TEXT:  
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2007 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-18 
   
   
   
   
   
   
   
  Into the Mist 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Sampo Haarlaa 
  Circle Reviewer: Creighton Broadhurst  
  Reviewers: Chris Chesher and Samuel Weiss 
  Playtesters: Andrew Wroe, Emmi Hiltunen, Gerald Colliou, Hannu Haavisto, Henri Vesala Jouni Kallio, Josh 
  Kaufman, J-P Hartikainen, Jukka Särkijärvi, Kristi St. Clair, Marko Westerlund, Pasi Riita, Petteri Henriksson, Saara 
  Aitakangas, Sandy Douglas, and Tarmo Koponen. 
   
  A call for help sends a group of strangers into a trackless swamp to look for a captured child with a familiar name. This 
  adventure is recommended for groups with at least some outdoors experience. A one-round Core adventure set in 
  Domain of Greyhawk for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Brendingund series (COR1-02 Reckoning, COR1-05 
  Brendingund's Bride, COR1-07 Brendingund’s Blood, COR2-02 Brendingund's Brood, COR2-09 Final Reckoning) [John 
  Richardson & Sean Flaherty], COR5-12 Return to the Undercity [Christian Alipounarian], COR6-19 Heir Aberrant [Andrew 
  Lloyd & Andrew Nuxoll], From the Ashes [Carl Sargent], Lords of Madness [Richard Baker, Steve Winter, James Jacobs], 
  Monster Manual III [Rich Burlew et al], Player’s Handbook II [David Noonan], and Races of Faerun [Eric Boyd, James Jacobs 
  & Matt Forbeck].
  
   
  COR7-18 Into the Mist 
   
  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, players 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, 2008.  
   
  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 rule 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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). 
  You need one copy of this for each participating player. 
   
   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 calculate the 
  Average Party Level (APL) follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  LGCS. If you are playing this adventure in 2008, check 
  
   
  COR7-18 Into the Mist 
   
  Page 2 
  the current version of the LGCS and follow any updated 
  rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Core adventure, set in the 
  Domain of Greyhawk. All characters pay 2 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 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 that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the Living Greyhawk Campaign 
  Sourcebook present more information on lifestyle and 
  upkeep. 
   
  ADVENTURE BACKGROUND 
  This adventure relates to the following early Living 
  Greyhawk adventures: COR1-02 Reckoning, COR1-05 
  Brendingund’s Bride, COR1-07 Brendingund’s Blood, COR2-02 
  Brendingund’s Brood & COR2-09 Final Reckoning. In 
  591CY, the merchant Auldon Brendingund acquired the 
  Necklace of the Forlorn Cairn. This magical artifact of great 
  value could return to its owner on command and Auldon 
  used it to save him from his debtors and establish himself 
  in Greyhawk City.  
   
  He hired an assistant named Bwirse (who was in 
  service to the Greyhawk’s Thieves’ Guild) to oversee his 
  affairs. On Bwirse’s urging, Auldon married a woman 
  from Hardby named Adra. Unnaturally soon (in a single 
  month) Adra had two children. Unfortunately, the power 
  of the Necklace corrupted them; they were born as half-
  fiends and grew at an alarming rate.  
   
  In 
  his 
  desperation, 
  Brendingund 
  turned 
  to 
  adventurers for help, who managed to learn the source of 
  the curse and capture the children while foiling Bwirses 
  plans to kidnap them for his own ends. At the temple of 
  Pelor the curse on the children was removed, and 
  Brendingund atoned his ways, eventually moving to 
  Hardby after settling all his debts.  
   
  As a final act, adventurers returned the necklace to 
  the Forlorn Cairn where a servant of Vecna named 
  Pacanan tried to take it. However, a forbiddance spell that 
  activated on the necklace prevented him from achieving 
  his goals. An earthquake spell supplied by the temple of 
  Pelor collapsed the cairn and the issue with the necklace 
  was resolved for good. Or so it seemed...  
   
  Pacanan did not perish as expected. For a long time 
  he prayed for Vecna, his master, to save him and whether 
  by Vecna’s grace or by a stroke of luck, a delver passed 
  through the Forlorn Cairn, enabling Pacanan to escape 
  and opening the cairn up to further exploration..  
   
  Followers of Iuz the Old had also heard of the 
  necklace, which had a side effect that caused followers of 
  the Old One to avoid its wearer. When the half-fiend 
  children of Auldon used the necklace, it granted both of 
  them superior powers. The followers of the Old One 
  consider the necklace a clear threat to themselves but also 
  a possible tool to turn to their advantage. 
   
  Therefore, they need one of the children and with 
  the help of divination spells have settled on Vertislar 
  Brendingund. If they can somehow return Vertislar to 
  his fiendish form when he wears the necklace, this might 
  awaken its powers again. This would make him a valuable 
  ally to their cause and as an added benefit they would get 
  rid of a potentially dangerous item. 
   
  It took much work but finally the cultists of Iuz 
  breached the forbiddance spell protecting the Necklace of 
  the Forlorn Cairn.  
   
  Iuzians soon found out that Vertislar would travel to 
  Hardby from Greyhawk city with members of the church 
  of Pelor. Several cultists gathered near Mistmarsh. 
  Gerlan, the leader of the Iuzians, even visited Mistmarsh 
  to gather some bodies to animate as zombies. He came 
  across a site where lizardfolk of the Red Fang tribe had 
  preserved a few of their honored leaders. This naturally 
  enraged the lizardfolk. For the ambush, the Iuzians use a 
  bar-lgura demon to capture Vertislar while other Iuzians 
  deal with the Pelorites. The attack, however, does not go 
  quite according to plan.  
   
  A warmage traveling with the Pelorites manages to 
  kill Gerlan (and destroy his scrolls of teleport), along with 
  several cultists. Amidst the confusion, several Pelorites 
  escape (but return by the time the PCs get to the site). A 
  young cleric named Therlor ends up being pursued by 
  (now out of control) zombies, accidentally leading them 
  towards the Iron Wheel waystation.  
   
  The remaining servants of Iuz decide to try to go 
  through Mistmarsh to avoid possible pursuit by 
  Greyhawk's patrols and steal boats from the thorp of 
  Filton, trying to reach their hideout in Harrgrek 
  Kukulend. 
   
  HARRGREK KUKULEND 
  Harrgrek Kukulend is a fortification of orcs in the Abbor-
  Alz. Relatively organized for an orcish settlement, it has 
  approximately five hundred orcs. The local dwarves, and 
  other races, have been hunted them down over the years. 
  They live by eating fishes and fungi collected deep 
  underground. Many of the younger orcs within Harrgrek 
  Kukulend would like to commit an all-out attack against 
  nearby dwarven/gnome settlements and capture them 
  (or die trying as is likely). 
  
   
  COR7-18 Into the Mist 
   
  Page 3 
   
  It is here that the Iuzians have found refuge by 
  allying with Gorbor, one of the younger leaders of the 
  orcs. The Iuzians have promised to aid the orcs in their 
  attacks in return for sanctuary. Its isolated location also 
  makes sure that any unforeseen effects will not hurt too 
  many Iuzian troops (as might happen if the ritual took 
  place in Dorakaa) 
   
  The warchief of Harrgrek is an orog named Korgan, 
  who is willing to go to extreme lengths to maintain his 
  position. He is the highest-ranking orc opposing the 
  Iuzians in Harrgrek. All his other companions have died 
  over the years and the last thing he wants is the 
  younglings foolishly going along with Iuz. Not that 
  Korgan is a bastion of virtue himself, he merely wants to 
  keep Harrgrek alive somehow. 
   
  Right now, the orcs have divided into three factions: 
  one is supports Iuz and Borgor, one supporting Korgan 
  while the rest of the orcs stay neutral for now. The 
  Iuzians outnumber Korgan’s faction, and he needs some 
  help to tip the balance in his favor. 
   
  RITUAL 
  The Iuzians are conducting a ritual that they hope will 
  return Vertislar to his half-fiend status. Its successful 
  completion takes 21 days. If done faster, it will have 
  catastrophic results (see the Conclusion). An Iuzian 
  wizard Malminkolli (CE male human wizard 10) is 
  working on the ritual. He does not take part in any 
  combat and teleports away if PCs get too close. However, 
  he does keep Vertislar under a nondetection (CL 10) all the 
  time as well as using an anticipate teleport to alert him of 
  any teleporting intruders.  
   
  ADVENTURE SUMMARY 
  Introduction: The adventure starts in the Iron Wheel, a 
  caravan waystation near Mistmarsh where all the PCs 
  have gathered. 
   
  Encounter 1: Therlor runs inside, pursued by 
  zombies. The PCs must fight the zombies and protect the 
  people inside. 
   
  Encounter 2: When the PCs follow Therlor's lead 
  they come to the ambush site where they can learn that 
  Iuzians are headed towards the nearby thorp of Filton. 
  They can also find some loot that might help them later. 
   
  Encounter 3: When the PCs arrive in Filton, they 
  face angry residents looking for revenge as the Iuzians 
  have sunk most of the thorp’s fishing boats. The PCs need 
  to calm them down or intimidate them before they can 
  continue. 
   
  Encounter 4: Navigating through Mistmarsh is 
  difficult and unless the PCs areexperienced with 
  outdoorsmen, they meet various hazards in the swamp. 
   
  Encounter 5: While the PCs are in the swamp, a 
  pack of ghouls or a bar-lgura demon in service of Iuz, 
  attacks. 
   
  Encounter 6: If the PCs are fast enough, they can 
  catch the two remaining Iuzians and learn about 
  Harrgrek Kukulend and their plans. 
   
  Encounter 7: When the PCs get near Harrgrek 
  Kukulend, they meet Korgan, an orog warchief of 
  Harrgrek Kukulend and his troops who are fighting 
  against forces of Iuz. The PCs can easily strike up a 
  temporary alliance with them. 
   
  Encounter 8: The PCs get to the temple of Iuz 
  beneath Harrgrek and must storm it, hoping to rescue 
  Vertislar in time. 
   
  Encounter 9: As long as the PCs are fast enough, 
  they can stop the ritual and rescue Vertislar. If the PCs 
  are not fast enough, the transformation ritual fails and 
  Vertislar disappears to the lower planes.  
   
  Conclusion: The PCs return Vertislar to the 
  Pelorites, along with the Necklace of the Forlorn Cairn. If 
  they were not in time, either Iuz has a dangerous new ally 
  or Vertislar has disappeared. 
   
  PREPARATION FOR PLAY 
  The defense of the inn and meeting with Therlor is 
  supposed to act as the main motivation for PCs to start 
  their journey in this adventure. Do not allow the PCs to 
  introduce themselves to each other before the adventure 
  unless the PCs have previously adventured together.  
   
  You should also note the PCs’ Listen, Search, Spot 
  and Survival bonuses before the game starts.  
   
  TRAVELING DISTANCES 
  The distance to Harggrekk from the Iron Wheel is 
  approximately 150 miles, with 100 of that in the 
  Mistmarsh, taking 10-15 days for an average group of 
  PCs. See DM aid 1 & 2 for a distance tracker as well as 
  food tracker. 
   
   
  HOME REGION  
  PCs whose home regions are Bright Lands, the Domain 
  of Greyhawk, or Hardby gain +2 competence bonuses to 
  all knowledge skills during this adventure, in addition to 
  other possible modifiers listed in the adventure text. 
   
  ANIMAL COMPANIONS AND WEAPONS 
  The owners of Iron Wheel do not mind their customers 
  carrying weapons within their establishment but as a sign 
  of politeness, they do wish that customers put ranged 
  weapons and two-handed weapons either under the stairs 
  or behind the bar counter. Medium animal companions 
  are fine, as long as they do not cause trouble. Large 
  animal companions can be kept in location D (a shed). 
  Huge animal companions are not let inside the bar and 
  have to be kept outside, well away (at least 400 ft.) from 
  the caravans and customers. 
   
  EMNITY OF THE SLAVE LORDS 
  In COR5-12 Return to the Undercity, PCs could earn a 
  disfavor where they start the adventure on less than 
  maximum hit points. If a PC loses hit points because of 
  this disfavor, he does not start out in the Iron Wheel. 
  
   
  COR7-18 Into the Mist 
   
  Page 4 
  Rather, he is outside after losing his pursuers. In the 
  distance he can see the lights of a caravan waystop and 
  hears strange sounds (whether this is zombies bashing in 
  doors, teamsters running away, or something else 
  depends on how combat progresses). In practice, this 
  means that the PC(s) enter combat on the third round of 
  combat, from a random side of the tavern.  
   
  INTRODUCTION 
  The Iron Wheel is one of the many caravan 
  waystations in the Domain of Greyhawk. It is 
  located just south of the Mistmarsh, by the road that 
  leads to the dwarven hold of Greysmere before 
  continuing on to Eastvale and Hardby.  
   
  The atmosphere is relaxed and a large number 
  of teamsters are inside, avoiding the summer rain 
  that soaked the area a few hours ago. Others are 
  staying with their wagons and caravan guards some 
  distance away from the Iron Wheel. One of the 
  waystation owners is playing a Fharlanghni tune 
  with a lute while the other serves drinks over the 
  bar. 
   
  Near the stairs, sits a member of the Greyhawk 
  Militia and few other seasoned travelers are also 
  enjoying the quiet evening. 
   
  Creatures: Several NPCs are present and the PCs can 
  interact with them. Appendix 1 has all the details needed 
  to run these NPCs. 
   
  �Filmon: hp 12; Appendix 1. 
   
  �Tacari & Verlan: hp 4; Appendix 1. 
   
  �Teamster (6): hp 3; Appendix 1. 
   
  Development: Once the PCs have had a chance to talk 
  to NPCs and each other, move to encounter one. 
   
  1: ZOMBIES IN THE NIGHT 
  This encounter uses DM Map 1. Therlor runs to the 
  caravan stop. PCs make Listen checks opposed by 
  Therlor’s Move Silently check. Therlor has a total 
  modifier of +8 to this check due to the interposing walls 
  and distraction provided by other people in the tavern. 
  Those PCs who hear him may enter initiative at this 
  stage. Therlor himself moves inside on the next round. 
  He has gone through an ordeal and his clothes are 
  covered in mud so he is not immediately identifiable as a 
  priest of Pelor, so he might end up dead if PCs decide to 
  attack first and ask questions later.  
   
  Once inside Therlor loudly warn about approaching 
  undead, which sends some of the customers into panic. 
  Refer to Appendix 1 for more information about the 
  NPCs’ subsequent actions.  
   
  �Therlor: hp 6 (currently 2); Appendix 1. 
   
  The tavern has the following generic features and 
  locations. None of the doors are locked at the beginning 
  of combat. 
   
  �Front Door: 2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 23. 
   
  �Back/Side/Bedroom Doors: 1 in. thick; hardness 
  5; hp 10; AC 5; Break DC 13. 
   
  �Window shutters: 1 in. thick; hardness 5; hp 5; 
  AC 5; Break DC 10. 
   
  �Masonry walls: 1 1/2 ft. thick; hardness 8; hp 135; 
  AC 5; Break DC 35, climb DC 20. 
   
  �Roof: 4 in. thick; hardness 5; hp 30; AC 5; Break 
  DC 26. 
   
  �Table: 1 1/2 in. thick; hardness 5; hp 8; AC 5; 
  Break DC 12 
   
  Tables can be turned over to provide cover and doors can 
  be barred as full round actions, which increases their 
  break DC by 2 and hit points by 5. 
   
  Location A: Tap room. This room is dominated by 
  the bar and a large fireplace. Stairs lead up to the 
  bedrooms. Double doors lead outside. A curtain separates 
  the kitchen (location B) from the tap room. 
   
