TEXT: KEO07-01 
   
   
   
   
  The Herald of Woe 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 0.6 
   
  By Benjamin McFarland 
  With material by Andrew Lotz, Craig Scott, and Eric Kiefer 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Mildred Cady, Jonathan Choy, Aaron Dulgar-Tulloch, Marnen Laibow-Koser, Michael 
  Kinnelly, Benjamin Smith, Mycroft Sowizral 
   
  Westkeep is in need of supplies, yet three caravans of armor, gear, and weapons have disappeared in 
  what should have been a short trip off the Javan and through a mere sliver of the Hool. Once ambivalent 
  relations with the Lizardfolk have grown tense as overzealous guards blame the tribes and skirmishes 
  flare. Can you survive long enough to discover what is going on deep within the swamp?  A Keoland 
  regional adventure for APLs 4-12, Note: This adventure counts as Reporting for Duty for members of 
  Dreadwalkers, Members of the Royal Standards, and Mercenaries (Hospitaliers/Justice Blade/Lion 
  Braich/Mountain Lions/Stargazers). This is of particular interest to members of the Silent Ones 
  metaorganization. 
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  keolandpoc@adelphia.net.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average 
  character 
  level 
  of 
  the 
  characters 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the 
  steps below: 
  1. Determine the character level for each of the 
  characters participating in the adventure. 
  2. If characters bring animals that have been 
  trained for combat (most likely dogs trained for 
  war), other than those brought by virtue of a 
  class ability (such as animal companions, 
  familiars paladin’s mounts) or the warhorse of 
  a character with the Mounted Combat feat, 
  use the sidebar chart to determine the number 
  of levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six characters, 
  add one to that average. 
  KEO7-01 The Herald of Woe 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the characters face. APLS are 
  given in even-numbered increments. If the APL of 
  your group falls on an odd number, ask them 
  before the adventure begins whether they would 
  like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
   
  Built by Tavish I in 304CY to shield the central 
  portions of Keoland from incursions from the Hool 
  and to foster settlement of the south, Westkeep 
  has a long and colored history. The fortress 
  changed hands in 453CY, as the Sea Princes took 
  ownership and pushed the Keoish border north to 
  the edge of the swamp. 
   
  The swamp served as an effective border until 
  590CY, when years of internal conflict weakened 
  the area, the Keoish Royal Standards were able to 
  recapture Westkeep. This action reestablished a 
  southern 
  foothold 
  for 
  the 
  Kingdom 
  and 
  simultaneously created a new point of friction in a 
  region dominated by the Scarlet Brotherhood. 
   
  With high, thick walls, this southern frontier 
  bastion serves the Lion Throne directly, and its 
  Lord Governor relies on naval resupply and 
  reinforcement to maintain Keoland’s presence. In 
  order to do so, barges from Keoland’s interior 
  make the trek south from Cryllor or ships cross 
  Jeklea Bay and evade the sails of the Sea 
  Princes. Both options are fraught with peril. 
  KEO7-01 The Herald of Woe 
   
  Page 2 
  
   
  Early in CY 596, the riverside supply town of 
  Keep’s End, a satellite of Westkeep, had served 
  as a mustering point for adventurers and Royal 
  agents sponsored by various nobles. They 
  planned retaliatory raids against the sahuagin who 
  live deep beneath the waters of the Azure Sea and 
  nearby enclaves of the Scarlet Brotherhood. It 
  would seem with the attentions of both the Von 
  Reiklande and Neheli families, as well as 
  Secunforth, the Lord Mayor of Seaton, focused 
  here, there as has been a great deal of interest 
  amongst the Court of the Land that the endeavors 
  in Westkeep succeed…no matter the hardships 
  that must be overcome. 
   
  Once the quiet, lesser evil of the Hool Marsh, 
  the Bullywugs seem to have become more active 
  in the months following Sakatha the Lizard King’s 
  most recently foiled machinations and subsequent 
  disappearance. A leader has appeared amongst 
  them, a demagogue of a mysterious Prophet 
  hidden deep in the swamp, and he as begun 
  galvanizing the tribes into action. Emboldened by 
  his 
  rhetoric, 
  they’ve 
  started 
  harassing 
  the 
  surrounding races to join them and raiding Keoish 
  caravans trying to run the gauntlet into Westkeep. 
   
  Unknown to all but one man, the leader is a 
  dragonflesh half-golem formed from the skin and 
  muscle of Aulicus, the Black Dragon Prophet. 
  Calling himself the Herald of Woe, he seeks to find 
  a way to return Aulicus to flesh and blood so that 
  Aulicus might have his revenge upon the 
  Kingdom. Who created the Herald of Woe is a 
  mystery. 
   
  The man who knows the truth of the Prophet 
  is the Wyrd, master of the Silent Tower. He has a 
  Woestave, a member of a secret order within the 
  Silent Ones, to deal with the Herald of Woe. 
  Jallard, the Woestave, has failed and his symbol 
  of office now rests with the Herald of Woe. The 
  Wyrd seeks out any suitable allies in the area. 
  Those whom he has met before in KEO6-04 Old 
  Sins Cast Long Shadows might just be what he 
  needs most right now. 
  ADVENTURE SUMMARY 
  INTRODUCTION: THE PRICE OF PROGRESS... 
  The Warmaster Morgan Armitage requests the 
  help to investigate the loss of the caravans 
  traveling through the Hool. His emissary explains 
  that it will likely be dangerous, but the price for not 
  acting will be greater, as the loss of the outpost 
  will greatly weaken Keoland's southern frontier. 
  ENCOUNTER 1: GETTING THERE IS HALF 
  THE... 
  The characters get the scent of the air, the sight of 
  the jungle, the road leading up to the keep. Their 
  guide gives a broken smile while presenting them 
  with the often siege ridden castle. 
  ENCOUNTER 2: ONCE THEY'VE SEEN... 
  The characters visit the sights and observe the 
  ragged state of preparation needed to defend 
  Westkeep. This is not some lazy town on the 
  interior; this is the bleeding edge. 
  ENCOUNTER 3: INTO THE JUNGLE. 
  The adventure begins with heading out from the 
  wagon trail to the pier and up the broad lagoon to 
  the site of the ravaged barge. The party can see 
  the partially beached vessel that will serve as the 
  starting point to their investigation. 
  ENCOUNTER 4: SWAMP STATION TOAD 
  On a barren moor in the Hool not far from the 
  barge’s hulk, the party finds the ruined remnants 
  of a camp, evidence of smashed crates, a large 
  fire pit, a cookout, and trails North and Northeast. 
  Their choices here will indicate if they go on to 
  Encounters 5, 6, then 8, or Encounters 6, 7 and 9. 
  Their understanding of the scope of the Prophet’s 
  influence depends on their choices. 
  ENCOUNTER 5: SWAMPMEET 
  The party comes across a small collection of boats 
  and rafts, both Lizardfolk and Bullywugs, trading of 
  slaves and goods. Will they try to ambush the 
  raiders, wait and parlay, or try to seize the 
  prisoners after a trade has occurred? 
  ENCOUNTER 6: THE OFFER YOU DON’T… 
  The characters find a sign written in poor draconic, 
  warning what will happen to all those who would 
  defy the Prophet and his followers. The camp is a 
  decimated ruin, with a large number of lizardfolk 
  dead. The message is clear, "Join the Prophet, or 
  die." 
  ENCOUNTER 7: DEMONSTRATION OF FAITH 
  This is the arrival of the Herald and his servants 
  then the diaspora of the messengers to the 
  surrounding tribes. The Prophet will meet them at 
  the Hill of Tribes at dawn in ten days. At this point, 
  if they have not yet made a move or been 
  KEO7-01 The Herald of Woe 
   
  Page 3 
  
  discovered, a bullywug will accidentally stumble 
  upon the characters. 
  PREPARATION FOR PLAY 
  Have the characters review what Keoland regional 
  modules they have played with their character that 
  were set in Westkeep or the Hool Marsh. Note 
  whether or not any of the characters have a 
  special favor with the Keoish Royal Standards, the 
  Dreadwalkers, or the Commander of Westkeep. 
  Check ARs from KEO6-04 Old Sins Cast Long 
  Shadows for the AR item “Heralds of Woe”. 
  Characters who have the favor of the Royal 
  Standards or Commander of Westkeep will be 
  treated noticeably better by the troops of the 
  garrison, seen as hardened veterans rather than 
  fresh meat for the grinder.  
  Characters with “Heralds of Woe” suffer an 
  unknown side effect during this adventure. Adjust 
  all Initiative rolls they make by -2. Additionally, 
  read and give them Player Handout Six: The 
  Herald of Woe after they spend their first night in 
  the swamp. 
  Introduction: The Price of 
  Progress... 
   
  Rain. It has been raining for the last three 
  days, a solid, heavy rain that runs a constant 
  staccato on the smaller wooden shops and 
  hammers futilely against the taller, old stone 
  construction of Gradsul.  Your refuge, the 
  Dented Shield Inn, is an amalgam of the two.  
   
  Three days you’ve been waiting. Three 
  days spent playing cards and listening to the 
  same songs from the old bard while waiting for 
  the weather to break and your ship to 
  Greyhawk City to arrive. A pile of about two 
  score and seven lions has changed hands 
  around the card table more times than you can 
  remember, until you can hum the first few bars 
  of the next song before the bard is even done 
  tuning his lute. All the while, you’ve kept an 
  eye for the Innkeeper’s son—he’d taken three 
  lions for watching the docks in this weather. 
  The sooner he returns, the sooner you leave 
  for the Jewel of the Flanaess. 
  (Characters should now introduce themselves.) 
   
  The bard’s song is interrupted in a bang, 
  as the front door slams open in blast of sultry 
  air. A figure wrapped in a drenched cloak 
  approaches the bar. It’s difficult to say if the 
  person is a human female or maybe a male elf. 
  The two speak in low tones as the Innkeeper 
  pours a cup of mead and nods in agreement, 
  then points over to one of the private rooms. 
  After a moment more of hushed conversation, 
  the newcomer nods and retires to the dining 
  room. The musician drinks from his flagon, 
  muttering about ‘rude interruptions.’ 
  Listen (If the characters indicate specifically that 
  they 
  are 
  stopping 
  their 
  game 
  to 
  actively 
  eavesdrop, reduce the DCs by 5.) 
  DC 21: You can determine the cloaked figure is a 
  man by the timbre of his voice.  
  DC 31 and speak Keoish: Provide the summary on 
  Player’s Handout #1.  
   
  After a few more minutes, the Innkeeper 
  approaches. His friendly accent is rough, from 
  the heart of Keoland. 
   
  “Good travelers, your presence for an early 
  supper is requested.” He motions to the door 
  the newcomer used. 
  (If they refuse, indicate that going to Greyhawk 
  City is not their plot hook. If they still refuse, the 
  adventure is over. Award zero XP and zero GP 
  and hand out ARs.) 
   
  The Innkeeper crosses the room and softly 
  knocks on the door, opening it after a muffled 
  response. At the far end of the table sits a well-
  dressed 
  middle-aged 
  man 
  of 
  Suel-Flan 
  descent. His cloak hangs from a peg near the 
  hearth. He turns a leather scroll tube in one 
  hand while contemplating his cup in the other. 
  He stands as you file in, blonde hair well 
  coiffed; a pencil thin mustache caps a pointed 
  goatee. He motions for you to sit. 
  (If any of the characters are members of the 
  Keoish Royal Standards, the Dreadwalkers, or 
  Mercenary group, read following, otherwise, skip 
  these next three paragraphs.) 
   
  His voice is steady, exuding a confidence 
  that lends the impression he’s issuing orders 
  more often than he’s receiving them. 
   
  “These are for you. I’d taken the liberty of 
  speaking with some of your associates 
  beforehand. Once you’ve read them, I’ll explain 
  my business.” 
   
  He opens the case and pulls several 
  letters, sealed with heavy crimson wax seals, 
  KEO7-01 The Herald of Woe 
   
  Page 4 
  
  and hands them to you. (Give the appropriate 
  players Player’s Handout #2, #3, or #4.) 
  Resume reading here if you passed out none of 
  the Player’s Handouts. 
   
