TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URC04-05 
   
   
   
   
   
   
  Restoration 
   
  A one-Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  Version 2.0 
  Round 1 
  by Timmy! Creese 
   
   
  The bloody struggle to gain control of the County of Urnst has depleted many of the Countess’ troops. Now is a 
  vulnerable and critical time for the stability of the region, as protective forces are slowly restored to the pre-civil war 
  numbers. Until such time, selfless heroes must ensure the safety of the people; for the Countess is not the only power 
  rebuilding troops… 
  
  Restoration 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  
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  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of 
  experience and gold a PC may gain 
  at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure is 
  being played, that character will receive only one-half of 
  the experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than the APL 
  at which this adventure is being played, that PC will 
  receive one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  County of Urnst.  Characters 
  native to the County of Urnst 
  pay one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer 
  other 
  in-game 
  penalties 
  (or 
  possibly gain in-game benefits) 
  as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  The first two years of the Living Greyhawk campaign for 
  the County of Urnst featured a three-module story plot 
  wherein the adventurers thwarted cult members of 
  Kyuss, evil god of the undead. This active cult thrives in 
  the evil Bandit Kingdoms, especially in the area in and 
  around the Rift, where Kyuss made his transition to deity 
  status.  
   
  Five years ago, a battle-mage attempted to Teleport to 
  the Temple of Zodal, a healing temple located near the 
  city of Brotton. The mage was weary, and badly damaged 
  from the foes his adventuring companions were fighting. 
  As such, the mage miscalculated his magical arrival, and 
  appeared beneath Zodal’s Temple. At first, the mage 
  simply thought he was in the dark basement of the 
  healing temple, but soon realized he was in an ancient, 
  abandoned structure dedicated to the evil ways of 
  
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  Page 3 
  bringing undead life to corpses. This long ago abandoned 
  building was directly below Zodal’s Temple. 
   
  Seeing no reason to worry the clerics of Zodal, the 
  battle-mage did not speak of the unholy structure 
  beneath the temple of healing. After all, if trouble ever 
  came to this place, the battle-mage would simply Teleport 
  back to the unholy area and loose his numerous spells to 
  vanquish any evil. The mage decided the peaceful clerics 
  didn’t need to forgo their healings because of a long 
  abandoned site beneath them. He never made such an 
  errant decision in his life. 
   
  After being healed, the battle-mage magically traced 
  his way back to his adventuring companions, and 
  continued to thwart evil at every opportunity. But 
  unbeknownst to the battle-mage were the evil intentions 
  of the fellowship’s rogue, for he was an evil associate of 
  Iuz that infiltrated the trust of the adventurers. Once the 
  battle-mage spoke of the unholy area he found, the rogue 
  quietly murdered the heroes one by one. 
   
  With news of the discovery of this evil temple, the 
  rogue returned to the Bandit Kingdoms. Soon the agents 
  of Iuz magically deployed their own dark mages to the 
  ancient structure, and learned it to be a long forgotten 
  temple to Kyuss. The dark mages soon weaved a conduit 
  to magically transport corpses from the Bandit Kingdoms 
  to the ancient temple of Kyuss. A sinister cleric was also 
  Teleported to the unholy temple, and began animating one 
  corpse after another. 
   
  The cult of Kyuss members moved into Radigast 
  City under the guise of refugees fleeing their ravished 
  homes during the Greyhawk Wars. Slowly, and with 
  purpose, the cult members grew their small numbers to a 
  force they felt could easily deal a blow to the farmers of 
  the County of Urnst. They did not believe the newest 
  heroes of the realm could throw down the undead hoard 
  growing beneath Zodal’s Temple. 
   
  But fate smiled upon the Urnst heroes, and the 
  overconfidence of the Kyuss cult members led to an 
  undead attack before the dark appointed hour. The new 
  Urnst heroes took up a quest to retrieve an ancient 
  artifact, the Tear of Pelor, which the College of Wizardry 
  used to vanquish many undead. While Dennen, head of 
  the College of Wizardry, vanquished a large number of 
  the living dead, a growing number of Urnst heroes rid 
  Radigast City of many of the Kyuss cult members. The 
  heroes also found the unholy altar to Kyuss in the city’s 
  cemetery, and destroyed the leader of the cult. 
   
  But that was a tale of a few years ago, and much has 
  transpired during those few years. Those same 
  adventurers discovered an alien race, dormant beneath 
  the geographically odd Crystal Springs. And those heroes 
  awoke the aliens and learned them to be Masters set 
  upon the destruction of the region’s folk, and 
  colonization for their home planet. The Masters used 
  their mind powers to enslave many creatures and men to 
  their will. Even the drow elves fell victim to the Masters, 
  and the heroes were called upon, again, to save the 
  peoples of Dosselford, a small town on the Franz River.  
   
  More recent events threw the County of Urnst into a 
  civil war as the Lord of the East, tired of the all too 
  passive government, tried to wrestle control away from 
  the Countess. This sudden war left too many folk 
  homeless and cut down, too many young men willing to 
  die for the support of one leader or the other. With every 
  attack the Lord of the East launched, more and more 
  graves were dug to bury the dead. 
   
  Now the remaining evil members of the cult of 
  Kyuss have numerous corpses to raise, building their 
  unholy army of living dead to once again terrorize the 
  County of Urnst… 
  Adventure Summary 
  Welcome back to the beginning years of Living 
  Greyhawk, in the County of Urnst. At least, the following 
  module should spook the players like they were at the 
  launch of LG back in 2000. The adventure begins with 
  the characters in Radigast City’s market area. The few 
  items for sale are going to the highest bidders, especially 
  what little food is for sale. In the market, a scuffle breaks 
  out between some angry Urnstmen, and the Rhennee - 
  the river gypsies that have their own agenda in the local 
  lands. 
   
  After the characters stop the attack the angry 
  Urnstmen intend to carry out on the Rhennee, the river 
  gypsies inform the PCs of a growing evil that must be 
  dealt with. Unfortunately for the characters, the only 
  Rhennee that knows the most about this growing evil is 
  Jynny, a little girl that is the future Vetha of the clan. As 
  such, she will not speak any words to people not of her 
  clan. The information the players need to get must come 
  from role-playing nonverbal communications. 
   
  Encounter One:  Once the characters take up the 
  adventure, they make a trip from Radigast City to the 
  ruins that were once the prison fortress of Ventnor. In 
  the chaos and magical fury that freed the demonic beings 
  once held captive in Ventnor, a cave was ripped into the 
  cliff wall that plunges from the heights of Ventnor to the 
  Artonsamay River far below. The cave entrance is halfway 
  between the river and the high cliff top. Characters must 
  either climb from the bottom, or rappel from the top to 
  gain access to the cavern. 
   
  Encounter Two:  Once inside the cavern, a single 
  tunnel winds its way through the Underdark. The evil 
  forces expect the goodly heroes of the realm to 
  investigate and a series of tricks and traps await even the 
  most cautious explorer. 
   
  Encounter Three:  Guards of the evil forces attack 
  the party. These guards are disguised to look like drow 
  elves to unnerve the heroes. The guards have painted 
  black skin, wear white hair wigs, and have had training to 
  
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  Page 4 
  use drow weapons. The guards even wear drow style 
  armor to complete the disguise. 
   
  Encounter Four:  Though the guards in Encounter 
  Three were not drow elves, the fact remains that drow 
  elves ARE in league with the evil forces. A drow elf’s 
  well-placed globe of darkness hides a pit fall in the 
  tunnel. The PCs must navigate in the darkness and avoid 
  the natural trap. 
   
  Encounter Five:  The tunnel shrinks to the size that 
  demands a belly crawl to continue on. A series of globes 
  of darkness, purposefully set by the drow elves, 
  eventually has the party plunge into a pit filled with a 
  Gelatinous Cube. The vials of shark oil given to the 
  characters by the Rhennee are quite useful against the 
  Gelatinous Cube. 
   
  Encounter Six:  After descending down a long, 
  magically silenced set of steps, the characters will trigger 
  a cascading series of glass vials that serve to warn a group 
  of kobold sorcerers of intruders. One kobold possesses a 
  key that is needed to open the only door in the complex 
  (which is changing from natural caverns to worked 
  stone). 
   
  Encounter Seven:  The characters have the chance 
  to sneak up on a trio of leaders of the evil forces. The 
  three villains are arguing between themselves, as the 
  drow elf doesn’t want to be allied with the undead cult of 
  Kyuss. The lone remaining Master insists plans are 
  carried out by his control, and the PCs have the 
  opportunity to overhear the plans the trio of forces has to 
  attack 
  the 
  realm. 
  While 
  the 
  heroes 
  are 
  watching/listening 
  to 
  the 
  evil 
  trio, 
  a 
  rogue 
  (rogue/assassin at the higher tiers) is studying his victim 
  for a Death Strike. Eventually, the drow elf leaves the 
  Master and the Cleric of Kyuss. If the characters do not 
  immediately attack, they can learn a little bit more 
  information before the rogue (rogue/assassin) makes his 
  sneak attack. 
   
  Conclusion:  With the last Master defeated, and the 
  undead hoard and cleric destroyed, the heroes must warn 
  the realm of the impending doom.  
  Preparation for Play 
  It is wise to look up the sections on darkness, magical 
  darkness, and light for this adventure. 
  Introduction 
  The war torn streets of the market area in Radigast 
  City are choked with desperate and starving citizens 
  anxious to acquire anything that can ease the life of 
  the sundered realm. Only a few years ago, anything 
  and everything a person could want was rumored to 
  be available somewhere in the open market of 
  Radigast City. Now, merchants sell the basic 
  necessities at exaggerated prices to those fortunate 
  enough to afford them. 
   
  “Roasted nuts?”  “Spices?”  “Cheeses?”  “Melons?” 
   “Trinkets!  Finest trinkets from afar!”  Those were 
  the sounds of yesteryear…  Now people push and 
  shove to get their share of the barest scraps of food. 
  Even the most undesirable portions of fish caught 
  on the Nyr Dyv are sold to the highest bidder. 
   
  Without the foodstuffs to run a business, the 
  taverns, inns, and dining halls are no more than 
  abandoned hollow buildings; now home to the 
  many left homeless in the recent hardships brought 
  on by the Lord of the East’s bid to overthrow the 
  Countess. 
   
  A colorful stand of the Rhennee catches your 
  eye. The river gypsies have long been suspicious in 
  the eyes of Urnst folk, and the Rhennee’s free 
  spirited nature doesn’t do anything to put such 
  prejudice away. 
   
  A few angry shoppers are yelling at the few 
  Rhennee selling bottles of assorted ointments at a 
  booth. The colorful stand is decorated with bright 
  silk clothes, and numerous toothy remains of 
  sharks. Obviously, the integrity of the vials of shark 
  ointment is being called into question by the Urnst 
  shoppers. 
   
  What’s more, between you and the Rhennee 
  merchants stands a little Rhennee girl of perhaps 7 
  summers of age. She is paying no attention to raised 
  voices; rather she stands staring at you. As people 
  push and shove their way past you in the market, 
  you no longer see the little girl. The space, where she 
  was standing only seconds ago, is now vacant. 
   
  A chill runs down your spine as you realize 
  you’ve seen this girl before. In fact, you’ve seen her 
  several times at random places in the city over the 
  past day. Her bright colored dress and sun-darkened 
  skin are not as memorable as her hauntingly dark 
  eyes. Each time you’ve seen her, it was only for a 
  split second - then she was gone. 
   
  The sound of a dagger being unsheathed by one 
  of the Urnst men arguing with the Rhennee brings 
  your attention back to the matter at hand. The 
  unsuspecting river gypsy has his back turned to his 
  would be attacker. You have mere seconds before 
  blood will be spilled. 
  Characters should put a stop to the stabbing. There are 
  two Rhennee merchants, Vestum and Barthum, kinsmen 
  of the Bosnorum clan. There are three angry Urnstmen 
  that believe the Rhennee are trying to sell fake ointments 
  at exaggerated prices. 
   
  Only one of the three Urnstmen has a weapon. It is 
  against the law for a PC to kill the Urnstmen, and 
  although defending the Rhennee is an honorable act, the 
  slaying of a commoner could be an evil act. The DM must 
  
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  Page 5 
  let the party know that non-lethal damage should be 
  applied. Also, there are no guardsmen around, and only 
  characters have the chance to stop a potential murder. 
  � Angry Urnstmen (3), AC 10, HP 2, one of the three 
  Urnstmen has a dagger (+0 attack, 1d4 damage).  
   
  Once the angry Urnstmen have been dealt with, the 
  Rhennee thank the players and say they have been 
  waiting for them - waiting for them, specifically. The 
  Rhennee will name them all, and tell a little about them 
  (class, notable titles, etc.). The DM should have gathered 
  such info at the beginning of the round when reviewing 
  the character sheets. 
   