  Location B: Kitchen. Numerous barrels and other 
  items contain foodstuff. The kitchen has many knives 
  and cooking implements (that can be used as improvised 
  slashing weapons that deal 1d4 points of damage) as well 
  as a large meat cleaver (improvised weapon dealing 1d6 
  points of slashing damage). 
   
  Location C: Storage room. Tools, preserved food 
  and various other items fill this room.  
   
  Location D: Shed. This open area has a few chicken 
  coops. It also has enough space for a horse but none is 
  currently present. 
   
  Location E: Bedrooms. These simple rooms 
  function as accommodations. Those who cannot afford 
  rooms can sleep in benches in tap room. 
   
  Creatures: 
  A 
  group 
  of 
  zombies, 
  who 
  became 
  uncontrolled when Gerlan died, chase Therlor. A wyvern, 
  which served as Gerlan’s mount, is also hunting Therlor 
  at APL 8. Due to the favorable circumstances of this 
  combat is has a -2 modifier to its EL. 
   
  APL 2 (EL 1) 
   
  �Lizardfolk Zombie (3): hp 35; Appendix 1. 
   
  APL 4 (EL 3) 
   
  �Lizardfolk Zombie (6): hp 35; Appendix 1. 
   
  APL 6 (EL 5) 
   
  �Lizardfolk Zombie (5): hp 35; Appendix 1.
   
  �Grey Render Zombie: hp 133; MM 267.  
   
  APL 8 (EL 7) 
   
  �Lizardfolk Zombie (8): hp 35; Appendix 1. 
   
  �Grey Render Zombie: hp 133; MM 267. 
   
  �Wyvern (Gerlan’s Mount): hp 59; Appendix 1. 
   
  Tactics: The zombies start spread out due to Therlor’s last 
  successful turning undead. Two (four at APL 8) lizardfolk 
  
   
  COR7-18 Into the Mist 
   
  Page 5 
  zombies start 60 ft. away from back and side door and try 
  to force their way in.  
   
  The remaining lizardfolk zombies start 150 ft. away 
  from the front door. At APL 6, the grey render zombie is 
  180 ft. away and arrives one round after the lizardfolk 
  zombies, while at APL 8 the wyvern arrives two rounds 
  after the last lizardfolk zombies. 
   
  Zombies move to attack the first target they can see 
  and keep attacking until destroyed.  
   
  If the doors are barred, the zombies attempt to 
  destroy them. The wyvern is more cunning, and smashes 
  a 5 ft. by 5 ft. section of the roof open and then uses its 
  Lunging Strike feat to attack people inside with its 
  stinger. The zombies fight to the death but the wyvern 
  flee when reduced to 15 hit points. 
    
  Development: Once the combat ends, Therlor asks 
  people to help him to see if any of his comrades survived 
  the attack. He answers any questions the PCs have about 
  his journey first (see Appendix 1). After this, move to 
  encounter three. Filmon can accompany the PCs to the 
  ambush site and if the PCs lack a tracker, he joins them. 
  The PCs may also learn additional information about 
  Brendingund 
  family 
  with 
  a 
  bardic 
  knowledge, 
  Knowledge (history) or Knowledge (local: Core) check: 
  • 
  DC 5: The merchant Aldon Brendingund used an 
  artifact called the Necklace of the Forlorn Cairn to earn 
  himself immense wealth between 590-591 CY. 
  • 
  DC 10: The necklace had unforeseen magical effects 
  on Brendingund’s wife, and turned their children 
  into half-fiend monsters. 
  • 
  DC 15: A group of adventurers managed to capture 
  the children. They returned them to the temple of 
  Pelor and reversed their transformation. 
  • 
  DC 20: The necklace also had the power to make 
  fiends stronger than normal. Adventurers took it 
  back to its original location, and buried under a 
  rockfall to prevent evil beings from using it.  
  • 
  DC 25: Brendingund got into trouble in Hardby and 
  did a couple of bad business ventures. He is now a 
  beggar in the streets of Greyhawk, her wife left with 
  an Ahlissan merchant while the church of Pelor took 
  custody of the children. 
   
  Troubleshooting: The PCs might want to see if the 
  authorities can help them. They can go to Marsh Keep 
  (some five miles east from Iron Wheel) for help. While a 
  contingent of 20 soldiers led by an officer named Gavril 
  (LN human male marshal 4) is more than willing to 
  accompany the PCs to the ambush site and Filton with 
  the PCs, they do not enter the Mistmarsh itself, saying 
  that lizardfolk and other things will deal with the Iuzians. 
  They do increase patrolling on the road leading to 
  Greysmere in case the Iuzians try to get away from the 
  swamp. 
   
  If any PC with the rank of sergeant in the 
  Nightwatch is present, two regular guards volunteer to 
  come along nonetheless. Use the statistics for watchmen 
  presented in the Greyhawk Ruins Sourcebook. 
   
  Due to bad luck, Therlor might die in this combat. 
  As long as the PCs have someone who can track, or 
  Filmon survives this does not mean that adventure ends, 
  as they can still find the ambush site. 
   
   
  2: AMBUSH SITE 
  The ambush site is easy to find despite the darkness, 
  as the flames from five burning wagons are visible 
  from some distance. Several dead and wounded 
  humans and horses lie around the wagons, along 
  with a large amount of discarded equipment and 
  other debris of battle. 
   
  Few survivors are present. Those in negative hit points 
  have stabilized. There are 15 dead Pelorites here, most of 
  them acolytes with piercing and bludgeoning wounds. In 
  addition, there are six Iuzians (dressed in grey robes) and 
  the remains of four lizardfolk zombies here. At APL 2-6, a 
  dead wyvern is also present. All these have numerous 
  wounds caused by bludgeoning weapons and fire. 
   
  �Teamster (7): hp 3, 2, 0, -2, -3, -5, 9; Appendix 1. 
   
  �Acolyte (5): male human adept 1; hp 2, 3, 5, -3, -8. 
   
  These NPCs can tell the PCs the following: 
  • 
  The attackers had well prepared positions near the 
  road and sent their undead to attack first. 
  • 
  The attackers numbered at least 20 humans. At least 
  one humanoid, possibly an orc or a hobgoblin was 
  also present. 
  • 
  The caravan had a passenger named Vertislar 
  Brendingund. He disappeared during the attack and 
  is unaccounted for as is their warmage, Kaudotus. If 
  Therlor died in the inn, he is unaccounted for as 
  well. 
  • 
  The attackers went after Kaudotus first but 
  apparently were not successful in finishing him off. 
  After the Pelorites were defeated, two fireballs in 
  quick succession hit the attackers which killed 
  several of them including the apparent leader of the 
  attack (at APLs 2-6, the wyvern also died). 
  • 
  After making sure the Kaudotus was dead, the 
  attackers took as much loot as they could, along with 
  a few bodies, and escaped towards the west. 
   
  If the PCs look for Vertislar near the attack site, they 
  cannot find him. On a successful DC 5 Gather 
  Information check, one of the teamsters tells them that 
  he saw some kind of monster, roughly human-shaped but 
  much more muscular, leaping onto the wagon where 
  Vertislar was. There are numerous tracks around and a 
  DC 10 Survival check allows PCs to follow the tracks of 
  several humans leading to west.  
   
  A DC 15 Survival check reveals that the group has at 
  least dozen individuals. A DC 18 check allows PC to 
  identify separate tracks, made by something with six toes. 
  The tracks do not lead anywhere, though, as the bar-lgura 
  teleported to the scene. A DC 15 Knowledge (nature) 
  
   
  COR7-18 Into the Mist 
   
  Page 6 
  allows the PCs to determine that some kind of simian 
  creature made the tracks. A DC 21 Knowledge (the 
  planes) afterwards allows PCs to identify the tracks as 
  those of a bar-lgura. 
   
  The PCs can search the remains of the caravan for 
  loot, each check taking 10 minutes. A DC 10 Search 
  check finds one of the following items (rolled randomly). 
  For every 5 points by which the PC beats the check, one 
  more item is recovered. Each item can be found only 
  once. If a roll indicates an item already found, the PC 
  only finds a single travel ration, rope, heavy mace or 
  other such knick-knack. Using detect magic spell during 
  search grants +2 circumstance bonus to the Search roll. 
  • 
  01-10: A saddlebag containing six travel rations. 
  • 
  11-20: The badly burned remains of a magical scroll. 
  There is no residual aura but read magic or a 
  successful DC 25 Decipher Script sill check followed 
  by successful DC 20 Spellcraft check identifies that 
  this scroll contained a teleport spell. 
  • 
  21-30: Two full wineskins. 
  • 
  31-40: A divine scroll of remove disease. 
  • 
  41-50: A high-quality map showing nearby areas, 
  which grants +2 circumstance bonus to Knowledge 
  (geography) checks in the Domain of Greyhawk, 
  Hardby, and the Wild Coast. This item appears in 
  AR. 
  • 
  51-60: Four bodies in grey robes that were dragged 
  some distance away into a ditch and covered by 
  leaves and branches. Each carries a holy symbol of 
  Iuz and a total of 30 gp. 
  • 
   61-70: A belt pouch containing two potions of cure 
  light wounds. 
  • 
  71-80: A scroll case containing divine scroll of lesser 
  restoration. 
  • 
  81-90: A headless body wearing a damaged chain 
  shirt. Therlor can identify this as Kaudotus. 
  • 
  91-100: A pouch containing 60 gp. 
   
  Treasure: Refer to the Treasure Summary for more 
  information. 
   
  Speaking with the dead and high level spellcasting: 
  It is possible that PCs will use speak with dead. This is 
  possible but the dead attacker resists the spell (Will save 
  +4). If made to talk, the dead attacker can tell the 
  following things: 
  • 
  He is a worshipper of Iuz 
  • 
  He was to meet with the raid leader, Gerlan, here for 
  a special operation to kidnap someone of importance 
  from the Pelorites. 
  • 
  He lived undercover in Greyhawk City. The plan 
  was for him to participate in the attack and then hide 
  away and return home or in case of trouble, Gerlan 
  would teleport them all to safety. 
  • 
  Gerlan mentioned a "safe haven" located somewhere 
  in Abbor-Alz. 
  • 
  They had a "monkey demon" with them whose task 
  was to do the actual kidnapping. 
   
  The Iuzians carried Gerlan’s body away and buried it in 
  the Mistmarsh, so the PCs cannot question him. 
  Divination points to Hargrekk but this means the PCs 
  avoid the encounters in the Mistmarsh. Those scrying 
  must succeed on a DC 21 caster level check and 
  Vertislar’s must fail his Will save (+3 bonus). (If the PC 
  has not played COR2-02 Brendingund's Brood, Vertislar gets 
  +5 bonus to his Will save) but this merely allows 
  teleportation into the room where Vertislar is, triggering 
  Malminkolli's anticipate teleport. 
   
   
  Development: Assuming the PCs follow the tracks to 
  the west, move to encounter 3. Note that it is possible 
  they might want to rest for the night and follow tracks in 
  the morning. This is possible, but the encounter in Filton 
  should be slightly different and Andigar/Slerba starts five 
  miles further away from PCs. 
   
  3: FILTON 
  Filton (thorp): Conventional; AL N; 40 gp limit; Assets 
  100 gp; Population 50; Isolated (humans O/S/F (47), 
  halfling (3). 
   
  Authority figures: Vildunas, constable (male 
  human warrior 4, visiting Marsh Keep). 
   
  Important characters: Rennel, local priestess 
  (female human adept 2), Declen, village elder (male 
  human commoner 5). 
   
  The Iuzians fled to the small thorp of Filton, which 
  stands on the edge of Neen River, and stole some boats, 
  figuring they would help them navigate through 
  Mistmarsh more easily and that it would make it harder 
  for anyone to track them. The villagers did not realize 
  what happened until the Iuzians had sunk all the boats 
  they did not need and rowed away into the darkness. The 
  villagers think they stole at least seven boats. Now a 
  dozen villagers and a few dogs are milling about angrily, 
  looking for someone to blame. 
   
   These men are wearing grey robes (sturdy peasant 
  clothing) which look a bit similar to ones PCs might have 
  found previously. Succeeding on a DC 10 Wisdom check 
  enables PCs to tell a difference. If they wish to attack 
  these people, use the statistics for teamsters. 
   
  ALL APLs 
   
  �Fishermen (11): hp 3; Appendix 1. 
   
  �Guard Dog (4): hp 13; MM 272. 
   
  �Juhanko: hp 3; Appendix 1. Intimidate +4 
   
  Juhanko is an Oeridian man in his forties with unkempt 
  hair and beard; he walks with a limp due to a snakebite he 
  once received in the Mistmarsh 
   
  Tactics: The fishermen keep their distance and use 
  improvised ranged weapons in an attempt to drive the 
  
   
  COR7-18 Into the Mist 
   
  Page 7 
  PCs away. If one of them falls, the others flee. Dogs stay 
  adjacent to the fishermen, defending their masters. Any 
  NPCs that the PCs have with them do not participate in 
  the fight and leave to report the PCs to authorities if they 
  kill any commoner. This gives the Arrested! entry on the 
  PC’s AR unless all witnesses are eliminated. Arrest takes 
  place after the adventure is completed. 
    
  Development: The fishermen's initial attitude to the 
  PCs is unfriendly and they demand an explanation for 
  their presence. If no reasonable explanation is given, they 
  become hostile and try to chase the PCs away. If their 
  attitude becomes indifferent, they impolitely tell PCs 
  that the others went north towards Mistmarsh. If they 
  become friendly or helpful, the fishermen tell what 
  happened and if asked, supply PCs with boats, located in 
  a locked barn some distance away. Each boat can carry 
  two Medium creatures or one Large creature. Up to four 
  are available. The boats allow easier progress through the 
  Mistmarsh. If the fishermen become hostile through a 
  failed Diplomacy check, they attempt to drive away the 
  PCs as outlined in the tactics section. 
    
  If the fishermen are successfully intimidated, they 
  back down, keeping their distance from the PCs. Juhanko 
  tells the PCs where the Iuzians headed, hoping that the 
  PCs leave Filton.  
   
  If PCs follow the Iuzians to Mistmarsh, move to 
  encounter four. At APLs 4-8, a bar-lgura demon visits the 
  village sometime after PCs leave and captures Juhanko, 
  torturing the information about PCs from him. This 
  enables it to track PCs. 
   
  The following modifiers apply to Diplomacy and 
  Intimidate checks in the thorp: 
  • 
  Half-orc or centaur: -2 
  • 
  Kobold: -4 
  • 
  Member of the Nightwatch or a non-chaotic 
  religious organization: +2 
  • 
  Elf or half-elf +2 
   
  If the PCs come here with troops from Marsh Keep, the 
  villagers are automatically helpful. 
   
  Buying Supplies from Filton: It is possible for the PCs 
  to buy supplies from Filton if the locals are friendly or 
  helpful. However, the thorp is extremely limited in what 
  is available. The villagers have not yet started to store 
  food for the winter, so only 1d6+5 days of rations worth 
  of food (salted fish and potatoes mainly) are available for 
  purchase. The PCs can also make one collective 
  Diplomacy or Intimidate check. For each 5 points they 
  score, one more food unit is available. For example, a 
  check of 23 means four new food units are available. In 
  addition to this, traveler’s outfits are available. Padded or 
  leather armor, crossbows, bolts, daggers, sickles, and all 
  types of spear are also available, up to the thorp’s gp value. 
  If the PCs decide to loot the place, the available food 
  units are doubled, though this requires that the PCs to 
  defeat the fishermen in combat or drive them away. 
  Getting supplies from the Iron Wheel is possible and the 
  owners give each PC two days worth of rations free, as a 
  reward for helping them. 
   