  The gentleman sits back down and waits 
  for you to finish, taking another drink. 
   
  “I’ll not mince words. The ship you’re 
  waiting for sank this morning. I know because I 
  had individuals on board that I expected to 
  meet and who managed some arcane escape 
  that 
  included 
  bringing 
  the 
  Captain. 
  Unfortunately, they are in no state to complete 
  the mission I’d intended for them. 
   
  He looks into the fire while speaking, 
  “You’re right in thinking that none of that has 
  anything to do with you. Except.” He taps a 
  forefinger into the tabletop with an emphasis 
  that rivals a crossbow quarrel. “Except that the 
  Lion Throne has need of adventurous souls to 
  take on a dangerous task and the Captain 
  explained that he’d booked your transit 
  through a broker. He thought you might be the 
  sort of people willing to take on such a task. If 
  your reputations are correct, I sense you will. 
  At the very least, if you hear me out, you’ll be 
  treated to a decent meal. The proprietor’s quite 
  the capable cook.” 
  (Assuming everyone’s willing to listen, continue…) 
   
  “My name is Major Silas Fletcher. I’m an 
  officer with the Command Staff of Warmaster 
  Morgan Armitage. My sphere of interest is the 
  southern frontier of Keoland, including the 
  region surrounding Westkeep. 
   
  Maintaining the buffer of Westkeep is 
  essential.” He pauses, sipping on his mead. 
  “We must use it to bait those who would seek 
  a foothold against us and as a buttress against 
  the expansion of those to our south. The 
  situation is tense, and our troops face regular 
  skirmishes 
  and 
  conflicts. 
  Keeping 
  them 
  supplied has been a logistical challenge. 
   
  Complicating matters, we’ve lost three 
  shipments taken by barge down the Javan and 
  through the Hool. They should not have 
  experienced problems. We’d tried to keep the 
  barges’ travel limited to minimize the threat of 
  interference from the Hold of the Sea Princes.” 
  The Major takes another drink, pausing to clear 
  his throat. 
   
  "We've instead found some organization in 
  the swamp is raiding our barges. I need a small 
  band-- flexible, unorthodox, capable of shifting 
  plans and sure to complete the task. I need 
  you to travel to Westkeep, go to the barge 
  unloading points, determine the ambush sites, 
  and trace the raiders. If possible, I’d like you to 
  recover our goods, but paramount is your 
  investigation into these raids,” he stabs his 
  finger into the table again, “Who is behind 
  them, and why.” 
   
  The Major exhales slowly. “What say you? I 
  won’t lie. It is bound to be treacherous work, 
  and all I can offer you is the gratitude of the 
  troops you’ll be supporting and fair claim to 
  any loot you seize, less our lost goods, 
  certainly the standard daily pay.” Silas twirls a 
  hand peremptorily, as if this were a given.  
   
  “In the end, you’ll have done a service to 
  the defense of the Kingdom.” He claps a hand 
  on the table top with a loud crack. “I’ll let you 
  discuss it over your meal. Consider it a token 
  of appreciation.” Silas crosses the room. He 
  pauses as the innkeeper enters with a tray of 
  food. “I’ll take mine in the common room, Finn. 
  But serve this lot first, they shouldn’t make 
  this decision on an empty stomach.” 
  (Depending on the characters’ choice, continue…) 
  The Party Accepts: 
   
  After 
  ten 
  minutes, 
  the 
  Major 
  enthusiastically returns, “Outstanding! I’ve 
  arranged for a break in the weather with the 
  Duke’s Sea Mages. Not cheap, but then neither 
  is a barge full of chain shirts and swords. 
  You’re to board the Ocalus tonight so they can 
  sail at dawn.” He crosses the room and dons 
  his cloak from the peg, fixing the clasp. “That 
  should give you the afternoon to collect your 
  things. She’s carrying reinforcements and 
  supplies for Westkeep, so don’t expect a 
  comfortable trip, even with the reserved 
  cabins. And just a reminder,” the Major pauses 
  to grin before pulling up his hood. 
   “Don’t count on a dry heat.” 
  Provide the players Player Handout #5. The 
  characters can take this time to purchase what 
  they feel necessary. Items from appropriate 
  Adventure Records and the LGCS are all 
  available. 
  Gradsul 
  (Metropolis): 
  Conventional, 
  AL 
  LN, 
  100,000 
  gp 
  Limit; 
  Assets 
  (247,000,000 
  gp), 
  Population 49,400 (33% Keoish, 23% Suel, 23% 
  KEO7-01 The Herald of Woe 
   
  Page 5 
  
  Oeridian, 9% half-elf, 5% elf, 3% dwarf, 2% Olman, 
  1% other).  
   
  Authority Figures: Duke Luschan VIII (LN 
  Wiz9/Ftr2) Lord Mayor Solomon Rhola (LN Expert 7, 
  Cousin of Duke Luschan VIII), Knight-Captain of the 
  Watch Adahan Strongarm (LN Fighter 8) 
   
  Other NPCs: Drogan Kegok, Zilchus Cleric 13th 
  level, Stromon Rilfepp, Osprem Cleric 13th level. 
  The Party Declines: 
   
  After ten minutes, the Major returns and 
  seems disappointed at your response. “I see. 
  No, it’s understandable. You’ve your own 
  business and this was unexpected.” He raises 
  a palm to forestall any protests. “Very well. I’ll 
  trouble you no further.” He takes his cloak 
  back off the peg and fixes the clasp. “If you’ll 
  pardon me, I’ve some heroes to go find. Best 
  of luck.” 
  The adventure is over. Award zero XP and zero 
  GP and hand out ARs. 
  Encounter 1: Getting there is 
  half the... 
   
  The travel overseas is uneventful, though 
  the quarters are cramped. The only excitement 
  comes when the Ocalus leaves port under the 
  preternatural calmness of controlled weather 
  spells combined with gusts of wind. This, 
  along with the oarsmen’s strong backs, gets 
  the vessel to sea and past the storm hanging 
  ominously beyond the spell effects. Before you 
  know it, you are looking at the river wharf of 
  Keep’s End, the support town built near 
  Westkeep. The air is heavy with the scent of 
  sulfur and full of the sounds of carpenters and 
  smiths. Charcoal plumes curl out of the 
  chimneys of many Alchemist Guild workshops 
  that have relocated here, watched over by the 
  fortress that dominates the horizon. A wing of 
  marsh ducks squawk overhead as the Ocalus 
  maneuvers against the wharf, guided by a 
  group of men hauling towlines. 
   
  A sergeant notices your reverie and 
  glances at shore. He chuckles. “Welcome to 
  the armpit of the Kingdom!” He leans on the 
  rail near you. “This is where the sewer meets 
  the sand. I’ll give it two weeks and you’ll wish 
  to whatever gods you hold dear for berth on 
  the next ship out!” 
  Sergeant Onape: Male human Ftr 5 (Knowledge: 
  Local - Sheldomar Valley, +3) 
  Sergeant Onape (ON-a-pay) is a veteran of two 
  campaigns and four tours of duty in Westkeep and 
  has the scars to prove it. He’s seen this region of 
  the Hool swamp chew up more than one unit of 
  new recruits. If the characters are friendly and joke 
  with him, maybe offer him a drink; he’ll freely 
  discuss all he knows about the area (See below). 
  Otherwise allow for a Gather Information Check 
  once the characters go ashore in Encounter 2:  
  Gather Information  
  DC 10: Lizardfolk and Bullywugs are like weeds in 
  this part of the Hool—everywhere and where you’d 
  like them least. Sometimes they fight, sometimes 
  they trade, but they’re always there. There were 
  some orcs for a while, but they’re scarce nowadays. 
  DC 13: If you do trade with Lizardfolk, they prefer 
  tools and goods to coin, and they’d rather talk that 
  dragon-tongue of theirs. 
  DC 15: The swamp is a nasty place, full of things 
  that’ll bite you as soon as look at you. It’s easy to 
  catch a disease drinking the water or getting 
  wounds infected. You’ve got to respect the moor. 
  DC 18: Something’s got the Bullywugs stirred up, 
  but the Lizardfolk have calmed down since some 
  leader 
  of 
  theirs 
  disappeared. 
  Sack-ath-a? 
  Whatever his name was, it’s ‘Boots’ now. 
  DC 20: The Alchemists’ Guild recently set up a lot 
  of workshops in Keep’s End. They found some 
  sort of mixture that helps the barges move through 
  the swamp. Whatever it is, it beats marching from 
  Port Torvin and fighting Holders the entire way.  
  Encounter 2: Once they've 
  seen… 
   
  You disembark with the reinforcements for 
  the Keep, taking a deep breath of the humid air 
  and recalling Major Fletcher’s direction as you 
  boarded the Ocalus. ‘Commander Parg will be 
  expecting you. His adjutant should give you a 
  briefing and indicate where to begin. Good 
  hunting!’ Following the infantry to the muster 
  area, you realize you’ll arrive at the fortress 
  with the rest of the soldiers. What sort of 
  reception will you receive?  
   
  All about you, the town is abuzz, vendors 
  try hawking wares to the lounging troops, 
  children come out to watch, and women and 
  servants gawk and gossip from the fringes. 
  KEO7-01 The Herald of Woe 
   
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  If the characters didn’t talk to Sgt Onape from 
  Encounter 1, or didn’t learn everything, allow them 
  to make another Gather Information check here. 
  See the above chart. 
   
  After a half hour of milling about with the 
  mob of relaxing soldiers, your wait ends. A 
  wagon driven by an old man arrives. “Ay-yup!” 
  He gives the reins a heave, halting the horses. 
  “’Allo! Ah’m ta give the off-sirs a ride up to the 
  fort’ress.” His accent is thick with rural 
  Keoland and he gives a yellow, snaggle-
  toothed smile. “Ya’ll know where they’d be?” 
   
  A nearby Lieutenant eliminates the need 
  for a reply. “That’d be us, good man.” His 
  voice 
  shifts 
  to 
  a 
  booming 
  command. 
  “STANDARDS! FOOOOOORM!” He takes a 
  quick breath before barking, “UP!” The 
  Lieutenant turns to the Captain, “Sir! Looks 
  like we’re to head up to Westkeep!” 
   
  The Captain grins as he clambers aboard 
  the wagon. “Very good!” He looks to your 
  group. “Well then, I suppose you’re riding up 
  with us?” Without waiting for a response, he 
  turns back to his fellow officer. “Lieutenant, 
  let’s move out. I don’t want to spend all 
  morning on the road, and they’ve lollygagged 
  enough.” 
   
  “Yessir!” replies the Lieutenant with a 
  sharp salute. Before the Captain has lazily 
  returned it, the Lieutenant turns on his heel to 
  face 
  the 
  warriors. 
  “STANDARDS! 
  FOOOOORWARD!” Again he takes a quick 
  breath 
  before 
  following 
  it 
  sharply 
  with 
  “HARCH!” With that, your driver gives the 
  horses a pop of the reins and the column 
  begins the hike to Westkeep proper.  
   
  The troops keep marching in time with 
  rhyming chants that declare themselves the 
  greatest lovers and drinkers and the most 
  fearsome of warriors. Somewhere, a barracks 
  bard is smiling. 
   
  Feel free to describe how the road to 
  Westkeep from Keep’s End passes the numerous 
  berms, trenches, stake lines and choke points that 
  appear to have been built, rebuilt, fortified and 
  refortified many times. Many points along the 
  hillside leading up to the fortress look like a 
  pitched battle has taken place or artillery fire left 
  craters of various sizes. Several work crews of 
  soldiers are repairing damage or filling in some of 
  the larger holes. 
   
  The bumpy ride comes to an end in the 
  courtyard of Westkeep, high walls providing an 
  imposing sanctuary. You don’t have long to 
  gawk, though, as a well-armored man briskly 
  approaches. The Lieutenant snaps to attention, 
  providing another sharp salute, “Commander 
  Parg, sir!” The Captain, who had been casually 
  rising, leaps down and also salutes. 
   
