for the PCs to do after 
  investigating Pike’s. The other shops that were broken 
  into were all robbed in the same manner.  
  FINN’S BAIT AND TACKLE 
   
  Finn is a tall, thin man of Oeridian-Flan descent who 
  is interested in little except fishing. He sells bait, rods 
  and nets. If the PCs question him, he can tell them that 
  the store was robbed of cash three nights ago. However, 
  it takes a DC 15 Gather Information or Diplomacy check 
  to keep Finn on track; he will keep bringing the story 
  around to his fruitless attempts to catch the giant gar, 
  “Old Squinty,” who inhabits the local lake. 
  LESTACIA’S CURIOS 
   
  Lestacia is a prim, middle-aged spinster of Suloise-
  Oeridian mix who wears her henna-colored hair pulled 
  back tight, giving her a severe look. Her curio shop was 
  robbed of coin five nights ago. If asked if anything else 
  was stolen, she will deny it. A DC 15 Sense Motive check 
  will reveal that she is holding something back. If pressed, 
  and PCs succeed at either an DC 20 Intimidate or 
  Diplomacy check, Lestacia will admit that an ancient 
  family heirloom is missing, a relic of a holy symbol from 
  what she believes may have been the old Suel Imperium. 
  She admits to being reluctant to talk about it because it 
  might constitute “forbidden knowledge, like that awful 
  banned book.” (A DC 20 Knowledge (local – Sheldomar 
  Valley metaregion) check will alert the listener to the fact 
  she is referring to the Chronicle of Secret Times). She was 
  never clear on what it was, just a beaten copper charm. 
  Lestacia can describe the symbol or draw it for the PCs. A 
  DC 25 Knowledge (religion) check will reveal that the 
  charm appears to be a holy symbol of Suloise design. A 
  DC 30 check reveals that the symbol appears to be that of 
  Ranet, a forgotten Suel fire goddess whose portfolio was 
  stolen by Pyremius, the Suel god of fire, poison and 
  murder. If any PCs think to ask if they know anything 
  else about Pyremius, with a successful DC 20 Knowledge 
  (religion) check, they will also recall that Pyremius is also 
  a patron of chefs. 
  ELDRED’S BOOKS 
   
  Eldred’s Books is owned by an older Oeridian man 
  with a short white beard and dark complexion. Eldred’s 
  shop was robbed over a week ago, but the only item taken 
  was a history book detailing the events that lead up to the 
  Neheli Compromise. Eldred does not recall any details of 
  the volume, as he explains it was not a period that 
  interested him. However, PCs with ranks in Knowledge 
  (history), Knowledge (religion) or Bardic Knowledge can 
  make skill checks to recall the following information 
  about these historical events: 
  DC 5 Knowledge (history), Knowledge (religion), or 
  Bardic Knowledge 
  • 
  Both the Oeridians and Suel nobles agreed that no 
  faith would be recognized by the Kingdom of 
  Keoland after the two cultures argued over a state 
  religion. Further, in Keoland no church is allowed to 
  own land. This agreement is known as “the Neheli 
  Compromise”. 
  DC 10 Knowledge (history), Knowledge (religion), or 
  Bardic Knowledge 
  • 
  The churches of Keoland refer to that agreement as 
  the “Neheli Sacrilege”. 
  
  KEO5-X TITLE 
   
  Page 9 
  • 
  Several lawful and neutral faiths of both Oeridian 
  and Suel pantheons formed the first Divinity 
  Council. The Council is known for sponsoring 
  quests, aiding churches outside of the Kingdom and 
  gathering their flocks.  
  • 
  The Council is very supportive of Keoland’s nobility 
  and preaches cooperation between the Oeridian and 
  Suloise faiths and their respective peoples. 
  DC 15 Knowledge (history) or Knowledge (religion) 
  • 
  The Neheli Compromise was adopted by the nobles 
  after a quarrel between followers of Kord and 
  Heironeous nearly caused a civil war. 
  DC 20 Knowledge (history) or Bardic Knowledge 
  • 
  The Suel and Oeridians who formed Keoland were 
  divided over the question of a state religion. To bring 
  the Suel and Oeridians together, a great festival was 
  held. However, a wrestling competition between a 
  priest of Kord and a Heironean knight ended in the 
  death of the Heironean. The Oeridians took the 
  Kordite into custody and later executed him. The 
  Suel were outraged. The Neheli Compromise was 
  adopted to quell the bad blood between the two 
  peoples.  
  DC 20 Knowledge (religion) 
  • 
  The members of the Divinity Council are the 
  Churches of Ehlonna, Fharlanghan, Heironeous, 
  Kord, 
  Lydia, 
  Norebo, 
  Olidammara, 
  Osprem, 
  Phaulkon and Zilchus.  
  • 
  The Divinity Council is rumored to work behind the 
  scenes in opposition to the Scarlet Brotherhood, an 
  organization of Suel supremacists that attacked the 
  port of Gradsul in the Greyhawk Wars.    
  DC 25 Knowledge (history) or Bardic Knowledge 
  • 
  After the death of the Heironean wrestler at the 
  festival, the other knights immediately took the 
  Kordite priest into custody. The Suel demanded that 
  the Kordite be turned over to be tried under canon 
  law, but before the nobles of the Oeridian House 
  Amber could intervene, the Kordite was publicly 
  executed by the Patriarch General, the high priest of 
  Heironeous, for ‘murder’.  
  • 
  The Suel were outraged, particularly because the 
  Kordites’ request for religious sanctuary and trial 
  according to Suel law had been summarily denied.  
  An assassination attempt on the Patriarch General’s 
  life followed. The Patriarch discovered the identity 
  of the assassin, a priest of Pyremius, and his 
  employer, a Suel noble related to House Neheli. The 
  Patriarch General set out to bring the attempted 
  murderers to justice with a large force of knights. 
  The Suel noble called for protection from House 
  Neheli. Suloise law protected the noble and the 
  assassin from trial in secular courts, and from the 
  vengeance of the Patriarch General.  
  • 
  House Neheli was saved from having to choose 
  between abandoning its familial obligations and a 
  military 
  confrontation 
  with 
  the 
  Heironeans. 
  Opportunistic Hextorite warriors challenged the few 
  soldiers that remained to garrison the Heironean 
  abbeys to armed combat and massacred them. The 
  Patriarch General was forced to retreat to stop the 
  slaughter and was killed in a later conflict with the 
  Hextorites. In the confusion, the Suloise noble and 
  his assassin promptly fled and were never heard of 
  again.  
  DC 25 Knowledge (religion) 
  • 
  Of late, the Council has felt some pressure to admit 
  other faiths with the growing number of followers of 
  Pelor, Kelanen, Saint Cuthbert and Wee Jas within 
  the Kingdom. However, the Council has been 
  unwilling to expand or alter its membership.  
  ENCOUNTER 4: FIRE! 
  As you conclude your investigation, you find that 
  the hour has grown late and the time for supper is 
  nigh. As you prepare to discuss plans for dinner, you 
  hear screams coming from the town center! 
   
  In all likelihood, by the time PCs finish speaking 
  with the shop owners, it will be dusk. As the PCs prepare 
  to retire for the evening or get supper, undead attack the 
  town, suddenly appearing in the town square from side 
  streets. 
   