  If the characters ask how the Rhennee know so 
  much about them, the river gypsies reply, “Jynny told us 
  of you, and that we were to meet you here, today.”  The 
  bargemen inform players of Jynny, future Vetha of their 
  clan. Jynny is the little Rhennee girl the characters have 
  seen a few, fleeting moments over the last day.  
   
  She is suddenly there, in the midst of the PCs and 
  the Rhennee. Rhennee and players interact; PC gets yes 
  nod, or no shake of head from Jynny - as she will not talk. 
  The Rhennee kinsmen will have to talk to the characters. 
   
  Players should learn that there is a crack in the cliff 
  wall seen by the Rhennee that pass The Isle of Long 
  Journeys (Ogre Island). Vestum and Barthum will tell the 
  characters that Jynny saw a blackness emit from that 
  crack, and is concerned for the safety of her future clan. 
   
  Although she will not speak, nor write this (good 
  role-playing potential as all her answers are nods or 
  shaking of her head), the PCs must come to realize the 
  darkness Jynny saw coming out of the crack was drow 
  elves. The players must come to understand that they 
  must investigate the new crack in the cliff wall near 
  Ventnor.  
   
  Vestum and Barthum can tell the characters that this 
  ‘new crack’ occurred when all the fighting and magic 
  attacks came as a result of the escaped evil from the 
  Ventnor prison.  
   
  Vestum and Barthum will give each PC a bottle of 
  shark oil as an ointment in thanks for handling the angry 
  Urnstmen. They will impart the knowledge that the 
  shark oil is useful for keeping jelly fish away from the 
  boats since it dissolves anything jelly-like.  They will then 
  quickly take down their booth, and offer the PCs a barge 
  ride up the Artonsamay River, to the crack. 
  Encounter One: The Crack, 
  Gateway to the Underdark  
  Your trek across the lands (or Your barge ride up the 
  Artonsamay River) is gloomy despite the good 
  weather. The homeland, once green and thriving 
  lands, are barren and bleak from the recent conflicts 
  to wrestle control away from Countess Belissica. 
       Too many farms have had their crops consumed 
  by the fires of fighting, or their fields are beyond 
  repair from the galloping of cavalry in their quest 
  for victory. 
  The long journey will either end with the Rhennee 
  piloting their barge to Ogre Island, or if the characters 
  arrived over land, they will arrive at the ruined buildings 
  that were once the town of Ventnor. 
   
  The crack the Rhennee spoke of is halfway down the 
  400’ sheer cliff near the ruins of Ventnor. If the PCs have 
  arrived via barge to Ogre Island, the crack is halfway up 
  the 400’ sheer cliff. Players can access the crack by magic 
  (burn spells), or by rappelling from the top, or a climb up, 
  or down the cliff (climb checks).  
   
  DM NOTE:  Allow synergy bonuses for rope use and 
  ingenuity for teamwork. 
   
  Failure results in 1d6 damage for each 10’ a PC falls.   
   
  While climbing (or rappelling), the characters can 
  see humanoid activity across the wide river (Bandit 
  Lands). This has no significance to the module, but it 
  gives the players something to worry about. 
  APL: 
  Rappelling 
  DC 
  Climbing 
  DC 
  2 
  10 
  13 
  4 
  13 
  16 
  6 
  16 
  20 
  8 
  20 
  23 
  10 
  23 
  26 
  12 
  26 
  30 
  Encounter Two: Nothing is Ever 
  Easy 
  Once inside the crack, a slim natural tunnel twists 
  and winds its way deeper and deeper beneath the 
  lands of the County of Urnst. 
       After several turns, drops, and climbs, there is no 
  hint of light. The sounds of your progress echo 
  repeatedly in the subterranean dark. 
  The villains expect heroes of the realm to investigate. As 
  such, they have rigged a series of traps to waylay the 
  characters. 
  
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  The first trap is very easy for a cautious 
  rogue to find. Immediately after the first 
  trap, there is another trap - more difficult to 
  find.  A third trap, also very difficult to find, 
  is triggered immediately after the second 
  trap, as both difficult traps work off of each 
  other. 
   
  The easy trap is a trip-wire activated 
  device that will send rocks falling upon the 
  party.  
  � Trip-Wire Falling Rock Trap: CR 1 per APL; 
  mechanical; touch trigger; repair reset; Atk +10 melee 
  (1d6 per APL, to a maximum of 6d6 at APL 12); Multiple 
  targets (all targets in two adjacent 5-ft squares; Search 
  (DC varies per APL); Disable Device (DC varies per APL). 
   
  The second trap, which is the first of the two 
  difficult traps, is a pressure sensitive trap that disperses 
  harmful gas into the tunnel. This gas is poisonous, and 
  inflicts 1d4 Dex damage (fortitude save for half).  
  � Pressure Sensitive Gas Trap: CR 1 per APL; 
  mechanical; location trigger; manual reset; gas; multiple 
  targets (all targets in a 10ft by 10ft area); never miss; onset 
  delay (2 rounds); Poison (drow nightshade, Fort save 
  negates (DC varies per APL), 1d4 Dex); Search (DC varies 
  per APL); Disable Device (DC varies per APL). 
   
  The third trap is a timed trap. One round after the 
  gas trap is triggered; a magic flame ignites the flammable 
  gas. Damage is 1d4 per APL (reflex save for half). The 
  reflex saves are: 
  � Fire Trap: CR 1/2 per APL; magic device; timed (1 
  round); automatic reset; spell effect (burning hands, 
  Reflex save for half damage (DC varies per APL, 1d4 per 
  APL to a maximum of 6d4 at APL 12); Search (DC varies 
  per APL); Disable Device (DC varies per APL). 
  Encounter Three: Darkness, 
  Darkness Everywhere 
  Did I mention the evil forces are expecting the heroes to 
  investigate? 
   
  Humans disguised as drow elves guard the tunnel. 
  The guards are either alerted to the heroes by the 
  flammable gas, or they hear them approaching. After 
  melee, the characters will find white haired wigs and 
  black ink disguise humans as drow elves in an attempt to 
  scare off the heroes.  The flaw in this plan is that they still 
  need light to see by.  
   
  DM NOTE:  If the characters manage to not set off 
  the traps, and are moving silently, AND are invisible, 
  then the guards will not detect them. Hey, it is possible! 
  The narrow tunnel widens ahead. Before you get 
  there, missiles come flying from ahead. These 
  missiles are small bolts, probably from a 
  hand crossbow… 
  DM NOTE:  Regardless of APL, if the guards 
  are alerted to the approaching party, they 
  will attack using their hand crossbow (DC 13 
  Fortitude save, or fall unconscious Monster 
  Manual, page 103) in the surprise round. 
  APL 2 (EL 3) 
  � Imitation Drow, Ftr 1st level (2): hp 
  10, 10; see Appendix I. 
  APL 4 (EL 5) 
  � Imitation Drow, Ftr 2nd level (3): hp 16, 15, 14; see 
  Appendix I. 
  APL 6 (EL 7) 
  � Imitation Drow, Ftr 4th level (3): hp 29, 28, 27; see 
  Appendix I. 
  APL 8 (EL 9) 
  � Imitation Drow, Ftr 6th level (3): hp 40, 39, 38; see 
  Appendix I. 
  APL 10 (EL 11) 
  � Imitation Drow, Ftr 8th level (3): hp 52, 51, 50; see 
  Appendix I. 
  APL 12 (EL 13) 
  � Imitation Drow, Ftr 10th level (3): hp 64, 63, 62; 
  see Appendix I. 
  Encounter Four: More Darkness, 
  Darkness Everywhere 
  This encounter is an obstacle. The heroes enter an area of 
  globed darkness that hides a deep chasm. The rift is 10’ 
  wide and there is a stalactite hanging from the ceiling 
  that an unwary party might find unexpectedly.  
   
  Jump checks for this ‘long jump’ are as follows: 
  • 
  Fully lit 20’ running start: DC 10. 
  • 
  Darkened 20’ running start: DC 15. 
  • 
  Fully lit, no running start: DC 20. 
  • 
  Darkened, no running start: DC 25. 
   
   
  DM NOTES: 
  • 
  Jump check DC is based on 30’ movement rate. A -4 
  modifier must be applied to the check for every 10’ 
  of speed less than 30’. If a PC’s speed is over 30’, a +4 
  modifier is applied for every 10’ of speed over 30’. 
  • 
  Armor check penalty applies to a Jump check. 
  APL: 
  Save / DC 
  2 
  10 
  4 
  13 
  6 
  16 
  8 
  20 
  10 
  23 
  12 
  26 
  
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  • 
  Unless the darkness is dispelled, there is a 30% 
  chance that a PC will jump into the unseen stalactite, 
  and fall into the rift. The globe of Darkness is 
  centered on the stalactite. The stalactite is very thick, 
  and will not break if a PC jumps against it. 
  • 
  Any PC falling into the rift suffers 4d6 damage. 
  • 
  If the Jump check succeeds, and the PC has ranks in 
  jump, the PC lands on their feet at the other side of 
  the rift. If the Jump check fails by 5 (or less), the PC 
  didn’t clear the distance and must make a DC 15 
  Reflex save to grab the far edge of the gap (and then 
  make a DC 15 Climb check - move action - to climb 
  up). 
  Encounter Five: Even More 
  Darkness, Darkness Everywhere 
  The 
  tunnel 
  past 
  the 
  rift 
  is 
  very 
  narrow, 
  approximately 2’ tall opening into darkness. 
  DM NOTE:  This area of Darkness was put here to 
  exhaust PC spells, to worry the characters, and to try to 
  get them off their guard further along.  There is a series of 
  three Darkness spells next to each other along this narrow 
  tunnel. 
   
  If the PCs do not have Daylight or another 
  appropriate spell up, read the following: 
  Soon it becomes apparent that the darkness was 
  augmented by some sort of magical spell, as the 
  darkness decreases further inwards.  But it appears 
  that someone has carefully placed these darknesses, 
  as you soon enter one after another.   
  DM NOTE:  The last area of Darkness has two Darkness 
  spells cast upon it, as it hides a deadly peril. Darkness and 
  Daylight spells cancel each other out at a one to one ratio, 
  thus unless the characters have two Daylight spells going, 
  the prevailing light conditions are still Darkness. If the 
  characters proceed without light and without searching 
  carefully, they must make a Reflex save or find 
  themselves suddenly sliding down a slick tunnel that 
  lands them into a pit filled with ooze. The waiting 
  Gelatinous Cube will automatically engulf characters 
  sliding into the pit due to failing their Reflex save! 
  APL 2, DC 14 Reflex save  
  APL 4, DC 18 Reflex save  
  APL 6, DC 22 Reflex save  
  APL 8, DC 26 Reflex save  
  APL 10, DC 30 Reflex save  
  APL 12, DC 34 Reflex save  
   
  DM NOTE:  The pit area holding the Gelatinous 
  Cube is also globed in darkness, and the heroes should 
  never know what type of ooze they are battling. At all 
  tiers, the Gelatinous Cube will lash out with pseudopods 
  to attack PCs that have not fallen into the pit. 
   
  PCs engulfed or struck by a pseudopod must make 
  DC 20 Fortitude save, or become paralyzed for 3d6 
  rounds. 
   
  DM NOTE:  The vials of shark oil given to the 
  characters by the Rhennee at the beginning of the game 
  come in quite handy at this point. The shark oil has a 
  burning effect on the Gelatinous Cube. Each vial of shark 
  oil poured on the Gelatinous Cube inflicts 2d4+1 damage 
  upon the creature. 
  APL 2 (EL 1) 
  � Lesser Gelatinous Cube (1): hp 27; see Appendix I. 
  APL 4 (EL 3) 
  � Gelatinous Cube (1): hp 54; see Appendix I. 
  APL 6 (EL 3) 
  � Gelatinous Cube (1): hp 54; see Appendix I. 
  APL 8 (EL 5) 
  � Improved Gelatinous Cube (1): hp 81; see Appendix 
  I. 
  APL 10 (EL 7) 
  � Improved Gelatinous Cube (1): hp 108; see 
  Appendix I. 
  APL 12 (EL 9) 
  � Improved Gelatinous Cube (1): hp 135; see 
  Appendix I. 
   
  DM NOTE:  There are numerous coins throughout 
  the Gelatinous Cube. Maximum treasure for the APL can 
  be gotten if the characters think to search.  
  Encounter Six: Depleting the 
  Resources 
  At the bottom of the pit of ooze is a metal trap door 
  that allows access to stairs cut into the very rock. 
  This spiral stair down into more darkness is the first 
  source of worked stone in your long journey 
  through the tunnels. 
       The steps continue down, down past the area of 
  Darkness - and still the spiral stone stairs wind their 
  way down. After a hundred steps, your descent 
  plunges into yet another area of Darkness. 
  DM NOTE:  This recent area of Darkness is 100 spiraling 
  steps from the bottom of the stone stairs. In the Darkness, 
  thousands of empty glass vials have been laid on their 
  sides, filling every square inch of the steps. These vials 
  are placed on the last 100 steps of the stairs, and will serve 
  to warn those at the bottom that unwelcome intruders 
  are on the stairs. A PC stepping on a vial filled stair will 
  
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  crush some glass vials, but the true warning will be from 
  the result of cascading vials that will loudly flow from 
  step to step all the way to the bottom.   Each stair is a foot 
  wide, so it takes 100’ of movement to reach the bottom of 
  the stair. 
   