  4: MISTMARSH 
  The Iuzians are traveling up the Neen River and towards 
  the Mist Lake on the other side of the Mistmarsh, where 
  they will continue to Harrgrek Kukulend (see map). If 
  the PCs followed the Iuzians without delay, they are 11 
  miles behind them when pursuit starts. See DM Aid 3 for 
  travel aids that make it easier to track the pursuit. 
   
  In total, the journey through Mistmarsh is 
  approximately 100 miles. With rowboats the Iuzians 
  move 11 miles per day though this is not all water travel 
  as the boats need to be lifted over natural obstacles, some 
  tributaries are dead ends and so on, which allows PCs to 
  find enough signs of their passing to enable tracking.  
   
  In the swamp, it only requires a DC 10 Survival 
  check to follow Andigar and Slerba (base DC 5 for very 
  soft ground, +3 due to fog and a +2 circumstance penalty 
  due to the boats). Unless the PCs try to track them at 
  normal speed (Survival DC 15 and Track required), the 
  Iuzians exit Mistmarsh sooner than the PCs and after that 
  the Track DC becomes 25 + 1 for every 24 hours the 
  Iuzians are ahead of PCs. If PCs do not figure it out by 
  themselves, trackers should realize after a couple of days 
  in the swamp that a forced march is required to catch up 
  with Iuzians. 
   
  Survival DC only takes into account the presence of 
  Andigar and Slerba. All the other Iuzians die in the 
  swamp and while PCs may identify more than two pair of 
  tracks with their checks, the only Iuzians they ever meet 
  are Andigar and Slerba. 
   
  It is possible that the PCs have spells and abilities 
  that enable faster travel. In this case, the DM needs to 
  calculate how quickly PCs catch up with Iuzians.  
   
  Allow the PCs a Knowledge (nature) or Knowledge 
  (local: Core) check to learn the following information 
  about Mistmarsh. 
  • 
  DC 5: The Mistmarsh is a dangerous place. The 
  swamp is full of fearsome creatures and fell hazards. 
  It would be foolish to travel the swamp without a 
  skilled outdoorsman. 
  • 
  DC 10: The creatures commonly encountered in the 
  swamp include crocodiles, leeches, snakes, and 
  hordes of insects. Several tribes of kobolds and 
  lizardfolk inhabit the swamp as well.  
  • 
  DC 15: The environment in the marsh is harsh. The 
  heat and high humidity can be overwhelming in the 
  summer months. Quicksand and sinkholes have 
  been known to catch the unwary. Drinking the 
  water is a sure way to contract disease.  
   
  Now would also be a good time to check the character 
  sheets and identify how much food the PCs are carrying 
  as they could run out of food and suffer effects of 
  starvation (DMG 304) if they do not have enough. 
  Survival checks enable gathering of food and water as 
  normal, reducing overall land speed further.  
  
   
  COR7-18 Into the Mist 
   
  Page 8 
   
  While local denizens can drink the water, having 
  long since become immune to the diseases carried in the 
  water, the PCs are not so lucky. Unless purify food and 
  drink is used, the PCs need to make DC 16 Fortitude save 
  or contact blinding sickness when drinking the water 
  (DMG 292).  
   
  In addition to tracking checks, ask the players to set 
  a marching order and select one “guide” PC (or NPC) to 
  make a general Survival check every day. The guide may 
  take 10 if desired but may not take 20 as it would 
  consume so much time that catching the Iuzians would 
  be impossible. Only PCs with ranks in Survival may 
  attempt the aid another action to help as this simulates 
  efforts during the whole day. If more than one PC insists 
  on being the guide allow them to make separate Survival 
  checks but use the lowest result to simulate the inevitable 
  bickering and confusion that results.  
   
  The following circumstance modifiers also apply: 
  • 
  +1: For every two levels of druid, ranger, or scout in 
  the party. Count all of these together. Thus, a group 
  with 4th-level druid and 2nd level ranger would 
  receive a +3 circumstance bonus. 
  • 
  +2: If all PCs in the party have an endure elements 
  spell cast upon them.  
  • 
  +3: If the PCs use the spell commune with nature to 
  find out about the terrain. 
  • 
  +2: DM’s discretion for any reasonable traveling 
  preparations. 
  • 
  +1: If all PCs are equipped with traveler’s outfits.  
  • 
  -2: For each PC who travels in heavy armor. 
   
  Once the total bonus is calculated, have the guide make 
  one Survival check. A score over 25 means a good 
  encounter (see below) while a score lower than 25 results 
  in a bad encounter in the swamp. Events marked with * 
  can only happen once. If rolled twice, treat it as a result of 
  four. 
   
  BAD ENCOUNTER (1D6) 
  1. Quicksand: A randomly chosen PCs must make a 
  DC 11 Survival check (base DC 8, +3 for misty 
  conditions) or accidentally wades 5 ft. into quicksand 
  (DMG 88). 
  2. Swarm of mosquitoes: The party happens upon part 
  of a swamp that is a breeding ground of particularly 
  vicious strain of Mistmarsh mosquito and cause them 
  to swarm everywhere and sting PCs, requiring them 
  to make DC 16 fortitude save or contact blinding 
  sickness. PCs with damage reduction are immune to 
  this. 
  3. Lizardfolk Trap*: PCs see a human body hanging 
  from a tree, with a holy symbol of Iuz around its neck. 
  This is a decoy left by lizardfolk to lure more Iuzians 
  to their traps. If the body is touched, a clay container 
  drops out, shatters and spreads non-lethal fungus 
  spores to immediate surroundings. Touching the 
  body from a distance also triggers the trap. If speak 
  with the dead is used, the body can answer questions 
  like in Encounter 2. If succesfully disarmed, the PCs 
  can take the container to use as a weapon. 
   
  Trapped Body: CR 0; mechanical; touch 
  trigger; manual reset; 10-ft. cloud of spores (DC 10 
  Fortitude or sleep 1d3 hours, sickened for 24 hours); 
  Search DC 19; Disable Device DC 12. 
  4. Caltrops: A randomly determined PCs steps on 
  caltrops dropped by Slerba to discourage lizardfolk 
  from pursuing the Iuzians. It functions as detailed in 
  page 126 of PHB, and anyone wounded by it must 
  make a DC 16 Fortitude save or contact blinding 
  sickness. 
  5. Sinkhole: The guide must succeed on a DC 12 Spot 
  check or walk into a concealed sinkhole (DC 15 
  Reflex save avoids; 10 ft. deep [1d6, fall]).  
  6. Slow progress: The progress of PCs is particularly 
  slow today. The distance traveled today is 1 mile less 
  than normal. 
   
  GOOD ENCOUNTER (1D6) 
  1. Lizardfolk: The PCs come across a hunting party of 
  four lizardfolk (MM 169) from the Twisted Branch 
  tribe. If the PCs interact with them in a friendly 
  manner with a DC 15 Diplomacy check or offering a 
  metal weapon as gift, the lizardfolk offer some 
  guidance about the way ahead. For the next day, PCs 
  receive a +2 bonus to Survival checks. In addition, the 
  lizardfolk try to barter their catch (young crocodile, 
  fish, and so on) for a metal weapon or non-heavy 
  armor costing at least 5 gp. Their catch feeds the PCs 
  for a day. A successful DC 15 Survival or DC 10 
  Profession (cook) check allows PCs to avoid 
  discarding potential edible parts and feeds the entire 
  party for two days. These lizardfolk only speak 
  Draconic. 
  2. Good progress: The PCs find a clear path through 
  the swamp. Increase the distance traveled today by 1 
  mile. 
  3. Useful herbs: As the PCs travel, they come across 
  swamp plants with curative properties. Anyone who 
  makes DC 15 Knowledge (nature) or Profession 
  (herbalist) check can turn them into a healing elixir 
  that functions as antitoxin (PHB 128) or that removes 
  the blinding sickness from one PC. The elixir stays 
  potent until the end of this adventure. 
  4. *Unlooted body: The PCs spot the body of a Iuzian 
  lying by the river. Among his possession is a full 
  wineskin, 6 trail rations, and a vial of antitoxin. 
  5. Clear tracks: PCs find particularly good tracks left by 
  Andigar and Slerba. During the next day, they receive 
  a +2 bonus to Survival checks to follow them. If they 
  have already been captured, the guide receives a +2 to 
  the next Survival check made to avoid hazards. 
  6. *Safe place to rest: A strange clearing has the partly 
  shattered statue of a man in wizardly vestments. It is 
  also happens to be very dry spot in otherwise soaking 
  Mistmarsh. During this night, natural rate for healing 
  is doubled and if the ghouls or the bar-Igura attacks, 
  they receive a -2 penalty to Hide and Move Silently 
  
   
  COR7-18 Into the Mist 
   
  Page 9 
  checks. For the next day, all the PCs receive benefit 
  from an endure elements.  
   
  THE FIRST DAY 
  In addition to the above random encounters, read the 
  following one day after PCs have entered Mistmarsh: 
   
  Ahead, the remains of a battle are evident. Several 
  bodies, wearing tattered grey robes lie scattered 
  around. Javelins and arrows float in the river or are 
  stuck in nearby trees. Remains of broken boats are 
  slowly floating down the river. 
   
  Members of the Red Fang lizardfolk tribe ambushed the 
  Iuzians as they returned to the swamp, killing six and 
  capturing two for sacrifice while the rest fled. A DC 10 
  Survival check discovers that after battle, the two sides 
  departed in different directions.  
   
  The lizardfolk headed to the north while the 
  remaining Iuzians escaped east. Tracks leading to the 
  north are identifiable as reptilian and a DC 12 Knowledge 
  (nature) check identifies them as lizardfolk. The 
  lizardfolk have looted everything of value from the battle 
  site. PCs can find remains of four boats. 
   
  Development: Assuming the PCs continue after the 
  Iuzians, resolve their pursuit as detailed above.  
   
  However, during their second night in the swamp, 
  the ghouls or the bar-Igura (depending on APL 
  [encounter five]) attack. If the PCs catch the Iuzians, 
  move to encounter six. Once the PCs are close to 
  Harrgrek Kukulend, move to encounter seven. 
   
  Troubleshooting: If PCs continue after lizardfolk, they 
  meet a patrol of six lizardfolk from the Red Fang tribe 
  who are indifferent (friendly if PCs have their 
  recognition from COR6-19 Heir Aberrant) toward them 
  and explain that they took some prisoners that they are 
  about to sacrifice as punishment for their aggression. 
  They say that they did not see any young human, or take 
  one prisoner. They suggest that the PCs leave this area in 
  peace.  
   
  It is also possible that high-level druids could 
  transform into eagles and cover dozens of miles in day to 
  hunt for Iuzians. A mist that blocks any long distance 
  visibility continuously surrounds the Mistmarsh, making 
  this plan less useful. 
   
  5: ATTACK IN THE SWAMP 
  Aside from natural hazards, PCs must also deal with 
  monsters lurking in the swamp. An example map, 
  showing a tributary of the Neen River and adjacent 
  swamp terrain (DMG 86) is included, but as there might 
  be several combats with pursuing monsters, the DM most 
  likely has to prepare additional combat maps. Monsters 
  have to stick to solid ground while PCs are probably in 
  boats.  
   
  APL 2 (EL 3) 
   
  �Ghoul (3): hp 13; MM 119. 
  These ghouls have 10 javelins each (+3 ranged, 1d6+1 
  damage). They have coated the weapons in their ichor so 
  they can transmit ghoul fever.  
   
  APL 4-8 (EL 5) 
   
  �Tarm-O Erkale, bar-Igura hunter: Appendix 1. 
   
  Tactics: At APL 2, at some point of their travel, the PCs 
  pass a group of hiding ghouls 2d8 x 10 ft. away. The 
  ghouls take 10 on their Hide check for a total score of 16 
  + 1/10 ft. If the PCs do not spot them, these ghouls start 
  to follow them at some distance, making hit-and-run 
  attacks during night (remember that they can aim at PCs 
  if they have light sources, even beyond their darkvision).  
   
  Once any symptoms show themselves, the ghouls 
  make a final attack. They can avoid the PCs’ attacks by 
  diving into the water and swimming away. As they are 
  undead, they suffer no risk of drowning and use this to 
  lose any pursuing PCs (visibility in murky water is 1d8 x 
  10 ft.) The ghouls try to stay out of sight and track the 
  PCs at normal speed. Tracking the PCs is a DC 10 
  Survival check with additional -1 for each three party 
  members. This includes -5 for full speed tracking. 
   
  If PCs leave no tracks (such as all having pass without 
  trace cast or the trackless step ability) or obscure their 
  tracks the ghouls abandon pursuit and the PCs earn full 
  experience. Note that if the PCs try to run away, the 
  ghouls can do a forced march for a whole day as they are 
  immune to nonlethal damage.  
   
  Bar-lguta: At APLs 4-8, a bar-Igura demon pursues 
  the PCs, using his Track feat. The demon abandons its 
  pursuit if the PCs can increase the difficulty of tracking 
  checks to 16 or higher, in which case it teleports to 
  Harrgrekk Kukulend. If the bar-lgura successfully tracks 
  the PCs, it can hinder their progress with telekinesis and 
  other abilities. It starts with major image and illusionary 
  monsters to test the PCs’ tactics.  
   
  Afterwards it use hit and run attacks. Its telekinesis 
  has a total range of 620 ft. (though maximum combat 
  range in swamp is still 2d8 x 10 ft.) and deals 6d6 damage. 
  It can split this amount of damage by choosing separate 
  targets so, for example, it could target two enemies, 
  dealing 2d6 to one and 4d6 to other target (both with +7 
  to hit). If the PCs at APL 4 appear slightly weak, the 
  demon does not use 6d6 attack on targets that are not in 
  heavy armor. 
   
  If opportunity presents itself, it also steals weapons 
  and supplies from PCs. Its primary targets are the guide 
  and spellcasters. As a demon, Tarm-O requires no sleep so 
  he can attack numerous times per night and potentially 
  make it impossible for PCs to get enough rest for 
  memorizing spells. 
   
  The bar-lgura will not try abduction on PCs in the 
  swamp, as there would always be an element of risk to 
  Harrgrek in case the abductee is too strong.  
   
  If the bar-lgura loses 25 or more hit points during its 
  attacks, it teleports away to Harrgrek, where the PCs face it 
  
   
  COR7-18 Into the Mist 
   
  Page 10 
  in final combat (the orc cleric heals it before this). At APL 
  4 it also stops the attacks after three nights. If it has any of 
  the PCs’ supplies with him, it takes them along and gives 
  them to the orcs. If the PCs capture Andigar or Slerba, 
  the bar-lgura tries to rescue them with teleport. 
   
  Note that in case with either monster, PCs can try to 
  set up an ambush for them. Details on how to run this is 
  left up to the DM. 
   
  Development: While PCs are dealing with possible 
  attackers, they must still deal with the hazards of 
  Mistmarsh in encounter four. 
   
  6: CATCHING THE FUGITIVES 
  No matter when the PCs catch up with the Iuzians, only 
  the tiefling Andigar and his hired orc guide Slerba 
  remain. All the other Iuzians have fallen to the hazards of 
  Mistmarsh. Unless Andigar and Slerba can avoid pursuit 
  (DMG 20) or hide, this encounter leads to combat.  
   
  While Andigar is an Iuzian fanatic, Slerba is just a 
  hired fist without any sense of loyalty and he has grown 
  tired of the annoying tiefling who told him to enter the 
  swamp in the first place and who now constantly 
  complains about insects and weather while the orc tries 
  to keep him alive.  
   