  The Commander returns the salutes and 
  approaches the Captain. The two engage in a 
  short whispered conversation, occasionally 
  looking and gesturing in your direction. After a 
  moment, he steps up to address you. “Who 
  would all of you be?” 
  Commander Parg: Male human Ftr 9  
  Commander Parg was reassigned from his post in 
  charge of a heavy infantry unit in Mandismoor for 
  what was considered to be an act of subordination 
  (he called his superior an ungentlemanly name). 
  He is now in charge of a light infantry unit and not 
  at all happy about it. He has been commander of 
  Westkeep for three years, during which time he 
  has fortified the area.  He is not active in the 
  politics or the daily running of Keep’s End - in fact, 
  he actively avoids involvement and instructs his 
  soldiers to do likewise. If characters question him 
  on this, he will say that the entire town seems 
  crazy—strange 
  fixations 
  about 
  working 
  and 
  constant labor, a recent influx of perhaps twenty 
  gnomes setting up workshops.  
  If any characters approach Parg concerning the 
  siege of Westkeep, he will remember them 
  vaguely and shift his demeanor from polite to 
  friendly.   
   
  “Greetings! Welcome to Westkeep.” His 
  voice is hard, business-like. “I know Major 
  Fletcher had told you my adjutant would be 
  briefing you, but he took an arrow in the eye 
  yesterday while investigating a skirmish raid 
  on one of our supply parties. The only 
  briefings 
  he’s 
  giving 
  now 
  are 
  to 
  the 
  Archpaladin.” He sniffs once, as if even he 
  doesn’t find the joke funny. “Your mission on 
  the other hand, has risen to be one of my top 
  priorities.  
   
  We had another shipment turn up late. My 
  scouts returned with reports of the ship 
  beached about half a league into the swamp. It 
  never had a chance to unload. They spotted it 
  and then had to head back when a thirty foot  
  ‘gator made for their mounts.” He looks over 
  your faces as he finishes this comment.  
  KEO7-01 The Herald of Woe 
   
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  “You’re a long way the Niole Dra. We’ve 
  got to defend against the Sea Princes’ pirates, 
  the Scarlet Brotherhood, the Olman tribes, the 
  Lizardfolk, even crazy Blader cultists.” He 
  shakes his head, as if he can’t even believe it. 
  “This is not some lazy interior town, it’s the 
  bleeding edge. Expect the unexpected.” 
   
  A soldier rides up bearing a bone scroll 
  case and leaping from the saddle into a salute. 
  “Sir! Message from the southern pickets!” 
   
  Parg returns the salute then takes the 
  case, as if he simply expects you to wait. He 
  pulls both a long, thin sheet of parchment from 
  the tube and black wooden baton from his belt. 
  In a practiced motion, he wraps the message 
  about the baton and reads it. A few moments 
  pass. 
   
  “Alright. Just a moment, soldier,” Parg 
  says to the messenger. He turns to you. “I’ll 
  send the two scouts who found the derelict out 
  with you in the morning. They need to rest up 
  after that ‘gator attack. You’ll leave at first 
  light. Tonight, you stay in the guest quarters of 
  the Keep; just speak with the Major Domo. I 
  suggest you review your equipment and rest. 
  Tomorrow comes quick and I want answers. I 
  just hope you can find them!” With that, the 
  Commander ends your conversation as he 
  moves away, saying something that has his 
  messenger nodding furiously. 
   
  You’re left standing alone amidst a sea of 
  activity as soldiers disperse about their 
  business. The sun is midway through its 
  afternoon slide, and it appears that there are 
  many services available in the courtyard. 
  Chances are if you’d forgotten something, you 
  could procure it here. 
  Developments: The characters can purchase 
  whatever mundane equipment from the Player’s 
  Handbook, tables 7-5, 7-6, and 7-8 they like. 
  Members 
  of 
  the 
  Keoish 
  Royal 
  Standards, 
  Mercenary MetaOrganizations, and Dreadwalkers 
  will find that they are “issued” up to 1 antitoxin, 1 
  suit of leather armor, 10 days trail rations and a 
  spade at no cost for the duration of this adventure. 
  There is a small auxiliary of the Combative 
  Magicks Standard here, capable of providing up to 
  60 gp of special substances and items from page 
  128 of the PHB, and arcane scrolls of spells from 
  the PHB up to third level, and a small shrine to 
  Heironeous attached to a Hospitalier unit that can 
  provide divine scrolls of spells and potions from 
  the PHB up to third level as well as Boots of the 
  Tropics, detailed in DM Aid: NEW Rules and 
  costing 2500gp. All other prices are standard. 
  Once the characters are prepared to retire for the 
  day, the castle’s Major Domo (Human Expert 6), a 
  well bred Suel man who comments over the 
  perpetual lack of proper supplies will have a valet 
  show the characters to their quarters. The 
  characters may set watches or take other 
  precautions, but the night passes uneventfully. 
  Encounter 3: Into the jungle... 
   
  DM NOTE: bodies left behind in this 
  environment are not likely to be in a state 
  acceptable for a Raise Dead after two or three 
  days worth of scavengers. The party will need to 
  carry any fallen with them if they hope to raise 
  them. Any PC with ranks in Knowledge (Nature) 
  will know this without a check. A Resurrection will 
  still work normally on partial corpses. 
  Characters that delay healing wounds more than a 
  MINUTE between battles need to make DC 
  10+APL Fortitude save to avoid contracting Filth 
  Fever. (See DMG, pg 292) 
   
  The following dawn does come quick, 
  though you’ve been awake for at least two 
  hours before Pelor’s bright eye broke the 
  horizon. The pair of scouts woke you with 
  discreet knocks on your door, politely but 
  firmly suggesting that you might want to get 
  underway before the full heat of the day 
  brought out all the feeding insects. Their 
  words struck a chord and now, in the predawn 
  light, you find yourself marching down a lonely 
  packed dirt road surrounded by thick forest 
  abuzz with cicada and starlings.  
   
  The 
  Keoish 
  Engineering 
  Auxiliaries 
  managed to cut back the growth four paces 
  and built the road wide enough to allow a 
  wagon to pass in either direction. It is smooth 
  travel and you’ve made good time when you 
  stop for breakfast about a half hour past 
  daybreak. You remember Major Fletcher’s 
  words about the heat as you see the sweating 
  brows of your companions and feel the 
  pressing humidity. And this is before noon! 
   
  The scouts keep the pace brisk and by 
  midmorning you’re standing at the end of a 
  long, weathered grey pier. It stretches sixty 
  feet into the lagoon, supported by pontoons 
  and moss covered piles driven into the muddy 
  bottom. They point into the marshes. Barely 
  KEO7-01 The Herald of Woe 
   
  Page 8 
  
  visible with the steam rising off the bog, is the 
  barge, its bow raised up out of the water. 
   
  Scouts 
  show 
  your 
  group 
  the 
  trail, 
  explaining how, if you keep to high ground, 
  reaching the barge shouldn’t be too tough. 
  “Ought to take up your mounts, though. That 
  ground’s too treacherous. Nearly lost Caleb’s 
  mare to a broken leg from a sinkhole. Figure 
  you’re on foot from here.” Gathering reins 
  from you they add, “Don’t worry. We’ll stable 
  them back at Westkeep. Wouldn’t dream of 
  leaving them tied up here!” 
  Large-size quadruped characters (and characters 
  who insist on Large-size mounts or quadruped 
  animal companions) without horseshoes of the 
  zephyr that continue are at –2 to ALL actions from 
  this point forward, due to the constant need to 
  check for dangerous ground. Mounted movement 
  is impractical here; halve the rate of mounts with 
  no magical means to avoid the bog. (DMG, pg 88) 
   
  Thankful, you begin threading the path out 
  to the barge. It sits up out of the water on a 
  sandbar, like some great corpse left half in a 
  river. The swamp is strangely quiet, as if the 
  animals shun this place. The main cargo hatch 
  doors are wide open, and there is junk and 
  broken bits of crates all over the deck. Set for 
  unloading, there’s something odd about the 
  yardarm-- hanging from the crane is a large 
  globe-like mold-coated fishing buoy three feet 
  in diameter, and at least eight feet off the deck. 
  A person is strung up against it, facing 
  downward, arms and legs bound as if he were 
  a human ring about the circumference. 
  At APL4 there is a wererat in dire rat form hiding 
  near the pilot’s house. At APL6+, there is a Bog 
  giant disguised as a dire alligator hide floating 
  nearby. See DM Aid: Map #1. No waiting monster 
  will prevent the characters from boarding. They 
  want the characters to investigate and free the 
  prisoner; that’s his purpose! If the characters think 
  to make any skill checks, consider the following: 
  Spot:  
  DC 15: The man strapped about the buoy appears 
  to be alive. 
  DC18: The man seems to be muttering something, 
  maybe twitching? 
  DC 28: APL 4: There is a dire rat concealed 
  amidst the wreckage near the pilot’s house. 
  DC 28: APL 6+: There appears to be a large 
  alligator floating in the water near the portside 
  stern of the barge. It is perhaps 15 feet long. 
  Sense Motive/Knowledge (Nature): 
  DC 18: The creature (rat or alligator) doesn’t seem 
  to act quite right…it’s quite still, as if it were just 
  waiting for something. 
  Search on the deck of the barge:  
  DC 5: There’s a lot of rope on that buoy, but it 
  looks like it would be fairly easy to cut the man 
  down from there. 
  DC 15: The rope and pulley to lower the buoy 
  appears fairly jammed with moss, vines and 
  foliage, not mention rusted over. You don’t think 
  it’ll lower slowly, if at all.  
  DM NOTE: The 600 pound buoy cannot be 
  lowered without cutting the rope. However, 
  lowering it uncontrolled without removing the 
  prisoner would seriously harm or kill him (3d6 
  dmg) and set off the trap. If the characters prepare 
  to do so and seem to have a way to control the 
  descent of the buoy, the monster attacks, 
  interrupting the process with an attack at the rope 
  to trigger the trap. If the Characters simply appear 
  to be attempting to free him, the monster waits to 
  see if they trigger the trap.  
  (ONLY IF A CHARACTER WITH TRAPFINDING 
  INDICATES THEY ARE LOOKING FOR TRAPS 
  ON THE BUOY!) 
  DC 24: The buoy appears to be trapped. 
  Removing the prisoner without first disabling that 
  trap could be a very bad idea. 
  Profession (Sailor):  
  DC 15: There shouldn’t be a fishing buoy on the 
  barge. It’s not something ordinarily carried on a 
  river barge, and a certainly not one that big. That 
  buoy is more of an ocean fishing net buoy. 
  Allow the characters to investigate as they wish. 
  The barge is half in, half out of the water, See 
  DM’s Aid #1. Water is in varying depths. The 
  combat begins as the party interacts with the 
  buoy, either triggering the trap or releasing the 
  prisoner without doing so.  
  Heal: (ONLY IF THE CHARACTERS ASK!) 
  DC 14: The prisoner is infected with Cackle Fever. 
  DC 16: The prisoner is infected with Cackle Fever 
  and Slimy Doom. A separate Heal check is 
  required to treat each disease. 
  KEO7-01 The Herald of Woe 
   