  At the bottom of the spiral stairs is a huge dome 
  cavern - filled with numerous minions that attack 
  intruders. They have been ordered to carry out attacks to 
  the death, as none in the evil forces would use the stairs. 
   
  DM NOTE:  The large doomed cavern is 80’ high w/ 
  stalactites hanging from the ceiling. This cavern is also 
  roughly an 80’ radius circular in shape, and stalagmites 
  offer numerous opportunities for cover. 
   
  DM NOTE:  Underlined spells could be pre-cast if 
  the kobold sorcerers have heard the glass vial warning. 
  APL 2 (EL 3) 
  � Kobold Sorcerors, 1st level (2): hp 10 ea; see 
  Appendix I. 
  APL 4 (EL 5) 
  � Kobold Sorcerors, 2nd level (3): hp 16 ea; see 
  Appendix I. 
  APL 6 (EL 7) 
  � Kobold Sorcerors, 4th level (3): hp 29 ea; see 
  Appendix I. 
  APL 8 (EL 8) 
  � Kobold Sorcerors, 5th level (3): hp 40 ea; see 
  Appendix I. 
  APL 10 (EL 9) 
  � Kobold Sorcerors, 6th level (3): hp 52 ea; see 
  Appendix I. 
  APL 12 (EL 11) 
  � Kobold Sorcerors, 8th level (3): hp 64; see Appendix 
  I. 
  Encounter Seven: Out of the 
  Darkness and into Trouble 
  After dealing with the sorcerers, you find an iron 
  key still in the possession of one of the fallen 
  kobolds. The key looks to fit into a locked iron door 
  in the opposite wall of the stairs you’ve descended.  
  DM NOTE:  Unless the password ‘Veg-leen’ (kobold 
  speech translation is ‘open safe’) is spoken while the iron 
  key unlocks the door, the PC unlocking the door triggers 
  a trap.  
  Contagion Trap: CR 3; magic device; spell trigger 
  (alarm); automatic reset; spell effect (contagion, 5-th level 
  cleric, DC 16 Fortitude negates, 1d6 Wis); Search DC 20; 
  Disable Device DC 20.   
  This curse bestows Cackle Fever immediately and lasts 
  for the remainder of the adventure.  For role-playing 
  purposes, the affected PC shivers with fever, and is 
  slightly delirious for the rest of the game. 
   
  The passageway beyond the cursed door is 50’ long 
  leading to a stone archway. 
  Beyond the cursed door lies a passage of worked 
  stone. This hallway runs a straight line for a long, 
  long way and comes to an end at a magnificent stone 
  arch. 
  When the PCs approach, or Listen checks, hearing the 
  talking is DC 0 but modified by distance.  The talking is 
  understandable if you beat the DC by 10. 
  You hear bits of a conversation. The closer you get, 
  the more you hear. Coming even closer, you can 
  make out three different voices. 
       Beyond the arch is a huge chamber of worked 
  stone, easily 100’ to both your left and right, and 
  twice that distance to the wall across from you. 
  Massive pillars of stone run in a row down the 
  center of this chamber, and support the ceiling 100’ 
  above. 
  Assuming the PCs are not spotted read the following – 
  the beings inside are not watching for intruders and have 
  negatives to their spot rolls.  If the PCs make the above 
  listen check, read the conversation, but not the 
  descriptions. 
  “That was not our original agreement,” says a slim, 
  extremely tall robed figure. Its features are man-like, 
  but it is obviously not human. 
       “Plans change, and I might add - for the better!” 
  retorts a dark eyed human man in dirty gray robes. 
       “You had better live up to your end of the plan,” 
  replies the towering, thin being. 
       “Oh, we will…  I have rebuilt the numbers of the 
  faithful, and they have amassed an even bigger force 
  from the grave. The Sons of Kyuss are ready to 
  continue our assault on the pathetic fools that 
  inhabit this land.” says the gray robed man. 
       And he adds, “We both have underestimated the 
  capabilities of the Urnst folk. But I have the 
  advantage or recruiting evil clerics and raising the 
  dead to our commands. You, on the other hand, are 
  the last of the Masters – as your brethren have 
  painfully learned. These simple farming folk are 
  helped by the heroes of the realm!” 
       “I may be the last Master, for the moment, but 
  others will fly to this planet, and take up our works, 
  if I should fall. But I don’t see that happening…” 
  says the alien being. 
       “As for our effort in the assault,” says the third 
  member of the group, a tall drow Elf, “we Drow are 
  
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  ready to begin nightly raids. We didn’t realize just 
  how many surface elves reside in the areas above. 
  They shall be captured, and sacrificed to our great 
  goddess, Lloth!” 
       “Then we should begin our assaults immediately, 
  and keep to the original agreement,” insists the 
  Master. 
       “No,” disagrees the drow elf. “The Cleric of the 
  Dead disgusts me, but he shows some wisdom. I 
  agree with him, and will stay our raids until the 
  nights of the new moons.” 
       “Well let us hope your raiding parties are not met 
  by the same heroes that thwarted our undead years 
  ago,” says the Cleric of Kyuss to the drow elf. “It 
  would please me to bring your lifeless carcass back 
  from the grave - to order you about for my own 
  purpose,” sneers the human cleric. 
       “Stop it!  Both of you!” commands the Master. “My 
  orders stand, and you will both attack as I have 
  planned. The Urnst fools won’t realize what is 
  happening until it is too late.” 
       Both human and drow agree to the Master‘s order, 
  but neither the drow nor the Kyuss emissary seems 
  to want the alliance with the other. 
       “Very well,” says the Master. “House Dizzderian 
  will raid to capture surface elves, as well as kill as 
  many non-elven folk as possible. And the Kyuss 
  worshipers will raise the newly killed to serve them. 
  You both will gain from my plan,” cackles the 
  Master. 
       With those final words, the drow elf begins to 
  levitate upward to an exit in the ceiling. 
  DM NOTE:  If the PCs don’t immediately attack, read the 
  following bonus information. 
  After the drow elf departs, the Master asks the Cleric 
  of Kyuss, “Are the swords ready?” 
       “Yes, they have been draining the life force from 
  those who possess them for a few years,” answers the 
  evil cleric. “Those that wield them are ignorant of 
  the fact their magical blades will obey the Heart of 
  Kyuss, and transfer all their siphoned life force to 
  that artifact.” 
  If the PCs have not yet attacked, combat ensues now, as 
  an assassin (that has been observing one PC) sneaks up 
  and attacks. At lower tiers, the assassin is a thief that 
  initiates combat with a sneak attack. 
   
  DM NOTE:  If the PCs rush in to attack before the 
  drow elf leaves, the drow elf will activate a magical device 
  that safely teleports him away. 
  APL 2 (EL 3) 
  � Drow Elf Rogue, 1st level (1) hp 6; see Appendix I. 
  Master (Alien), Sorceror 3rd level (1) hp 19; see 
  Appendix I. 
  Human Cleric of Kyuss, 2nd level (1) hp 20; see 
  Appendix I. 
  Zombies (3) hp 16, 16, 16; see Appendix I. 
  APL 4 (EL 5) 
  � Drow Elf Rogue, 2nd level (1) hp 10; see Appendix I. 
  � Master (Alien), Sorceror 4th level (1) hp 22; see 
  Appendix I. 
  � Human Cleric of Kyuss, 3rd level (1) hp 30; see 
  Appendix I. 
  � Zombies (6) hp 16 ea; see Monster Manual page 266. 
  APL 6 (EL 7) 
  � Drow Elf Rogue, 4th level (1) hp 18; see Appendix I. 
  � Master (Alien), Sorceror 6th level (1) hp 31; see 
  Appendix I. 
  � Human Cleric of Kyuss, 5th level (1) hp 44; see 
  Appendix I. 
  � Sons of Kyuss (3) hp 51 ea; see Appendix I. 
  APL 8 (EL 8) 
  � Drow Elf Rogue, 5th level (1) hp 22; see Appendix I. 
  � Master (Alien), Sorceror 8th level (1) hp 37; see 
  Appendix I. 
  � Human Cleric of Kyuss, 6th level (1) hp 54; see 
  Appendix I. 
  � Sons of Kyuss (3) hp 63 ea; see Appendix I. 
  APL 10 (EL 9) 
  � Drow Elf Rogue 5th / Assassin 2nd level (1) hp 30; 
  see Appendix I. 
  � Master (Alien), Sorceror 8th level (1) hp 37; see 
  Appendix I. 
  � Human Cleric of Kyuss, 8th level (1) hp 68; see 
  Appendix I. 
  � Sons of Kyuss (6) hp 63 ea; see Appendix I. 
  APL 12 (EL 11) 
  � Drow Elf Rogue 5th / Assassin 4th level (1) hp 38; 
  see Appendix I. 
  � Master (Alien), Sorceror 10th level (1) hp 59; see 
  Appendix I. 
  � Human Cleric of Kyuss, 10th level (1) hp 85; see 
  Appendix I. 
  � Sons of Kyuss (6) hp 63 ea; see Appendix I. 
  
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  Conclusion 
  Having thrown down your enemies, you realize you 
  must get back to the surface and warn what little 
  forces remain in the service of the Countess. The 
  impending attacks from drow intending to raid the 
  surface, and from the renewed undead hoards lead 
  by the Kyuss cultists are sure to be more than 
  County of Urnst’s depleted forces can stop. The 
  future of the realm will depend upon the many 
  heroes of the realm. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Bypass or take damage from the three traps 
   
  All APLs 60 xp 
  Encounter Three 
  Defeat the guards 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Encounter Five 
  Defeat the Gelatinous Cube 
   
  APL2 30 xp 
   
  APL4 90 xp 
   
  APL6 90 xp 
   
  APL8 150 xp 
   
  APL10 210 xp 
   
  APL12 270 xp 
  Encounter Six 
  Defeat the Kobold Sorcerors 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 240 xp 
   
  APL10 270 xp 
   
  APL12 330 xp 
  Encounter Seven 
  Bypass or take damage from the trap 
   
  All APLs 90 xp 
  Defeat the Master and his servants 
   
  APL2 120 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 240 xp 
   
  APL10 270 xp 
   
  APL12 270 xp 
  Discretionary roleplaying award 
   
  APL2 30 xp 
   
  APL4 60 xp 
   
  APL6 90 xp 
   
  APL8 100 xp 
   
  APL10 120 xp 
   
  APL12 150 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 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 
  
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  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three 
   
  APL 2: L: 80gp; C: 20gp; M: 0gp 
   
  APL 4: L: 50gp; C: 50gp; M: 50gp 
   
  APL 6: L: 75gp; C: 75gp; M: 50gp 
   
  APL 8: L: 100gp; C: 100gp; M: 100gp 
   
  APL 10: L: 200gp; C: 200gp; M: 200gp 
   
  APL 12: L: 300gp; C: 300gp; M: 300gp 
  Encounter Six   
   
  APL 2: L: 80gp; C: 20gp; M: 0 gp 
   
  APL 4: L: 50gp; C: 50gp; M: 50gp 
   
  APL 6: L: 75gp; C: 75gp; M: 50gp 
   
  APL 8: L: 100gp; C: 100gp; M: 100gp 
   
  APL 10: L: 150gp; C: 150gp; M: 150gp 
   
  APL 12: L: 200gp; C: 200gp; M: 200gp  
  Encounter Seven   
   
  APL 2: L: 100gp; C: 50gp; M: 50gp 
   
  APL 4: L: 100gp; C: 100gp; M: 100gp 
   
  APL 6: L: 100gp; C: 100gp; M: 200gp 
   
  APL 8: L: 200gp; C: 200gp; M: 250gp 
   
  APL 10: L: 300gp; C: 300gp; M: 450gp 
   
  APL 12: L: 300gp; C: 300gp; M: 900gp  
  Total Possible Treasure 
  APL 2: L: 260gp; C: 90gp; M: 50gp  - Total: 400gp 
  APL 4: L: 200gp; C: 200gp; M: 200gp  - Total: 600gp 
  APL 6: L: 250gp; C: 250gp; M: 300gp  - Total: 800gp 
  APL 8: L: 400gp; C: 400gp; M: 450gp  - Total: 1250gp 
  APL 10: L: 650gp; C: 650gp; M: 800gp  - Total: 2100gp 
  APL 12: L: 800gp; C: 800gp; M: 1400gp  - Total: 
  3000gp 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  • 
  Vial of Shark Oil (Regional) 
  APL 4 (APL 2 plus): 
  • 
  Upgrade a +1 weapon to +2 (Regional) 
  APL 6 (APL 2 & 4 plus): 
  • 
  Upgrade armor with Acid Resistance (Regional) 
  APL 8 (APL 2, 4, 6 plus): 
  • 
  Upgrade a +2 weapon to +3 (Regional) 
  APL 10 (APL 2, 4, 6, 8 plus): 
  • 
  Upgrade a +2 armor to +3 (Regional) 
  APL 12 (APL 2, 4, 6, 8, 10 plus): 
  • 
  Upgrade a +2 Ring of Protection to a +3 (Regional) 
  