  In fact, if alerted to PCs’ presence before caught, 
  Slerba drops a note on the PCs’ path (DC 20 to Spot) in 
  which he offers Andigar’s head for a safe passage.  
   
  If the PCs agree, they should give a clear signal the 
  next night (building a fire, shooting flaming arrows, and 
  so on) and Slerba comes to them with Andigar's head in a 
  sack.  
   
  APL 2-8 (EL 2) 
   
  �Andigar: hp 10; Appendix 1. 
   
  �Slerba: hp 8; Appendix 1. 
   
  �Snake Familiar: hp 5; MM 280. 
   
  Tactics: Slerba activates his scroll of entangle and then 
  throws javelins before resorting to his greataxe.  
   
  Andigar starts by using darkness, followed by bless and 
  sleep, and then alchemist’s fire against nearby opponents.  
   
  Both also have smokesticks, which they use to 
  obstruct lines of sight. Andigar’s familiar hides in the 
  swamp and move to coup de grace any opponent who 
  falls asleep or unconscious. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here.  
   
   
   
  Development: If the PCs capture Andigar alive after 
  combat, he has to be successfully intimidated or charmed 
  to reveal that Vertislar is at the temple of Iuz below 
  Harrgrek Kukulend. If any PC is a member of the 
  Nightwatch or good-aligned religious organization, 
  Andigar gets a +2 circumstance bonus when resisting 
  intimidate. Andigar knows the location of the temple but 
  can only describe locations A and D as only the Iuzian 
  leaders enter deeper into the temple. He knows about the 
  secret door in location D but tries to avoid telling about 
  it. 
   
  Slerba on the other hand has no qualms about 
  betraying Andigar and if captured alive, he gladly guides 
  PCs to Harrgrek if the PCs allow him to retain his items 
  and let him go afterwards. He can also tell that there is a 
  war going on between the worshippers of Iuz and 
  Gruumsh though he does not really care about it, being 
  happy to work for whoever pays more. He can also tell 
  general things about the ambush, Gerlan, "monkey-
  demon" and other such things to fill in those parts of the 
  plot that might still be unclear to PCs.  
   
  However, if any dwarves are present, a successful DC 
  15 Diplomacy check by a non-dwarf is required to make 
  Slerba talk (dwarves who try to aid this check 
  automatically give a -2 penalty to whoever they try to aid). 
  If the PCs killed both fugitives, they might be stuck 
  without a clue as neither of them has any obvious clues 
  that point to Harrgrek Kukulend. The only options are 
  speak with dead (both attempt to resist it) or identifying 
  certain ritual scars and tattoos on Slerba as those 
  belonging to Harrgrek Kukulend with successful DC 20 
  Knowledge (local: Core) skill check.  
   
  After identifying Harrgrek, it also requires a DC 20 
  Knowledge (geography) check to determine its exact 
  whereabouts in the Abbor-Alz. 
   
  Dwarf, gnome, and half-orc PCs from Greyhawk, 
  Hardby or the Bright Lands regions receive a further +2 
  bonus to these checks. If the PCs find the information 
  regarding Harrgrek, they may continue towards it 
  through the Mistmarsh (going back to encounter four) or 
  with suitable high-level spells if they have any.  
   
  If PCs do not know where to go, they most likely fail 
  in the adventure unless they manage to capture the bar-
  lgura at APLs 4-8.  
   
  7: MEETING KORGAN 
  Once the PCs get to Harrgrek Kukulend, they can strike 
  an alliance with an unlikely individual. Korgan is an orog 
  and a warchief of Harrgrek, who has been losing his 
  supporters to the Iuzians. He is now engaged in a 
  religious war with the Iuzians who wish only to rampage 
  through the Abbor-Alz (or die in the process), while 
  Korgan would prefer to keep Harrgrek going on like it 
  has been for years; living off UnderOerth creatures and 
  ignoring the surrounding world. Korgan and his troops 
  have camped outside Harrgrek to avoid battle spilling 
  into the areas of neutral orcs. Read the following: 
   
  Scattered among the hills, are several tents, 
  palisades and lean-tos. Dozens of orcs are visible, 
  some forming a picket line around the camp. Several 
  banners showing bloodied longsword and empty 
  eyesocket are around the camp.  
   
  DC 11 Knowledge (religion) identifies the longsword as 
  the symbol of Ilneval (NE orc god of war and leadership), 
  
   
  COR7-18 Into the Mist 
   
  Page 11 
  and the eye socket as that of Gruumsh (CE orc god of 
  Orcs, War & Territory), identifying them as those orcs 
  fighting against Iuz. If the PCs approach the orcs, they 
  spread out but take no aggressive actions unless PCs do so 
  first. Even if dwarves and elves are present, the orcs have 
  orders from Korgan to save their forces for use against 
  the Iuzians. If the PCs express a desire to talk, one of the 
  orcs fetches Korgan. 
   
  ALL APLs 
   
  �Korgan: hp 88; Appendix 1. 
   
  �Orc (40): Hp 5; MM 203. 
   
  Appearance: Korgan is one of the few orogs dwelling in 
  Harrgrek Kukulend. He is nearly seven feet tall orc with 
  grey skin and long pointed ears (much like an elf). He 
  wears spiked full plate and carries a greatsword. 
   
  Personality: A pragmatic leader, Korgan would still be 
  content to keep Harrgrek Kukulend as it was, living off 
  the bounty of UnderOerth and keeping various 
  underground aberrations away from his territory. If the 
  PCs say they are against Iuzians as well, he is more than 
  willing to enter into a temporary alliance with them, 
  though that does not mean he considers PCs as his 
  friends.  
   
  History: Korgan is currently fighting the charismatic 
  young leader Borgor for the rulership of Harrgrek. 
  Borgor has allied with the Iuzians and is feeding the near 
  suicidal frenzy of some of the younger orcs to go after a 
  nearby dwarf settlement in an attempt to conquer it (or 
  die trying).  
   
  Use the following bullet points to detail the 
  conversation between Korgan and the PCs.  
  • 
  He is Korgan, warchief of Harggrek Kukulend. 
  • 
  He wants to know why the PCs have come to the 
  battleground between the servants of War-Maker 
  (Ilneval) and the Northern God (Iuz). 
  • 
  Young orcs have rallied behind Borgor who wishes 
  to attack nearby dwarf and gnome settlements. This 
  is folly; Korgan does not believe Harrgrek is strong 
  enough for it 
  • 
  The young orcs think servants of the northern god 
  will help them. They have taken over the lower 
  levels of Harrgrek and a temple that was once holy 
  for Gruumsh.  
  • 
  A human wizard is residing in the temple but 
  Korgan does not know what he is doing. Korgan 
  suspects him to be quite powerful. 
   
  If PCs say they wish to rescue a captive or destroy the 
  Iuzians, Korgan agrees and even allows the PCs to take 
  everything they find in the temple. However, he makes it 
  clear that once they destroy the Iuzians, he expects PCs 
  to leave immediately. He can reveal the following things 
  about the tunnels beneath Harrgrek. 
  • 
  Two entrances lead to temple. One is nearby while 
  the other passage is accessible through the 
  UnderOerth.  
  • 
  The orcs of Harrgrek hunt for food in the 
  UnderOerth 
  extensively 
  and 
  sometimes 
  use 
  monsters as guardian beasts. The Iuzians might do 
  the same but Korgan has no specific information 
  about what to expect but gricks, chokers, and worse 
  could be encountered 
  • 
  The Iuzians brought lots of equipment with them. 
  All of orcs encountered in the temple are probably 
  well equipped. 
  • 
  Korgan can coordinate an attack with the PCs. This 
  cuts 
  off 
  any 
  reinforcements 
  arriving 
  from 
  UnderOerth while the PCs destroy the temple. 
  • 
  The orcs of Harrgrek frequently use traps for 
  defense, and the temple will not be an exception. 
  • 
  The Iuzians have some of Korgan’s orcs as prisoners. 
  If PCs are able to save them, it might get them some 
  extra muscle for the fight. 
   
  If the PCs have an obvious wizard, sorcerer, or warmage 
  with them, Korgan gives him a scroll of fireball (included 
  in treasure summary for the temple), saying that he has 
  no-one who could use it but if the wizard could get to 
  stairs leading and cast it in the rear of the Iuzians, it 
  would help Korgan immensely. If no wizard is present, a 
  rogue with ranks in Use Magic Device would do as well.  
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here 
   
  Development: Provided PCs know where the temple is 
  by getting the information from Korgan, Slerba or 
  Andigar or by following tracks if Slerba and Andigar 
  evaded capture, they may proceed to encounter eight but 
  if no deal has been struck, reinforcements are available 
  for the Iuzians. 
   
  Troubleshooting: If PCs initiate combat here, Korgan 
  uses his cape of mountebank to escape while 20 orcs fight 
  the PCs (the others escape). PCs can loot the camp 
  afterwards. 
   
  8: HARRGREK KUKULEND 
  When PCs finally get to the temple of Iuz, they must 
  assault and destroy the individuals within before the 
  ritual is completed.  
   
  Reinforcements: If PCs did not coordinate the 
  attack with Korgan, the Iuzians might receive 
  reinforcements. At the start of each round, there is a 20% 
  chance that a Harrgrek orc appears in location J. Once all 
  of the other encounters in the temple are defeated, the 
  reinforcements stop. They also stop after a number of 
  orcs equal to the APL (4 at APL 4 for example) have 
  arrived. 
   
  Disguise: If the PCs have taken any robes from dead 
  Iuzians, they can attempt to disguise themselves and 
  enter the temple. All Iuzian cultists are human males. 
  
   
  COR7-18 Into the Mist 
   
  Page 12 
  Orcs in the temple recognize the cultists on sight, 
  receiving a +4 bonus to their Spot checks to see through 
  the disguises. Cultists reside in location C and if the orcs 
  see anyone straying too far from it, they become 
  suspicious. If Andigar is still alive, he has +10 bonus to 
  see through disguise as he witnessed his associates die in 
  the swamp. 
   
  Dungeon features: Harrgrek Kukulend has the 
  following features.  
   
  �Hewn Stone Walls: hardness 8; hp 540; Break 
  DC 50, Climb DC 25. 
   
  �Door: 2 in. thick; hardness 5; hp 20; AC 5; Break 
  DC 23. Open Lock DC 25. 
   
  �Secret Door: 3 in. thick; hardness 8; hp 90; AC 5; 
  Break DC 25, Search DC 20 
   
  �Portuculis/Prison cage: 1 in. thick; hardness 10; 
  hp 30; AC 5; Break DC 24. Open Lock DC 25 (prison 
  only) 
   
   
  Unless otherwise mentioned, all floors in Harrgrek 
  Kukulend are hewn stone floors (DC 10 Balance check 
  required to charge or run across such floor).  
   
  The ceiling is 10 ft high unless otherwise noted.  
   
  Location descriptions assume that the PCs carry a 
  light source equivalent to a torch. If PCs have no light 
  source or a light source that extends further, adjust the 
  boxed text. The temple itself has no light sources except 
  torches in location A & D. 
   
  LOCATION A: OUTSIDE 
  A ten-foot-wide corridor leads to a locked door that offers 
  access to the temple. The door has a spyhole for the 
  guards to see who is coming into the temple. 
   
  Trap: Borgor’s orcs recently built a trap in front of 
  the door to prevent Korgan’s orcs from entering this way. 
  Anyone stepping in front of the door triggers it unless 
  disabled by hidden switch or by a rogue. It continues to 
  attack until dealt with. The sound of the trap may alert 
  the orc guards within. 
   
  APL 2-8 (EL 1) 
   
  �Wall Blade Trap: CR 1; mechanical; touch 
  trigger; automatic reset; hidden switch bypass (Search 
  DC 25); Atk +10 melee (2d4/×4, scythe); Search DC 22; 
  Disable Device DC 22. The swinging blades can also be 
  attacked when they trigger if action is prepared (AC 11, 
  hardness 8, hp 15) 
   
  LOCATION B: GUARD ROOM  
  Beyond the door is a 35-foot wide room. Two 
  pedestals stand in the southern corners. On top of 
  them are crude statues of orcs, wielding spears. 
  Opposite the door is another pedestal where a 
  propped-up human skeleton stands, wearing rusty 
  chainmail and carrying a shield and shortspear. Two 
  corridors lead east and west from this chamber.   
   
  The items on the skeleton are rusty but usable. 
   
  As shown on map, the north wall has an illusonary 
  wall spell cast on it. Anyone searching the north wall 
  finds the illusion. The door leading to location C is 
  locked, while the door leading to location D is open. 
   
  Trap: A trap is in front of location C at APLs 6-8 to 
  protect the priest’s quarters. Anyone stepping in front of 
  the door triggers it. Orcs know of it and communicate 
  with the priests by going through secret doors. 
   
  APL 6-8 (EL2) 
   
  �Fusillade of Darts with Black Adder Venom: 
  CR 2; mechanical; location trigger; manual reset; Atk +10 
  ranged (1d4+1 plus poison, dart); multiple targets (fires 
  1d4 darts at each target in two adjacent 5-ft. squares); 
  poison (black adder venom, DC 11 Fortitude save resists, 
  1d6 Con/1d6 Con); Search DC 14; Disable Device DC 20. 
   
  LOCATION C: CLERIC’S QUARTERS 
  This 15 ft. by 15 ft. room is barren except for a rough 
  table, chair, and an uncomfortable looking bed. 
  Various items such as rocks, bones, and sticks litter 
  the floor. 
   
  This is where the cleric spends most of his time. The 
  trinkets on the floor are items that cleric uses for casting 
  of bones. There is a secret door in the north wall. 
   
  LOCATION D: IUZIAN QUARTERS 
  Six bunk beds covered with mundane items such as 
  trail rations and gray robes sit in the corners of this 
  chamber. 
   
  This is the room that the Iuzian cultists use for sleeping 
  and living. While there is a lot of mundane equipment in 
  here, all valuable gear was with the cultists who attacked 
  the Pelorites. A secret door is on the north wall. The door 
  to this room is open unless closed by orcs (see tactics). 
   
  LOCATION E: PRISON CELLS  
  This crude corridor has two metal cages lining the 
  walls. The stench here is almost unbearable and the 
  floor here has dried blood and worse covering it.  
   
  One of the cages currently has orc prisoners in them. The 
  other cage is empty as the prisoners were hauled away as 
  sacrifices to Iuz. These orcs are loyal to Korgan. The PCs 
  can recruit them to help in combat if they give them 
  weapons. 
   
  �Orc (4): hp 5; MM 203, except they have no 
  equipment. 
   
  LOCATION F: THE LAIR OF THE BEAST  
  This large chamber, the floor covered by dried grass, 
  functions as some kind of lair. Several metal rings 
  are bolted to the floor, perhaps to secure chains 
  around whatever creature is kept here. 
  
   
  COR7-18 Into the Mist 
   
  Page 13 
   
  At APLs 6-8, read the following unless the skeleton has 
  already been animated. 
   
  Against the far wall, a large skeleton of a two-headed 
  humanoid lies still. Two large morningstars are still 
  clutched in its hands.  
   
  At APLs 6-8, the cleric tries to cast animate dead on this 
  corpse and use to aid in defense of the temple. 
   
  LOCATION G: CENTRAL CORRIDOR 
  This description assumes PCs come through illusionary 
  wall. 
   
  This 10-foot wide corridor continues north. After 15 
  feet, it turns left while also continuing 20 feet 
  onwards and ending at a double door. The door 
  bears symbols of Gruumsh, that have been defaced. 
   
  If the orcs are on alert, the two traps in this corridor are 
  active. The secret door on the east wall is unlocked. 
   