  Page 9 
  
  IMPORTANT: RELEASING THE PRISONER 
  WITHOUT DISABLING THE TRAP TRIGGERS 
  THE TRAP!  
  Failure to disable the buoy prior to releasing 
  the prisoner means beginning combat! For 
  APL 8+, keep the spot and disable device DCs, 
  but replace the green slime with the Flotsam 
  Ooze!  Allow a DC 15 Reflex save to evade the 
  falling Ooze. The Prisoner automatically fails 
  this save, as he’s in no position to move. 
  If any of the characters have levels of Druid or 
  Ranger, and have Animal Handling, and attempt to 
  interact with the alligator or dire rat in animal form 
  or otherwise, begin the combat.  
  It is possible that characters surveying the area by 
  air or in an airborne animal form might spy 
  Encounter 4 about 75 feet away to the northwest 
  and investigate it before fully reviewing the barge. 
  If the prisoner survives combat and trap: 
  The Prisoner: Donshu, Human Commoner 3, 
  hp6 [14]. Con 10, 150lbs. 
  Donshu is feverish, infected with Cackle Fever 
  and Slimy Doom. He’s incoherent, and when the 
  characters approach he will begin laughing, 
  babbling about “Crows! Crows, pick, pick, picking! 
  My face! My eyes! Not my eyes!” characters who 
  assist him must make both DC 12+APL Fortitude 
  save to avoid contracting Cackle Fever and a DC 
  10+APL Fortitude save to avoid contracting Slimy 
  Doom. (See page 292 of the DMG.)  
  If cured, he’ll be weak but conversational, and 
  explain how the barge was ambushed, the crew 
  overwhelmed by green men and giants. He’s from 
  Cryllor, and has no idea what bog giants or 
  bullywugs look like. If pressed, he couldn’t even 
  really tell the characters if the ship was ambushed 
  by 
  lizardfolk—that’s 
  how 
  early 
  he 
  was 
  incapacitated. His diseases are the result of his 
  captivity in the swamp. 
  DM NOTE: The EL of this encounter is +1 for 
  defensive measures on the part of the creatures. 
  This has been factored into the EL as listed. 
  APL 4 (EL 6) 
  Hicks, Male Human Wererat Fighter1: hp 
  23; see Appendix 1. 
  Bursting Fishing Buoy with Green Slime 
  (NOTE: 
  SLIME 
  IS 
  IN 
  THE 
  BUOY!): 
  CR 4; mechanical, touch trigger, no reset; Atk 
  +15 touch (1d6 Con damage 1st round, and 2nd 
  round, 1d3 Con damage 3rd round, 1 point 
  Con damage 4th round); multiple targets (all 
  targets in adjacent 5ft squares) Search DC 24; 
  Disable Device DC 20.  
  APL 6 (EL 8) 
  Boggs, Male Bog Giant: hp 80; see Appendix 
  2. 
  Bursting Fishing Buoy with Green Slime 
  (NOTE: 
  SLIME 
  IS 
  IN 
  THE 
  BUOY!): 
  CR 4; mechanical, touch trigger, no reset; Atk 
  +15 touch (1d6 Con damage 1st round and 2nd 
  round, 1d3 Con damage 3rd round, 1 point 
  Con damage 4th round); multiple targets (all 
  targets in adjacent 5-ft squares) Search DC 
  24; Disable Device DC 20.  
  APL 8 (EL 10) 
  Boggs, Male Bog Giant Barbarian2: hp 116; 
  see Appendix 3. 
  Bursting Fishing Buoy with Flotsam Ooze 
  (NOTE: OOZE IS IN THE BUOY!): hp 93;  CR 
  9; mechanical, touch trigger, no reset; Search 
  DC 24; Disable Device 20; Reflex Save DC 
  15, avoids; see Appendix 3 
  APL 10 (EL 12) 
  Boggs, 
  Male 
  Bog 
  Giant 
  Barbarian2/Rogue2: hp 146; see Appendix 4. 
  Bursting Fishing Buoy with Flotsam Ooze 
  (NOTE: OOZE IS IN THE BUOY!): hp 217 CR 
  9; mechanical, touch trigger, no reset; Search 
  DC 24; Disable Device 20; Reflex Save DC 
  15, avoids see Appendix 4. 
  APL 12 (EL 14) 
  Boggs, 
  Male 
  Bog 
  Giant 
  Barbarian4/Rogue3: hp 185; see Appendix 5. 
  Bursting Fishing Buoy with Fiendish Flotsam 
  Ooze (NOTE: OOZE IS IN THE BUOY!): hp 235 
  CR 9; mechanical, touch trigger, no reset; Search 
  DC 24; Disable Device 20; Reflex Save DC 15, 
  avoids see Appendix 4. 
   
  Tactics: The Prisoner will try crawling away to 
  the crates, remaining prone and never attacking. 
  The wererat and giant will ignore him, but the ooze 
  will spend a round consuming Donshu. Inflict the 
  slime damage on the monster’s initiative. 
   
  The wererat, Hicks, will wait until the slime 
  trap is tripped prior to attacking. If no one goes to 
  free the man tied to the buoy, he’ll cut the rope 
  that holds it to the yardarm, dropping it to the deck 
  and bursting it open. Once this happens, he’ll shift 
  KEO7-01 The Herald of Woe 
   
  Page 10 
  
  into hybrid form and attack out of the ruined 
  crates, attempting to bull rush anyone he can into 
  empty cargo space below decks. He’ll focus his 
  attacks on those affected by slime first, next lightly 
  armored party members, then anyone else. If 
  someone hits him for more than 10hp, he’ll use his 
  bead of force on them. The Green Slime will be 
  dissipated by the sunlight in four rounds and 
  ineffective after three. Don’t forget that the slime 
  does 2d6-3 damage per round to the weathered 
  decking, and after 10 hp of damage, the decking 
  will collapse, dropping anyone standing in those 
  spaces into the cargo hold 15 feet below (2d6 
  damage). Hicks will attempt to flee into the swamp 
  in dire rat form when he reaches 5hp or less. 
  APL 6+: The Bog giant will hide in the waters 
  close to the barge disguised as the alligator, 
  waiting for the party to free the flotsam ooze in the 
  buoy. If they manage to free the man tied to the 
  buoy without releasing the contents, then the 
  giant’s first, possibly surprise-- if no one spotted 
  him sooner, power attack will be against the buoy 
  (AC5). If he does 17hp of damage to it (2pts for 
  hardness, 15hp for the buoy), it shatters as if the 
  trap had been triggered. If more than a third of his 
  hit points are inflicted in any one attack, Boggs will 
  grapple that target and dive underwater. His 
  iterative 
  attacks 
  would 
  allow 
  for 
  a 
  touch 
  attack/grapple followed by a grapple check to 
  move the grapple underwater. Once there, he is 
  unhindered by the need to breathe air, though his 
  target will probably not be so lucky. REMEMBER: 
  The Flotsam Ooze automatically grapples anyone 
  it hits—no check needed— due to its Adhesive 
  property. It should attempt to attack as many 
  characters as possible. 
   
  Treasure: A potion of Cure Moderate Wounds 
  and three vials of Silversheen are hidden in the 
  pilot’s house, and found with a DC 20 Search 
  check. They are marked with the alchemical 
  symbols for life and silver. A Knowledge (Arcana) 
  or Craft (Alchemy) check, DC 10 will identify the 
  symbols. Otherwise, see appropriate Appendix 
  entries.  
   
  Developments: If the wererat or giant is 
  captured, either knows little. He has been hired to 
  stake out the ruined barge and catch further 
  slaves for the bullywugs, and promised anything 
  he takes as well as a good bonus for slaves. He 
  usually uses his potion to stabilize a potential 
  captive or two that is unfortunate enough to 
  survive, and meets with the bullywugs nearby 
  every ten days to trade. The bullywugs usually 
  come from the north and leave for the northeast. 
  Looking about the wreck after combat will show 
  signs of unloading on the far side of the barge. 
  The goods were dragged, carried, and otherwise 
  moved 75 feet away to the area of Encounter 4.  
  Characters that delay healing wounds more than a 
  MINUTE between battles need to make DC 
  10+APL Fortitude save to avoid contracting Filth 
  Fever. (See DMG, pg 292) 
  Encounter 4: Swamp Station 
  Toad 
   
  This is little more than a higher than 
  average sandbar, one maybe fifty feet across. 
  A few hardy ferns and shrubs have taken up 
  existence in sporadic clumps here and there, 
  but the center of the low hill is what demands 
  your attention. There is a trifecta of debris 
  here—the remnant of a bonfire, now cold 
  ashes and cinders, a tall pile of wrecked 
  crates, apparently torn apart with some 
  abandon and left behind as firewood, and 
  finally a gruesomely stacked pile of bones, 
  which even a cursory glance reveals the skull 
  of at least two humans. The sheer number of 
  bones seems to indicate many creatures, 
  perhaps a dozen. Flies buzz about the pile, and 
  there is a faint, sickly sweet smell emanating 
  from a small, darkly red stained pit next to the 
  bones. 
  If the characters make any skill checks, consider: 
  Search: 
  DC 12: There are obvious tracks headed off the 
  little island and to the north and northeast. Those 
  to the north are all strange, webbed bare feet. 
  Those to the northeast have a many pairs of 
  roughly man-sized webbed bare feet, several pairs 
  of smaller booted feet, as well as about a half 
  dozen pairs of man sized booted footprints. 
  DC 24: The characters find two symbols drawn in 
  the sand and hidden beneath a rock. The top one 
  is a circle divided into six parts like a pie. The 
  other is a hammer inside a triangle; the symbols 
  are near the tracks headed to the northeast. 
  Survival (Tracking) 
  DC 12: The individuals who departed with the 
  captives were not Lizardfolk. Their trail is obvious; 
  it should be no trouble to follow. 
  DC 18: You would guess that there are maybe six 
  individuals of man size and probably five people 
  the size of human children. 
  KEO7-01 The Herald of Woe 
   
  Page 11 
  
  Knowledge, Local (Sheldomar Valley) 
  DC 12: The northeastern symbol is likely that for 
  the Teamster’s Guild. Perhaps those taken in that 
  direction were members? 
  DC 18: The northern mark could be the symbol for 
  one of the Dwarf Clans from the Good Hills; it 
  looks very familiar, although very crude. 
  Encounter 5: Swampmeet 
  If the characters were smart enough to take 
  rations with them, then assume they have 
  sufficient supplies to manage the trip, stretching to 
  half rations as necessary. Iron rations not kept in 
  an extradimensional space or subject to a Purify 
  Food and Water Spell will begin to rot and be 
  inedible after four days.  
   
  If no one has rations amongst their equipment 
  lists or a means to magically create food and 
  water, then require Survival checks, as per page 
  83, PHB. Insufficient food will result in starvation, 
  as per page 304, DMG. Checks will need to be 
  made for each of the four days leading up to this 
  encounter.  
   
  Accentuate the fact that what they find for food 
  is limited to bony fish, frogs, and the occasional 
  snake. All of it must be eaten raw, as starting and 
  maintaining a fire in this environment without 
  constant magical support is nearly impossible, 
  requiring a DC18 Survival Check. If they can 
  manage such a thing, accommodate them. 
  Otherwise, ensure they get a feel for the miserable 
  conditions surrounding them.  
   
  The characters can always find water; the 
  survival check is for determining if the water is 
  clean. On a failed survival check, have the PC 
  make a DC 16 Fortitude save or contract Blinding 
  Sickness—DMG page 292, unless they have a 
  way to purify it. There is one enemy the party can 
  never escape and that is the swamp itself. 
   
  The trail through the swamp is spotty, but 
  your 
  quarry 
  didn’t 
  seem 
  to 
  take 
  any 
  precautions on their journey and you’re easily 
  led by a long line of stomped footprints, 
  snapped branches, and four cold cook-fires 
  over as many days. Your feet are soaked and 
  your skin feels as if you’d gained a coating of 
  grime and sweat with a smattering of painful 
  insect bites. Sleeping in this environment 
  would be hellish for anyone but the most 
  hardened with all the strange birdcalls, 
  screams of hunting cats, the splash of 
  alligators easing into the water. 
  Parties who utilize Overland Flight or Windwalk 
  can avoid the discomfort and duration of the trip—
  Overland Flight reducing it to two days and 
  Windwalk to a matter of minutes, but neither 
  method will change the following descriptions: 
    
  The raiding party you pursue seems to 
  share none of your discomfort, keeping a good 
  pace regardless of the terrain. They’ve stopped 
  infrequently, and apparently ate some sort of 
  spiked catfish the size of a man, though they 
  discarded its head. It also appears that one of 
  the prisoners, a human, fell prey to their 
  terrible appetites, given the size of the ant 
  covered pile of shredded, blood soaked 
  clothing 
  and 
  the 
  raw, 
  crimson-stained, 
  splintered bones. A pair of bedraggled, muck 
  covered boots; a wad of ruby smeared 
  parchment stuffed in the neck of one removes 
  all doubt and leaves your estimate at maybe 
  nine remaining prisoners. 
  If the characters check the parchment they will 
  see it is a smeared and ruined letter that was 
  apparently used as a napkin. It is addressed to a 
  “Dearest Emily.” There are a few still legible 
  words, “love,” “soon,” and “don’t worry.” It is 
  signed, “Forever yours, Richart.”  
  THE FOLLOWING IS NOT INTENDED AS A 
  COMBAT ENCOUNTER! PLAYERS SHOULD 
  HAVE A SENSE OF THE OVERWHELMING 
  ODDS 
  THEY 
  FACE, 
  EVEN 
  AFTER 
  THE 
  MARKET DISPERSES. 
   