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  Appendix One 
  APL 2
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 1st level (2): 
  Medium Sized; HD 1d10; hp 10, Init +5; Spd 30 ft; AC 
  15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14; Atk 
  +4 melee (1d6+2, masterwork rapier) or +3 ranged (1d4, 
  masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SA 
  Drow Poison; AL CE; SV Fort +2, Ref +1, Will +1; Str 
  13, Dex 13, Con 10, Int 10, Wis 12, Cha 9. Height 5 ft. 6 
  in. Weight 170 lb. 
  Skills and Feats: Disguise +1, Listen +3, Spot +3. Exotic 
  Weapon - Hand Crossbow, Improved Initiative, and 
  Weapon Focus (Rapier) 
   
  Drow Poison (Ex): This ‘knock out’ poison is 
  coated on first 2 crossbow bolts, and also coated on 
  each rapier. Victim must make a DC 13 Fort Save or fall 
  unconscious for 1 minute. Another DC 13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
   
  Physical Description: These humans are disguised to 
  look like drow elves. They have inked their skin to 
  black, and wear white haired wigs that are long and 
  flowing. The long wigs hide their human ears. 
  Encounter Five 
   
   
   
   
  Lesser Gelatinous Cube (1): CR1; Huge Ooze; HD 
  2d10+16; hp 27; Init: -5; Spd 15 ft; AC 3 (-2 Size, -5 Dex), 
  touch 3, flat-footed 3; Base Atk/Grp: +1/+9; Atk: –1 
  melee (1d6 plus 1d6 acid, slam); Full Atk: –1 melee 
  (1d6 plus 1d6 acid, slam); Space/Reach: 15ft/10ft; SA: 
  Acid, Engulf, Paralysis; SQ: Blindsight 60ft, Immunity 
  to electricity, Ooze traits, Transparent; Saves: Fort +8 
  Ref –5 Will –5; Attributes: Str 10, Dex 1, Con 26, Int -, 
  Wis 1, Cha 1 
  Skills: N/A; Feats: N/A; 
   
  Acid: A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf: Although it moves slowly, a gelatinous 
  cube can simply mow down large or smaller creatures 
  as a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponents choice) as the cube 
  moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is 
  Strength-based and includes a racial +1 bonus. 
   
  Paralysis: 
  A 
  gelatinous 
  cube 
  secretes 
  an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fort save or be 
  paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is 
  Constitution-based. 
   
  Transparent: Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube 
  and walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 1st Level (2): Small Sized; HD 1d4; hp 
  10, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +0 melee (1d3-1, 
  dagger) or +2 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60’, Light Sensitivity; AL LE; SV 
  Fort +0, Ref +1, Will +1; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 18. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +4, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +4. 
  Toughness. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known  (5/4); base DC = 14 + spell level): 0— 
  Acid Splash, Daze, Ray of Frost, Resistance; 1st— Mage 
  Armor, Magic Missile. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
   
  Physical Description: Clad in fiery orange and red 
  robes, these kobold sorcerers have dark, rust brown 
  skin with red spots. They have painted their claws 
  (fingernails and toenails) yellow, and their red eyes 
  glow fierce with hatred of surface dwellers. 
  Encounter Seven 
   
   
   
   
  Elf, Rog 1st Level  (1):  Medium Sized; HD 1d6; hp 6, 
  Init +4; Spd 30 ft; AC 16 (+4 Dex, +2 leather), touch 14, 
  flat-footed 12; Atk +2 melee (1d6+1, rapier); 
  Face/Reach 5 ft./5 ft.; SA Sneak Attack +1d6; SQ 
  Immune to magical sleep effects, +2 on saving throws 
  vs. enchantment spells or effects, trapfinding; AL CE; 
  
  Restoration 
   
  Page 13 
  SV Fort +0, Ref +6, Will -1; Str 12, Dex 18, Con 10, Int 
  16, Wis 8, Cha 8. Height 5 ft. 5 in. Weight 120 lb. 
  Skills and Feats: Balance + 5, Bluff +3, Decipher Script 
  +5, Disable Device +7, Disguise +1, Escape Artist + 6, 
  Hide +10, Jump + 3, Listen +5, Move Silently +10, 
  Search +7, Sense Motive +3, Spot +5, Tumble +8. 
  Stealthy. 
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 3rd Level (1): CR 3; Medium 
  Sized; HD 3d4; hp 19, Init +3; Spd 30 ft; AC 13 (+3 
  Dex), touch 13, flat-footed 10; Atk +1 melee (1d4, 
  dagger); Full Atk +1 melee (1d4, dagger); Face/Reach 5 
  ft./5 ft.; AL LE; SV Fort +2, Ref +4, Will +3; Str 11, Dex 
  16, Con 12, Int 10, Wis 9, Cha 16. Height 6 ft. 2 in. 
  Weight 90 lb. 
   
  Skills and Feats: Concentration +7, Spellcraft +6. 
  Toughness x2. 
   
  Spells Known  (5/3); base DC = 13 + spell level): 0— 
  Acid Splash, Daze, Flare, Ray of Frost, Resistance; 1st— 
  Mage Armor, Magic Missile, Ray of Enfeeblement. 
   
  Possessions: Toad Familiar, Dagger, and Robes. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 2nd Level (1): Medium 
  Sized; HD 2d8; hp 20, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +3 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 ft.; 
  AL CE; SV Fort +5, Ref +0, Will +6; Str 15, Dex 10, Con 
  14, Int 10, Wis 17, Cha 12. Height 5 ft. 5 in. Weight 150 
  lb. 
  Skills and Feats: Concentration +7 (+11), Knowledge:  
  Religion +5, and Spellcraft +5. Combat Casting, 
  Toughness. 
  Spells Prepared (4/3+1); base DC = 13 + spell level: 0—
  Detect Magic, Inflict Minor Wounds, Light, Read Magic; 
  1st—Protection from Good*, Doom x2, Shield of Faith. 
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Light Steel Shield, and Heavy 
  Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand..  
  Zombies (3): Medium Sized; HD 2d12; hp 16, Init -1; 
  Spd 30 ft (can’t run); AC 11 (-1 Dex, +2 natural), touch 
  9, flat-footed 11, Base Atk/Grp: +1/+2; Atk +2 melee 
  (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); 
  Space/Reach 5 ft./5 ft.; SQ single actions only, damage 
  reduction 5/slashing, darkvision 60’, undead traits; AL 
  NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int 
  -, Wis 10, Cha 1. 
  
  Restoration 
   
  Page 14 
  APL 4
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 2nd level (3):  
  Medium Sized; HD 2d10; hp 16, Init +5; Spd 30 ft; AC 
  15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14; Atk 
  +5 melee (1d6+1, masterwork rapier) or +5 ranged (1d4, 
  masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SA 
  Drow Poison; AL CE; SV Fort +3, Ref +1, Will +1; Str 
  13, Dex 13, Con 10, Int 10, Wis 12, Cha 9. Height 5 ft. 6 
  in. Weight 170 lb. 
  Skills and Feats: Disguise +1, Listen +3, and Spot +3. 
  Exotic Weapon - Hand Crossbow, Improved Initiative, 
  Weapon Focus (Hand Crossbow), and Weapon Focus 
  (Rapier) 
   
  Drow Poison (Ex): This ‘knock out’ poison is 
  coated on first 2 crossbow bolts, and also coated on 
  each rapier. Victim must make a DC13 Fort Save or fall 
  unconscious for 1 minute. Another DC13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
   
  Physical Description: These humans are disguised to 
  look like drow elves. They have inked their skin to 
  black, and wear white haired wigs that are long and 
  flowing. The long wigs hide their human ears. 
  Encounter Five 
   
   
   
   
  Gelatinous Cube (1):  CR3; Huge Ooze; HD 4d10+32; 
  hp 54; Init: -5; Spd 15ft; AC 3 (-2 Size, -5 Dex), touch 3, 
  flat-footed 3; Base Atk/Grp: +3/+11; Atk: +1 melee (1d6 
  plus 1d6 acid, slam); Full Atk: +1 melee (1d6 plus 1d6 
  acid, slam); Space/Reach: 15ft/10ft; SA: Acid, Engulf, 
  Paralysis; SQ: Blindsight 60ft, Immunity to electricity, 
  Ooze traits, Transparent; Saves: Fort +9 Ref –4 Will –4; 
  Attributes: Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1 
  Skills: N/A; Feats: N/A; 
   
  Acid: A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf: Although it moves slowly, a gelatinous 
  cube can simply mow down large or smaller creatures 
  as a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponents choice) as the cube 
  moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is 
  Strength-based and includes a racial +1 bonus. 
   
  Paralysis: 
  A 
  gelatinous 
  cube 
  secretes 
  an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fort save or be 
  paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is 
  Constitution-based. 
   
  Transparent: Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube 
  and walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 2nd Level (3): Small Sized; HD 2d4; hp 
  13, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +1 melee (1d3-1, 
  dagger) or +3 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60’, Light Sensitivity; AL LE; SV 
  Fort +1, Ref +1, Will +2; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 18. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +5, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +5. 
  Toughness. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known (6/5); base DC = 14 + spell level): 0— 
  Acid Splash, Daze, Flare, Ray of Frost, Resistance; 1st— 
  Mage Armor, Magic Missile. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
   
  Physical Description: Clad in fiery orange and red 
  robes, these kobold sorcerers have dark, rust brown 
  skin with red spots. They have painted their claws 
  (fingernails and toenails) yellow, and their red eyes 
  glow fierce with hatred of surface dwellers. 
  Encounter Seven 
   
   
   
   
  Elf (Disguised as a Drow Elf), Rog 2nd Level  (1):  
  Medium Sized; HD 2d6; hp 10, Init +4; Spd 30 ft; AC 16 
  (+4 Dex, +2 leather), touch 14, flat-footed 12; Atk +2 
  melee (1d6+1, rapier); Face/Reach 5 ft./5 ft.; SA Sneak 
  Attack +1d6; SQ Evasion, Immune to magical sleep 
  effects, +2 on saving throws vs. enchantment spells or 
  effects, Trapfinding, Trap Sense +1; AL CE; SV Fort +0, 
  Ref +7, Will -1; Str 12, Dex 18, Con 10, Int 16, Wis 8, 
  Cha 8. Height 5 ft. 5 in. Weight 120 lb. 
  Skills and Feats: Balance +9, Bluff +4, Decipher Script +6, 
  Disable Device +8, Disguise +2, Escape Artist +7, Hide 
  +11, Jump +5, Listen +6, Move Silently +11, Search +7, 
  Sense Motive +3, Spot +6, Tumble +9. Stealthy. 
  
  Restoration 
   
  Page 15 
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 4th Level (1): Medium Sized; HD 
  4d4; hp 22, Init +3; Spd 30 ft; AC 13 (+3 Dex), touch 13, 
  flat-footed 10; Atk +1 melee (1d4, dagger); Face/Reach 
  5 ft./5 ft.; AL LE; SV Fort +1, Ref +3, Will +4; Str 11, 
  Dex 16, Con 12, Int 10, Wis 9, Cha 16. Height 6 ft. 2 in. 
  Weight 90 lb. 
  Skills and Feats: Concentration +8, and Spellcraft +7. 
  Toughness x2. 
  Spells Known  (6/3/1); base DC = 13 + spell level): 0— 
  Acid Splash, Daze, Flare, Ray of Frost, Resistance, Touch of 
  Fatigue; 1st— Mage Armor, Magic Missile, Ray of 
  Enfeeblemen; 2nd— Mirror Image. 
   
  Possessions: Toad Familiar, Dagger, and Robes. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 3th Level (1): Medium 
  Sized; HD 3d8; hp 30, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +4 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 ft.; 
  AL CE; SV Fort +5, Ref +1, Will +6; Str 15, Dex 10, Con 
  14, Int 10, Wis 18, Cha 12. Height 5 ft. 5 in. Weight 150 
  lb. 
  Skills and Feats: Concentration +8 (+12), Knowledge:  
  Religion +6, and Spellcraft +6. Combat Casting, 
  Toughness x2. 
  Spells Prepared (5/4+1/2+1); base DC = 14 + spell level): 
  0—Detect Magic, Inflict Minor Wounds x2, Light, Read 
  Magic; 1st—Protection from Good*, Doom x3, Shield of 
  Faith; 2nd—Death Knell*, Desecrate, Hold Person.  
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Shield, and Heavy Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand. 
  Zombies (6): Medium Sized; HD 2d12; hp 16, Init -1; 
  Spd 30 ft (can’t run); AC 11 (-1 Dex, +2 natural), touch 
  9, flat-footed 11, Base Atk/Grp: +1/+2; Atk +2 melee 
  (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); 
  Space/Reach 5 ft./5 ft.; SQ single actions only, damage 
  reduction 5/slashing, darkvision 60’, undead traits; AL 
  NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int 
  -, Wis 10, Cha 1. 
  