  See DM Aid: Map #2. The starting positions of the 
  creatures are labeled from 1-6; place the creatures at these 
  points on the map up to the maximum number of 
  creatures present. Note that the map is at 10-foot scale. 
  APL 2 (EL 5) 
  � Fiery Skeletons (6): hp 9 each; see Appendix 1. 
  APL 4 (EL 7) 
  � Fiery Ogre Skeletons (4): hp 36 each; see 
  Appendix 2. 
  APL 6 (EL 9) 
  � Cinderspawns (3): hp 90 each; see Appendix 3.  
  APL 8 (EL 11) 
  � Cinderspawns, Advanced (3): hp 162 each; see 
  Appendix 4.  
   
  Tactics: The skeletons simply attack the closest PCs, 
  as they are mindless undead. The cinderspawns choose 
  targets carefully, using Mobility and Spring Attack feats 
  to reach vulnerable opponents that might otherwise be 
  protected by comrades. As they are drawn to drain 
  Charisma, they focus on those who exude force of 
  
  KEO5-X TITLE 
   
  Page 10 
  personality, typically sorcerers or clerics. However, they 
  are intelligent enough to combine efforts against an 
  opponent that is causing them the most damage and 
  attempt to render that opponent comatose by draining 
  Charisma to 0. Note that cinderspawn need only touch an 
  opponent to cause damage.  
   
  Development: Alert PCs can determine that the 
  undead came from the sewer system with either a 
  successful DC 15 Gather Information or Survival check 
  (no Track feat is needed for the latter, as the tracks have 
  been flame-seared into the ground). The PCs will see 
  Cuthbertites and the town watch defending other areas 
  from attacks by undead. If the PCs ask, tell them that 
  they did not see Olidammarans anywhere during the 
  attacks. 
  ENCOUNTER 5: FIRE AND 
  BRIMSTONE 
  In the aftermath of the attack, a few acolytes of Saint 
  Cuthbert and priests of other faiths minister to 
  those commoners wounded by the flaming horrors. 
  Arnaud the preacher seems to have been wounded as 
  well. As he weakly raises a hand to try and draw the 
  attention of the people, an older, Oeridian woman 
  in a knitted shawl calls out to him. “Arnaud – our 
  shrines were robbed as we tended to the wounded,” 
  the old woman says as she shakes her head in 
  disgust. “And where are the Olidammarans?  Our 
  poor boxes and holy waters stolen from under our 
  noses as corruption invaded our streets.”  She sighs 
  sadly, and those with her murmur assent.   
   
  The speaker is Mother Hedda of Merikka, an 
  Oeridian agricultural deity. The other churches in 
  Endereisen, consisting of shrines to Fharlanghan, Phyton 
  and Wenta, confirm that they were robbed of holy water 
  and poor boxes during undead attack as well. Arnaud 
  acknowledges weakly that Saint Cuthbert’s shrine has 
  also been victimized.  
   
  “We know who is responsible!”  A middle-aged 
  Keoish man raises a torch. “Those damned 
  Olidammarans!  They’re not here, are they?!  Who 
  else would sink so low to rob and steal while our 
  homes are attacked!?” 
   
  The crowd’s murmur turns to an angry roar. Before 
  long, the crowd becomes a mob heading towards 
  Olidammara’s temple with an obvious intent to burn it to 
  the ground. If PCs do not intercede, Arnaud requests that 
  they do, lest the fire spread or innocents be harmed.  
   
  The mob begins as Unfriendly, unless any PCs are 
  obvious worshippers of Olidammara or have let it be 
  known about town that they are acting on the 
  Olidammarans behalf, in which case the crowd begins as 
  Hostile. See Player’s Handbook, page 72. PCs must move 
  the mob’s attitude to Friendly to prevent the mob from 
  setting the Olidammaran’s temple on fire. The following 
  circumstance modifiers may be applicable: 
  • 
  +2 if any PC is an obvious follower of Saint Cuthbert. 
  • 
  +4 if the PCs are obvious members of any recognized 
  authority in Keoland (Nobility, NAW, Darkwatch, 
  Dreadwalkers, Knights of the Watch/Dispatch, 
  Silent Ones, Military, etc.). 
  • 
  +/- 2 discretionary circumstance bonus or penalty for 
  good role-playing. 
   
  The mob could also be stopped by force. Any display 
  of offensive magic will cause the crowd to flee in a panic. 
  The crowd consists of 1st level Commoners armed with 
  torches and clubs (hp 6 each; SV Fort +2, Ref +0, Will +0). 
  If six or more are subdued, intimidated, or slain, the rest 
  of the mob will flee. Note that PCs that kill ANY 
  commoners will be ARRESTED AFTER the adventure is 
  over by civil authorities. 
   
  PCs that investigate the Olidammaran’s whereabouts 
  find that the clerics are sleeping inside their temple. All 
  will be killed unless the PCs stop the mob. A DC 15Heal 
  check or detect poison on any of the five Olidammarans 
  present in the temple will show that they were poisoned. 
  A DC 20 Heal check will identify the poison as taggit oil. 
  ENCOUNTER 6: INTO THE 
  SEWERS 
   
  The PCs can follow the trail of the undead through 
  the sewers to secret shrine to Olidammara. The trail will 
  lead to an underground shrine, but the PCs must bypass a 
  trap to enter. See DM Aid: Map #3. 
   
  PCs that discover that the Olidammarans were 
  poisoned may wish to investigate the Eagle’s Claw tavern 
  where they met with Zoltan. A DC 13 Gather 
  Information check reveals that the Olidammarans all ate 
  the spicy stew at the Claw. A search of the tavern reveals 
  that the cook is not present. A DC 15 Search of the 
  kitchen reveals an empty bottle of oil thrown atop the 
  trash. A successful DC 20 Heal check or detect poison spell 
  shows its contents to be taggit oil, a poison that causes its 
  victims to fall unconscious. A DC 20 Search of the pantry 
  reveals a trapdoor that leads to the sewers. The trapdoor is 
  trapped. See DM Aid: Map #3. 
   
  Trap: PCs must deal with a trap no matter what 
  route they take, as the identical trap is found on both the 
  entryway to the sewer complex and the trapdoor in the 
  Eagle’s Claw. 
  APL 2 (EL 2) 
  � Poison Dart Trap: CR 2; mechanical; location 
  trigger; manual reset; Atk +8 ranged (1d4 plus 
  poison, dart); poison (medium spider venom, DC 14 
  Fort save resists, 1d4 Str/1d4 Str); Search DC 20; 
  Disable Device DC 18. 
  
  KEO5-X TITLE 
   
  Page 11 
  APL 4 (EL 4) 
  � Poison Dart Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +15 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per target in 10 
  ft by 10 ft room); poison (medium spider venom, DC 
  14 Fort save resists, 1d4 Str/1d4 Str); Search DC 22; 
  Disable Device DC 20. 
  APL 6 (EL 6) 
  � Ungol Dust Vapor Trap: CR 6; mechanical; 
  location trigger; manual reset; gas; multiple targets 
  (all targets in 10 ft by 10 ft room); never miss; onset 
  delay (2 rounds); poison (ungol dust, DC 15 Fort 
  resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search DC 
  25; Disable Device DC 22. 
  APL 8 (EL 8) 
  � Burnt Othur Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; gas; multiple targets (all 
  targets in 10 ft by 10 ft room); never miss; onset 
  delay (3 rounds); poison (burnt othur fumes, DC 18 
  Fort resists, 1 Con drain/3d6 Con); Search DC 27; 
  Disable Device DC 24. 
  ENCOUNTER 7: THE 
  SANCTUARY OF PYREMIUS 
   
  Whether the PCs follow the trail of undead or of 
  Sypsis through the Eagle’s Claw, they will arrive at Sypsis’ 
  sanctuary as shown on DM Aid: Map #3. 
   