  At last you come to the edge of a large, 
  open watery expanse, and the trail ends at a 
  point where it appears three large rafts shoved 
  off into the dark glassy lake. Seeing a stand 
  nailed into a tree a short climb up the trunk, 
  one of you scrambles up to take a look. What 
  you see beyond the haze of steam rising off 
  the water is as unexpected as it is impressive. 
   
  A score of boats and rafts of all make and 
  design have congregated in the center of this 
  sound. Some are no more than a platform of 
  logs lashed together; others are ancient tree 
  trunks hollowed into canoes. A few obviously 
  stolen longboats or dinghies of civilized 
  design mingle amongst jetties fashioned from 
  hides 
  stretched 
  across 
  wooden 
  frames. 
  Lizardfolk and Bullywugs of many tribes and 
  areas, from the look of their accoutrements, 
  are trading groups of slaves and goods. It 
  KEO7-01 The Herald of Woe 
   
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  seems you have stumbled upon a floating 
  market.  
   
  Estimating at the size of the crowd, you 
  would guess there are maybe a hundred to a 
  hundred and fifty bullywugs here, and perhaps 
  half as many lizardfolk. All are engaged in 
  commerce of one kind or another and strange 
  voices now make a distant buzz you can 
  discern from the regular swamp noises. 
  If the characters are insane enough to think that 
  they 
  can 
  handle 
  two 
  hundred 
  twenty-five 
  opponents, regardless of their level, and proceed 
  to attack without further listening to the text, collect 
  their character sheets from them. They’re done. 
  Have each one roll a d10. If they initiated combat, 
  then on a 1, 2, or 3, they survive. On a 1, they 
  have been captured by the bullywugs and eaten. 
  On a 2, they have been captured by the bullywugs 
  and made a slave for 52 Time Units before 
  escaping. On a three, they have been captured by 
  lizardfolk, and are a slave for 26 Time Units before 
  being ransomed back to the garrison at Westkeep 
  for 250gp. They are responsible for the costs of 
  their ransom. For all other die rolls, they are dead 
  (but considered recoverable).  
  For those unfortunate party members who refuse 
  to participate in the hopeless battle initiated by 
  their foolish companions but have no magical 
  means of escape (teleport, refuge, word of recall, 
  animal form, etc), also have them roll a d10. If they 
  surrender immediately, they are captured by 
  Lizardfolk, and are a slave for 26 Time Units 
  before being ransomed back to the garrison at 
  Westkeep for 250gp. They are responsible for the 
  costs of their ransom. On a 1 or 2, they are 
  captured by bullywugs and held for 52 before 
  escaping. On a 3, 4, or 5, they are captured by 
  Lizardfolk, and are a slave for 26 Time Units 
  before being ransomed back to the garrison at 
  Westkeep for 250gp. They are responsible for the 
  costs of their ransom. For all other die rolls, they 
  are dead. The game is over for such a party. 
  If a combat breaks out before the swampmeet 
  breaks up, flight is simply the only option.  
   
  Watching from the water’s edge, you can 
  see the flotilla break up. The vast majority 
  head off into the reeds, though the three that 
  pole towards the beach near you seem to be 
  most worth your attention. Two are large, flat 
  rafts comprised of a great collection of logs 
  lashed together. They are swarming with 
  bullywugs, more than twenty-five by your 
  estimate. The four humans, three elves, and 
  one gnome that stand amongst them stick out 
  like an ogre in a marketplace. The third is a 
  long outrigger canoe, full of fifteen lizardfolk. 
   
  The bullywugs and lizardfolk appear to be 
  negotiating, talking quite forcibly. Voices are 
  rising, and the frogmen seem to be getting 
  angry. All three boats pause, perhaps forty feet 
  away from you, completely focused on each 
  other. 
  The 
  lizardfolk 
  appear 
  to 
  have 
  acquiesced to something, and a trade is taking 
  place. The one particularly large bullywug 
  gives the gnome a vicious kick, pushing him 
  across the raft and towards the outrigger 
  coming alongside. A lizardman draws a knife 
  and motions for the gnome to come closer. 
   
  The Lizardfolk intend to ransom the prisoners 
  to the nearby Westkeep and have finally decided 
  to trade the bullywugs for them. They want the 
  prisoners’ hands freed so that they don’t have to 
  worry about any of them drowning if the canoe 
  flips. 
  Spot:  (If any of the characters ask, or if they 
  seem intent on combat.) 
  DC 8: The prisoners’ hands are bound in front of 
  them. Their feet might have some sort of shackle 
  made of rope. That usually makes swimming quite 
  difficult, if not impossible.  
  If the Characters Attack! 
  It is entirely possible that the characters will 
  misconstrue the lizardfolk’s intentions towards the 
  captives as hostile.  
  Begin combat, the lizardfolk will fight as best they 
  can, diving into the water, swimming up to attack 
  the party on shore. Remember that spells cannot 
  target through the plane of the water. The 
  Bullywugs need to make their check for Erratic 
  Morale. Regardless of their success, they will kick 
  all of their prisoners into the water, and bound as 
  they are, they cannot swim. None of the prisoners 
  has more than a constitution of 10. The prisoners 
  all have ten rounds before they drown (They are 
  trying to make escape artist checks while 
  swimming, though unable. This is considered 
  strenuous activity, as per the “holding your breath” 
  rules, page 84 PHB.) The water here is twenty feet 
  deep, and the prisoners will sink downward at a 
  rate of 5 feet/round starting on the second round.  
  All of the combatants, bullywugs and lizardfolk, 
  intend on grappling their attackers and dragging 
  them into the water. They can all breathe water or 
  hold their breath for an extended period and know 
  KEO7-01 The Herald of Woe 
   
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  the limitations of their foes. Each bullywug has a 
  net and a tanglefoot bag in addition to their 
  standard gear that they’ll use to help immobilize 
  those they want to grapple. They focus on 
  obviously weaker targets—those in light armor, no 
  armor first, smaller opponents, or those with more 
  diminutive frames. 
  Here’s a guide just in case combat occurs: 
  Surprise Round: Characters get a standard action; 
  allow a spot check of DC 20 for the two monster 
  groups as a whole. Success for either indicates 
  that group may have a standard action during the 
  surprise round after the characters. If so, they take 
  the first of their actions. 
  First Round:  
  Lizardfolk:  
  Dive into the water (Move action) 
  Swim 10’ to shore, drawing weapons 
  Bullywugs:  
  Kick prisoners into the water 
  Dive into the water. 
  Second Round:  
  Lizardfolk:  
  Swim 15’ (Full round action) 
  Bullywugs:  
  Swim 40’ to shore. (Double move) 
  Third Round:  
  Lizardfolk:  
  Swim 15’, arriving onshore. 
  Bullywugs:  
  Attack characters! 
  Fourth Round:  
  Lizardfolk:  
  Attack characters! 
  Bullywugs:  
  Attacking as described above. 
  Only the most foolhardy, or those who callously 
  disregard the safety of the prisoners, should 
  consider this option feasible. 
  If the Characters Wait 
  Should the characters wait a few moments, they’ll 
  see the lizardman cut the gnome’s bonds, bearing 
  him no ill will. After a few more moments, the 
  exchange will be complete, and the bullywugs will 
  pole off into the mists, and the lizardfolk will begin 
  rowing towards the shore and make landfall near 
  the characters. They’ll call out peacefully in 
  Common. 
  As long as the characters are pleasant and willing 
  to negotiate, the lizardfolk begin with an initial 
  attitude of Indifferent. They want 50 gp worth of 
  standard gear for each of the eight prisoners. 
  Shifting their attitude to Friendly drops this price by 
  25 gp. Getting them to Helpful will allow one of 
  their number to suggest that he will escort them 
  back to Westkeep for a small sum. 
  Provide a +2 circumstance bonus to the check if 
  the negotiator speaks Draconic. Increase the 
  bonus to +3 if the negotiator provides a small gift 
  to the lizardfolk for simply talking with the 
  characters. If the characters threaten or intimidate 
  the lizardfolk, drop their initial attitude to Unfriendly 
  and increase the ransom to 75 gp.  
  Only one PC may make this check, and that PC 
  may not be assisted. The lizardman chieftain 
  doesn’t want to listen to the warbling voices of 
  many—just the one who speaks for their group. 
  IF 
  THE 
  CHARACTERS 
  COMPLETE 
  THIS 
  ENCOUNTER 
  WITHOUT 
  COMBAT 
  THEN 
  AWARD XP AS IF THEY DEFEATED AN APL+1 
  ENCOUNTER, OTHERWISE AWARD NOTHING. 
  All APLs (EL 12) 
  32 Bullywugs, Male Humanoids War1: hp 7; 
  see Appendix 5  
  15 Lizardfolk, Male Reptilian Humanoid 
  War1: hp 12; see Monster Manual, page 167. 
   
  Tactics: See above regarding tactics. 
   
  Treasure: None. 
   
  Developments: If the prisoners are rescued 
  and there is no one left to escort them, they’ll 
  request arms and armor, salvage as much as they 
  can from the aftermath of the combat, and then 
  ask for a general direction back to the barge. They 
  can then point the characters in the direction that a 
  smaller group of bullywugs went just before the 
  floating market began, taking three dwarven 
  prisoners with them. They’ll mention that the 
  bullywugs said something about telling the rest of 
  the tribe about their victory. This will allow the 
  characters to find the bullywugs’ trail elsewhere on 
  the lakeshore and continue on for three days to 
  Encounter 6. In this case, the Lizardfolk are not 
  present. 
  If the prisoners were released peacefully, the 
  freed men of the barge are willing to be escorted 
  back by a lizardfolk guide. The guide will do so for 
  KEO7-01 The Herald of Woe 
   
  Page 14 
  
  either 50 gp in equipment that the GM should 
  select from the characters’ lists—focusing on 
  hatchets, rope, hammers, and other utilitarian 
  gear—or for 200gp in coin. In addition, the 
  Lizardfolk know the general direction to the 
  bullywug village, being its closest neighbors, and 
  will take the characters along, if the party desires. 
  If so, the Lizardfolk are present for Encounter 6. 
  Characters that delay healing wounds more than a 
  MINUTE between battles need to make DC 
  10+APL Fortitude save to avoid contracting Filth 
  Fever. (See DMG, pg 292) 
  Encounter 6: The Offer You 
  Don’t… 
  This encounter occurs two days after Encounter 4 
  or three days after Encounter 5. Remember to 
  consider supplies as mentioned in the beginning 
  of Encounter 5. If the Lizardfolk from Encounter 5 
  are with the party, they need not worry about food. 
   
  The scent of wood smoke has hung in the 
  air for the last half-mile, and the sounds of the 
  swamp forest have been strangely absent. 
  Your thighs are leaden from trudging through 
  the mire. Your legs and armpits are raw from 
  the thin coating of grime that has sanded away 
  at your skin in that uncomfortable space just 
  under your wet clothes. The humidity has 
  soaked your scalp and a tiny trickle of hot 
  sweat slowly crawls down your spine to a 
  place you just can’t reach. You’ve begun 
  wondering if any of this was remotely worth 
  the effort when the gentle hill of dry earth just 
  ahead momentarily brings the closest thing to 
  a smile your lips have seen all day. 
   