  Restoration 
   
  Page 16 
  APL 6
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 4th level (3): 
  Medium Sized; HD 4d10; hp 28, Init +5; Spd 30 ft; AC 
  15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14; Atk 
  +8 melee (1d6+4, masterwork rapier) or +7 ranged (1d4, 
  masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SA 
  Drow Poison; AL CE; SV Fort +4, Ref +2, Will +2; Str 
  14, Dex 13, Con 10, Int 10, Wis 12, Cha 9. Height 5 ft. 6 
  in. Weight 170 lb. 
  Skills and Feats: Disguise +4, Forgery +2, Listen +4, and 
  Spot +4. Deceitful, Exotic Weapon - Hand Crossbow, 
  Improved Initiative, Weapon Focus (Hand Crossbow), 
  Weapon Focus (Rapier), Weapon Specialization 
  (Rapier) 
   
  Drow Poison (Ex): This ‘knock out’ poison is 
  coated on first 2 crossbow bolts, and also coated on 
  each rapier. Victim must make a DC13 Fort Save or fall 
  unconscious for 1 minute. Another DC13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
   
  Physical Description: These humans are disguised to 
  look like drow elves. They have inked their skin to 
  black, and wear white haired wigs that are long and 
  flowing. The long wigs hide their human ears. 
  Encounter Five 
   
   
   
   
  Gelatinous Cube (1):  CR3; Huge Ooze; HD 4d10+32; 
  hp 54; Init: -5; Spd 15ft; AC 3 (-2 Size, -5 Dex), touch 3, 
  flat-footed 3; Base Atk/Grp: +3/+11; Atk: +1 melee (1d6 
  plus 1d6 acid, slam); Full Atk: +1 melee (1d6 plus 1d6 
  acid, slam); Space/Reach: 15ft/10ft; SA: Acid, Engulf, 
  Paralysis; SQ: Blindsight 60ft, Immunity to electricity, 
  Ooze traits, Transparent; Saves: Fort +9 Ref –4 Will –4; 
  Attributes: Str 10, Des 1, Con 26, Int -, Wis 1, Cha 1 
  Skills: N/A; Feats: N/A; 
   
  Acid: A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf: Although it moves slowly, a gelatinous 
  cube can simply mow down large or smaller creatures 
  as a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponents choice) as the cube 
  moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is 
  Strength-based and includes a racial +1 bonus. 
   
  Paralysis: 
  A 
  gelatinous 
  cube 
  secretes 
  an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fort save or be 
  paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is 
  Constitution-based. 
   
  Transparent: Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube 
  and walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 4th Level (3): Small Sized; HD 4d4; hp 
  22, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +2 melee (1d3-1, 
  dagger) or +4 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60, Light Sensitivity; AL LE; SV 
  Fort +1, Ref +2, Will +3; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 19. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +7, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +7. 
  Toughness x2. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known  (6/7/4); base DC = 14 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Ray of Frost, 
  Resistance; 1st— Mage Armor, Magic Missile, Ray of 
  Enfeeblement; 2nd—Invisibility. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
   
  Physical Description: Clad in fiery orange and red 
  robes, these kobold sorcerers have dark, rust brown 
  skin with red spots. They have painted their claws 
  (fingernails and toenails) yellow, and their red eyes 
  glow fierce with hatred of surface dwellers. 
  Encounter Seven 
   
   
   
   
  Elf (Disguised as a Drow Elf), Rog 4th Level  (1):  
  Medium Sized; HD 4d6; hp 18, Init +4; Spd 30 ft; AC 16 
  (+4 Dex, +2 leather), touch 14, flat-footed 12; Atk +7 
  melee (1d6+1, rapier); Face/Reach 5 ft./5 ft.; SA Sneak 
  Attack +2d6; SQ Evasion, Immune to magical sleep 
  effects, +2 on saving throws vs. enchantment spells or 
  effects, Trapfinding, Trap Sense +1, Uncanny Dodge; 
  AL CE; SV Fort +1, Ref +8, Will +0; Str 12, Dex 19, Con 
  10, Int 16, Wis 8, Cha 8. Height 5 ft. 5 in. Weight 120 
  lb. 
  
  Restoration 
   
  Page 17 
  Skills and Feats: Balance +9, Bluff +6, Decipher Script +6, 
  Disable Device +8, Disguise +6, Escape Artist +11, Hide 
  +13, Jump + 7, Listen +7, Move Silently +13, Search +8, 
  Sense Motive +5, Spot +8, Tumble +9. Stealthy, 
  Weapon Finesse (Rapier). 
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 6th Level (1): Medium Sized; HD 
  6d4; hp 31 (+9 Toughness, +3 Toad Familiar), Init +3; 
  Spd 30 ft; AC 13 (+3 Dex), touch 13, flat-footed 10; Atk 
  +3 melee(1d4, dagger); Face/Reach 5 ft./5 ft.; AL LE; 
  SV Fort +2, Ref +4, Will +5; Str 11, Dex 16, Con 12, Int 
  10, Wis 9, Cha 17. Height 6 ft. 2 in. Weight 90 lb. 
  Skills and Feats: Concentration +10, and Spellcraft +9. 
  Toughness x3. 
  Spells Known  (7/4/2/1); base DC = 13 + spell level): 0— 
  Acid Splash, Daze, Detect Magic, Flare, Ray of Frost, 
  Resistance, Touch of Fatigue; 1st— Mage Armor, Magic 
  Missile, Ray of Enfeeblement, Shield; 2nd— Melf’s Acid 
  Arrow, Mirror Image; 3rd— Fireball. 
   
  Possessions: Toad Familiar, Dagger, and Robes. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 5th Level (1): Medium 
  Sized; HD 5d8; hp 44, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +5 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 ft.; 
  AL CE; SV Fort +6, Ref +1, Will +8; Str 15, Dex 10, Con 
  14, Int 10, Wis 18, Cha 12. Height 5 ft. 5 in. Weight 150 
  lb. 
  Skills and Feats: Concentration +10 (+14), Knowledge:  
  Religion +8, and Spellcraft +8. Combat Casting, 
  Toughness x2. 
  Spells Prepared (5/4+1/4+1/2+1); base DC = 14 + spell 
  level): 0— Detect Magic, Inflict Minor Wounds x2, Light, 
  Read Magic; 1st— Protection from Good*, Doom x3, Shield 
  of Faith; 2nd— Death Knell*, Desecrate, Hold Person x3; 
  3rd— Magic Circle Against Good*, Bestow Curse x2;  
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Shield, and Heavy Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand..  
  Sons of Kyuss (3): CR 5; Medium-Size Undead; HD 
  5d12+3; hp 63; Init -1; Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural), touch 11, flat-footed 11; Base Atk/Grp: +2/+6; 
  Atk +6 melee (1d6+4, Slam); SQ fast healing 5, turn 
  resistance +2, undead traits, fear aura, kyuss’ gift, create 
  spawn, curative transformation; AL CE; SV Fort +3, Ref 
  +0, Will +4; Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 1. 
  Height 5 ft. 
   
  Skills and Feats: Hide +3, Jump +8, Move Silently + 
  3, Spot +6; Toughness. 
   
  Fear Aura (Su):  Sons of Kyuss are shrouded in a 
  zone of Fear. Creatures who enter this area (or if the 
  son bring the area to the creature) must succeed at a 
  Will save (DC 16) or be affected as though by a Fear 
  Spell cast by a 7th-level sorcerer. A creature that makes 
  this save is immune to all Fear Auras from Sons of 
  Kyuss for 24 hours. 
   
  Kyuss’ Gift (Su):  Supernatural disease - slam. 
  Fortitude save (DC 12), incubation period 1 day; 
  damage 1d6 temporary Constitution/1d4 temporary 
  Wisdom. Unlike normal diseases, this disease 
  continues until the victim reaches 0 Constitution (and 
  dies) or receives a Cure Disease Spell or similar magic 
  (see “Disease” in Chapter 3: Running the Game in the 
  DMG). The disease causes a rotting of the flesh and 
  dementia. A diseased victim gets only half the benefits 
  of natural and magical healing (dividing all healing by 
  two). 
   
  Fast Healing (Ex):  A son heals 5 points of 
  damage each round. If reduced to 0 hit points in 
  combat, a son collapses but continues to heal, rising 
  1d4 rounds later to fight again. Only fire, electricity, 
  holy water, or the touch of holy or blessed weapons 
  keeps it from rising in such a manner (these attacks 
  may be applied while the creature remains fallen or be 
  the cause of the fall). 
   
  Create Spawn (Su):  Sons of Kyuss create more of 
  their own kind with the green worms crawling 
  through their bodies. Each round that a son is in melee 
  combat, one of the worms leaps from its host to land on 
  the son’s opponent (make an attack roll using the son’s 
  slam attack value). The worm has AC 10 and 1 hit 
  point. During this time, the worm can be killed by the 
  touch of iron or by any sort of attack that a son could 
  not regenerate. On the son’s next turn, the worm 
  burrows into the flesh of its target, making its way 
  toward the brain and causing 1 hit point of damage per 
  round until it reaches the brain 1d4+1 rounds later. 
  When inside a victim, the worm can be destroyed by 
  Remove Curse or Remove Disease (or spells that duplicate 
  these effects):  Dispel Evil or Neutralize Poison delays its 
  progress for 10d6 minutes. These spells affect multiple 
  worms within the same victim. Worms cannot survive 
  outside of a host for more than 1 round. 
  
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  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per 
  round until it is destroyed or the victim reaches 0 
  Intelligence, at which point the host dies and rises as a 
  Son of Kyuss 1d6+4 rounds later. Small, Medium-size, 
  and Large creatures become Sons of Kyuss as described 
  above; smaller creatures quickly putrefy, larger 
  creatures become normal zombies. Spawns (and 
  spawned zombies) are not under the control of their 
  parent but usually follow after whatever son created 
  them. 
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked 
  by 1d4 worms. 
   
  Curative Transformation (Ex):  A Remove Curse, 
  Remove Disease, or more powerful versions of these 
  spells transforms a Son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw 
  additional attacks from worms because the spell’s 
  power kills any that try. 
  
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  APL 8
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 6th level (3): 
  Medium Sized; HD 6d10; hp 40, Init +5; Spd 30 ft; AC 
  15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14; Atk 
  +10/+5 melee (1d6+5, masterwork rapier) or +9/+4 
  ranged 
  (1d4+1, 
  masterwork 
  hand 
  crossbow); 
  Face/Reach 5 ft../5 ft.; SA Drow Poison; AL CE; SV 
  Fort +5, Ref +3, Will +3; Str 14, Dex 13, Con 10, Int 10, 
  Wis 12, Cha 9. Height 5 ft. 6 in. Weight 170 lb. 
  Skills and Feats: Disguise +5, Forgery +2, Listen +5, and 
  Spot +5. Deceitful, Exotic Weapon - Hand Crossbow, 
  Improved Initiative, Point Blank Shot, Rapid Reload, 
  Weapon Focus (Hand Crossbow), Weapon Focus 
  (Rapier), Weapon Specialization (Rapier) 
   
  Drow Poison (Ex): This ‘knock out’ poison is 
  coated on first 2 crossbow bolts, and also coated on 
  each rapier. Victim must make a DC13 Fort Save or fall 
  unconscious for 1 minute. Another DC13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
   
  Physical Description: These humans are disguised to 
  look like drow elves. They have inked their skin to 
  black, and wear white haired wigs that are long and 
  flowing. The long wigs hide their human ears. 
  Encounter Five 
   
   
   
   
  Improved Gelatinous Cube (1): CR5; Huge Ooze; 
  HD 6d10+48; hp 81; Init: -5; Spd 15ft; AC 3 (-2 Size, -5 
  Dex), touch 3, flat-footed 3; Base Atk/Grapple: +4/+12; 
  Atk: +2 melee (1d6 plus 1d6 acid, slam); Full Atk: +2 
  melee (1d6 plus 1d6 acid, slam); Space/Reach: 
  15ft/10ft; SA: Acid, Engulf, Paralysis; SQ: Blindsight 
  60ft, Immunity to electricity, Ooze traits, Transparent; 
  Saves: Fort +10 Ref –3 Will –3; Attributes: Str 10, Dex 
  1, Con 26, Int -, Wis 1, Cha 1 
  Skills: N/A; Feats: N/A; 
   
  Acid: A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf: Although it moves slowly, a gelatinous 
  cube can simply mow down large or smaller creatures 
  as a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponents choice) as the cube 
  moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is 
  Strength-based and includes a racial +1 bonus. 
   