  Read the following as the PCs approach: 
   
  The odor of this place and the moisture-laden 
  air around you reinforce your belief that you are 
  headed into the city’s sewer system. The grey stone 
  is slick with moisture and mold. The corridor ahead 
  bends out of sight. 
   
  There is no door to the sanctuary, but rather a simple 
  stone arch. This opens out onto a five-foot square ledge, 
  ten feet above the floor of the chamber (which is now a 
  sanctuary for Sypsis). 
   
  Beyond the archway, you see a square five-foot 
  stone ledge that hangs ten feet off the ground above 
  a rectangular chamber. The area below is bisected by 
  a five-foot wide channel of slow-flowing water, 
  which is filled with sewage. 
   
  Within the southern end of the chamber, a man 
  wearing plate mail and carrying a heavy shield 
  stands to greet you. As he does, you can see the 
  symbol of Olidammara hanging about his neck. A 
  pair of burning braziers stands near him. Close by, a 
  sturdy looking wooden beam forms a makeshift 
  bridge across the channel. A metal ladder is bolted 
  into the stone on the western side of the ledge. 
   
  The metal ladder is treated as a knotted rope for the 
  purposes of Climb checks (base DC 5). The ladder has a 
  hardness of 5 and 10 hit points. 
   
  A maniacal smile distorts the man’s fair Suloise 
  features. His grin is further twisted by the flickering 
  light. “All debts will be paid in full,” he states quietly 
  and with satisfaction. 
   
  Then all hell breaks loose. 
  APL 2 (EL 5) 
  � Sypsis: Male Suloise Clr4 of Pyremius; hp 27; see 
  Appendix 1. 
  � Fire Elementals, Small (2): hp 12 each; see 
  Monster Manual, page 99. 
  APL 4 (EL 7) 
  � Sypsis: Male Suloise Clr6 of Pyremius; hp 41; see 
  Appendix 2. 
  � Fire Elementals, Medium (2): hp 30 each; see 
  Monster Manual, page 99. 
  APL 6 (EL 9) 
  � Sypsis: Male Suloise Clr8 of Pyremius; hp 60; see 
  Appendix 3. 
  � Fire Elementals, Large (2): hp 66 each; see 
  Monster Manual, page 99. 
  APL 8 (EL 11) 
  � Sypsis: Male Suloise Clr10 of Pyremius; hp 75; 
  see Appendix 4. 
  � Fire Elementals, Huge (2): hp 144 each; see 
  Monster Manual, page 99. 
  � Exploding Spike: 10d6 fireball to every creature 
  within 20 feet; Ref DC 14 halves; see DM Aid: New 
  Rules Items for description. 
   
  Tactics – Elementals (APLs 2-4): At all APLs, the 
  elemental(s) will emerge from the brazier(s) and attack 
  the PCs. At APLs 2-4, both elementals leap out of braziers 
  #1 and #2 at the same time (this is considered a move 
  action for them). They will make use of the board to cross 
  the channel. Their passage across it is sufficiently swift to 
  not cause the beam any damage, though it does singe it. 
   
  Enterprising PCs could bulls rush the elementals 
  into the water at this APL. Should an elemental be 
  knocked into the water, it suffers 1d6 lethal damage for 
  every round in which it is immersed. It can use a move 
  action to clamber out of the water. The elementals are 
  aware of their vulnerability and so will endeavor to 
  remain as far from the edge of the channel as they are 
  able. 
   
  Tactics – Elementals (APLs 6-8): At APL 6 and 8, 
  there will only be a single elemental, which appears out 
  of the brazier closest to Sypsis (#1). These larger 
  
  KEO5-X TITLE 
   
  Page 12 
  elementals are sufficiently big enough that they can 
  simply step over the channel to engage the PCs (and need 
  not use the board). They are too large to be knocked fully 
  into the channel, and the partial exposure to the water 
  deals them no damage. 
  At APL 8, if the PCs have not set off the exploding spike, 
  the elemental might voluntarily move into the square to 
  set it off itself, if it has the chance to catch a large number 
  of PCs in the blast radius (see below). 
   
  Tactics – Sypsis (All APLs): As the PCs approach, 
  Sypsis begin to cast protective spells, starting with shield 
  of faith or divine power at APLs 6-8 before beginning to use 
  his scrolls of bear’s endurance and bull’s strength. He will 
  stand back and cast damaging spells while the 
  elemental(s) engage in melee. He will not enter melee at 
  APL 8 until someone sets off the exploding spike (as shown 
  on DM Aid: Map #3). At APL 8, Sypsis will hug the far wall 
  of the chamber, as he is aware of the blast radius of the 
  exploding spike. 
   
  Tactics – exploding spike (APL 8): Sypsis and his 
  elemental are aware of the presence of the spike and its 
  exact location. Any PCs that move into the square labeled 
  “E” on the map detonate the spike. You should use the 
  grid line intersection marked with an “x” to determine 
  what targets are caught in the 20-foot blast radius of the 
  spike. 
   
  PCs that are standing on the ledge are shielded from 
  the blast, but they suffer a separate hazard. The 
  explosion’s sudden consumption of so much oxygen in 
  the area leads to a rush of air into the newly-created 
  vacuum. PCs on the ground are not subject to this rush, 
  but any PCs on the ledge must make a DC 10 balance 
  check or be knocked prone. A PC who fails the check by 
  more than 5 is knocked off the ledge (roll randomly for 
  the direction), taking normal damage from the fall and 
  ending up prone. 
   
  Development: A DC 10 Search of the braziers 
  (assuming that the flames are extinguished) reveals a 
  signet ring in brazier #1. A DC 25 Knowledge (nobility) 
  or bardic knowledge check indicates that the ring is that 
  of the ancient Suel House that sponsored the 
  assassination attempt of Patriarch General Torlen of 
  Heironeous. 
   
  An examination of Sypsis’ holy symbol will indicate 
  that the two halves of Olidammara’s mask can be 
  separated, and that inside is another holy symbol 
  depicting a fiendish head with wing-like ears. A DC 15 
  Knowledge (religion) check reveals the symbol to be that 
  of Pyremius, Suloise god of fire, poison and murder. 
   