   Coming out of the mangrove, you’re met 
  with a grisly, sobering sight. Across a long, 
  low rise of ground was once a village, a cluster 
  of probably nine or ten large huts. Now, all that 
  remains are burnt out ovals of ash and 
  smoldering embers. A murder of crows takes 
  to the air in a screeching burst of feathers at 
  your arrival.  
   
  It is obvious a massacre has taken place 
  here—there are all the earmarks. Only three 
  bullywug corpses lie amidst the carnage, left 
  where they fell. Nearly thirty lizardfolk bodies 
  are staked out, faces to the sky, arms hanging 
  limply. A few bold ravens remain to pick for 
  choice bits, cawing defiantly. 
   
  A low mist clings to the ground, swirling in 
  eddies as you walk. A stray breeze clears the 
  ground with a soft whistle and you’re greeted 
  by the final stroke of genocide: a collected pile 
  of lizardfolk eggs, smashed and left to rot. 
  Hung from the split haft of a spear set in the 
  center of the pile is a sign written in both 
  Draconic and Common. It reads in poorly 
  scribed text: 
  “Join the Prophet or die!”  
  Allow the characters these skill checks if needed:  
  Knowledge (Religion) 
  DC 15: The Hopping Prophet could be a reference 
  to Wastri. He is the god of Amphibians, Bigotry 
  and Self-Deception. 
  Knowledge (Local: Sheldomar Valley) 
  DC 15:  The Prophet of the Swamp was a title 
  given to a black dragon Aulicus that foretold the 
  coming of three weapons, one of which was used 
  to murder the King of Keoland. 
  Developments: If the characters are alone, the 
  bullywugs’ trail from here into the bush and home 
  is blatantly obvious. The frogmen make no attempt 
  to hide their trail. 
  If the lizardfolk from Encounter 5, Swampmeet, 
  are here with the party, they howl in despair. This 
  was their home, and while they’d rebuffed the 
  Bullywugs’ offer of alliance, they’d thought that 
  their tribe would be left in peace. Evidently, it has 
  been made into an example. 
  If anyone reacts disrespectfully to the dead in 
  front of the Lizardfolk from Encounter 5—
  attempting to eat smashed eggs, etc—use the 
  result for DC12 on the chart below, regardless 
  of any diplomacy attempts. 
  If the characters ask, they could make a diplomacy 
  check to bring the Lizardfolk to the party’s side as 
  allies. Should the characters exhort the Lizardfolk 
  to vengeance they receive a +2 bonus to the 
  diplomacy check. This bonus is increased to +3 if 
  the PC making the check actually speaks 
  Draconic and not some other language when 
  making the plea for assistance. 
  Diplomacy: 
  DC 12 or less: The lizardfolk are appalled that the 
  characters would suggest such a thing in the face 
  of their terrible loss. They ignore further attempts 
  to exhort aid and refuse to even show the 
  KEO7-01 The Herald of Woe 
   
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  characters any further directions than a pointed 
  claw to the west. 
  DC 15: The lizardfolk refuse the characters offer, 
  stating that they must mourn and bury their dead. 
  The characters may try once more, but do not 
  include any circumstance bonuses for this 
  attempt. Nor can any other characters aid in this 
  attempt, only one PC may try to convince the 
  lizardfolk in this second try. 
  DC 18: The lizardfolk refuse to continue, but 
  provide the characters with good directions to the 
  Bullywug tribe. 
  DC 22: The lizardfolk will join the characters. They 
  are vocal and angry. They calm down as they 
  approach the Bullywugs, but continue the next 
  encounter as written. 
  DC 25: Seething with quiet rage, the lizardfolk will 
  join the characters and lead the group stealthily up 
  to the edge of Bullywug village. Give the 
  characters an additional round to prepare before 
  beginning the next encounter. 
  Continuation: 
  Once the characters are finished examining the 
  camp, and possibly parlaying with the Lizardfolk if 
  the group accompanied the party from Encounter 
  5, they can continue traveling onward to the 
  bullywug camp. The trail leads for the rest of the 
  day’s journey and the characters will arrive at 
  Encounter 7 about a quarter hour before dusk. 
  There is no penalty to the timeline if the PCs 
  decide to retreat from that battle and reengage 
  later. Have the monsters defend accordingly. 
  Encounter 7: Demonstration 
  of Faith 
   
  The sounds of the encampment reach you 
  about fifty yards before you’re near enough to 
  see it. The light of the sun makes you think 
  you have maybe little more than a quarter of an 
  hour before darkness falls. Taking cover in a 
  swath of heavy ferns, you can see the clearing 
  of the swampy forest and the structures that 
  make up the bullywug village occupying this 
  higher, dry portion of the moors. Although 
  most of the foliage is cleared, more than a few 
  trees still stand amidst the huts. Hanging down 
  from these trees are three small cages, each 
  housing a small humanoid whose arms and 
  legs hang sadly, eerily swaying in an errant 
  breeze.  
   
  There is a long, low house that seems to be 
  the center of the buildings, and tied bundles 
  wrapped in large leaves are being transferred 
  inside from a massive pile by a small human 
  and two dwarves. A forge manned by a few 
  dwarf slaves sits to the right of the warehouse; 
  one sadly hammering at bits of glowing metal 
  as two others throw cut bricks of peat into a 
  brightly burning fire. Another small-framed 
  human furiously works at a bellows, his face 
  streaked with soot. They all look emaciated 
  and haggard.  
   
  Another four huts are scattered about to 
  the left of the warehouse. In the center of the 
  structures is a high bonfire. Striding about it, 
  speaking over it’s roar, is a tall, fetish covered 
  Lizardfolk, 
  busy 
  exhorting, 
  gesturing, 
  preaching to the mob of bullywugs that have 
  gathered about the ring of light to listen to his 
  words. Its skin is dark green, ebony in some 
  places, and about its waist is a belt of skulls. 
  Its arms seem out of proportion to the rest of 
  its body. Strangely, it sports a pair of draconic 
  looking wings. In one hand, it holds a grim 
  looking rod of bone, in the other it holds a long 
  black stave of some wood. 
  Refer to DM’s Aid Map #2 for initial positions of 
  the monsters and party. If the characters think to 
  make any skill checks, consider the following: 
  Spot:  
  DC 15: The people in the cages could be dwarves. 
  DC 18: The dwarves in the cages might not be 
  alive. 
  DC 20: There appears to be some sort of structure 
  built further up in the trees. Those dwarves are 
  definitely not alive. Is someone in the trees? 
  DC 24: The dwarves in those cages are beyond 
  helping. There are three tree houses, built into the 
  canopy of the trees and overseeing the whole of 
  the village. The bullywugs sitting and watching on 
  the catwalk have something in their hands. 
  DC 30: The dwarves in those cages are beyond 
  helping. There are three tree houses, built into the 
  canopy of the trees and overseeing the whole of 
  the village. The bullywugs sitting and watching on 
  the catwalk have bows and javelins in hand. 
  Listen:  
  DC 15: He’s definitely talking about alliances, 
  crushing something, and a Prophet. 
  KEO7-01 The Herald of Woe 
   
  Page 16 
  
  DC 18: Everything from 15, plus …They’ll gather 
  soon? On a hill somewhere? 
  DC 20: Everything from 18, plus… The bullywugs 
  are gathering in ten days. 
  DC 25: Ten days from tomorrow, the bullywugs 
  will gather on the Hill of Tribes, deep in the 
  swamp. They will talk of war and send their 
  emissaries out to the other tribes of the marshes. 
  The Servants of the Prophet will crush all those 
  who refuse to join! All hail the Prophet! 
  Knowledge (Religion) 
  DC 15: The Hopping Prophet could be a reference 
  to Wastri. He is the god of Amphibians, Bigotry 
  and Self-Deception. 
  Knowledge (Local: Sheldomar Valley) 
  DC 15:  The Prophet of the Swamp was a title 
  given to a black dragon Aulicus that foretold the 
  coming of three weapons, one of which was used 
  to murder the King of Keoland. 
  DC 18:  None of the fetishes on the Lizardfolk 
  match any of the symbols of the tribes of the Hool 
  that you recognize. 
  Knowledge (Nature) [APL 12 ONLY] 
  DC 14: Dire Toads can be poisonous. 
  DC 20: That large creature is a Bog Giant. 
  If the lizardfolk from Encounter 5 have 
  been made allies after Encounter 6, 
  read the following: 
   
  Your lizardfolk allies listen carefully, and 
  speak softly amongst themselves. Two of their 
  number return the way you came, and the 
  others appear to be preparing weapons. Their 
  leader approaches you, his common is broken 
  and sibilant, “You kill big talker. We take 
  revenge on the treessss! You wait for sssign! 
  Big crassssssh!” 
  If the characters hadn’t noticed them before, the 
  lizardfolk points out the tree houses, and their 
  occupants. Ask if the characters intend to wait for 
  the sign, as this will influence how combat 
  progresses. 
   
  If they Act First: 
   
  Roll for initiative, and then read the following. 
   
  You begin your attack, ignoring the request 
  of the lizardfolk and eager to take the 
  advantage. The bullywugs, spun into a feverish 
  craze 
  by 
  their 
  Herald, 
  seem 
  strangely 
  prepared, and archers from above unleash a 
  first volley down into your party. With howls of 
  anger and fear, many of the bullywugs scatter 
  as the Herald calls up the tribe to follow him. 
  Then, screeching with vengeful glee, the 
  lizardfolk scramble in amongst the bullywugs 
  in the trees, savaging them with tooth and claw 
  and leaving the ground forces to you. 
  Each character suffers two attacks, each at +5 to 
  hit, for 1d8 plus Medium Spider venom (DC14 
  Fortitude save or 1d4 strength damage initially, 
  1d4 
  secondary 
  strength 
  damage.) 
  before 
  beginning combat. 
   
  If they Wait: 
   
  You sit, waiting as silently as you can, 
  making no noise but the soft creak of shifting 
  leather, and that is likely lost to the Herald’s 
  shouts that drown out the background noises 
  of the swamp. These long, slow breaths before 
  the battle begins always seem to last an 
  eternity. You review your gear, checking that 
  each piece is in its proper place; ready for the 
  chance you’ll need it. You glance amidst your 
  companions and then back at the camp, 
  watching the tree houses, keeping half an eye 
  on the Herald.  
   
  He is inflaming the spirits of the bullywugs, 
  pushing them on with dreams of conquest, 
  loot, and glorious empire. Then, there is a 
  high, creaking whine that becomes a vicious 
  cracking and snapping, cascading into an 
  avalanche of screams and breaking branches 
  as two of the tree houses smash into the third, 
  knocking the whole tangled knot of wood and 
  frogman to the muck.  
   
  The bullywugs scatter with the terrible 
  collapse, some diving for the water, others 
  trying to free their companions from the 
  wreckage. Bursting from the underbrush, your 
  lizardfolk allies fall upon the wounded and 
  fleeing, taking to them with tooth, claw and 
  spear.  
  Allow the characters two rounds to prepare before 
  beginning combat as normal. 
  If the lizardfolk from Encounter 5 are 
  not with the party: 
   
  Checking your gear and straining to listen 
  to the Herald’s words, you don’t notice the 
  bullywug come up out of the water with an 
  armload of shellfish. He is as much startled by 
  KEO7-01 The Herald of Woe 
   
  Page 17 
  
  you as you are by him. While you scramble for 
  weapon hilts and spell components, he drops 
  his harvest and shouts at the top of his lungs 
  before diving into the marsh, “Enemies! 
  Enemies!” 
  Characters begin this portion of the encounter fifty 
  feet from the edge of the village, sixty-five feet 
  from the Herald. The bullywugs in the tree houses 
  fire and then flee, as they fail their Erratic Morale 
  check. Each character suffers two attacks, each at 
  +5 to hit, for 1d8 plus Medium Spider venom 
  (DC14 Fortitude save or 1d4 strength damage 
  initially, 1d4 secondary strength damage.) before 
  beginning combat. The bulk of the bullywugs flee 
  into the bush, to watch the outcome of the battle. 
  They will either dance about the corpses of the 
  party or flee to tell the Herald’s defeat to the other 
  clans on the Hill of Tribes. 
  When Combat Begins: 
   
  Seeing you move, the Herald turns in your 
  direction. You can now clearly see that its 
  flesh is stitched on in some places, and that its 
  eyes are mismatched in size and color. 
   