  Paralysis: 
  A 
  gelatinous 
  cube 
  secretes 
  an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fort save or be 
  paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is 
  Constitution-based. 
   
  Transparent: Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube 
  and walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 5th Level (3): Small Sized; HD 5d4; hp 
  25, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +2 melee (1d3-1, 
  dagger) or +4 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60’, Light Sensitivity; AL LE; SV 
  Fort +1, Ref +2, Will +3; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 19. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +8, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +8. 
  Toughness x2. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known  (6/7/5); base DC = 14 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Ray of Frost, 
  Resistance; 1st— Mage Armor, Magic Missile, Ray of 
  Enfeeblement, Shield; 2nd— Invisibility, Mirror Image. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
   
  Physical Description: Clad in fiery orange and red 
  robes, these kobold sorcerers have dark, rust brown 
  skin with red spots. They have painted their claws 
  (fingernails and toenails) yellow, and their red eyes 
  glow fierce with hatred of surface dwellers. 
  Encounter Seven 
   
   
   
   
  Elf (Disguised as a Drow Elf), Rog 5th Level  (1):  
  Medium Sized; HD 5d6; hp 22, Init +4; Spd 30 ft; AC 16 
  (+4 Dex, +2 leather armor), touch 14, flat-footed 12; Atk 
  +7 melee (1d6+1, rapier); Face/Reach 5 ft./5 ft.; SA 
  Sneak Attack +3d6; SQ Evasion, Immune to magical 
  sleep effects, +2 on saving throws vs. enchantment 
  spells or effects, Trapfinding, Trap Sense +1, Uncanny 
  Dodge; SR 0; AL CE; SV Fort +1, Ref +10, Will +0; Str 
  12, Dex 19, Con 10, Int 16, Wis 8, Cha 8. Height 5 ft. 5 
  in. Weight 120 lb. 
  
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  Skills and Feats: Balance +10, Bluff +6, Decipher Script 
  +6, Disable Device +8, Disguise +6, Escape Artist +12, 
  Hide +14, Jump + 7, Listen +9, Move Silently +14, 
  Search +8, Sense Motive +6, Spot +9, Tumble +12. 
  Stealthy, Weapon Finesse (Rapier), Weapon Focus 
  (Rapier). 
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 8th Level (1): Medium Sized; HD 
  8d4; hp 37, Init +3; Spd 30 ft; AC 13 (+3 Dex), touch 13, 
  flat-footed 10; Atk +4 melee (1d4, dagger); Face/Reach 
  5 ft./5 ft.; AL LE; SV Fort +4, Ref +6, Will +6; Str 11, 
  Dex 16, Con 12, Int 10, Wis 9, Cha 17. Height 6 ft. 2 in. 
  Weight 90 lb. 
  Skills and Feats: Concentration +12, and Spellcraft +11. 
  Toughness x3. 
  Spells Known  (8/5/3/2/1); base DC = 13 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Mage Hand, Ray 
  of Frost, Resistance, Touch of Fatigue; 1st— Mage Armor, 
  Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp; 
  2nd— Melf’s Acid Arrow, Mirror Image, See Invisibility; 
  3rd— Fireball, Fly; 4th— Stoneskin. 
   
  Possessions: Toad Familiar, Dagger, and Robes. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 6th Level (1): Medium 
  Sized; HD 6d8; hp 54, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +6 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 ft.; 
  AL CE; SV Fort +7, Ref +2, Will +9; Str 15, Dex 10, Con 
  14, Int 10, Wis 19, Cha 12. Height 5 ft. 5 in. Weight 150 
  lb. 
  Skills and Feats: Concentration +11 (+15), Knowledge:  
  Religion +9, and Spellcraft +9. Combat Casting, 
  Toughness x2. 
  Spells Prepared (6/4+1/4+1/3+1); base DC = 14 + spell 
  level): 0— Detect Magic, Inflict Minor Wounds x3, Light, 
  Read Magic; 1st— Protection from Good*, Doom x3, Shield 
  of Faith; 2nd— Death Knell*, Desecrate, Hold Person x3; 
  3rd— Magic Circle Against Good*, Bestow Curse x3 
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Shield, and Heavy Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand..  
  Sons of Kyuss (6): CR 5; Medium-Size Undead; HD 
  5d12+3; hp 63; Init -1; Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural), touch 11, flat-footed 11; Base Atk/Grp: +2/+6; 
  Atk +6 melee (1d6+4, Slam); SQ fast healing 5, turn 
  resistance +2, undead traits, fear aura, kyuss’ gift, create 
  spawn, curative transformation; AL CE; SV Fort +3, Ref 
  +0, Will +4; Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 1. 
  Height 5 ft. 
   
  Skills and Feats: Hide +3, Jump +8, Move Silently + 
  3, Spot +6; Toughness. 
   
  Fear Aura (Su):  Sons of Kyuss are shrouded in a 
  zone of Fear. Creatures who enter this area (or if the 
  son bring the area to the creature) must succeed at a 
  Will save (DC 16) or be affected as though by a Fear 
  Spell cast by a 7th-level sorcerer. A creature that makes 
  this save is immune to all Fear Auras from Sons of 
  Kyuss for 24 hours. 
   
  Kyuss’ Gift (Su):  Supernatural disease - slam. 
  Fortitude save (DC 12), incubation period 1 day; 
  damage 1d6 temporary Constitution/1d4 temporary 
  Wisdom. Unlike normal diseases, this disease 
  continues until the victim reaches 0 Constitution (and 
  dies) or receives a Cure Disease Spell or similar magic 
  (see “Disease” in Chapter 3: Running the Game in the 
  DMG). The disease causes a rotting of the flesh and 
  dementia. A diseased victim gets only half the benefits 
  of natural and magical healing (dividing all healing by 
  two). 
   
  Fast Healing (Ex):  A son heals 5 points of 
  damage each round. If reduced to 0 hit points in 
  combat, a son collapses but continues to heal, rising 
  1d4 rounds later to fight again. Only fire, electricity, 
  holy water, or the touch of holy or blessed weapons 
  keeps it from rising in such a manner (these attacks 
  may be applied while the creature remains fallen or be 
  the cause of the fall). 
   
  Create Spawn (Su):  Sons of Kyuss create more of 
  their own kind with the green worms crawling 
  through their bodies. Each round that a son is in melee 
  combat, one of the worms leaps from its host to land on 
  the son’s opponent (make an attack roll using the son’s 
  slam attack value). The worm has AC 10 and 1 hit 
  point. During this time, the worm can be killed by the 
  touch of iron or by any sort of attack that a son could 
  not regenerate. On the son’s next turn, the worm 
  burrows into the flesh of its target, making its way 
  toward the brain and causing 1 hit point of damage per 
  round until it reaches the brain 1d4+1 rounds later. 
  When inside a victim, the worm can be destroyed by 
  Remove Curse or Remove Disease (or spells that duplicate 
  these effects):  Dispel Evil or Neutralize Poison delays its 
  progress for 10d6 minutes. These spells affect multiple 
  
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  worms within the same victim. Worms cannot survive 
  outside of a host for more than 1 round. 
  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per 
  round until it is destroyed or the victim reaches 0 
  Intelligence, at which point the host dies and rises as a 
  Son of Kyuss 1d6+4 rounds later. Small, Medium-size, 
  and Large creatures become Sons of Kyuss as described 
  above; smaller creatures quickly putrefy, larger 
  creatures become normal zombies. Spawns (and 
  spawned zombies) are not under the control of their 
  parent but usually follow after whatever son created 
  them. 
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked 
  by 1d4 worms. 
   
  Curative Transformation (Ex):  A Remove Curse, 
  Remove Disease, or more powerful versions of these 
  spells transforms a Son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw 
  additional attacks from worms because the spell’s 
  power kills any that try. 
  
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  APL 10
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 8th level (3): 
  Medium Sized; HD 8d10; hp 52, Init +6; Spd 30 ft; AC 
  16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Atk 
  +12/+7 melee (1d6+5/15-20 x 2, masterwork rapier) or 
  +12/+7 ranged (1d4+1, masterwork hand crossbow); 
  Face/Reach 5 ft./5 ft.; SA Drow Poison; AL CE; SV Fort 
  +6, Ref +3, Will +3; Str 14, Dex 14, Con 10, Int 10, Wis 
  12, Cha 9. Height 5 ft. 6 in. Weight 170 lb. 
  Skills and Feats: Disguise +6, Forgery +2, Listen +6, and 
  Spot +6. Deceitful, Exotic Weapon - Hand Crossbow, 
  Improved Critical (Rapier), Improved Initiative, Point 
  Blank Shot, Rapid Reload, Weapon Focus (Hand 
  Crossbow), 
  Weapon 
  Focus 
  (Rapier), 
  Weapon 
  Specialization (Rapier) 
  Drow Poison (Ex): This ‘knock out’ poison is coated 
  on first 2 crossbow bolts, and also coated on each 
  rapier. Victim must make a DC13 Fort Save or fall 
  unconscious for 1 minute. Another DC13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
   
  Physical Description: These humans are disguised to 
  look like drow elves. They have inked their skin to 
  black, and wear white haired wigs that are long and 
  flowing. The long wigs hide their human ears 
  Encounter Five 
   
   
   
   
  Improved Gelatinous Cube (1): CR7; Huge Ooze; 
  HD 8d10+64; hp 108; Init: -5; Spd 15ft; AC 3 (-2 Size, -5 
  Dex), touch 3, flat-footed 3; Base Atk/Grapple: +6/+14; 
  Atk: +4 melee (1d6 plus 1d6 acid, slam); Full Atk: +4 
  melee (1d6 plus 1d6 acid, slam); Space/Reach: 
  15ft/10ft; SA: Acid, Engulf, Paralysis; SQ: Blindsight 
  60ft, Immunity to electricity, Ooze traits, Transparent; 
  Saves: Fort +11 Ref –2 Will –2; Attributes: STR 10, 
  DEX 1, CON 26, INT -, WIS 1, CHA 1 
  Skills: N/A; Feats: N/A; 
  Acid: A gelatinous cube’s acid does not harm metal or 
  stone. 
  Engulf: Although it moves slowly, a gelatinous cube 
  can simply mow down large or smaller creatures as a 
  standard action. It cannot make a slam attack during a 
  round in which it engulfs. The gelatinous cube merely 
  has to move over the opponents, affecting as many as it 
  can cover. Opponents can make opportunity attacks 
  against the cube, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 13 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponents choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis 
  and acid, and are considered to be grappled and 
  trapped within its body. The save DC is Strength-based 
  and includes a racial +1 bonus. 
  Paralysis: A gelatinous cube secretes an anesthetizing 
  slime. A target hit by a cube’s melee or engulf attack 
  must succeed on a DC 20 Fort save or be paralyzed for 
  3d6 rounds. The cube can automatically engulf a 
  paralyzed opponent. The save DC is Constitution-
  based. 
  Transparent: Gelatinous cubes are hard to see, even 
  under ideal conditions, and it takes a DC 15 Spot check 
  to notice one. Creatures who fail to notice a cube and 
  walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 6th Level (3): Small Sized; HD 6d4; hp 
  31, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +3 melee (1d3-1, 
  dagger) or +5 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60’, Light Sensitivity; AL LE; SV 
  Fort +2, Ref +3, Will +4; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 19. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +9, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +9. 
  Toughness x3. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known  (6/7/6/4); base DC = 14 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Mage Hand, Ray 
  of Frost, Resistance; 1st— Mage Armor, Magic Missile, Ray 
  of Enfeeblement, Shield; 2nd— Invisibility, Mirror Image; 
  3rd— Fireball. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
   
  Physical Description: Clad in fiery orange and red 
  robes, these kobold sorcerers have dark, rust brown 
  skin with red spots. They have painted their claws 
  (fingernails and toenails) yellow, and their red eyes 
  glow fierce with hatred of surface dwellers. 
  Encounter Seven 
   
   
   
   
  Elf (Disguised as a Drow Elf), Rog 5th/Asn 2th Level 
   (1):  Medium Sized; HD 7d6; hp 30, Init +5; Spd 30 ft; 
  AC 16 (+4 Dex, +2 leather), touch 14, flat-footed 12; Atk 
  +8 melee (1d6+1, rapier); Face/Reach 5 ft./5 ft.; SA 
  Sneak Attack +4d6; SQ Evasion, Death Attack, 
  Immune to magical sleep effects, Improved Uncanny 
  Dodge, +2 on saving throws vs. poison, +2 on saving 
  throws vs. enchantment spells or effects, Poison Use, 
  
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  Spells, Trapfinding, Trap Sense +1, Uncanny Dodge; 
  AL CE; SV Fort +1, Ref +11, Will +0; Str 12, Dex 19, 
  Con 10, Int 16, Wis 8, Cha 8. Height 5 ft. 5 in. Weight 
  120 lb. 
  Skills and Feats: Balance +10, Bluff +7, Decipher Script 
  +6, Disable Device +8, Disguise +9, Escape Artist +14, 
  Hide +16, Jump +7, Listen +9, Move Silently +16, 
  Search +8, Sense Motive +6, Spot +11, Tumble +14. 
  Stealthy, and Weapon Finesse (Rapier), Weapon Focus 
  (Rapier). 
   