  Should the PCs bring the items to Arnaud and/or 
  Zoltan, each man will be able to provide the above 
  information (assume that they made their Knowledge 
  (nobility) and Knowledge (religion) checks). 
  CONCLUSION 
  SYPSIS UNCOVERED 
   
  Finding the unholy symbol of Pyremius has 
  proven to be a most fortuitous turn of events. 
  Disguised as a cleric of Olidammara, there is no 
  telling the length of discredit that could have been 
  done to the clergy by this one man. Within days of 
  the discovery, the clergies of Cuthbert and 
  Olidammara sit down to discuss the attacks and the 
  actions of their membership. Angry and ashamed at 
  having been so easily misled, Arnaud the Redeemer 
  of Cuthbert make an overture of friendship to the 
  clergy of Olidammara. Arnaud the Redeemer 
  pledges publicly that members of his clergy will 
  seek to aid and assist any follower of Olidammara 
  without personal cost to them. Stunned and pleased 
  by this announcement, the clergy of Olidammara 
  quickly makes a similar pronouncement, as well as 
  declaring houses of worship within the Earldom of 
  Gand to be holy ground, off limits to those members 
  who practice theft by trade. Several days later a 
  groundbreaking first is made as Arnaud the 
  Redeemer of Cuthbert and Zoltan of Olidammara 
  break ground on a small shrine dedicated to the 
  worship of both deities. A massive outpouring of 
  support comes from the common folk and a surprise 
  shipment 
  of 
  goods 
  and 
  craftsmen 
  arrive 
  compliments of Earl Syn’Andolyn. Within weeks the 
  shrine grows to a court of worship on the outskirts 
  of Endereisen, and several other clergies add 
  dedications to their deities at the site. Through your 
  actions, the first all-shrine is established within the 
  Earldom of Gand. It quickly becomes a place of 
  meditation and acceptance, where several clergies 
  teach their faith side by side without rancor. A 
  month 
  after 
  the 
  shrine 
  is 
  completed, 
  Earl 
  Syn’Andolyn declares the shrine ground unowned, 
  property directly in control of the King. In this 
  manner, the shrine will forever remain common 
  land until the King decides otherwise. 
   
  PCs 
  receive 
  the 
  Religious 
  Organizations, 
  Influence with the Church of Olidammara, and 
  Influence with the Church of Saint Cuthbert AR 
  effects. 
   
  Proceed to Epilogue. 
  SYPSIS UNDISCOVERED 
   
  When word of the plotter behind the unrest in 
  Enderisen is revealed as a priest of Olidammara, the 
  city’s unrest boils over. Within days, the clergy of 
  Olidammara is fled from the city, and then from the 
  Earldom. In the wake of their absence, many of their 
  followers bolster the rank of the Cuthbertite cult. 
  Arnaud 
  the 
  Redeemer 
  welcomes 
  all 
  the 
  disillusioned with open arms, and within several 
  
  KEO5-X TITLE 
   
  Page 13 
  weeks the worship of Cuthbert grows like wildfire. 
  Earl Syn’Andolyn, given conclusive evidence of the 
  actions of the clergy of Olidammara, declares the 
  worship of Olidammara to be illegal within the 
  border of Gand, punishable by exile from the 
  Earldom. Stunned, the clergy of Olidammara 
  throughout Keoland decries such a harsh measure, 
  but for them it is too late. Divine inquiries into the 
  validity of the events are met with no answers, and 
  this is taken as a sign of guilt to many of those who 
  are interested in the matter. Although no further 
  recourse is taken against the clergy of Olidammara, 
  the damage is already done. They are regarded with 
  suspicion and distrust wherever they reveal 
  themselves. Before long there is serious talk of 
  removing the clergy of Olidammara from the 
  Divinity Council, and giving their seat to the 
  Cuthbertites, who so valiantly unearthed the foul 
  deeds. 
   
  PCs do NOT receive the Religious Organizations, 
  Influence with the Church of Olidammara, and 
  Influence with the Church of Saint Cuthbert AR 
  effects. 
   
  Proceed to Epilogue. 
  EPILOGUE 
  Balance is a delicate thing, thought the one-armed 
  woman. By its nature it is a perfect equilibrium to be 
  honored, revered, and in some cases, worshipped. 
  Delicately balancing a bowl laden with fruits in the 
  crook of her arm, she pushed open the door to her 
  small cottage and stepped inside. It was built into a 
  depression in the forest floor, and the woman had to 
  walk down a small set of stairs into the sitting room. 
  Windows admitted the cool night air, and the smell 
  of the eveningshadow plants on the forest edge 
  wafted in.  
   
  As she moved through the room, the woman 
  thought on the nature of balance. Delicate and 
  capricious, you had to constantly be aware of it, like 
  you had to constantly be aware of a missing arm. If 
  you went running around like it was the day before 
  you’d lost it, you’d reach for something and not be 
  able to grab it, or try and steady yourself, and you’d 
  fall. Balance is fluid. Fluidity is how you survived 
  losing your arm, losing your sister, losing your 
  husband. You have to keep a sense of perspective. 
   
  Things have spiraled out of balance, the woman 
  thought to herself. Too many people, forces, 
  things….too many were trying to tilt things in their 
  direction. Too many wanted to be on top, instead of 
  understanding that sometimes their place was in 
  the middle, or on the bottom, or trailing behind. 
  Everything fit someplace. 
   
  It was time to restore balance to the Earldom. 
  The spreading blight in the Linth lands to the north, 
  the heirs, the forsworn creatures, they all had to be 
  dealt with. An active hand was needed. 
   
  No longer paying attention, the woman made a 
  misstep, and tripped over the leg of the table. 
  Unable to balance herself, she fell, and the fruit 
  bounced all over the floor. Sitting on the floor, the 
  woman looked at the ruined bounty and reflected. 
   
  Balance needed to be restored to everything. 
   
   
  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 4 
  Defeat the undead. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Encounter 6 
  Survive or disarm the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
  Encounter 7 
  Defeat Sypsis and the elementals. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Story Award 
  Disperse crowd without killing anyone (Encounter 5). 
   
  All APLs: 30 xp. 
  Clear the Olidammarans and discover Sypsis’ true 
  allegiance. 
   
  APL 2: 60 xp. 
   
  APL 4: 105 xp. 
  
  KEO5-X TITLE 
   
  Page 14 
   
  APL 6: 150 xp. 
   
  APL 8: 195 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 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 7: 
  APL 2: L: 153 gp, C: 150 gp, M: divine scroll of bear’s 
  endurance (CL 3rd) (13 gp), divine scroll of bull’s strength 
  (CL 3rd) (13 gp), divine scroll of cure moderate wounds 
  (CL 3rd) (13 gp), pearl of power (1st level spell) (83 gp). 
  APL 4: L: 26 gp, C: 150 gp, M: divine scroll of bear’s 
  endurance (CL 3rd) (13 gp), divine scroll of bull’s strength 
  (CL 3rd) (13 gp), divine scroll of cure moderate wounds 
  (CL 3rd) (13 gp), pearl of power (1st level spell) (83 gp), +1 
  full plate (221 gp), +1 heavy steel shield (98 gp), divine 
  scroll of convictionSC (CL 1st) (2 gp). 
  APL 6: L: 26 gp, C: 150 gp, M: divine scroll of bear’s 
  endurance (CL 3rd) (13 gp), divine scroll of bull’s strength 
  (CL 3rd) (13 gp), divine scroll of cure moderate wounds 
  (CL 3rd) (13 gp), pearl of power (1st level spell) (83 gp), +1 
  full plate (221 gp), +1 heavy steel shield (98 gp), divine 
  scroll of convictionSC (CL 1st) (2 gp), divine scroll of close 
  woundsSC (CL 5th) (21 gp), periapt of wisdom +2 (333 
  gp). 
  APL 8: L: 26 gp, C: 200 gp, M: divine scroll of bear’s 
  endurance (CL 3rd) (13 gp), divine scroll of bull’s strength 
  (CL 3rd) (13 gp), divine scroll of cure moderate wounds 
  (CL 3rd) (13 gp), pearl of power (1st level spell) (83 gp), +1 
  full plate (221 gp), +1 heavy steel shield (98 gp), divine 
  scroll of convictionSC (CL 1st) (2 gp), divine scroll of close 
  woundsSC (CL 5th) (21 gp), periapt of wisdom +2 (333 
  gp), metamagic rod (silent, lesser) (250 gp), Heward’s 
  handy haversack (167 gp), divine scroll of quick marchSC 
  (CL 3rd) (13 gp), divine scroll of panaceaSC (CL 7th) (58 
  gp). 
  Conclusion: 
  Reward from Arnaud or Zoltan 
  APL 2: L: 0 gp, C: 50 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 150 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 200 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 153 gp, C: 200 gp, M: 122 gp – Total: 475 gp 
  (450 gp). 
  APL 4: L: 26 gp, C: 250 gp, M: 443 gp – Total: 719 gp 
  (650 gp). 
  APL 6: L: 26 gp, C: 300 gp, M: 797 gp – Total: 1,123 
  gp (900 gp). 
  APL 8: L: 26 gp, C: 400 gp, M: 1,285 gp – Total: 1,711 
  gp (1,300 gp). 
  