  APL 2-8 (EL 1) 
  Trap: There is a portcullis trap at the western entrance of 
  the cavern. It comes down four rounds after the door is 
  opened (even by orcs), as its purpose is to prevent 
  enemies from escaping. It attacks anyone standing in the 
  indicated squares. A DC 25 Spot check is enough to 
  notice the holes where the portcullis comes down. 
   
  �Portcullis Trap: CR 1; mechanical; location 
  trigger; manual reset; onset delay 4 rounds; Atk +15 
  melee (3d6); Search DC 20; Disable Device DC 20.  
   
  Note: Damage applies only to those underneath the 
  portcullis. Portcullis blocks passageway. 
   
  APL 8 (EL 2) 
  Trap: A burning hands spell trap is on the door set to 
  attack anyone coming through who does not say the 
  password (“Northern God” in Orc) 
   
  �Burning Hands Trap: CR 2; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex 
  save half damage); Search DC 26; Disable Device DC 26 
   
  LOCATION H: TEMPLE OF IUZ 
  This large chamber is barren, aside from a few 
  mattresses on the floor. A 10-foot wide pedestal 
  stands opposite the door. On top of it are stony orc 
  legs, the only thing remaining from a statue that 
  stood here. On the side of this chamber are raised 
  walkways, 12 feet above the main floor. Four large 
  pillars hold the roof up. 
   
  The floors here are smooth, imposing no penalty on 
  movement. The ceiling here is 25 ft. high. The pedestal is 
  5 ft. high. PCs can get on top with a DC 10 Climb check 
  or DC 20 Jump check (assuming running jump). Its top 
  counts as difficult terrain that grants cover (due to the 
  legs). To get to raised walkways from the statue requires 
  another DC 10 Climb or DC 20 Jump check. Getting to 
  main walkways from the floor level requires a DC 25 
  Climb Check or a DC 48 Jump check. The pillars provide 
  cover by orcs and PCs alike. 
   
  LOCATION I: ORC BARRACKS 
  These crude barracks have six bunk beds and several 
  weapons scattered about. 
   
  PCs can locate 10 javelins, 3 clubs, 2 longspears and one 
  spiked chain shirt in this location (included in the 
  Treasure Summary). In addition, one of the bedrolls is 
  actually a magic sleeping bag (included in the Treasure 
  Summary) 
   
  LOCATION J: STAIRS TO UNDEROERTH 
  A set of stairs have been carved into the rock and 
  lead 
  downwards 
  and 
  deeper 
  into 
  Hargrekk 
  Kukulend. 
   
  If PCs have made a deal with Korgan, read: 
   
  Faint sounds of combat echo up the stairs. It is 
  obvious Korgans orcs are engaged in combat with 
  other orcs in Hargrekk. 
   
  If PCs go down with the intent to use the scroll of fireball, 
  read: 
   
  The stairs lead down and end above a large chamber. 
  Rough, circular stairs lead down. Torchlight 
  illuminates the floor where twenty orcs are 
  preparing for battle. Sounds of combat are near. 
   
   
  �Orc (20): hp 5; MM 203. 
   
  If PCs use the scroll here (or cast their own spells), the 
  orcs die. Moments later, some of Korgans orcs run in, 
  greet the PCs, and continue onwards. This should not 
  distract PCs further but it gives them a way to affect the 
  battle raging in lower levels. It also earns them the 
  "Decisive Blow" entry on their AR.  
   
  LOCATION K: RITUAL CHAMBER 
  This 20-ft.-by-20-ft. chamber has some kind of a 
  torture rack in it, with a young boy chained to it. 
  Holy symbols, strange alchemical liquids and other 
  such items are on the two tables around the rack. 
   
  This is where PCs find Vertislar, if they find him at all 
  (see the Conclusion).  
   
  Creatures: There are many monsters present in 
  Harrgrek Kukulend. At the first sign of trouble they react 
  to danger in unison. See below for their placement and 
  tactics. 
  
   
  COR7-18 Into the Mist 
   
  Page 14 
   
  APL 2 (EL 4) 
   
  �Harrgrek Orc (7): male orc warrior 1; hp 6; 
  Appendix 1.  
   
  �Harrgrek cleric of Iuz: male orc cleric 1; hp 8; 
  Appendix 1. 
   
   
  APL 4 (EL 6) 
   
  �Harrgrek Orc (7): male orc warrior 1; hp 6; 
  Appendix 1.  
   
  �Harrgrek cleric of Iuz: male orc cleric 1; hp 16; 
  Appendix 1. 
   
  �Carrion Crawler: hp 19; MM 31 (with leather 
  barding, AC 19, touch 11, flat-footed 17). 
   
   
  APL 6 (EL 8) 
   
  �Harrgrek Orc (7): male orc fighter 1; hp 10; 
  Appendix 1.  
   
  �Harrgrek cleric of Iuz: male orc cleric 4; hp 32; 
  Appendix 1. 
   
  �Carrion Crawler (2): hp 19; MM 31 (with leather 
  barding, AC 19, touch 11, flat-footed 17). 
   
   
  APL 8 (EL 10) 
   
  �Harrgrek Orc (8): male orc fighter 2; hp 20; 
  Appendix 1.  
   
  �Harrgrek cleric of Iuz: male orc cleric 5; hp 40; 
  Appendix 1. 
   
  �Gauth (2): hp 45; MM 31 (except alignment NE). 
   
  Tactics 
  Orcs: Two orcs always guard the entrance to Harrgrekk 
  at location B. If these two guards hear someone 
  attempting to break down the door, they flee through the 
  illusionary wall. If someone breaks in right away, they 
  move to location D, close the door, and escape through 
  the secret door. One orc stays with the cleric. If they 
  detect enemies approaching, they try to alert main group 
  of orcs in location I, and hope to lure enemies to location 
  H. The orcs stay on raised walkways and combat the PCs 
  from there with javelins and longspears. They coup de 
  grace anyone incapacitated by the carrion crawlers or 
  gauths. 
   
  Cleric of Iuz: Starts in location C. The cleric 
  concentrates on buffing his allies and hindering enemy 
  spellcasters (such as with silence). At APL 4, he gives shield 
  of faith to the carrion crawler. At APLs 6-8, he casts aid on 
  the carrion crawlers/gauths and uses animate dead to 
  create an ettin skeleton (MM 227), which then attacks 
  PCs without any sophisticated tactics. 
   
  Carrion Crawler: Starts in location F (At APL 6, one 
  crawler is in location H.: They are trained enough to 
  avoid attacking orcs but happily attack PCs. They do not 
  attack half-orcs if other targets are available. If they 
  paralyze or drop anyone, they coup de grace that person, 
  then move away with the body to eat it. They fight if 
  stopped from leaving. The carrion crawlers do not pursue 
  anyone into 5-foot wide corridors. 
   
  Gauth: Starts in location H. Gauths stay out of reach 
  and use their incapacitating eyes rays to fighter types. 
  They also ready their stunning gaze against spellcasters. 
   
  Tarm-O: If Tarm-O is still alive, he stays in area I. In 
  combat, he becomes invisible and tries to abduct a 
  spellcaster to area E, trapping him in a place where the 
  enemy cannot take 5-foot steps. Tarm-O then attempts to 
  kill the spellcaster before returning to hunt another 
  creature. If any orcs are in prison, they do not reach out 
  to help, as they are afraid of the demon. 
   
  Andigar & Slerba: If Andigar managed to get this 
  far, he joins the cleric in location C. Slerba on the other 
  hand decides to skip out and leaves Harrgrek before PCs 
  arrive.  
   
  Treasure: Refer to the Treasure Summary of this 
  adventure to determine what the PCs find here 
   
  Development: The adventure moves to encounter 10, 
  but choose the appropriate part depending on how 
  successful PCs were. Once the orcs raise an alarm, see if 
  PCs defeat the orcs or get to location K in less than 30 
  rounds of combat. If they do, move to "Ritual Stopped." If 
  PCs take more than 30 rounds, move to "Ritual Failed.” 
   
  9: THE RITUAL 
  Refer to the relevant section below. 
   
  Ritual Completed: If Malminkolli completes the 
  ritual successfully without PCs getting to Harrgrek in 21 
  days, Vertislar is transformed into half-fiend form with 
  Necklace of the Forlorn Cairn embedded in his flesh. This 
  new creature is loyal to Iuz and Malminkolli immediately 
  teleports to Dorakaa with Vertislar. PCs may still destroy 
  the temple with Korgan, and they get the Valiant Effort 
  AR entry. 
   
  Ritual Stopped: Provided the PCs deal with the 
  orcs quickly enough (within 30 rounds of the battle 
  beginning), Malminkolli teleports away, leaving Vertislar 
  behind in location K as he refuses to come along on the 
  teleport. Vertislar is otherwise fine and the PCs can take 
  him away. He has the Necklace of the Forlorn Cairn and it 
  can be removed. If the PCs attempt to use the necklace, 
  they are teleported to Forlorn Cairn while the necklace 
  stays in Harrgrekk Kukulend. This does not hinder them 
  in any way, but means they have to nake their way to 
  Greyhawk themselves. 
   
  �Vertislar Brendingund: N male human expert 3. 
   
  Ritual Failed: If the PCs cause the ritual to fail because 
  Malminkollit tries to hurry up the ritual and the PCs take 
  longer than 30 rounds to deal with the orcs, a large 
  wailing 
  sound 
  emanates 
  from 
  location 
  K 
  and 
  Malminkolli teleports away. A group of four erinyes arrive 
  on the scene two rounds later and teleport away with 
  Vertislar and the necklace. (When Vertislar was born, an 
  erinyes named Ullena attempted to steal both of 
  Brendingund's children and the necklace. While Ullana 
  was destroyed on the Prime Material Plane and still 
  
   
  COR7-18 Into the Mist 
   
  Page 15 
  awaits her eventual reformation in the Nine Hells, her 
  lieutenants seize the moment to steal Vertislar and the 
  necklace for their own ends. They do not attack anyone 
  unless prevented from teleporting. 
   
  APL 2-8 (EL 12) 
   
  �Erinyes (4): hp 85; MM 54. 
   
  Development: Move to the Conclusion 
   
  CONCLUSION 
  If PCs manage to rescue Vertislar, the church of Pelor is 
  grateful and PCs receive the Favor of the Church of Pelor 
  on their AR. If PCs attempt to rescue Vertislar but fail, 
  church of Pelor still looks at them favorably and they get 
  Valiant Effort to their AR. In either case, the church of 
  Pelor heals any ability damage or blindness that PCs have 
  received during the adventure. If the PCs attempt to 
  retain the Necklace of the Forlorn Cairn, the church of Pelor 
  and the Nightwatch eventually finds out about it and 
  retrieves it from the PCs. 
   
  If the PCs used the fireball scroll, or otherwise killed 
  the orcs at location J, they receive the Decisive Blow AR 
  item. 
   
  CAMPAIGN CONSEQUENCES 
  Email the answers to the below questions to 
  creighton@greyworks.co.uk. 
  1. Was the ritual completed? 
   
  2. If PCs had NPCs with them, what happened to them? 
  
   
  COR7-18 Into the Mist 
   
  Page 16 
  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. 
   
  1: Zombies in the night 
  Destroying the zombies. 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
   
  5: Attack in the swamp 
  Defeating ghouls or Bar-Lgura 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  150 XP 
  APL 8  
  150 XP 
   
  6: Catching the fugitives 
  Defeating cultists 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
   
  9: Harrgrek Kukulend 
  Defeating the defenders 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encountering traps.  
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
   
  Story Award 
  Capturing Andigar & Slerba alive. 
  APL 2  
  30 XP 
  APL 4  
  40 XP 
  APL 6  
  50 XP 
  APL 8  
  65 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  60 XP 
  APL 4  
  95 XP 
  APL 6  
  130 XP 
  APL 8  
  160 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Ambush Site 
   
  APL 2-8: Loot 4 gp; Coin 15 gp; Magic 51 gp scroll of 
  remove disease (31 gp); scroll of lesser restoration (12 gp); 
  potion of cure light wounds (4 gp each); Total 70 gp. 
   
  6: Catching the Fugitives 
   
  APL 2-8: Loot 67 gp; Coin 10 gp; Magic 12 gp potion 
  of cure light wounds (4 gp each), scroll of entangle (2 gp); 
  Total 87 gp. 
   
  
   
  COR7-18 Into the Mist 
   
  Page 17 
  8: Meeting Korgan 
   
  APL 2-8: Loot 450 gp; Coin 0 gp; Magic 0 gp; Total 
  450 gp. 
   
  8: Harrgrek Kukulend 
   
  APL 2: Loot 380 gp; Coin 20 gp; Magic 45 gp magic 
  sleeping bag (41 gp); potion of cure light wounds (4 gp); scroll of 
  fireball (31 gp); Total 476 gp. 
   
  APL 4: Loot 391 gp; Coin 28 gp; Magic 381 gp dust of 
  appearance (150 gp), magic sleeping bag (41 gp); potion of cure 
  light wounds (4 gp); quaal's feather token (whip) (41 gp), vest 
  of resistance +1 (83 gp); wand of cure light wounds (62 gp); 
  scroll of fireball (31 gp); Total 831 gp. 
   
  APL 6: Loot 391 gp; Coin 35 gp; Magic 734 gp; +1 
  banded mail (116 gp); boots of the mountain king (125 gp), 
  dust of appearance (150 gp), magic sleeping bag (41 gp); 8 
  potion of cure light wounds (4 gp each); 8 potion of shield of 
  faith (4 gp each); Quaal's feather token (whip) (41 gp), 
  scroll of animate dead (52 gp), scroll of fireball (31 gp), vest of 
  resistance +1 (83 gp); wand of cure light wounds (62 gp) Total 
  1191 gp. 
   
  APL 8: Loot 391 gp; Coin 40 gp; Magic 983 gp; +1 
  light fortification banded mail (366 gp); boots of the mountain 
  king (125gp), dust of appearance (150 gp), magic sleeping bag 
  (41 gp); 8 potion of cure light wounds (4 gp each); 8 potion of 
  shield of faith (4 gp each); quaal's feather token (whip) (41 gp), 
  scroll of animate dead (52 gp), scroll of fireball (31 gp), vest of 
  resistance +1 (83 gp); wand of cure light wounds (62 gp) Total 
  1411 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 1083 gp 
   
  APL 4: 1438 gp 
   
  APL 6: 1798 gp 
   
  APL 8: 2018gp 
   
  ADVENTURE RECORD ITEMS 
  �Favor of Church of Pelor: For rescuing Verstilar 
  Brendingund, the church of Pelor owes you a favor. Once 
  in the future when you are at Greyhawk City, they will 
  cast any 4th-level or lower cleric spell from the PH for 
  free, aside from material component cost. Alternatively, 
  you may also use this favor to gain Open access to one of 
  the following spells: divine protection, snake's swiftness, clear 
  mind, living prints, or guiding light. The church also retains 
  some items from the Brendingund family that they are 
  willing to sell. This gives Core access to all items marked 
  by a * below.  
   
  �Old Map: You discovered an old map that has accurate 
  information about the Domain of Greyhawk. This counts 
  as a masterwork tool for Knowledge (geography) check 
  made while in the Domain of Greyhawk. Members of 
  Cartographers Guild affiliation receive this item for free 
  and gain a +1 point increase to their affiliation score as a 
  result of finding it. 
   
  �Valiant Effort: Despite your best efforts, you did not 
  save Vertislar Brendingund. However, the church of 
  Pelor still thanks you. Once in the future, when you are 
  in Greyhawk City, the church of Pelor will cast any 1st- 
  or 2nd-level cleric spell from the PH for free. Cross off 
  this favor when used.  
   