  “Yes! 
  A 
  wonderful 
  sacrifice! 
  Come, 
  manlings, and fill the gullet of the Herald of 
  Woe! Yours is not the authority to deny the 
  return of the Prophet of Woe!” 
   
  The Herald holds up the black staff in its 
  left hand, and an arc of lightning crashes down 
  from the heavens, wrapping itself about him. 
  His eyes roll up in ecstasy and then back down 
  to see you. He screams, 
   
  “WOE TO THOSE WHO OPPOSE!” 
  APL 4 (EL 7) 
  Lizardfolk Barbarian 2/Dragonflesh Half-
  Golem: hp 50; see Appendix 1. 
  2 Bullywug Male Humanoid 
  Barbarian2/Warrior1: hp 39; see Appendix 1. 
  1 Bullywug Male Humanoid 
  Cleric1/Warrior1: hp 18; see Appendix 1. 
  1 Bullywug Male Humanoid 
  Rogue1/Warrior1: hp 16; see Appendix 1. 
  APL 6 (EL 9) 
  Lizardfolk Barbarian 4/Dragonflesh Half-
  Golem: hp 68; see Appendix 2. 
  2 Bullywug Male Humanoid 
  Barbarian4/Warrior1: hp 70; see Appendix 2. 
  1 Bullywug Male Humanoid 
  Cleric4/Warrior1: hp 45; see Appendix 2. 
  1 Bullywug Male Humanoid 
  Rogue4/Warrior1: hp 37; see Appendix 2. 
  APL 8 (EL 11) 
  Lizardfolk 
  Barbarian 
  5 
  /Wizard 
  1/Dragonflesh Half-Golem: hp 80; see 
  Appendix 3. 
  2 Bullywug Male Humanoid 
  Barbarian5/Warrior1: hp 78; see Appendix 3. 
  1 Bullywug Male Humanoid 
  Cleric5/Warrior1: hp 54; see Appendix 3. 
  1 Bullywug Male Humanoid 
  Rogue5/Warrior1: hp 37; see Appendix 3. 
  APL 10 (EL 13) 
  Lizardfolk 
  Barbarian 
  7/Wizard 
  1/Dragonflesh Half-Golem: hp 98; see 
  Appendix 4. 
  2 Bullywug Male Humanoid 
  Barbarian6/Warrior1: hp 91; see Appendix 4. 
  2 Bullywug Male Humanoid 
  Cleric6/Warrior1: hp 63; see Appendix 4. 
  APL 12 (EL 15) 
  Lizardfolk 
  Barbarian 
  8/Wizard 
  2/Dragonflesh Half-Golem: hp 110; see 
  Appendix 5. 
  2 Bullywug Male Humanoid 
  Barbarian6/Warrior1: hp 91; see Appendix 5. 
  1 Bullywug Male Humanoid 
  Cleric6/Warrior1: hp 63; see Appendix 5. 
  1 Advanced Fiendish Dire Toad, 
  Extraplanar Magical Beast: hp 110; see 
  Appendix 5. 
  Soggy, Male Bog Giant Barbarian2/Rogue2: 
  hp 146; see Appendix 5. 
   
  Tactics: The Bullywugs will spend the first 
  round consuming appropriate potions—haste, 
  invisibility, etc— or at higher APLs, flinging globes 
  from their Necklaces of Missles and beginning 
  Summon IIIs. The Herald will fly into the air and 
  invoke its Frightful Presence as it makes a Spot 
  check to fully appraise the party’s composition. At 
  lower APLs, he’ll then charge anyone brandishing 
  a holy symbol as the bullywugs engage warriors. 
  At higher APLs the Herald will begin combat by 
  flying forward and catching the largest number of 
  KEO7-01 The Herald of Woe 
   
  Page 18 
  
  targets with his arc of lightning, including himself. 
  The Bullywugs make their erratic morale check 
  after their second fatality. The Herald will fight to 
  the death. At lower APLs, the Herald will activate 
  his quickspark alchemical capsule the first two 
  times he is slowed. Doing so will only eliminate his 
  slowed status as a swift action. At higher APLs 
  he’ll make sure to use the wand of arc of lightning 
  to heal himself, eliminate any slow effect on 
  himself, and injure the best targets. He’ll only use 
  the quickspark capsules if his wand is disarmed. 
  Don’t forget about the barbarians’ diehard feat at 
  APL8-12! 
   
  Treasure: See appropriate Appendix entries. 
   
  Developments: Assuming the defeat of all 
  opponents, proceed to the Conclusion. Otherwise, 
  they’ll need to return and defeat them. 
  Additionally, the characters will have to decide 
  what they are doing with the Woestaff. It is a solid 
  black wood staff, engraved with a simple tower at 
  one end. It radiates powerful evocation and 
  divination magic. A Knowledge (Sheldomar Valley) 
  DC 10 or Knowledge (Arcana)will tell the 
  characters that this is obviously a relic of the Silent 
  Ones. 
  Their choices are as follows: 
  Return the Woestaff to the Silent Tower: 
  The characters will be thanked profusely and 
  receive the AR item “Gift of the Silent Ones”. A 
  character who is already a Silent One will be 
  offered the opportunity to become a Woestave as 
  detailed below. Any arcane spellcaster who is not 
  a Silent One is offered an immediate chance to 
  join the metaorganization, at half the normal TU 
  cost and the opportunity to become a Woestave.  
  Keep the Woestaff for themselves: 
  This must be a conscious decision to not return 
  this item of power to the Silent Ones. The Silent 
  Ones will not come for the staff, although it will be 
  useless in the characters’ hands. The table 
  receives the AR item “Hatred of the Silent Ones”. 
  Not know who to give the Woestaff to: 
  If the characters don’t realize who the staff 
  belongs to (perhaps they are from out of region, or 
  new to the region), they may decide to keep it for 
  themselves. In this case, they will be tracked down 
  by a representative of the Silent Ones and asked 
  for the staff. Agreement yields the same result as 
  returning the staff and refusal the same result as 
  keeping the staff. 
  Conclusion: Return to 
  Westkeep 
  A better path makes the trip from the bullywug 
  village to the docks one day. Supplies from the 
  camp make a survival check unnecessary. The 
  barge crew helps haul out supplies and suggest a 
  larger armed group return for more. 
   
  A smile crosses your face as you make 
  your way out of the boggy marshes of the 
  swamp and on to the long dirt road back to 
  Westkeep. At least the flies won’t be as bad 
  and your boots will have a chance to dry out. 
  Relief quickly gives way to concern as you 
  remember the events from the Bullywug 
  village. The Herald of the Prophet’s message 
  still circulates, and you’re certain he can’t be 
  the only servant of this new demagogue 
  amongst the mangroves. An odd, chill wind 
  sends a shiver down your spine. 
   
  One thing is without doubt; you know this 
  Prophet can’t be left unchallenged. With a 
  renewed determination you pick up your pace. 
  Whatever happens, it will be better because 
  you chose not to sit idle. Reviewing the last 
  few days, you consider the report you’ll make 
  to Commander Parg and Major Fletcher. Gods 
  have mercy on Westkeep if no one listens… 
  The End 
  Epilogue: Joining the 
  Woestaves 
  This occurs if a character decides to accept the 
  Silent One offer to join the Woestaves. Read this 
  section aloud to those characters only.  
  A toneless voice greets you. The man who 
  speaks does so from behind a finely wrought 
  black iron mask. Engraved tears fall under the 
  eyeholes. 
  “Welcome, Initiate. Today is a momentous day. 
  A day of turning tides. For hundreds of years 
  the Silent Ones have striven to drive back the 
  darkness. Today, we ask you to carry a torch 
  yourself. 
  Today, we invite you to join the ranks of the 
  Woestaves. Traditionally the office of the 
  Woestave was held by only thirteen. It has 
  become obvious that we need to expand our 
  ranks, and you are among our first to join the 
  new numbers. 
  KEO7-01 The Herald of Woe 
   
  Page 19 
  
  Let me be clear; the life of a Woestave is not 
  his own. You are a Silent One, first and 
  foremost. You will carry out the will of the 
  master of this tower above all. If you cannot 
  abide that, you may leave. 
  You will be called upon to combat the most 
  dire evils Keoland and the Sheldomar Valley 
  have ever faced. If you cannot abide that, you 
  may leave. 
  You may be forced to incapacitate, harm, or 
  even kill in order to prevent knowledge of evil 
  magic from being proliferated. Those you 
  might have to act against might not always be 
  agents of evil. If you cannot abide that, you 
  may leave. 
  You will be given free reign where we hold 
  sway. None of our order save myself may 
  gainsay you in your actions. You will not be 
  accountable to any mortal authorities for what 
  you must do to retain the silence. 
  You must never reveal that which you are. You 
  must trust in your other brethren to retrieve 
  you should true danger befall you. 
  If you can swear to these things by the blood 
  of your left hand, you will be a Woestave.” 
  The hooded man hands you a sharply serrated 
  knife, hilt first, then he folds his hands into his 
  robe. 
  What do you do? 
  Characters who refuse suffer no ill will.  
  Characters who agree become Woestaves, are 
  given a Woestaff as a token of office, and are 
  given a special AR. 
   
  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 3 
  Objective: Defeat the Monsters. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  APL 10: 360 xp 
  APL 12: 420 xp. 
  Encounter 5 
  Objective: Avoid Combat. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 7 
  Objective: Defeat the Monsters. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary Roleplaying Award 
  (Encounter 6) 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  KEO7-01 The Herald of Woe 
   
  Page 20 
  
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 4: L: 17gp, C: 15 gp, M: Bead of Force, 2 
  Potions of Cure Moderate (1650 gp). 
  APL 6: L: 15 gp, C: 100 gp, M: Huge Longspear 
  +2, Cloak of Resistance +1, Potion of Cure 
  Moderate Wounds (4650 gp). 
  APL 8: L: 15 gp, C: 100 gp, M: Huge Longspear 
  +2, Cloak of Resistance +1, Slippers of Spider 
  Climbing, 
  Salve 
  of 
  Slipperiness, 
  Dust 
  of 
  Appearance, Potion of Cure Moderate Wounds 
  (8000 gp). 
  APL 10: L: 15 gp, C: 100 gp, M: Keen Huge 
  Longspear +2, Slippers of Spider Climbing, Cloak of 
  Resistance +2, Potion of Cure Moderate Wounds 
  (12900 gp). 
  APL 12: L: 15 gp, C: 100 gp, M: Keen Huge 
  Longspear +2, Slippers of Spider Climbing, Cloak of 
  Resistance +2, Potion of Cure Moderate Wounds, 
  +1 Shadow Hide Armor of Light Fortification, Bead 
  of Force (25400 gp). 
   