  KEO5-X TITLE 
   
  Page 15 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Religious Organizations: If this PC is a member of a 
  Keoland religious metaorganization prior to starting this 
  adventure, they gain access (Frequency: Regional) to the 
  following scrolls: conviction (CL 1st; Spell Compendium), 
  quick march (CL 3rd; Spell Compendium), close wounds (CL 
  3rd; Spell Compendium), panacea (CL 7th; Spell Compendium), 
  heal (CL 11th).  These spells are also treated as Core for 
  this PC. 
  � Influence with the Church of Olidammara: The 
  priests of the Laughing Rogue are in your debt for your 
  efforts on their behalf.  You may expend this Influence at 
  the end of any adventure set in the Sheldomar Valley to 
  gain access (Frequency: Adventure) to any one of the 
  following items (circle the item selected): belt of many 
  pockets (Complete Arcane), gloves of dexterity +4, lute of the 
  wandering minstrel (Complete Adventurer), ring of filcher’s 
  friend (Complete Adventurer), ring of lockpicking (Complete 
  Adventurer). 
  � Influence with the Church of Saint Cuthbert: The 
  priests of the Cudgel are in your debt for your efforts on 
  their behalf.  You may expend this Influence at the end of 
  any adventure set in the Sheldomar Valley to gain access 
  (Frequency: Adventure) to any one of the following items 
  (circle the item selected): maul (Complete Warrior; normal, 
  masterwork, or +1), warmace (Complete Warrior; normal, 
  masterwork, or +1), ring of the ram, staff of true belief 
  (Complete Divine), ring of shooting stars, mace of smiting. 
  Item Access 
  APL 2 (all of the following): 
  • Pearl of Power – 1st Level Spell (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • Divine Scroll of Conviction (CL 1st; Adventure; Spell 
  Compendium) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • Divine Scroll of Close Wounds (CL 5th; Adventure; Spell 
  Compendium) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • Divine Scroll of Panacea (CL 7th; Adventure; Spell 
  Compendium) 
  • Divine Scroll of Quick March (CL 3rd; Adventure; Spell 
  Compendium) 
  • Heward’s Handy Haversack (Adventure; Dungeon Master’s 
  Guide) 
  • Metamagic Rod, Silent, Lesser (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
  KEO5-X TITLE 
   
  Page 16 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 4 
   
   
   
   
  Fiery Human Warrior Skeleton: CR 1; Medium 
  Undead; HD 1d12; hp 9; Init +5; Spd 30 ft.; AC 13, touch 
  11, flat-footed 12 (+1 Dex, +2 natural); BAB/Grp +0/+1; 
  Atk claw +1 melee (1d4+1+1d6 fire, 20/x2); Full Atk 2 
  claws +1/+1 melee (1d4+1+1d6 fire, 20/x2); SA fire 
  damage +1d6; SQ DR 5/bludgeoning, immunity to fire, 
  undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, 
  Dex 13, Con -, Int -, Wis 10, Cha 1.  Libris Mortis, page 162. 
   
  Skills and Feats: Improved Initiative.  
   
  Fiery Attack (Ex): A fiery skeleton’s natural attacks 
  deal an additional 1d6 points of fire damage. 
   
  Immunity to Fire (Ex): Fiery skeletons are not 
  affected by fire, but do not have immunity to cold. 
  ENCOUNTER 7 
   
   
   
   
  Sypsis: Male Suloise Clr4 of Pyremius; Medium 
  Humanoid (human); CR 4; HD 4d8+4; hp 27; Init +1; Spd 
  20 ft; AC 21, touch 11, flat-footed 20 (+8 armor, +2 shield, 
  +1 Dex); BAB/Grp +3/+4; Full Atk masterwork heavy 
  mace +5 melee  (1d8+1; 20/x2); AL LE; SV Fort +5, Ref +2, 
  Will +7; Str 12, Dex 12, Con 13, Int 10, Wis 16, Cha 10. 
   
  Skills & Feats: Concentration +8, Knowledge 
  (history) +2, Knowledge (religion) +2, Profession (cook) 
  +7, Spellcraft +5; Combat Casting, Divine VigorCW, 
  Domain SpontaneityCD (Fire).  
  CWComplete Warrior, 
  CDComplete Divine. 
   
  Cleric Spells Prepared (5/4+1/3+1, save DC 13 + spell 
  level): 0 – detect magic, detect poison, guidance, resistance, 
  virtue; 1st – burning handsD, cause fear, doom, sanctuary, shield 
  of faith; 2nd – aid, hold person, produce flameD, sound burst. 
   
  DDomain spell. Domains: Fire (turn or destroy water 
  creatures, and rebuke or command fire creatures, 3/day), 
  Pestilence (Immunity to the effects of all diseases, 
  although clerics with this power can still carry infectious 
  diseases). 
   
  Possessions: masterwork heavy mace, full plate, heavy 
  steel shield, divine scroll of bear’s endurance (CL 3rd), divine 
  scroll of bull’s strength (CL 3rd), divine scroll of cure moderate 
  wounds (CL 3rd), pearl of power (1st level spell).  
   
   
  
  KEO5-X TITLE 
   
  Page 17 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 4 
   
   
   
   
  Fiery Ogre Skeleton: CR 3; Large Undead; HD 4d12; hp 
  36; Init +4; Spd 40 ft.; AC 11, touch 9, flat-footed 11 (-1 
  size, +2 natural); BAB/Grp +2/+11; Atk claw +6 melee 
  (1d6+5+1d6 fire, 20/x2); Full Atk 2 claws +6 melee 
  (1d6+5+1d6 fire, 20/x2); SA fire damage +1d6; SQ DR 
  5/bludgeoning, immunity to fire, undead traits; AL NE; 
  SV Fort +1, Ref +1, Will +4; Str 21, Dex 10, Con -, Int -, 
  Wis 10, Cha 1.  Libris Mortis, page 162. 
   
  Skills and Feats: Improved Initiative.  
   
  Fiery Attack (Ex): A fiery skeleton’s natural attacks 
  deal an additional 1d6 points of fire damage. 
   
  Immunity to Fire (Ex): Fiery skeletons are not 
  affected by fire, but do not have immunity to cold. 
  ENCOUNTER 7 
   
   
   
   
  Sypsis: Male Suloise Clr6 of Pyremius; Medium 
  Humanoid (human); CR 6; HD 6d8+6; hp 41; Init +1; Spd 
  20 ft; AC 23, touch 11, flat-footed 22 (+9 armor, +3 shield, 
  +1 Dex); BAB/Grp +4/+5; Full Atk masterwork heavy 
  mace +6 melee  (1d8+1; 20/x2); AL LE; SV Fort +6, Ref +5, 
  Will +8; Str 12, Dex 12, Con 13, Int 10, Wis 16, Cha 10. 
   