  �Decisive blow: Your actions turned the tide of battle. 
  From now on, orcs of Harrgrek Kukulend are always 
  friendly towards you. You may also use this favor to 
  purchase one weapon with the vicious weapon upgrade. 
   
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to half the treasure cap of this adventure (at 
  the APL you played) to avoid imprisonment.  
   
  ITEM ACCESS 
  APL 2: 
  • 
  Magic sleeping bag (Adventure; 500 gp; Miniatures 
  Handbook) 
  • 
  Masterwork map (Adventure; 50 gp) 
  • 
  Silent Shoes* (Any; 10 gp; Arms and Equipment Guide) 
  • 
  Earthsilk Jersey* (150 gp; Races of Stone) 
  • 
  Lenses of bright vision* (Adventure; 600 gp; Magic Item 
  Compendium) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Dust of appearance (Adventure; DMG) 
  • 
  Ring of swimming* (Core; DMG) 
  • 
  Lenses of bright vision* (Core; 600 gp; Magic Item 
  Compendium) 
  • 
  Boots of the mountain king (Adventure; 1,500 gp; Magic 
  Item Compendium) 
  • 
  Quaal's feather token (whip) (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Rod of the python* (Core; DMG) 
  • 
  Ring of feather falling* (Core; DMG) 
   
  APL 8 (all of APLs 2-4 plus the following): 
  • 
  +1 light fortification banded mail (Adventure; 4,400 gp; 
  DMG) 
  
   
  COR7-18 Into the Mist 
   
  Page 18 
  APPENDIX 1: ALL APLS 
  THERLOR 
  CR 1 
  Male human cleric 1 
  NG medium humanoid (human) 
  Init -1; Senses Listen +4, Spot +4 
  Languages Common, Dwarven, Flan  
  AC 13, touch 9, flat-footed 13 
  (-1 Dex, +4 armor) 
  hp 2 (6) (1 HD)  
  Fort +2, Ref -1, Will +4 
  Speed 20 ft. in chain shirt (4 squares due to 
  encumbrance and poison), base speed 30 ft. 
  Melee light mace +1 (now at -3)  (1d6+1) 
  Base Atk +0; Grp +1 (now at -3) 
  Special Actions turn undead (+2, 2d6+1, 1st) 
  Cleric Spells Prepared (CL 1st): 
  1st—endure elementsD�, protection from evil�, 
  sanctuary� (DC 13)  
   0—cure minor wounds, detect magic�, resistance� 
  D: Domain Spell. Deity: Pelor. Domains: Good, Sun  
  �Already cast 
  Abilities Str (12) 4, Dex 8, Con 10, Int 14, Wis 15, Cha 
  13 
  Feats Alertness, Iron Will  
  Skills Concentration +4, Diplomacy +5, Heal +6, 
  Knowledge (religion) +6, Spellcraft +6 
  Possessions chain shirt, light mace 
   
  Appearance: Flan man in his twenties with black hair 
  and amber eyes. His skin is paler than usual (result of 
  being poisoned). Wears badly damaged and mud stained 
  priestly vestments with a chain shirt underneath.  
   
  Knows: He was among a group of Pelorites traveling 
  to Greysmere. The caravan was also supposed to leave a 
  replacement cleric at Marsh Keep. After crossing the 
  Neen River they were attacked by group of humans and 
  undead bearing holy symbols of Iuz. The Pelorites had a 
  wizard named Kaudotus with them who killed some of 
  the Iuzian, but ultimately the Pelorites were defeated and 
  Therlor fled, wounded by a poisoned arrow.  
   
  Some zombies came after him but he managed to 
  stay ahead of them by using his turn undead ability but 
  he could not hope to outrun them in armor, which he 
  could also not stop to remove as he would have been 
  caught. More importantly, the Pelorites had with them a 
  young boy named Verstilar Brendingurund and it 
  appeared that Iuzians were especially keen to get him. 
  Therlor is aware that Verstilar was once a half-fiend and 
  that the Pelorites somehow cured him from this. He has 
  also heard that some kind of magical item in possession 
  of Verstilar’s father, Auldon Brendingund, was the reason 
  for his transformation and that Auldon also used said 
  item to amass a great wealth to himself. If asked, Therlor 
  can say that in recent years, Brendingund got into trouble 
  in Hardby and did a couple of bad business ventures. He 
  is now a beggar in the streets of Greyhawk. 
   
  If PCs ask about a reward, Therlor cannot promise 
  anything since he is just a junior cleric but if PCs help 
  him, he can surely talk to his masters in Greyhawk city. 
   
  In Combat: Since he is badly poisoned and 
  exhausted, he stays out of the way but tries to stabilize 
  anyone who is reduced to negative hit points or uses 
  magical items or scrolls if asked. 
   
  After Combat: He can take PCs to the ambush site 
  but is hesitant to join them as he needs to get word to 
  church of Pelor. Succeeding on a DC 20 diplomacy check 
  (turning him helpful) causes him to join the party. 
  Clerics of Pelor gain +2 circumstance bonus to this check. 
  High ranking members in religious organization can 
  automatically order him along. 
   
  FILMON 
  CR 1 
  Male human aristocrat 1/ranger 1 
  NG Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 8 (2 HD) 
  Fort +2, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +5 (1d6+3/18-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +1; Grp +3 
  Combat Gear alchemical fire, tanglefoot bag 
  Abilities Str 14, Dex 15, Con 8, Int 12, Wis 10, Cha 13 
  SQ favored enemy (orc) +2  
  Feats Alertness, Track, Weapon Focus (scimitar)  
  Skills Diplomacy +3, Gather information +3, Hide +5, 
  Knowledge (geography) +3, Knowledge (nature) +3, 
  Listen +7, Move silently +5, Spot +7, Survival +5, 
  Swim +3 
  Possessions combat gear plus masterwork studed 
  leather, masterwork scimitar, kukri, light crossbow, 10 
  bolts, flint & steel, backpack, tent, 3 torches, 5 
  rations, waterskin 
   
  Appearance: Oeridian man in his thirties, with brown 
  hair and hazel eyes. Wears well-made traveling clothes, 
  with a black coat showing the coat of arms of Greyhawk, 
  which Filmon belonged to until three months ago. (DC 
  10 Knowledge [local – Core] check identifies). He wears a 
  chain shirt for protection. On his belt is a scabbard for his 
  scimitar and a pouch for crossbow bolts. He also has a 
  backpack with camping gear, crossbow, and club as his 
  secondary weapon.  
   
  Can tell: Is a member of an old noble family from 
  Elredd (Wild Coast) that lost everything when Turrosh 
  Mak conquered it. As such he was forced to join 
  Greyhawk Militia where h worked for several years as a 
  tracker. 
   
  In Combat: He lacks experience in fighting against 
  undead and as such stays back and initially uses his 
  
   
  COR7-18 Into the Mist 
   
  Page 19 
  crossbow, switching to scimitar if told so by PCs. He also 
  attempt to stabilise anyone who drops, if he can safely do 
  so. If he loses half of his hit points, he withdraws and 
  drinks his healing potion. 
   
  After Combat: He joins the PCs if Therlor mentions 
  Iuz, or if the PCs lack a tracker, as it is his duty to protect 
  the Domain of Greyhawk.  
   
  TEAMSTERS 
  CR 1/2 
  Male human commoner 1 
  N medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 10, touch 10, flat-footed 10 
  hp 3 (1 HD)  
  Fort +0, Ref +0, Will +0 
  Speed 30 ft. (6 squares) 
  Melee club +0 (1d6) 
  Ranged improvised weapon -4 (1d3) 
  Base Atk +0; Grp +0 
  Abilities Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10 
  Feats Alertness, Skill Focus (Profession [driver])  
  Skills Handle animal +2, Listen +3, Profession (driver) 
  +7, Ride +4, Spot +3 
  Possessions club, simple clothing, assorted tools  
   
  Appearance: Mixture of Flan, Oeridian and Suel 
  humans, dressed in simple clothing.  
   
  Knows: They are part of a regular caravan delivering 
  foodstuff to the dwarves of Greysmere and Karakast. 
   
  In Combat: Once warned of undead, they flee to 
  their caravans which probably causes a few of them to die 
  as they run into the zombies (their hesitation and 
  confusion means they only move 30 ft. in the first 
  round). It requires a DC 5 Intimidate check to stop one 
  from fleeing. Spells such as remove fear or calm emotions 
  automatically stop all fleeing drivers who are affected. In 
  combat they hang back use the aid another action, 
  granting a PC a +2 to their attack roll.  
   
  After Combat: Do not join PCs in their quest. 
   
  TACARI & VELRAL 
  CR 1/2 
  Male human expert 1 
  N medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Languages Common  
  AC 12, touch 10, flat-footed 12 
   (+1 armor, +1 shield) 
  hp 4 (1 HD)  
  Fort +0, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee shortspear +1 (1d6+1) 
  Base Atk +0; Grp +1 
  Abilities Str 12, Dex 10, Con 11, Int 13, Wis 9, Cha 8 
  Feats Alertness, Skill Focus (Profession [innkeeper]) 
  Skills Climb +3, Handle animal +3, Listen +4, 
  Knowledge (local: core) +5, Knowledge (nature) +5, 
  Perform (wind instruments) +3, Profession 
  (innkeeper) +6, Ride +4, Spot +4 
  Possessions shortspear, leather armor, light wooden 
  shield  
   
  Appearance: Flan/Oeridian male humans, in their 
  forties.  
   
  Knows: These two have owned this caravan stop for 
  five years. They have an adopted son, Ralita, but he is 
  visiting nearby Marsh Keep to catch up on local news. 
    
  They know how to keep their guests entertained and 
  know several traveling songs, taught to them by servants 
  of Fharlanghn, such as "Keep one eye on the road" that 
  visitors like to hear. 
   
  In Combat: Once warned of undead, they go to 
  kitchen, fetch weapons and try to support PCs in combat 
  like the caravan drivers. Tacari attempts to secure the 
  back doors, requiring thezombies to break through them. 
   
  After Combat: Does not join PCs in their quest. 
   
  KORGAN 
  CR 11 
  Male orog* fighter 8/ranger 1 
  *Races of Faerun 71 
  NE Medium humanoid (orc) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Dwarven, Old Oeridian, Orc, 
  Undercommon  
  AC 22, touch 11, flat-footed 21 
   (+9 armor, +1 deflection, +2 natural) 
  hp 88 (9 HD)  
  Resist cold 5, fire 5 
  Fort +10, Ref +3, Will +6 
  Weakness light blindness 
  Speed 20 ft. in +1 full plate (4 squares), base speed 30 
  ft. 
  Melee +1 frost greatsword +17/+12 (2d6+12/19-20 plus 
  1d6 cold) 
  Ranged mwk throwing axe +10/+5 (1d6+6/x3) 
  Base Atk +9; Grp +16 
  Atk Options favored enemy +2 (orc) 
  Combat Gear cape of mountebank, potion of cure 
  serious wounds 
  Abilities Str 22, Dex 10, Con 14, Int 12, Wis 12, Cha 10 
  Feats Improved Initiative, Improved Toughness, 
  Leadership, Mounted Combat, Iron Will, Quickdraw, 
  Ride-By-Attack, Track, Weapon Focus (greatsword), 
  Weapon Spesialization (greatsword) 
  Skills Climb +3, Craft (amorsmithing) +3, Craft 
  (weaponsmithing) +3, Diplomacy +1, Handle Animal 
  +5, Jump +3, Intimidate +5, Listen +3, Ride +12, Spot 
  +3, Survival +7, Swim +0  
  Possessions combat gear plus +1 full plate, +1 frost 
  greatsword, masterwork throwing axe, gauntlets of 
  dexterity +2, 4 masterwork throwing axes, club, flint & 
  steel, backpack, 3 torches, 6 rations, waterskin. 
  Light Blindness (Ex) Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds Korgan for 
  1 round. In addition, he suffers a –1 circumstance 
  penalty on all attack rolls, saves, and checks while 
  operating in bright light.  
  
   
  COR7-18 Into the Mist 
   
  Page 20 
   APL 2
  1: ZOMBIES IN THE NIGHT 
  LIZARDFOLK ZOMBIE 
  CR 1 
  NE undead  
  Init -1; Senses darkvision 60 ft; Listen +0, Spot +0 
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +7 natural)  
  hp 35 (4 HD); DR 5/slashing 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares) 
  Melee greatclub +4 (1d10+3) or 
  Melee claw +4(1d4+2) or  
  Melee slam +4  (1d6+2) 
  Base Atk +2; Grp +4 
  Special Actions single actions only  
  Abilities Str 15, Dex 8, Con –, Int –, Wis 10, Cha 1  
  SQ undead traits 
  Feats Toughness   
  Single Actions Only (Ex) Zombies have poor reflexes 
  and can only take a single move action or attack 
  action each round. A zombie can, however, move up 
  to its speed and attack in the same round if it 
  charges. 
   
  6: CATHING THE FUGITIVES 
  ANDIGAR 
  CR 1 
  Male tiefling adept 2 
  CE Medium outsider (native) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Infernal  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor)  
  hp 10 (2 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longspear +1 (1d8) or 
  Melee spiked gauntlet +1 (1d4) 
  Ranged light crossbow +2  (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +1 
  Combat Gear potion of cure light wounds, alchemist fire 
  (3), smokestick. 
  Adept Spells Prepared (CL 2th): 
   1st— bless, sleep (DC 13) 
   0— cure minor wounds, light, purify food & drink 
  Spell-Like Abilities (CL 2nd) 
   1/day—darkness 
  Abilities Str 11, Dex 10, Con 13, Int 11, Wis 12, Cha 6 
  SQ summon familiar 
  Feats Improved initiative   
  Skills Bluff +0, Concentration +5, Hide +3 , Knowledge 
  (religion) +4, Spellcraft +4 
  Possessions combat gear plus masterwork studded 
  leather armor, longspear, spiked gauntlet, light 
  crossbow with 10 bolts, backpack, 1 week worth of 
  rations, waterskin full of wine, caltrops, 30 gp. 
   