  Death Attack (Ex): If the assassin studies his 
  victim for 3 rounds (automatic if the adventurers listen 
  to the Master talking to the drow elf and the human 
  cleric of Kyuss), and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly killing 
  the victim. While studying the victim, the assassin can 
  undertake other actions so long as his attention stays 
  focused on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If the 
  victim of such an attack fails a DC 15 Fortitude Save 
  against the kill effect, the PC dies. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak attack. 
  Once the assassin has completed the 3 rounds of study, 
  he must make the death attack within the next 3 
  rounds. If a death attack is attempted and fails, or if the 
  assassin does not launch the attack within 3 rounds of 
  completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Spells Known  (2); base DC = 13 + spell level): 1st— 
  Feather Fall, True Strike; 
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 8th Level (1): Medium Sized; HD 
  8d4; hp 37, Init +3; Spd 30 ft; AC 13 (+3 Dex), touch 13, 
  flat-footed 10; Atk +4 melee (1d4, dagger); Face/Reach 
  5 ft./5 ft.; AL LE; SV Fort +4, Ref +6, Will +6; Str 11, 
  Dex 16, Con 12, Int 10, Wis 9, Cha 17. Height 6 ft. 2 in. 
  Weight 90 lb. 
  Skills and Feats: Concentration +12, and Spellcraft +11. 
  Toughness x3. 
  Spells Known  (8/5/3/2/1); base DC = 13 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Mage Hand, Ray 
  of Frost, Resistance, Touch of Fatigue; 1st— Mage Armor, 
  Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp; 
  2nd— Melf’s Acid Arrow, Mirror Image, See Invisibility; 
  3rd— Fireball, Fly; 4th— Stoneskin. 
   
  Possessions: Toad Familiar, Dagger, and Robes. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 8th Level (1): Medium 
  Sized; HD 8d8; hp 68, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +8/+3 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 
  ft.; AL CE; SV Fort +8, Ref +2, Will +10; Str 15, Dex 10, 
  Con 14, Int 10, Wis 19, Cha 12. Height 5 ft. 5 in. 
  Weight 150 lb. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13 
  (+17), 
  Knowledge:  Religion +10, and Spellcraft +11. Combat 
  Casting, Toughness x3. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1); base DC = 14 
  + spell level): 0— Detect Magic, Inflict Minor Wounds x3, 
  Light, Read Magic; 1st— Protection from Good*, Doom x4, 
  Shield of Faith; 2nd— Death Knell*, Desecrate, Hold 
  Person x3; 3rd— Magic Circle Against Good*, Bestow Curse 
  x4; 4th— Unholy Blight*, Poison x3; 
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Shield, and Heavy Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand..  
  Sons of Kyuss (6): CR 5; Medium-Size Undead; HD 
  5d12+3; hp 63; Init -1; Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural), touch 11, flat-footed 11; Base Atk/Grp: +2/+6; 
  Atk +6 melee (1d6+4, Slam); SQ fast healing 5, turn 
  resistance +2, undead traits, fear aura, kyuss’ gift, create 
  spawn, curative transformation; AL CE; SV Fort +3, Ref 
  +0, Will +4; Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 1. 
  Height 5 ft. 
   
  Skills and Feats: Hide +3, Jump +8, Move Silently + 
  3, Spot +6; Toughness. 
   
  Fear Aura (Su):  Sons of Kyuss are shrouded in a 
  zone of Fear. Creatures who enter this area (or if the 
  son bring the area to the creature) must succeed at a 
  Will save (DC 16) or be affected as though by a Fear 
  Spell cast by a 7th-level sorcerer. A creature that makes 
  this save is immune to all Fear Auras from Sons of 
  Kyuss for 24 hours. 
   
  Kyuss’ Gift (Su):  Supernatural disease - slam. 
  Fortitude save (DC 12), incubation period 1 day; 
  damage 1d6 temporary Constitution/1d4 temporary 
  Wisdom. Unlike normal diseases, this disease 
  continues until the victim reaches 0 Constitution (and 
  dies) or receives a Cure Disease Spell or similar magic 
  (see “Disease” in Chapter 3: Running the Game in the 
  DMG). The disease causes a rotting of the flesh and 
  dementia. A diseased victim gets only half the benefits 
  
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  Page 24 
  of natural and magical healing (dividing all healing by 
  two). 
   
  Fast Healing (Ex):  A son heals 5 points of 
  damage each round. If reduced to 0 hit points in 
  combat, a son collapses but continues to heal, rising 
  1d4 rounds later to fight again. Only fire, electricity, 
  holy water, or the touch of holy or blessed weapons 
  keeps it from rising in such a manner (these attacks 
  may be applied while the creature remains fallen or be 
  the cause of the fall). 
   
  Create Spawn (Su):  Sons of Kyuss create more of 
  their own kind with the green worms crawling 
  through their bodies. Each round that a son is in melee 
  combat, one of the worms leaps from its host to land on 
  the son’s opponent (make an attack roll using the son’s 
  slam attack value). The worm has AC 10 and 1 hit 
  point. During this time, the worm can be killed by the 
  touch of iron or by any sort of attack that a son could 
  not regenerate. On the son’s next turn, the worm 
  burrows into the flesh of its target, making its way 
  toward the brain and causing 1 hit point of damage per 
  round until it reaches the brain 1d4+1 rounds later. 
  When inside a victim, the worm can be destroyed by 
  Remove Curse or Remove Disease (or spells that duplicate 
  these effects):  Dispel Evil or Neutralize Poison delays its 
  progress for 10d6 minutes. These spells affect multiple 
  worms within the same victim. Worms cannot survive 
  outside of a host for more than 1 round. 
  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per 
  round until it is destroyed or the victim reaches 0 
  Intelligence, at which point the host dies and rises as a 
  Son of Kyuss 1d6+4 rounds later. Small, Medium-size, 
  and Large creatures become Sons of Kyuss as described 
  above; smaller creatures quickly putrefy, larger 
  creatures become normal zombies. Spawns (and 
  spawned zombies) are not under the control of their 
  parent but usually follow after whatever son created 
  them. 
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked 
  by 1d4 worms. 
   
  Curative Transformation (Ex):  A Remove Curse, 
  Remove Disease, or more powerful versions of these 
  spells transforms a Son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw 
  additional attacks from worms because the spell’s 
  power kills any that try. 
  
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  Page 25 
  APL 12
  Encounter Three 
   
   
   
   
  Imitation Drow (Human), male, Ftr 10th level (3): 
  Medium Sized; HD 10d10; hp 64, Init +6; Spd 30 ft; AC 
  16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Atk 
  +15/+10 melee (1d6+7/15-20 x 2, masterwork rapier) or 
  +14/+9 ranged (1d4+1/19-20 x 2, masterwork hand 
  crossbow); Face/Reach 5 ft./5 ft.; SA Drow Poison; AL 
  CE; SV Fort +7, Ref +5, Will +4; Str 14, Dex 14, Con 10, 
  Int 10, Wis 12, Cha 9. Height 5 ft. 6 in. Weight 170 lb. 
  Skills and Feats: Disguise +7, Forgery +2, Listen +7, and 
  Spot +7. Deceitful, Exotic Weapon - Hand Crossbow, 
  Greater Weapon Focus (Rapier), Improved Critical 
  (Rapier), Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Reload, Weapon Focus (Hand Crossbow), 
  Weapon Focus (Rapier), Weapon Specialization 
  (Rapier) 
   
  Drow Poison (Ex): This ‘knock out’ poison is 
  coated on first 2 crossbow bolts, and also coated on 
  each rapier. Victim must make a DC13 Fort Save or fall 
  unconscious for 1 minute. Another DC13 Fort Save is 
  required after 1 minute of unconsciousness, and failure 
  results in additional 2d4 hours of being unconscious. 
   
  Possessions: Chain shirt, Masterwork Rapier, and 
  Masterwork Hand Crossbow. 
  Encounter Five 
   
   
   
   
  Improved Gelatinous Cube (1): CR9; Huge Ooze; 
  HD 10d10+80; hp 135; Init: -5; Spd 15ft; AC 3 (-2 Size, -
  5 Dex), touch 3, flat-footed 3; Base Atk/Grapple: 
  +7/+15; Atk: +5 melee (1d6 plus 1d6 acid, slam); Full 
  Atk: +5 melee (1d6 plus 1d6 acid, slam); Space/Reach: 
  15ft/10ft; SA: Acid, Engulf, Paralysis; SQ: Blindsight 
  60ft, Immunity to electricity, Ooze traits, Transparent; 
  Saves: Fort +12 Ref –1 Will –1; Attributes: Str 10, Dex 
  1, Con 26, Int -, Wis 1, Cha 1 
  Skills: N/A; Feats: N/A 
   
  Acid: A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf: Although it moves slowly, a gelatinous 
  cube can simply mow down large or smaller creatures 
  as a standard action. It cannot make a slam attack 
  during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so 
  they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponents choice) as the cube 
  moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is 
  Strength-based and includes a racial +1 bonus. 
   
  Paralysis: 
  A 
  gelatinous 
  cube 
  secretes 
  an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fort save or be 
  paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is 
  Constitution-based. 
   
  Transparent: Gelatinous cubes are hard to see, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube 
  and walk into it are automatically engulfed. 
  Encounter Six 
   
   
   
   
  Kobolds, Sor 8th Level (3): Small Sized; HD 8d4; hp 
  37, Init +1; Spd 30 ft; AC 13 (+1 size, +1 Dex, +1 
  natural), touch 12, flat-footed 12; Atk +4 melee (1d3-1, 
  dagger) or +6 ranged (1d3-1, sling); Face/Reach 5 ft./5 
  ft.; SQ Dark Vision 60’, Light Sensitivity; AL LE; SV 
  Fort +2, Ref +3, Will +5; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 20. Height 2 ft. 2 in. Weight 40 lb. 
  Skills and Feats: Concentration +11, Craft: Trapmaking 
  +2, Profession: Miner +2, Search +2, and Spellcraft +11. 
  Toughness x3. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a Daylight spell. 
   
  Spells Known  (6/8/7/6/4); base DC = 15 + spell 
  level): 0— Acid Splash, Daze, Detect Magic, Disrupt 
  Undead, Flare, Mage Hand, Ray of Frost, Resistance; 1st— 
  Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, 
  Shocking Grasp; 2nd— Invisibility, Mirror Image, Web; 
  3rd— Fireball, Fly; 4th— Stoneskin. 
   
  Possessions: Toad Familiar, Dagger, Robes, and a 
  Sling. 
  Encounter Seven 
   
   
   
   
   
  Elf (Disguised as a Drow Elf), Rog 5th/Asn 4th Level 
   (1):  Medium Sized; HD 9d6; hp 38, Init +5; Spd 30 ft; 
  AC 17 (+5 Dex, +2 Leather Armor), (touch 14, flat-
  footed 12); Atk +12/+7 Rapier plus bonus from Cat‘s 
  Grace (1d6+1/18-20 x 2); Face/Reach 5 ft. by 5 ft./5 ft.; 
  SA Sneak Attack +5d6; SQ Evasion, Death Attack, 
  Immune to magical sleep effects, Improved Uncanny 
  Dodge, +2 on saving throws vs. enchantment spells or 
  effects, +3 on saving throws vs. poison, Poison Use, 
  Spells, Trapfinding, Trap Sense +1, Uncanny Dodge; 
  SR 0; AL CE; SV Fort +3, Ref +12, Will +1; Str 12, Dex 
  20, Con 10, Int 16, Wis 8, Cha 8. Height 5 ft. 5 in. 
  Weight 120 lb. 
  
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  Page 26 
  Skills and Feats: Balance +11, Bluff +7, Decipher Script 
  +6, Disable Device +8, Disguise +9, Escape Artist +17, 
  Hide +19, Jump + 7, Listen +11, Move Silently +19, 
  Search +8, Sense Motive +8, Spot +13, Tumble +15. 
  Combat Reflexes, Stealthy, and Weapon Finesse 
  (Rapier), Weapon Focus (Rapier). 
   
  Death Attack (Ex): If the assassin studies his 
  victim for 3 rounds (automatic if the adventurers listen 
  to the Master talking to the drow elf and the human 
  cleric of Kyuss), and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly killing 
  the victim. While studying the victim, the assassin can 
  undertake other actions so long as his attention stays 
  focused on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If the 
  victim of such an attack fails a DC 17 (plus bonus 
  from Fox’s Cunning) Fortitude Save against the kill 
  effect, the PC dies. If the victim’s saving throw 
  succeeds, the attack is just a normal sneak attack. Once 
  the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  If a death attack is attempted and fails, or if the assassin 
  does not launch the attack within 3 rounds of 
  completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Spells Known  (4/2); base DC = 13 + spell level): 
  1st— Feather Fall, Obscuring Mist, Sleep, True Strike; 
  2nd— Cat’s Grace, Fox‘s Cunning,  
   
  Possessions: Rapier, and Leather Armor. 
   