  Skills & Feats: Concentration +10, Knowledge 
  (history) +2, Knowledge (religion) +5, Profession (cook) 
  +7, Spellcraft +7; Combat Casting, Divine VigorCW, 
  Domain SpontaneityCD (Fire), Lightning Reflexes.  
  CWComplete Warrior, CDComplete Divine. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1, save DC 13 + 
  spell level): 0 – detect magic, detect poison, guidance, resistance, 
  virtue; 1st – burning handsD, cause fear, doom, sanctuary, shield 
  of faith; 2nd – aid, death knell, hold person, produce flameD, 
  sound burst; 3rd – blindness/deafness, contagionD, dispel magic, 
  searing light. 
   
  DDomain spell. Domains: Fire (turn or destroy water 
  creatures, and rebuke or command fire creatures, 3/day), 
  Pestilence (Immunity to the effects of all diseases, 
  although clerics with this power can still carry infectious 
  diseases). 
   
  Possessions: masterwork heavy mace, +1 full plate, +1 
  heavy steel shield, divine scroll of bear’s endurance (CL 3rd), 
  divine scroll of bull’s strength (CL 3rd), divine scroll of cure 
  moderate wounds (CL 3rd), pearl of power (1st level spell), divine 
  scroll of convictionSC (CL 1st).  SCSpell Compendium. 
   
   
  
  KEO5-X TITLE 
   
  Page 18 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 4 
   
   
   
   
  Cinderspawn: Large Undead (Fire); CR 6; HD 10d12; hp 
  90; Init +5; Spd 50 ft.; AC 17, touch 14, flat-footed 12 (-1 
  size, +5 Dex, +3 natural); Base Atk/Grp: +5/+10; Atk +9 
  melee (2d6 cold plus 1d6 Cha drain); Full Atk +9 melee 
  (2d6 cold plus 1d6 Cha drain); Space/Reach 10 ft./10 ft.; 
  SA charisma drain; SQ darkvision 60 ft., elemental tuning 
  vulnerability, 
  frostfire 
  shield, 
  immunity 
  to 
  fire, 
  inescapable craving, undead traits, vulnerability to cold; 
  AL CE; SV Fort +3, Ref +8, Will +7; Str 12, Dex 21, Con –, 
  Int 11, Wis 11, Cha 17.  Libris Mortis, page 91. 
   
  Skills & Feats: Jump +26, Listen +13, Move Silently 
  +18, Spot +13; Dodge, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Charisma Drain (Su): Living creatures hit by a 
  cinderspawn’s touch attack must make a DC 21 Fortitude 
  save or take 1d6 points of Charisma drain. (Creatures 
  with the fire subtype take a -4 penalty on this save). 
  When a cinderspawn drains a victim’s Charisma, it gains 
  5 temporary hit points, no matter how many points it 
  drains. These temporary hit points last for up to 1 hour. 
  The save DC is Charisma-based. 
   
  Elemental 
  Turning 
  Vulnerability 
  (Ex): 
  A 
  character who can turn undead and also turn fire 
  creatures gains a +2 bonus on turning checks to turn a 
  cinderspawn. A character who can rebuke undead and 
  also rebuke fire creatures gains a +2 bonus on turning 
  checks to rebuke a cinderspawn.  
   
  Frostfire Shield (Su): Any creature striking a 
  cinderspawn with a natural attack or melee weapon 
  (except a reach weapon) takes 1d6 points of cold damage 
  as the cinderspawn drains its body heat.  
   
  Languages: Ignan. 
   
  Description: This tall, gaunt coal-black humanoid 
  flickers with a blue-white flame. Its bright yellow eyes 
  gleam with menace.  Cinderspawn are burnt-out undead 
  remnants of creatures of elemental fire. They hate living 
  creatures for their warmth and seek to destroy all such 
  beings. Like a fire elemental, a cinderspawn cannot enter 
  water or any other nonflammable liquid. A body of water 
  is an impassable barrier for a cinderspawn unless the 
  creature can jump or step over it.  A cinderspawn chooses 
  its targets carefully, using its Mobility and Spring Attack 
  feats to reach vulnerable opponents that might otherwise 
  be protected by comrades. 
  ENCOUNTER 7 
   
   
   
   
  Sypsis: Male Suloise Clr8 of Pyremius; Medium 
  Humanoid (human); CR 8; HD 8d8+16; hp 60; Init +1; 
  Spd 20 ft; AC 23, touch 11, flat-footed 22 (+9 armor, +3 
  shield, +1 Dex); BAB/Grp +6/+7; Atk masterwork heavy 
  mace +8 melee  (1d8+1; 20/x2); Full Atk masterwork 
  heavy mace +8/+3 melee  (1d8+1; 20/x2); AL LE; SV Fort 
  +8, Ref +5, Will +10; Str 12, Dex 12, Con 14, Int 10, Wis 
  16 (18), Cha 10. 
   
  Skills & Feats: Concentration +13, Knowledge 
  (history) +2, Knowledge (religion) +5, Profession (cook) 
  +8, Spellcraft +11; Combat Casting, Divine VigorCW, 
  Domain SpontaneityCD (Fire), Lightning Reflexes.  
  CWComplete Warrior, CDComplete Divine. 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1, save DC 14 
  + spell level): 0 – detect magic, detect poison, guidance, 
  resistance, virtue x2; 1st – burning handsD, cause fear, 
  convictionSC, doom, sanctuary, shield of faith; 2nd – aid, death 
  knell, hold person, produce flameD, sound burst; 3rd – 
  blindness/deafness, close woundsSC, contagionD, dispel magic, 
  searing light; 4th – cure critical wounds, divine power, poison, 
  wall of fireD.  SCSpell Compendium. 
   
  DDomain spell. Domains: Fire (turn or destroy water 
  creatures, and rebuke or command fire creatures, 3/day), 
  Pestilence (Immunity to the effects of all diseases, 
  although clerics with this power can still carry infectious 
  diseases). 
   
  Possessions: masterwork heavy mace, +1 full plate, +1 
  heavy steel shield, divine scroll of bear’s endurance (CL 3rd), 
  divine scroll of bull’s strength (CL 3rd), divine scroll of cure 
  moderate wounds (CL 3rd), pearl of power (1st level spell), divine 
  scroll of convictionSC (CL 3rd), divine scroll of close woundsSC 
  (CL 5th), periapt of wisdom +2.  SCSpell Compendium. 
   
   
  
  KEO5-X TITLE 
   
  Page 19 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 4 
   
   
   
   
  Cinderspawn, Advanced: Large Undead (Fire); CR 6; 
  HD 18d12; hp 162; Init +10; Spd 50 ft.; AC 18, touch 15, 
  flat-footed 12 (-1 size, +6 Dex, +3 natural); Base Atk/Grp: 
  +9/+14; Atk +14 melee (2d6 cold plus 1d6 Cha drain); Full 
  Atk +14 melee (2d6 cold plus 1d6 Cha drain); 
  Space/Reach 10 ft./10 ft.; SA charisma drain; SQ 
  darkvision 60 ft., elemental tuning vulnerability, frostfire 
  shield, immunity to fire, inescapable craving, undead 
  traits, vulnerability to cold; AL CE; SV Fort +8, Ref +12, 
  Will +11; Str 12, Dex 22, Con –, Int 11, Wis 11, Cha 18.  
  Libris Mortis, page 91. 
   