  SLERBA 
  CR 1 
  Male orc ranger 1 
  NE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor)  
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +0 
  Weakness light sensitivity  
  Speed 30 ft. (6 squares) 
  Melee mwk greataxe +5 (1d12+4/x3) or  
  Melee spiked gauntler +4 (1d4+3) 
  Ranged javelin +3  (1d6+3) 
  Base Atk +1; Grp +4 
  Atk Options favored enemy (dwarf) +2 
  Combat Gear potion of cure light wounds, scroll of 
  entange, tanglefoot bag, alchemist fire, smokestick. 
  Abilities Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 6 
  Feats Self-Sufficient, TrackB  
  Skills Climb +3, Hide +4, Knowledge (geography) +1 , 
  Knowledge (nature) +1, Listen +2, Spot +2, Survival 
  +6, Swim +1 
  Possessions combat gear plus chain shirt, masterwork 
  greataxe, spiked gauntlet, javelin, 14 arrows, 
  backpack, 4 days worth of rations, waterskin, 
  caltrops, 30 gp 
  Light Sensitivity (Ex) Slerba is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  8: HARRGREK KUKULEND  
   
  HARGREK CLERIC 
  CR 1 
  Male orc cleric 1 
  CE Medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield)  
  hp 8 (1 HD)  
  Fort +4, Ref +1, Will +3  
  Weakness light sensitivity 
  Speed 20 ft. in mwk banded mail (4 squares), base 
  speed 30 ft. 
  Melee mwk morningstar +3 (1d8+2) or 
  Melee spiked gauntlet +2 (1d4+2) 
  Ranged javelin +1 (1d6+1) 
  Base Atk +0; Grp +2 
  Special Actions rebuke undead (1/day, 1d20-2, 2d6-1) 
  
   
  COR7-18 Into the Mist 
   
  Page 21 
  Combat Gear potion of cure light wounds, alchemist fire 
  (2) 
  Cleric Spells Prepared (CL 1st): 
   1st— bane (DC 12), bless, protection from goodD (CL 
  2)  
   0— guidance, resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Chaos, Evil 
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 6 
  Feats Improved Initiative  
  Skills Concentration +6, Spellcraft +4 
  Possessions combat gear plus masterwork banded 
  mail, masterwork morningstar, spiked gauntlet, 3 
  javelins, banded mail, buckler, holy symbol of Iuz. 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  HARGREK ORC 
  CR 1/2 
  Male orc warrior 1 
  CE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft, Listen +0, Spot +0  
  Languages Common, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 6 (1 HD) 
  Fort +2, Ref +1, Will -2 
  Weakness light sensitivity 
  Speed 30 ft (6 squares) 
  Melee mwk longspear +5 (1d8+4/x3) or 
  Melee club +4(1d6+4) or 
  Melee armor spikes +4 (1d6+3) 
  Ranged javelin +2 (1d6+3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +1; Grp +4 
  Combat Gear tanglefoot bag 
  Abilities Str 17, Dex 12, Con 11, Int 8, Wis 7, Cha 6  
  Feats Alertness 
  Skills Balance +0, Climb +2 , Listen +0, Spot +0, Swim 
  +0 
  Possessions combat gear plus longspear, club, 3 
  javelins, chain shirt with armor spikes 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  
   
  COR7-18 Into the Mist 
   
  Page 22 
  APL 4 
  1: ZOMBIES IN THE NIGHT 
  LIZARDFOLK ZOMBIE 
  CR 1 
  NE undead  
  Init -1; Senses darkvision 60 ft; Listen +0, Spot +0 
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +7 natural)  
  hp 35 (4 HD); DR 5/slashing  
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares) 
  Melee greatclub +4 (1d10+3) or 
  Melee claw +4(1d4+2) or  
  Melee slam +4  (1d6+2) 
  Base Atk +2; Grp +4 
  Special Actions single actions only  
  Abilities Str 15, Dex 8, Con –, Int –, Wis 10, Cha 1  
  SQ undead traits 
  Feats Toughness   
  Single Actions Only (Ex) Zombies have poor reflexes 
  and can only take a single move action or attack 
  action each round. A zombie can, however, move up 
  to its speed and attack in the same round if it 
  charges. 
   
  5: ATTACK IN THE SWAMP 
  TARM-O ERKALE CR 5 
  Male bar-lgura* 
  *Fiendish Codex 29 
  CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)  
  Init +4; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Abyssal, Celestial, Common, Draconic, 
  telepathy 100 ft 
  AC 22, touch 14, flat-footed 18 Dodge, Mobility 
  (+4 Dex, +8 natural) 
  hp 51 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10 cold 10 fire 10; SR 16 
  Fort +9, Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee 2 claws +12 (1d6+6) and 
  bite +7 (1d6+3) 
  Base Atk +6; Grp +12 
  Atk Options pounce 
  Special Actions abduction, summon tanar'ri 
  Spell-Like Abilities (CL 6th): 
   At will—cause fear (DC 12), darkness, dispel magic, 
  greater teleport (DC 18), see invisibility, telekinesis 
  (DC 16) 
   2/day—disguise self (DC 12), invisibility, major image 
  (DC 14) 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12 
  Feats Dodge, Mobility, Track 
  Skills Balance +15, Climb +18, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, Spot 
  +11, Survival +5, Tumble +15 
  Abduction (Su) Tarm-O Erkale can use greater teleport 
  to transport other creatures. It can bring up to one 
  large or two medium or smaller creatures with it each 
  time it teleports. It can teleport unwilling targets as 
  well, although an unwilling victim can attempt a DC 
  18 Will save to resist being transported. This save is 
  charisma based. 
  Pounce (Ex) If Tarm-O Erkale charges a foe, it can 
  make a full-attack. 
  Summon Tanar'ri (Sp) Once per day, Tarm-O Erkale 
  can attempt to summon another Bar-Luga with 35% 
  chance of success. This is equivalent to a 2nd level 
  spell.  
   
  6: CATHING THE FUGITIVES 
  ANDIGAR 
  CR 1 
  Male tiefling adept 2 
  CE Medium outsider (native) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Infernal  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor)  
  hp 10 (2 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longspear +1 (1d8) or 
  Melee spiked gauntlet +1 (1d4) 
  Ranged light crossbow +2  (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +1 
  Combat Gear potion of cure light wounds, alchemist fire 
  (3), smokestick. 
  Adept Spells Prepared (CL 2th): 
   1st— bless, sleep (DC 13) 
   0— cure minor wounds, light, purify food & drink 
  Spell-Like Abilities (CL 2nd) 
   1/day—darkness 
  Abilities Str 11, Dex 10, Con 13, Int 11, Wis 12, Cha 6 
  SQ summon familiar 
  Feats Improved Initiative   
  Skills Bluff +0, Concentration +5, Hide +3 , Knowledge 
  (religion) +4, Spellcraft +4 
  Possessions combat gear plus masterwork studded 
  leather armor, longspear, spiked gauntlet, light 
  crossbow with 10 bolts, backpack, 1 week worth of 
  rations, waterskin full of wine, caltrops, 30 gp. 
   
  
   
  COR7-18 Into the Mist 
   
  Page 23 
  SLERBA 
  CR 1 
  Male orc ranger 1 
  NE medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor)  
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk greataxe +5 (1d12+4/x3) or  
  Melee spiked gauntlet +4 (1d4+3) 
  Ranged javelin +3  (1d6+3) 
  Base Atk +1; Grp +4 
  Atk Options favoured enemy (dwarf) +2 
  Combat Gear potion of cure light wounds, scroll of 
  entange, tanglefoot bag, alchemist fire, smokestick 
  Abilities Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 6 
  Feats Self-Sufficient, TrackB   
  Skills Climb +3, Hide +4, Knowledge (geography) +1, 
  Knowledge (nature) +1, Listen +2, Spot +2, Survival 
  +6, Swim +1 
  Possessions combat gear plus chain shirt, masterwork 
  greataxe, spiked gauntlet, javelin, 14 arrows, 
  backpack, 4 days worth of rations, waterskin caltrops, 
  30 gp. 
  Light Sensitivity (Ex) Slerba is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  8: HARRGREK KUKULEND 
  HARGREK CLERIC 
  CR 2 
  Male orc cleric 2 
  CE Medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield)  
  hp 16 (2 HD) 
  Fort +5, Ref +1, Will +4 
  Weakness light sensitivity 
  Speed 20 ft. in mwk banded mail (6 squares), base 
  speed 30 ft. 
  Melee mwk morningstar +4 (1d8+2) or  
  Melee spiked gauntlet +3 (1d4+2) 
  Ranged javelin +2 (1d6+2) 
  Base Atk +1; Grp +3 
  Special Actions rebuke undead (1/day, 1d20-2, 2d6) 
  Combat Gear potion of cure light wounds, alchemist fire 
  (2), Quaal's feather token (whip), wand of cure light 
  wounds (50 charges). 
  Cleric Spells Prepared (CL 2nd): 
   1st— bane (DC 12), bless, protection from goodD (CL 
  2), shield of faith 
   0—guidance, resistance (2), virtue 
  D: Domain spell. Deity: Iuz. Domains: Chaos, Evil 
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 6  
  Feats Improved Initiative  
  Skills Concentration +7, Spellcraft +5 
  Possessions combat gear plus masterwork banded 
  mail, masterwork morningstar, spiked gauntlet, 3 
  javelins, banded mail, buckler, holy symbol of Iuz, 
  vest of resistance +1 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  HARGREK ORC 
  CR 1/2 
  Male orc warrior 1 
  CE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +0, Spot +0  
  Languages Common, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 6 (1 HD)  
  Fort +2, Ref +1, Will -2 
  Weakness light sensitivity 
  Speed 30 ft (6 squares) 
  Melee mwk longspear +5 (1d8+4/x3) or 
  Melee club +4] (1d6+4) or 
  Melee armor spikes +4 (1d6+3) 
  Ranged javelin +2 (1d6+3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +4 
  Combat Gear tanglefoot bag 
  Abilities Str 17, Dex 12, Con 11, Int 8, Wis 7, Cha 6  
  Feats Alertness 
  Skills Balance +0, Climb +2, Listen +0, Spot +0, Swim 
  +0 
  Possessions combat gear plus chain shirt with armor 
  spikes, longspear, club, 3 javelins 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell.
  
   
  COR7-18 Into the Mist 
   
  Page 24 
  APL 6 
  1: ZOMBIES IN THE NIGHT 
  LIZARDFOLK ZOMBIE 
  CR 1 
  NE undead  
  Init -1; Senses darkvision 60 ft; Listen +0, Spot +0 
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +7 natural)  
  hp 35 (4 HD); DR 5/slashing 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares) 
  Melee greatclub +4 (1d10+3) or 
  Melee claw +4(1d4+2) or  
  Melee slam +4  (1d6+2) 
  Base Atk +2; Grp +4 
  Special Actions single actions only 
  Abilities Str 15, Dex 8, Con –, Int –, Wis 10, Cha 1  
  SQ undead traits 
  Feats Toughness   
  Single Actions Only (Ex) Zombies have poor reflexes 
  and can only take a single move action or attack 
  action each round. A zombie can, however, move up 
  to its speed and attack in the same round if it 
  charges. 
   
  5: ATTACK IN THE SWAMP 
  TARM-O ERKALE  
  CR 5 
  Male bar-Igura* 
   
  *Fiendish Codex 29 
  CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)  
  Init +4; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Abyssal, Celestial, Common, Draconic, 
  telepathy 100 ft 
  AC 22, touch 14, flat-footed 18 Dodge, Mobility 
  (+4 Dex, +8 natural) 
  hp 51 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10 cold 10 fire 10; SR 16 
  Fort +9, Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee 2 claws +12 (1d6+6) and 
  bite +7 (1d6+3) 
  Base Atk +6; Grp +12  
  Atk Options pounce 
  Special Actions abduction, summon tanar'ri 
  Spell-Like Abilities (CL 6th): 
   At will—-cause fear (DC 12), darkness, dispel magic, 
  greater teleport (DC 18), see invisibility, telekinesis 
  (DC 16) 
   2/day—disguise self (DC 12), invisibility, major image 
  (DC 14) 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12 
  Feats Dodge, Mobility, Track 
  Skills Balance +15, Climb +18, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, Spot 
  +11, Survival +5, Tumble +15 
  Abduction (Su) Tarm-O Erkale can use greater teleport 
  to transport other creatures. It can bring up to one 
  large or two medium or smaller creatures with it each 
  time it teleports. It can teleport unwilling targets as 
  well, although an unwilling victim can attempt a DC 
  18 Will save to resist being transported. This save is 
  charisma based. 
  Pounce (Ex) If Tarm-O Erkale charges a foe, it can 
  make a full-attack. 
  Summon Tanar'ri (Sp) Once per day, Tarm-O Erkale 
  can attempt to summon another Bar-lgura with 35% 
  chance of success. This is equivalent to a 2nd level 
  spell.  
   
  6: CATHING THE FUGITIVES 
  ANDIGAR 
  CR 1 
  Male tiefling adept 2 
  CE Medium outsider (native) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Infernal  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor)  
  hp 10 (2 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longspear +1 (1d8) or 
  Melee spiked gauntlet +1 (1d4) 
  Ranged light crossbow +2  (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +1 
  Combat Gear potion of cure light wounds, alchemist fire 
  (3), smokestick. 
  Adept Spells Prepared (CL 2th): 
   1st— bless, sleep (DC 13) 
   0— cure minor wounds, light, purify food & drink 
  Spell-Like Abilities (CL 2nd) 
   1/day—darkness 
  Abilities Str 11, Dex 10, Con 13, Int 11, Wis 12, Cha 6 
  SQ summon familiar 
  Feats Improved Initiative   
  Skills Bluff +0, Concentration +5, Hide +3 , Knowledge 
  (religion) +4, Spellcraft +4 
  Possessions combat gear plus masterwork studded 
  leather, longspear, spiked gauntlet, light crossbow 
  with 10 bolts, backpack, 1 week worth of rations, 
  waterskin full of wine, caltrops, 30 gp. 
   
  
   
  COR7-18 Into the Mist 
   
  Page 25 
  SLERBA 
  CR 1 
  Male orc ranger 1 
  NE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor)  
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk greataxe +5 (1d12+4/x3) or  
  Melee spiked gauntlet +4 (1d4+3) 
  Ranged javelin +3  (1d6+3) 
  Base Atk +1; Grp +4 
  Atk Options favoured enemy (dwarf) +2 
  Combat Gear potion of cure light wounds, scroll of 
  entange, tanglefoot bag, alchemist fire, smokestick. 
  Abilities Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 6 
  Feats Self-Sufficient, Track   
  Skills Climb +3, Hide +4, Knowledge (geography) +1, 
  Knowledge (nature) +1, Listen +2, Spot +2, Survival 
  +6,Swim +1 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork greataxe, spiked gauntlet, javelin, 14 
  arrows, backpack, 4 days worth of rations, waterskin 
  caltrops, 30 gp. 
  Light Sensitivity (Ex) Slerba is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  8: HARRGREK KUKULEND 
  HARGREK CLERIC 
  CR 4 
  Male orc cleric 4 
  CE Medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft; Listen +2, Spot +2  
  Languages Common, Orc  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +7 armor, +1 shield)  
  hp 32 (4 HD) 
  Fort +6, Ref +2, Will +6 
  Weakness light sensitivity 
  Speed 20 ft. in +1 banded mail (4 squares), base speed 
  30 ft. 
  Melee mwk morningstar +6 (1d8+2) or 
  Melee spiked gauntlet +2 (1d4+2) 
  Ranged javelin +4 (1d6+2) 
  Base Atk +3; Grp +5 
  Special Actions rebuke undead (1/day, 1d20-2, 2d6+2) 
  Combat Gear potion of cure light wounds, 2 alchemist 
  fires, Quaal's feather token (whip), wand of cure light 
  wounds (50 charges), scroll of animate dead. 
  Cleric Spells Prepared (CL 4th): 
  2nd—aid (2), shatter D (DC 14), silence (DC 14) 
   1st—bane (DC 13), bless, protection from goodD (CL 
  2nd), shield of faith  
   0—guidance (2), resistance (2), virtue 
  D: Domain spell. Deity: Iuz. Domains: Chaos, Evil 
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 6 
  Feats Improved Initiative, Weapon Focus (shortspear)   
  Skills Concentration +9, Spellcraft +7 
  Possessions combat gear plus +1 banded mail, 
  masterwork morningstar, spiked gauntlet, 3 javelins, 
  banded mail, buckler, holy symbol of Iuz, vest of 
  resistance +1, boots of the mountain king 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  HARGREK ORC 
  CR 1 
  Male orc fighter 1 
  CE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +2, Spot +2  
  Languages Common, Orc  
  AC 15, touch 11, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 30 ft (6 squares) 
  Melee mwk longspear +7 (1d8+6/x3) or 
  club +5 (1d6+6) or 
  armor spikes +5 (1d6+4) 
  Ranged javelin +2 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +5 
  Combat Gear tanglefoot bag, potion of cure light 
  wounds, potion of shield of faith (+2) 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Alertness, Weapon Focus (longspear) 
  Skills Balance +0, Climb +3, Listen +2, Spot +2, Swim 
  +1 
  Possessions combat gear plus chain shirt with armor 
  spikes, masterwork longspear, club, 3 javelins 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  
   
  COR7-18 Into the Mist 
   
  Page 26 
  APL 8 
  1: ZOMBIES IN THE NIGHT 
  LIZARDFOLK ZOMBIE 
  CR 1 
  NE undead  
  Init -1; Senses darkvision 60 ft; Listen +0, Spot +0 
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +7 natural)  
  hp 35 (4 HD); DR 5/slashing 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. (6 squares) 
  Melee greatclub +4 (1d10+3) or 
  Melee claw +4(1d4+2) or  
  Melee slam +4  (1d6+2) 
  Base Atk +2; Grp +4 
  Special Actions single actions only 
  Abilities Str 15, Dex 8, Con –, Int –, Wis 10, Cha 1  
  SQ undead traits 
  Feats Toughness   
  Single Actions Only (Ex) Zombies have poor reflexes 
  and can only take a single move action or attack 
  action each round. A zombie can, however, move up 
  to its speed and attack in the same round if it 
  charges. 
   