  Physical Description: Black skinned with dazzling 
  white hair, this elf is dressed in black leather armor and 
  wields a rapier. 
  Master (Alien), Sor 10th Level (1): Medium Sized; 
  HD 10d4; hp 59, Init +3; Spd 30 ft; AC 16 (+3 Dex, +3 
  Ring), touch 13, flat-footed 10; Atk +5 melee (1d4, 
  dagger); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +4, Ref 
  +6, Will +7; Str 11, Dex 16, Con 12, Int 10, Wis 10, Cha 
  20. Height 6 ft. 2 in. Weight 90 lb. 
  Skills and Feats: Concentration +14, and Spellcraft +13. 
  Toughness x4. 
  Spells Known  (8/5/4/3/2/1); base DC = 15 + spell level): 
  0— Acid Splash, Daze, Detect Magic, Flare, Mage Hand, 
  Open/Close, Ray of Frost, Resistance; 1st— Mage Armor, 
  Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp; 
  2nd— Eagle’s Splendor, Melf’s Acid Arrow, Mirror Image, 
  See Invisibility; 3rd—Fireball, Fly, Vampiric Touch; 4th— 
  Greater Invisibility, Stoneskin; 5th— Wall of Force; 
   
  Possessions: Toad Familiar, Dagger, and Robes, Ring 
  of Protection +3. 
   
  Physical Description: Clad in black robes, unearthly 
  visitor stands well over 6’ tall. Its arms and legs are very 
  thin, and very pale. Its large eyes are black, bulbous, 
  and lidless. The forehead is elongated, and the jaw 
  narrows with slits for a nose, and a tiny mouth. There 
  are no visible ears on the sides of its head. 
  Human, Cleric of Kyuss 10th Level (1): Medium 
  Sized; HD 10d8; hp 85, Init +0; Spd 30 ft; AC 17 (+6 
  Banded Mail, +1 Shield), touch 10, flat-footed 17; Atk 
  +9/+4 melee (1d8+2, heavy mace); Face/Reach 5 ft./5 
  ft.; AL CE; SV Fort +9, Ref +3, Will +11; Str 15, Dex 10, 
  Con 14, Int 10, Wis 19, Cha 12. Height 5 ft. 5 in. 
  Weight 150 lb. 
  Skills and Feats: Concentration +15 (+19), Knowledge:  
  Religion +13, and Spellcraft +13. Combat Casting, 
  Toughness x4. 
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1); base DC = 15 
  + spell level): 0— Detect Magic, Inflict Minor Wounds x3, 
  Light, Read Magic; 1st— Protection from Good*, Doom x4, 
  Shield of Faith; 2nd— Death Knell*, Desecrate, Hold 
  Person x4; 3rd— Magic Circle Against Good*, Bestow Curse 
  x4; 4th— Unholy Blight*, Poison x4; 5th— Slay Living*, 
  Flame Strike, Spell Resistance. 
   
  *Domain spell. Domains: Death Domain (Death 
  Touch per the PHB. Page 186) Cause Fear; Evil 
  Domain (Cast Evil Spells at +1 caster level) Protection 
  from Good. 
  Possessions: Banded Mail, Shield, and Heavy Mace. 
   
  Physical Description: A dirty gray burial shroud is 
  draped like a cloak over his black banded mail armor. A 
  black painted steel shield is secured to his left arm, and 
  he wields a black heavy mace in his right hand.. 
  Sons of Kyuss (6): CR 5; Medium-Size Undead; HD 
  5d12+3; hp 63; Init -1; Spd 30 ft.; AC 11 (-1 Dex, +2 
  natural), touch 11, flat-footed 11; Base Atk/Grp: +2/+6; 
  Atk +6 melee (1d6+4, Slam); SQ fast healing 5, turn 
  resistance +2, undead traits, fear aura, kyuss’ gift, create 
  spawn, curative transformation; AL CE; SV Fort +3, Ref 
  +0, Will +4; Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 1. 
  Height 5 ft. 
   
  Skills and Feats: Hide +3, Jump +8, Move Silently + 
  3, Spot +6; Toughness. 
   
  Fear Aura (Su):  Sons of Kyuss are shrouded in a 
  zone of Fear. Creatures who enter this area (or if the 
  son bring the area to the creature) must succeed at a 
  Will save (DC 16) or be affected as though by a Fear 
  Spell cast by a 7th-level sorcerer. A creature that makes 
  this save is immune to all Fear Auras from Sons of 
  Kyuss for 24 hours. 
   
  Kyuss’ Gift (Su):  Supernatural disease - slam. 
  Fortitude save (DC 12), incubation period 1 day; 
  damage 1d6 temporary Constitution/1d4 temporary 
  Wisdom. Unlike normal diseases, this disease 
  continues until the victim reaches 0 Constitution (and 
  dies) or receives a Cure Disease Spell or similar magic 
  (see “Disease” in Chapter 3: Running the Game in the 
  DMG). The disease causes a rotting of the flesh and 
  dementia. A diseased victim gets only half the benefits 
  
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  Page 27 
  of natural and magical healing (dividing all healing by 
  two). 
   
  Fast Healing (Ex):  A son heals 5 points of 
  damage each round. If reduced to 0 hit points in 
  combat, a son collapses but continues to heal, rising 
  1d4 rounds later to fight again. Only fire, electricity, 
  holy water, or the touch of holy or blessed weapons 
  keeps it from rising in such a manner (these attacks 
  may be applied while the creature remains fallen or be 
  the cause of the fall). 
   
  Create Spawn (Su):  Sons of Kyuss create more of 
  their own kind with the green worms crawling 
  through their bodies. Each round that a son is in melee 
  combat, one of the worms leaps from its host to land on 
  the son’s opponent (make an attack roll using the son’s 
  slam attack value). The worm has AC 10 and 1 hit 
  point. During this time, the worm can be killed by the 
  touch of iron or by any sort of attack that a son could 
  not regenerate. On the son’s next turn, the worm 
  burrows into the flesh of its target, making its way 
  toward the brain and causing 1 hit point of damage per 
  round until it reaches the brain 1d4+1 rounds later. 
  When inside a victim, the worm can be destroyed by 
  Remove Curse or Remove Disease (or spells that duplicate 
  these effects):  Dispel Evil or Neutralize Poison delays its 
  progress for 10d6 minutes. These spells affect multiple 
  worms within the same victim. Worms cannot survive 
  outside of a host for more than 1 round. 
  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per 
  round until it is destroyed or the victim reaches 0 
  Intelligence, at which point the host dies and rises as a 
  Son of Kyuss 1d6+4 rounds later. Small, Medium-size, 
  and Large creatures become Sons of Kyuss as described 
  above; smaller creatures quickly putrefy, larger 
  creatures become normal zombies. Spawns (and 
  spawned zombies) are not under the control of their 
  parent but usually follow after whatever son created 
  them. 
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked 
  by 1d4 worms. 
   
  Curative Transformation (Ex):  A Remove Curse, 
  Remove Disease, or more powerful versions of these 
  spells transforms a Son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw 
  additional attacks from worms because the spell’s 
  power kills any that try. 
  
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  Page 28 
  Appendix Two – Sons of Kyuss 
  (as written in the Living Greyhawk Journal, Issue #1, page 23, dated September 2000) 
  Sons of Kyuss are a disgusting form of cursed undead 
  created by a powerful evil cleric named Kyuss, who has 
  since been rewarded for his service to a dark deity and 
  has achieved a small portion of divinity. They can 
  appear anywhere, but are known to be found more 
  frequently in the Amedio Jungle, where Kyuss spent 
  some time decades ago. Completely mad and working 
  without apparent reason, the Sons of Kyuss wander 
  caverns, crypts, and sometimes even the open 
  countryside in search of victims. 
  Sons of Kyuss look very much like well-rotted zombies. 
  It is only once they are within 20 feet that writhing 
  green worms can be seen crawling in and out of their 
  skull orifices. They are usually clad in rotted clothing, 
  although a rare few wear pieces of armor that have not 
  yet decayed or fallen off. 
  A 16th or higher level cleric may use the Create Greater 
  Undead Spell to create new Sons of Kyuss. Doing so 
  requires maggots from the corpse of a leper in addition 
  to the normal material components for the spell. 
  Combat 
  Sons of Kyuss never travel more than three together; 
  splitting into multiple smaller groups if creating spawn 
  causes them to exceed this number. Occasionally a 
  larger creature falls to their curse and follows after 
  them as a normal zombie. Unlike zombies, Sons of 
  Kyuss are not limited to taking partial actions only in a 
  round, but they are intelligent enough to pretend to 
  have restricted movement until they are ready to 
  attack. They normally use their fear aura to scatter their 
  victims, chasing them down singly until all have been 
  caught. 
  Skills: 
   
  Fear Aura (Su):  Sons of Kyuss are shrouded in a 
  zone of Fear. Creatures who enter this area (or if the 
  son bring the area to the creature) must succeed at a 
  Will save (DC 16) or be affected as though by a Fear 
  Spell cast by a 7th-level sorcerer. A creature that makes 
  this save is immune to all Fear Auras from Sons of 
  Kyuss for 24 hours. 
   
  Kyuss’ Gift (Su):  Supernatural disease - slam. 
  Fortitude save (DC 12), incubation period 1 day; 
  damage 1d6 temporary Constitution/1d4 temporary 
  Wisdom. Unlike normal diseases, this disease 
  continues until the victim reaches 0 Constitution (and 
  dies) or receives a Cure Disease Spell or similar magic 
  (see “Disease” in Chapter 3: Running the Game in the 
  DMG). The disease causes a rotting of the flesh and 
  dementia. A diseased victim gets only half the benefits 
  of natural and magical healing (dividing all healing by 
  two). 
   
  Fast Healing (Ex):  A son heals 5 points of 
  damage each round. If reduced to 0 hit points in 
  combat, a son collapses but continues to heal, rising 
  1d4 rounds later to fight again. Only fire, electricity, 
  holy water, or the touch of holy or blessed weapons 
  keeps it from rising in such a manner (these attacks 
  may be applied while the creature remains fallen or be 
  the cause of the fall). 
   
  Create Spawn (Su):  Sons of Kyuss create more 
  of their own kind with the green worms crawling 
  through their bodies. Each round that a son is in melee 
  combat, one of the worms leaps from its host to land on 
  the son’s opponent (make an attack roll using the son’s 
  slam attack value). The worm has AC 10 and 1 hit 
  point. During this time, the worm can be killed by the 
  touch of iron or by any sort of attack that a son could 
  not regenerate. On the son’s next turn, the worm 
  burrows into the flesh of its target, making its way 
  toward the brain and causing 1 hit point of damage per 
  round until it reaches the brain 1d4+1 rounds later. 
  When inside a victim, the worm can be destroyed by 
  Remove Curse or Remove Disease (or spells that duplicate 
  these effects):  Dispel Evil or Neutralize Poison delays its 
  progress for 10d6 minutes. These spells affect multiple 
  worms within the same victim. Worms cannot survive 
  outside of a host for more than 1 round. 
  Once the worm reaches the victim’s brain, it inflicts 
  1d2 points of temporary Intelligence damage per 
  round until it is destroyed or the victim reaches 0 
  Intelligence, at which point the host dies and rises as a 
  Son of Kyuss 1d6+4 rounds later. Small, Medium-size, 
  and Large creatures become Sons of Kyuss as described 
  above; smaller creatures quickly putrefy, larger 
  creatures become normal zombies. Spawns (and 
  spawned zombies) are not under the control of their 
  parent but usually follow after whatever son created 
  them. 
  Any creature that touches a son with an unarmed 
  strike or other natural weapon is immediately attacked 
  by 1d4 worms. 
  Curative Transformation (Ex):  A Remove Curse, 
  Remove Disease, or more powerful versions of these 
  spells transforms a Son of Kyuss into a normal zombie. 
  Touching a son in this manner does not draw 
  additional attacks from worms because the spell’s 
  power kills any that try. 
  Son of Kyuss: CR 5; Medium-Size Undead; HD 
  5d12+3; hp 63 max; Init -1; Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 11) [[-1 Dex, +2 natural]]; Atk +6 melee 
  (1d6+4, Slam); SQ Undead, Regeneration 5, Turn 
  Resistance +2; AL CE; SV Fort +3, Ref +0, Will +4; Str 
  18, Dex 9, Con -, Int 6, Wis 11, Cha 1. Height 5 ft. 
  
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  Skills and Feats: Hide +3 (-1 Dex), Jump +8 (+4 Str), 
  Move Silently + 3 (-1 Dex), Spot +6; Toughness.
   
  
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