  Skills & Feats: Jump +34, Listen +21, Move Silently 
  +27, Spot +21; Ability Focus (Cha Drain), Dodge, Great 
  Fortitude, Improved Initiative, Mobility, Spring Attack, 
  Weapon Finesse. 
   
  Charisma Drain (Su): Living creatures hit by a 
  cinderspawn’s touch attack must make a DC 28 Fortitude 
  save or take 1d6 points of Charisma drain. (Creatures 
  with the fire subtype take a -4 penalty on this save). 
  When a cinderspawn drains a victim’s Charisma, it gains 
  5 temporary hit points, no matter how many points it 
  drains. These temporary hit points last for up to 1 hour. 
  The save DC is Charisma-based. 
   
  Elemental 
  Turning 
  Vulnerability 
  (Ex): 
  A 
  character who can turn undead and also turn fire 
  creatures gains a +2 bonus on turning checks to turn a 
  cinderspawn. A character who can rebuke undead and 
  also rebuke fire creatures gains a +2 bonus on turning 
  checks to rebuke a cinderspawn.  
   
  Frostfire Shield (Su): Any creature striking a 
  cinderspawn with a natural attack or melee weapon 
  (except a reach weapon) takes 1d6 points of cold damage 
  as the cinderspawn drains its body heat.  
   
  Languages: Ignan. 
   
  Description: This tall, gaunt coal-black humanoid 
  flickers with a blue-white flame. Its bright yellow eyes 
  gleam with menace.  Cinderspawn are burnt-out undead 
  remnants of creatures of elemental fire. They hate living 
  creatures for their warmth and seek to destroy all such 
  beings. Like a fire elemental, a cinderspawn cannot enter 
  water or any other nonflammable liquid. A body of water 
  is an impassable barrier for a cinderspawn unless the 
  creature can jump or step over it.  A cinderspawn chooses 
  its targets carefully, using its Mobility and Spring Attack 
  feats to reach vulnerable opponents that might otherwise 
  be protected by comrades. 
  ENCOUNTER 7 
   
   
   
   
  Sypsis: Male Suloise Clr10 of Pyremius; Medium 
  Humanoid (human); CR 10; HD 10d8+20; hp 75; Init +1; 
  Spd 20 ft; AC 23, touch 11, flat-footed 22 (+9 armor, +3 
  shield, +1 Dex); BAB/Grp +7/+8; Atk masterwork heavy 
  mace +9 melee  (1d8+1; 20/x2); Full Atk masterwork 
  heavy mace +9/+4 melee  (1d8+1; 20/x2); AL LE; SV Fort 
  +9, Ref +6, Will +11; Str 12, Dex 12, Con 14, Int 10, Wis 
  16 (18), Cha 10. 
   
  Skills & Feats: Concentration +15, Heal +6, 
  Knowledge (history) +2, Knowledge (religion) +5, 
  Profession (cook) +8, Spellcraft +13; Close-Quarters 
  FightingCW, Combat Casting, Divine VigorCW, Domain 
  SpontaneityCD (Fire), Lightning Reflexes.  CWComplete 
  Warrior, CDComplete Divine. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1, save 
  DC 14 + spell level): 0 – detect magic, detect poison, guidance, 
  resistance, virtue x2; 1st – burning handsD, cause fear, 
  convictionSC, doom, sanctuary, shield of faith; 2nd – aid, close 
  woundsSC, death knell, hold person, produce flameD, sound burst; 
  3rd – blindness/deafness,  contagionD, dispel magic, invisibility 
  purge, searing light; 4th – cure critical wounds, divine power, 
  freedom of movement, poison, wall of fireD; 5th – greater 
  command, fire shieldD, spell resistance.  SCSpell Compendium. 
   
  DDomain spell. Domains: Fire (turn or destroy water 
  creatures, and rebuke or command fire creatures, 3/day), 
  Pestilence (Immunity to the effects of all diseases, 
  although clerics with this power can still carry infectious 
  diseases). 
   
  Possessions: masterwork heavy mace, +1 full plate, +1 
  heavy steel shield, divine scroll of bear’s endurance (CL 3rd), 
  divine scroll of bull’s strength (CL 3rd), divine scroll of cure 
  moderate wounds (CL 3rd), pearl of power (1st level spell), divine 
  scroll of convictionSC (CL 3rd), divine scroll of close woundsSC 
  (CL 5th), periapt of wisdom +2, metamagic rod (silent, lesser), 
  Heward’s handy haversack, divine scroll of quick marchSC (CL 
  3rd), divine scroll of panaceaSC (CL 7th).  SCSpell Compendium. 
   
   
  
  KEO5-X TITLE 
   
  Page 20 
  APPENDIX 5 – ALL APLS 
   
  ENCOUNTERS 1 AND 2 
   
   
   
  Johan, Olidammaran Prankster: Male Oeridian Rog2; 
  CR 2; medium humanoid; HD 2d6+2; hp 11; Init +6; Spd 
  30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor); 
  BAB/Grp +1/+2; Full Atk rapier +2 melee (1d6+1, 18-
  20/x2) or dagger +3 ranged (1d4+1, 19-20/x2); SA sneak 
  attack +1d6; SQ evasion; AL CN; SV Fort +1, Ref +5, Will -
  1; Str 12, Dex 14, Con 12, Int 12, Wis 8, Cha 12. 
   
  Skills and Feats: Balance +9, Bluff +6, Climb +6, 
  Escape Artist +7, Jump +8, Open Locks +7, Search +6, 
  Sleight of Hand +9, Spot +4, Tumble +9; Dodge, 
  Improved Initiative.  
   
  Possessions: leather armor, rapier, 3 throwing daggers. 
   
  Description: Johan is a slender, Keoish male with 
  mainly Oeridian features. He wears his hair long in a 
  ponytail that he considers fashionable. 
  Arnaud 
  the 
  Redeemer: 
  Male 
  Oeridian 
  Rog5/ 
  Evangelist1; Medium Humanoid (human); CR 6; HD 
  6d6+12; hp 36; Init +4; Spd 30 ft; AC 10 touch 10, flat-
  footed 10; BAB/Grp +3/+3; Full Atk club +3 melee  
  (1d6;20/x2); SA sneak attack +3d6; SQ evasion, great 
  orator (inspire hope), trap sense +1, uncanny dodge; AL 
  LG; SV Fort +3, Ref +4, Will +5; Str 10, Dex 10, Con 14, 
  Int 8, Wis 14, Cha 16.  Complete Divine, page 39. 
   
  Skills & Feats: Appraise +4, Bluff +14, Diplomacy +14, 
  Forgery +4, Gather Information +8, Intimidate +12, 
  Knowledge (religion) +4, Perform (oratory) +15, Sense 
  Motive +7, Sleight of Hand +7, Spot +7; Improved 
  Initiative, Persuasive, Skill Focus (Perform (oratory)), 
  True BelieverCD.  CDComplete Divine. 
   