  WYVERN (GERLAN’S MOUNT) 
  CR 6 
  N Medium outsider (native) 
  Init +1; Senses Listen +11, Spot +14, darkvision 60 ft., 
  low-light vision, scent 
  Languages Draconic  
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 Dex, +2 armor, +8 natural)  
  hp 59 (7 HD)  
  Immune sleep, paralysis 
  Fort +7, Ref +6, Will +6 
  Speed 20 ft. (4 squares), fly 60 ft. (poor); Flyby Attack 
  Melee sting +10 (1d6+4 plus poison) and  
  bite +8 (2d8+4) and  
  2 wings +8 (1d8+2) and  
  2 talons +8 (2d6+4) 
  Space 10 ft.; Reach 5 ft. (10 ft. lunging strike) 
  Base Atk +7; Grp +15 
  Atk Options Lunging Strike 
  Special Actions improved grab, poison 
  Abilities Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9  
  SQ undead traits 
  Feats Ability Focus (poison), Flyby Attack, Lunging 
  Strike, Multiattack   
  Skills Hide +7, Listen +11, Move silently +11, Spot +14 
  Possessions leather barding 
  5: ATTACK IN THE SWAMP 
  TARM-O ERKALE 
  CR 5 
  Male bar-Igura  
  *Fiendish Codex 29 
  CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)  
  Init +4; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Abyssal, Celestial, Common, Draconic, 
  telepathy 100 ft 
  AC 22, touch 14, flat-footed 18; Dodge, Mobility 
  (+4 Dex, +8 natural) 
  hp 51 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10 cold 10 fire 10; SR 16 
  Fort +9, Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee 2 claws +12 (1d6+6) and 
  bite +7 (1d6+3) 
  Base Atk +6; Grp +12 
  Atk Options pounce 
  Special Actions abduction, summon tanar'ri 
  Spell-Like Abilities (CL 6th): 
  At will—- cause fear (DC 12), darkness, dispel magic, 
  greater teleport (DC 18), see invisibility, telekinesis 
  (DC 16) 
  2/day—disguise self (DC 12), invisibility, major image 
  (DC 14) 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12 
  Feats Dodge, Mobility, Track 
  Skills Balance +15, Climb +18, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, Spot 
  +11, Survival +5, Tumble +15 
  Abduction (Su) Tarm-O Erkale can use greater teleport 
  to transport other creatures. It can bring up to one 
  large or two medium or smaller creatures with it each 
  time it teleports. It can teleport unwilling targets as 
  well, although an unwilling victim can attempt a DC 
  18 Will save to resist being transported. This save is 
  charisma based. 
  Pounce (Ex) If Tarm-O Erkale charges a foe, it can 
  make a full-attack. 
  Summon Tanar'ri (Sp) Once per day, Tarm-O Erkale 
  can attempt to summon another Bar-lgura with 35% 
  chance of success. This is equivalent to a 2nd level 
  spell.  
   
  
   
  COR7-18 Into the Mist 
   
  Page 27 
  6: CATHING THE FUGITIVES 
  ANDIGAR 
  CR 1 
  Male tiefling adept 2 
  CE Medium outsider (native) 
  Init +5; Senses darkvision 60 ft; Listen +1, Spot +1  
  Languages Common, Infernal  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor)  
  hp 10 (2 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +1, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee longspear +1 (1d8) or 
  Melee spiked gauntlet +1 (1d4) 
  Ranged light crossbow +2  (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10ft with longspear) 
  Base Atk +1; Grp +1 
  Combat Gear potion of cure light wounds, alchemist fire 
  (3), smokestick. 
  Adept Sells Prepared (CL 2th): 
   1st— bless, sleep (DC 13) 
   0—cure minor wounds, light, purify food & drink 
  Spell-Like Abilities (CL 2nd) 
   1/day—darkness 
  Abilities Str 11, Dex 10, Con 13, Int 11, Wis 12, Cha 6 
  SQ summon familiar 
  Feats Improved Initiative   
  Skills Bluff +0, Concentration +5, Hide +3 , Knowledge 
  (religion) +4, Spellcraft +4 
  Possessions combat gear plus masterwork studded 
  leather, longspear, spiked gauntlet, light crossbow 
  with 10 bolts, backpack, 1 week worth of rations, 
  waterskin full of wine, caltrops, 30 gp. 
   
  SLERBA 
  CR 1 
  Male orc ranger 1 
  NE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +2, Spot +2 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor)  
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk greataxe +5 (1d12+4/x3) or  
  Melee spiked gauntlet +4 (1d4+3) 
  Ranged javelin +3  (1d6+3) 
  Base Atk +1; Grp +4 
  Atk Options favored enemy (dwarf) +2 
  Combat Gear potion of cure light wounds, scroll of 
  entange, tanglefoot bag, alchemist fire, smokestick. 
  Abilities Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 6 
  Feats Self-Sufficient, Track   
  Skills Climb +3, Hide +4, Knowledge (geography) +1, 
  Knowledge (nature) +1, Listen +2, Spot +2, Survival 
  +6,Swim +1 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork greataxe, spiked gauntlet, javelin, 14 
  arrows, backpack, 4 days worth of rations, waterskin 
  caltrops, 30 gp. 
  Light Sensitivity (Ex) Slerba is dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  8: HARRGREK KUKULEND 
  HARGREK CLERIC 
  CR 5 
  Male orc cleric 5 
  CE Medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft; Listen +2, Spot +2  
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield)  
  hp 40 (5 HD)  
  Fort +6, Ref +2, Will +6 
  Weakness light sensitivity 
  Speed 20 ft. in +1 light forticiation banded mail (4 
  squares), base movement 30 ft. 
  Melee mwk morningstar +6 (1d8+2) or 
  Melee spiked gauntlet +2 (1d4+2) 
  Ranged javelin +4 (1d6+2) 
  Base Atk +3; Grp +5 
  Special Actions rebuke undead (1/day, 1d20-2, 2d6+3) 
  Combat Gear potion of cure light wounds, alchemist fire 
  (2), Quaal's feather token (whip), wand of cure light 
  wounds (50 charges), scroll of animate dead. 
  Cleric Spells Prepared (CL 5th): 
   3rd—magic circle against good D (CL 6th), prayer. 
   2nd—aid (2), shatterD (DC 14), silence (DC 14) 
   1st—bane (DC 13), bless, protection from goodD (CL 
  5th), shield of faith 
   0—light, guidance, resistance (2), virtue 
  D: Domain spell. Deity: Iuz. Domains: Chaos, Evil 
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 6 
  Feats Improved Initiative, Weapon Focus (shortspear)   
  Skills Concentration +10, Spellcraft +8 
  Possessions combat gear plus +1 light forticiation 
  banded mail, masterwork morningstar, spiked 
  gauntlet, 3 javelins, banded mail, buckler, holy 
  symbol of Iuz, vest of resistance +1, boots of the 
  mountain king  
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
   
  HARGREK ORC 
  CR 2 
  Male orc fighter 2 
  CE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft; Listen +2, Spot +2  
  Languages Common, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 23 (2 HD) 
  Fort +5, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 30 ft (6 squares) 
  Melee mwk longspear +8 (1d8+6/x3) or  
  Melee club +6 (1d6+6) or  
  
   
  COR7-18 Into the Mist 
   
  Page 28 
  Melee armor spikes +6 (1d6+4) 
  Ranged javelin +2 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +2; Grp +6 
  Combat Gear tanglefoot bag, potion of cure light 
  wounds, potion of shield of faith (+2) 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6  
  Feats Alertness, Toughness, Weapon Focus 
  (longspear) 
  Skills Balance +1, Climb +5, Listen +2, Spot +2, Swim 
  +3 
  Possessions combat gear plus longspear, club, 3 
  javelins, masterwork chain shirt with armor spikes 
  Light Sensitivity (Ex) Orcs are dazzled (-1 on attack 
  rolls, Search and Spot checks) in bright sunlight or 
  within the radius of a daylight spell. 
  
   
  COR7-18 Into the Mist 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Lunging Strike  
  You make a single attack against a foe who stands just 
  beyond your reach. 
   
  Prequisites: Base attack bonus +6. 
   
  Benefit: As full-round action, you can make a 
  single strike with 5-foot bonus to your attack's reach. 
  This benefit applies to both armed and unarmed 
  attacks, including touch attacks made to deliver spells. 
   
  Benefit: A fighter can select lunging strike as one 
  of his bonus feats. 
   
  Source: Players Handbook II 80 
   
  MAGIC ITEMS 
  BOOTS OF THE MOUNTAIN KING 
  Price (item level): 1,500gp (5th) 
  Body slot: Feet 
  Caster Level: 7th 
  Aura: Moderate (DC 18) abjuration 
  Activation: - 
  Weight: 1lb 
  These iron-shod red leather boots appear rugged and worn 
   
  While wearing boots of the mountain king, you can 
  move more easily than usual over rough and difficult 
  terrain. 
   
  These boots allow you to ignore increased 
  movement costs and skill check DC increases for light 
  and dense rubble. In addition, you can move up stairs 
  and slopes at normal speed and run or charge downhill 
  without making a Balance check (DMG 89). These 
  boots require no activation. 
   
  Prequisite: Craft Wondrous Item, freedom of 
  movement.  
   
  Cost to create: 750gp, 60 xp, 2 days. 
   
  SPELLS 
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5ft./level emanation from touched creature 
  Duration: 24 hours. 
  Saving Throw: None 
  Spell Resistance: No 
   
  The arcane words that activate this spell linger in the air for a 
  moment. As they fade from your hearing, you become more 
  aware of both your surroundings and the possibility of 
  intrusion. 
   
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays teleportation of any 
  creature into spell’s area. Any teleportation spell or 
  effect 
  (including 
  all 
  spells 
  with 
  teleportation 
  description) can be anticipated, making the spells 
  recipient instantly aware of exact location where 
  teleporting creature will arrive (subject to restrictions 
  below), the creatures size and how many other 
  creatures (and their sizes) are arriving with it. The spell 
  also delays the arrival of teleporting creature by 1 
  round, so it arrives on it’s own initiative count 
  immediately before it’s next turn, generally giving the 
  recipient of the spell and anyone else made aware of 
  the information 1 round to act or ready actions. The 
  teleporting creature do not perceive this delay. Since 
  teleporting creature does not necessarily arrive at 
  precise location it intends, this spell affects a creature 
  arriving in range, even if its original destination was 
  elsewhere. For a creature that intends to teleport into 
  range but inadvertable arrives outside the spell’s area, 
  the spell gives recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of it’s imminent arrival. The spell 
  has no effect on creatures attempting to teleport away 
  from the spell’s area, though if their destination is 
  within the area, the spell will affect re-entry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while spell is in effect. 
   
  Source: Spell Compendium – page 13
  
   
  COR7-18 Into the Mist 
   
  Page 30 
  ENCOUNTER 1: IRON WHEEL 
  .
   
  
   
  COR7-18 Into the Mist 
   
  Page 31 
  ENCOUNTER 4: MISTMARSH 
   
  
   
  COR7-18 Into the Mist 
   
  Page 32 
  ENCOUNTER 9: HARRGREKK KUKULEND 
   
  
   
  COR7-18 Into the Mist 
   
  Page 33 
  AREA MAP 
   
  Filton 
  
   
  COR7-18 Into the Mist 
   
  Page 34 
  DM AID 1: FOOD, WATER, DISEASES & BOATS 
   
   
  Food (days) 
  Water (Days) 
  Disease incubation  
   
   
   
  period 
   
  Player character 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Boat  
  Boat 1 
  Boat 2 
  Boat 3 
  Boat 4 
  hardness 5,hp 20 
   
   
   
   
   
   
   
   
   
   
  
   
  COR7-18 Into the Mist 
   
  Page 35 
  DM AID 2: DISTANCE TRACKER 
   
   
  PCs 
  Andigar/Slerba 
  Terrain Traveled 
  Day 1 
   
  22 Miles 
  Marsh  
  Day 2 
   
  33 Miles 
  Marsh 
  Day 3 
   
  44 Miles 
  Marsh 
  Day 4 
   
  55 Miles 
  Marsh  
  Day 5 
   
  66 Miles 
  Marsh  
  Day 6 
   
  77 Miles 
  Marsh  
  Day 7 
   
  88 Miles 
  Marsh  
  Day 8 
   
  99 Miles 
  Marsh  
  Day 9 
   
  117 Miles 
  Hills (road) 
  Day 10 
   
  135 Miles 
  Hills (trackless) 
  Day 11 
   
  147 miles 
  Hills (trackless) 
  Day 12 
   
  Arrives to Hargrekk 
  (Hills (trackless) 
  Day 13 
   
   
   
  Day 14 
   
   
   
  Day 15 
   
   
   
  Day 16 
   
   
   
  Day 17 
   
   
   
  Day 18 
   
   
   
  Day 19 
   
   
   
  Day 20 
   
   
   
  Day 21 
  Ritual complete 
   
   
  Distance to Hargrekk 150 miles 
   
   
   
  Speed: Andigar and Slerba move with a rowboat which enables them to move 15 miles a day. As long as they use the 
  boat, Mistmarsh counts as Marsh terrain with trail which reduces their movement to 3/4 of normal, meaning 11 miles 
  per day. On day 10, they exit Mistmarsh and briefly use roads before heading over the hills towards Hargrekk 
  Kukulend. 
   
  If the PCs use rowboats, their speed is also 11 miles per day unless they do a forced march. This assumes they take a 
  -5 penalty to Survival checks for tracking at full speed. If they don't, their speed drops to 5.5 miles a day. If the PCs are 
  forced to track on foot, Mistmarsh counts as trackless swamp which halves the normal movement rate.  
   
  For a group moving 30 ft. a round, this enables movement of 12 miles per day assuming they take -5 penalty to 
  Survival checks. If not, their speed is reduced to 6 miles, provided that the PCs do no forced marching (PH 164) Groups 
  moving 20 ft. a round only progress 8 or 4 miles through the swamp per day. In addition, tracking on foot is more 
  difficult, which imposes a further -2 penalty to Survival checks. 
   
  Diseases: The following diseases can be encountered in this adventure: 
   
  Disease 
  Blinding 
  sickness 
  Ghoul Fever 
  Infection 
  Ingested 
  Injury 
  DC 
  DC 16 
  DC 12 
  Incubation Period 
  1d3 days 
  1 day 
  Effect 
  1d4 Str1 
  1d3 Con/Dex 
   
   1 Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be 
  permanently blinded. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-18 Into the Mist (APL 2-8)/COR7-18 Into the Mist.pdf