  Great Orator (Su): An evangelist can inspire, 
  protect, and otherwise improve the situation of his allies 
  simply by speaking clearly and being heard. This ability is 
  similar to the bard’s bardic music ability (see page 29 of 
  the Player’s Handbook for a complete description) and, 
  indeed, evangelist levels stack with bard levels to 
  determine the strength of known bard songs. For 
  example, a bard 3/evangelist 5 improves his inspire 
  competence, but does not gain any new bard abilities. He 
  could use bardic music to convert the unfaithful, 
  countersong, fascinate, inspire the righteous, inspire 
  courage +2, inspire dread, or inspire hope, but would not 
  gain the inspire competence, inspire greatness, or 
  suggestion abilities. Alternately, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, inspire 
  dread or inspire hope, and suggestion abilities. Evangelist 
  oratory abilities function in exactly the same manner as 
  bardic music except the evangelist must speak loudly and 
  clearly, rather than sing or play an instrument. 
   
  Inspire Hope (Su): A good or neutral evangelist with 9 
  or more ranks in Perform (oratory) can inspire spiritual 
  resilience in all allies within 30 feet. This ability gives the 
  evangelist and all allies who can hear his oratory a +4 
  sacred bonus on Will saves. Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect. The 
  effect lasts as long as the evangelists speaks and for 3 
  rounds thereafter. Inspire hope is a mind-affecting 
  ability. 
   
  Possessions: Club, belt pouch with 10 gp and 20 sp, 
  holy symbol of Saint Cuthbert. 
  Zoltan 
  Draper: 
  Male 
  Oeridian 
  Clr3/Rog2 
  of 
  Olidammara; Medium Humanoid (human); CR 5; HD 
  2d6+3d8+5; hp 31; Init +6; Spd 30 ft; AC 15, touch 12, flat-
  footed 13; BAB/Grp +3/+3; Full Atk masterwork rapier +4 
  melee  (1d6;18-20/x2); SA sneak attack +1d6; SQ evasion; 
  AL CN; SV Fort +4, Ref +6, Will +5; Str 10, Dex 14, Con 
  12, Int 12, Wis 14, Cha 12. 
   
  Skills & Feats: Bluff +6, Diplomacy +14, Disable 
  Device +8, Forgery +6, Gather Information +6, 
  Knowledge (religion) +6, Open Lock +9, Search +6, Sense 
  Motive +9, Spellcraft +6, Spot +7, Tumble +7; Improved 
  Initiative, Negotiator, Nimble Fingers. 
   
  Cleric Spells Prepared (4/4/3, save DC 13 + spell level): 
  0 – detect magic, guidance, resistance, virtue; 1st – entropic 
  shieldD, obscuring mist, sanctuary, shield of faith; 2nd – aid, 
  invisibilityD, sound burst. 
   
  DDomain spell. Domains: Luck (re-roll one roll once 
  per day), Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, silver holy symbol, spell component 
  pouches, lucky dice. 
   
  Description: Zoltan is a mustachioed Oeridian man, 
  standing about 5’6” tall with a wiry build and a tendency 
  towards flashy, fashionable cloaks and vests. He has a 
  tendency to talk a lot but not really say anything. 
   
  
  KEO5-X TITLE 
   
  Page 21 
  DM AID: MAP #1 
   
   
   
  
  KEO5-X TITLE 
   
  Page 22 
  DM AID: MAP #2 
   
   
   
  
  KEO5-X TITLE 
   
  Page 23 
  DM AID: MAP #3 
   
   
   
  
  KEO5-X TITLE 
   
  Page 24 
  DM AID: NEW RULES 
  NEW FEATS 
  Close-Quarters Fighting (Complete Warrior) 
   
  You are skilled at fighting close range and resisting grapple attempts. 
   
  Prerequisites: BAB +3. 
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start 
  the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an 
  ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not 
  give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be 
  denied one for being surprised, helpless or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  Tordek gains an attack of opportunity, hits, and causes damage.  
  Since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple.  Then an ankheg – a 
  creature with the improved grab special ability – attempts to grapple Tordek.  He takes an attack of opportunity, hits, 
  and deals 10 points of damage to the creature.  Tordek than adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke 
  attacks of opportunity when they attempt to start a grapple. 
   
  Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. 
  Divine Vigor (Complete Warrior) 
   
  You can channel energy to increase your speed and durability. 
   
  Prerequisites: Turn or rebuke undead ability. 
   
  Benefits: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 
  feet and gain +2 temporary hp per character level.  These effects last a number of minutes equal to your Cha modifier. 
  Domain Spontaneity (Complete Divine) 
   
  You are so familiar with one of your domains that you can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared 
  divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of 
  your daily turn attempts. This work just as good clerics spontaneously cast spells as cure spells. 
   
  Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain. 
  True Believer (Complete Divine) 
   
  Your deity rewards your unquestioning faith and dedication. 
   
  Prerequisites: Must choose a single deity to worship.  Must be within one step of that god’s alignment. 
   
  Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to 
  gain a +2 insight bonus on that saving throw.  This feat also allows you to use a relic of the deity you worship. 
  NEW ITEMS 
  Exploding Spike (Miniatures Handbook) 
   
  Warm to the touch, this red spike pulses with stored energy. This spike does nothing until it is planted firmly in 
  the ground (a standard action). One round later, the spike becomes invisible. Any creature that thereafter comes within 
  10 feet of the spike causes it to explode in a fireball that deals 10d6 points of fire damage (Reflex DC 14 half) to every 
  creature within 20 feet of the spike. The blast destroys the spike. 
   
  Moderate evocation; CL 11th; Craft Wondrous Item, fireball; Price 1,500 gp. 
  NEW SPELLS 
  Close Wounds (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  
  KEO5-X TITLE 
   
  Page 25 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  Your ally falls from a crushing blow, but you don’t have time to reach him.  You quickly speak words of power, and the worst of 
  his injuries glow golden and begin to heal. 
   
  This spell cures 1d4 points of damage +1 point per caster level (maximum +5).  If you cast this spell immediately 
  after the subject takes damage, it effectively prevents the damage.  It would keep alive someone who had just dropped to 
  -10 hit points, for example, leaving the character at negative hit points but stable.  Used against an undead creature, close 
  wounds deals damage instead of curing the creature (which takes half damage if it makes its Will saving throw). 
  Conviction (Spell Compendium) 
  Abjuration 
  Level: Clr 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You hold the holy passage in your hands and touch your ally, intoning the spell.  A sea-blue nimbus of light blossoms about his 
  head and shoulders, strengthening his resolve. 
   
  This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a 
  +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum 
  +5 morale bonus at 18th level). 
   
  Material Component: A small parchment with a bit of holy text written upon it. 
  Panacea (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 4, Drd 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  You kneel next to your afflicted comrade and speak the soft words of this spell.  At your touch a golden radiance infuses your 
  companion. 
   
  This spell channels positive energy into a creature to wipe away afflictions.  It immediately ends any of the 
  following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, 
  frightened, nauseated, panicked, paralyzed, shaken, sickened and stunned.  It negates sleep effects and the effect of the 
  feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell.  It also cures 1d8 points of 
  damage +1 point per caster level (maximum +20).  Panacea does not remove ability damage, negative levels, or drained 
  levels.  Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if 
  it makes a Will saving throw), but it has no other effect. 
  Quick March (Spell Compendium) 
  Transmutation 
  Level: Clr 2, Pal 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Allies in a 20-ft.-radius burst 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Upon casting this spell, your feet and those of your allies glow with a yellow nimbus of light. 
  
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  Quick march increases your allies’ base land speed by 30 feet.  This adjustment is considered an enhancement bonus. 
   There is no effect on other modes of movement, such as burrow, climb, fly, or swim.  As with any effect that increases a 
  creature’s speed, this spell effects maximum jumping distance. 
   
  
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