  Encounter 7: 
  APL 4: L: 26 gp, C: 40 gp, M: 3 Shortspear +1, 
  Glaive +1, 4 Pt Bull’s Strength, Headband of 
  Intellect +2, Cloak of Charisma +2 (8600 gp). 
  APL 6: L: 25 gp, C: 315 gp, M: Shortspear +1, 
  Glaive +1, 2 Ring of Protection +1, Scroll of 
  Remove Disease, 2 Amulet of Health +2, 2 Potion 
  Cure Moderate wounds Headband of Intellect 
  +2, Cloak of Charisma +2, Salve of Slipperiness 
  (12687 gp). 
  APL 8: L: 25 gp, C: 200 gp, M: 3 Shortspear +1, 
  2 Cloaks of Resistance +1, 2 Necklace of Fireballs 
  (Type I), Glaive +1, Brooch of Shielding, Pt of 
  Displacement, Cloak of Resistance +1, Potion of 
  Haste, Potion of Invisibility, 3 Potion Cure Moderate 
  Wounds, Headband of Intellect +4, Cloak of 
  Charisma +2, Wand of Arc of Lightning 10 
  Charges (20375 gp). 
  APL 10: L: 47 gp, C: 20 gp, M: 2 Shortspears 
  +1, 2 sets of Gauntlets of Ogre Power, 2 Potion of 
  haste, 2 Potion of Cure Moderate Wounds, 2 
  Glaives +1, 2 Cloak of Resistance +2, 2 Brooches 
  of Shielding, Headband of Intellect +4, Cloak of 
  Charisma +2, Wand of Arc of Lightning 10 
  Charges, Amulet of Mighty Fists +1 (28450 gp). 
  APL 12: L: 47 gp, C: 20 gp, M: 2 Shortspears 
  +1, 2 sets of Gauntlets of Ogre Power, 2 Potion of 
  haste, 2 Potion of Cure Moderate Wounds, 2 
  Glaives +1, 2 Cloak of Resistance +2, 2 Brooches 
  of Shielding, Headband of Intellect +4, Cloak of 
  Charisma +4, Wand of Arc of Lightning 10 
  Charges, Amulet of Mighty Fists +1, Bead of 
  Force, Keen Huge Longspear +2, Slippers of Spider 
  Climbing, Cloak of Resistance +2, Potion of Cure 
  Moderate Wounds (56850 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 43 gp, C: 55 gp, M: 10250 gp – 
  Total: 10343 gp (650 gp). 
  APL 6: L: 42 gp, C: 330 gp, M: 17337 gp – 
  Total: 17709 gp (900 gp). 
  APL 8: L: 42 gp, C: 300 gp, M: 29750 gp – 
  Total: 30092 gp (1,300 gp). 
  APL 10: L: 62 gp, C: 120 gp, M: 42575 gp – 
  Total: 42757 gp (2,300 gp). 
  APL 12: L: 62 gp, C: 120 gp, M: 82450 gp – 
  Total: 82632 gp (3,300 gp). 
  KEO7-01 The Herald of Woe 
   
  Page 21 
  
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Gift of the Silent Ones: For returning the 
  Woestaff, the Silent Ones gift you in return. You 
  may add one of the following spells to your 
  spellbook from Spell Compendium: Ironguts (1st), 
  Persistent Blade (1st), Aiming at the Target (2nd), 
  Daggerspell 
  Stance 
  (2nd), 
  Vipergout 
  (3rd), 
  Junglerazer 
  (3rd), 
  Know 
  Vulnerabilities 
  (4th), 
  Dragon Breath (4th), Blink, Greater (5th), Earth 
  Reaver (5th), Extract Water Elemental (6th) 
  Wrath of the Silent Ones: For deciding to keep 
  the Woestaff, the Silent Ones mark you. For the 
  next 52 TU, you take 4D6 additional damage from 
  any damaging spell which you are allowed a 
  saving throw against and fail. This is a curse and 
  may be removed with a remove curse at CL11.  
  Favor of the Merchants’ Guilds: The PC has 
  helped rescue members of the Teamsters’ Guild in 
  Westkeep. To show their gratitude, they have 
  used 
  their 
  contacts 
  amongst 
  the 
  growing 
  Alchemists’ Guild in Keep’s End to provide one 
  time 
  access 
  to 
  either 
  the 
  buoyant 
  armor 
  modification 
  or 
  the 
  acidic 
  burst 
  weapon 
  modification (From Stormwrack) at standard cost. 
  Note the AR the favor was used: ____ 
  Favor of the Stouthammer Clan: The PC has 
  helped rescue members of the Stouthammer Clan 
  of the Good Hills. As a display of their gratitude, 
  they will provide an opportunity to purchase either 
  a medium or smaller sized mithral suit of armor or 
  adamantine weapon. The weapon may be of any 
  type which the PC has access to. Note the AR the 
  favor was used: ____ 
  Favor of the Keoish Royal Standards: For your 
  successful service to the Warmaster Morgan 
  Armitage this PC gains access to purchase a +1 
  enhancement upgrade to any one weapon, armor 
  or shield they own. This upgrade may not result in 
  a final bonus greater than +4. If the PC spends 4 
  TU making this upgrade gathering special 
  materials, the cost of the enhancement is reduced 
  by 25%. This favor is NOT expended when used, 
  although the 4 TU bonus may only be used once. 
  This favor can only be used after playing a 
  Keoland regional scenario or interactive. 
  It’s Not the Heat, It’s…: After an extended period 
  spent trudging through the jungle swamp of the 
  Hool, this PC has learned what to expect. Further 
  Survival or Knowledge (Nature) checks made in or 
  concerning the Hool Marsh gain a +2 insight 
  bonus. This character gains a +2 morale bonus on 
  all saves against diseases. 
  Boots of the Tropics: These boots allow a 
  wearer to shrug off the long-term affects of heat 
  and humidity.  The boots keep the wearer cool 
  even in the most severe heat, preventing her from 
  taking damage from exposure to heat, as if she 
  were affected by an endure elements (heat). 
   Caster level: 5th; Prerequisites: Craft Wondrous 
  Item, endure elements, Market Price: 2,500 gp. 
  Item Access 
  APL 4: 
  • 
  Boots of theTropics (Adventure; AR) 
  • 
  Bead of Force (Adventure; DMG) 
  • 
  Lion Shield (Adventure; DMG) 
  • 
  Field Provisions Box (Regional; MH) 
  • 
  Heward’s 
  Handy 
  Haversack 
  (Adventure; 
  DMG) 
  • 
  Quickspark Capsules (Adventure; CV) 
  • 
  Weapon Capsule Retainer (Adventure; CV) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Members of KRS or Mercenary Groups: 
  Horseshoes of the Zephyr (Regional; DMG) 
  • 
  Members of Dreadwalkers: Beastskin Armor 
  Upgrade (Regional; CW) 
  • 
  Salve of Slipperiness, (Adventure; DMG) 
  • 
  Periapt of Wound Closure, (Adventure, DMG) 
  • 
  Scarab of Golembane, (Adventure, DMG) 
  • 
  Pearl of the Sirines,  (Adventure; DMG) 
  • 
  Arcane or Divine Scroll of Healthful Rest,  
  (Adventure; CV) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Wand of Arc of Lightning (Lvl 7), (Adventure; 
  Complete Arcane) 
  • 
  Headband of Intellect +4,  (Adventure; DMG) 
  • 
  Cloak of Charisma +4,  (Adventure; DMG) 
  • 
  +1 Blurstrike Shortsword,  (Adventure; Races 
  of the Wild) 
  KEO7-01 The Herald of Woe 
   
  Page 22 
  
  • 
  Ring of the Ram,  (Adventure; DMG) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Ring of Water Walking,  (Adventure; DMG) 
  • 
  Major Ring of Energy Resistance (Electrical),  
  (Adventure; DMG) 
  • 
  +1 Fiery Blurstrike Shortsword,  (Adventure; 
  Races of the Wild and DMG) 
  • 
  Iridescent Spindle Ioun Stone,  (Adventure; 
  DMG) 
  APL 12 (All of APLs 4,6,8,10 plus the following): 
  • 
  Acid Resistance Armor Upgrade (Adventure, 
  DMG) 
  • 
  Helm of Underwater Action (Adventure, DMG) 
  • 
  Drums of Panic (Adventure, DMG) 
  • 
  Boots of Teleportation (Adventure, DMG)
  KEO7-01 The Herald of Woe 
   
  Page 23 
  
  APPENDIX 1 – APL4
  Encounter 3: Into the Jungle. 
  HICKS, MALE WERERAT HUMAN FIGHTER 1:        CR4 
  LE Medium Human Shapechanger, Human Form 
  Init:  +0 
  Senses: Low light vision; scent; Listen +4, Spot 
  +4 
  Languages: Common 
  AC: 15, (+2 Natural, +2 Leather, +1 Buckler) touch 
  10, flat-footed 15  
  HP: 23 (1d8+1 plus 1d8+2 plus 1d10+1)  DR:      
  SR:   
  Immunities:  
  Saves: Fort +7; Ref +2, Will +4 
  Spd: 30 ft. (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +3 melee Rapier (1d6+1) 
  Ranged: +2 ranged Light Crossbow (1d8/19-20) 
  Base Atk: +2; Grp: +3 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Bead of Force, Pt. Cure moderate 
  Wounds 
  Abilities: Str 13, Dex 11, Con 13, Int 10, Wis 11, 
  Cha 8 
  SQ/A: Alternate Form, Rat empathy/Curse of 
  Lycanthropy, Disease 
  Feats: Alertness, Dodge, Improved Bull Rush, Iron 
  Will, Weapon FinesseB 
  Skills: Skills Climb +0, Handle Animal +3, Hide 
  +1, Listen +4, Move Silently +0, Spot +4, Swim +9 
  Possessions: Leather Armor, Buckler, Rapier, 
  Dagger, backpack, 50’ rope, traveler’s clothes, 
  15gp. 
  Alternate Form (Su):  A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or 
  hybrid form must succeed on DC 15 Fortitude 
  save or contract lycanthropy.  
  Disease (Ex): Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is constitution based. 
  Rat Empathy (Ex): Communicate with Rats and 
  dire rats, and a +4 racial bonus on Charisma-
  based checks against rats and dire rats. 
  Description: Hicks is a thin, wiry Oerdian man 
  with thinning hair on his pate, bushy black 
  sideburns and soul patch beard. His clothing is 
  patched and dirty from hiding out in on this ruined 
  barge for so long, but he’s got a good deal trading 
  slaves for coin to the bullywugs, so he’s sticking 
  with this ruse for now. 
  HICKS, MALE WERERAT HUMAN FIGHTER 1:       CR4 
  LE Medium Human Shapechanger, Dire Rat Form 
  Init:  +3 
  Senses: Low light vision; scent; Listen +4, Spot 
  +4 
  Languages: Common 
  AC: 17, touch 14, flat-footed 14 (+3 Natural, +3 
  Dex, +1 size) 
  HP: 23 (1d8+1 plus 1d8+2 plus 1d10+1)  DR:      
  10/silver SR:   
  Immunities:  
  Saves: Fort +8; Ref +4, Will +4 
  Spd: 40 ft. (8 squares), Climb 20 ft. 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +7 melee Bite (1d4+1 plus disease) 
  Ranged: - 
  Base Atk: +2; Grp: +1 
  Attack Options: Curse of Lycanthropy, Disease 
  Special Attack: Curse of Lycanthropy, Disease 
  Combat Gear: Bead of Force, Pt. Cure moderate 
  Wounds 
  Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 11, 
  Cha 8 
  SQ/A: Alternate Form, Rat empathy/ Curse of 
  Lycanthropy, Disease 
  Feats: Alertness, Dodge, Improved Bull Rush, Iron 
  Will, Weapon FinesseB 
  Skills: Climb +11, Handle Animal +3, Hide +8, 
  Listen +4, Move Silently +4, Spot +4, Swim +11 
  Possessions: Leather Armor, Buckler, Rapier, 
  Dagger, backpack, 50’ rope, traveler’s clothes, 
  15gp. 
  Alternate Form (Su):  A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or 
  hybrid form must succeed on DC 15 Fortitude 
  save or contract lycanthropy.  
  Disease (Ex): Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is constitution based. 
  Rat Empathy (Ex): Communicate with Rats and 
  dire rats, and a +4 racial bonus on Charisma-
  based checks against rats and dire rats. 
    
   
  HICKS, MALE WERERAT  HUMAN FIGHTER 1:       CR4 
  LE Medium Human Shapechanger, Hybrid Form 
  Init: 
   
  +0 
  KEO7-01 The Herald of Woe 
   
  Page 24 
  
  Senses: Low light vision; scent; Listen +4, Spot 
  +4 
  Languages: 
  Common 
  AC: 16, touch 13, flat-footed 13 (+3 Natural, +3 
  Dex)  
  HP: 23 (1d8+1 plus 1d8+2 plus 1d10+1)  DR:      
  10/silver 
  SR:   
  Immunities:  
  Saves: Fort +8; Ref +5, Will +4 
  Spd: 30 ft. (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: +5 melee Rapier (1d6+1) or Full Atk +5 
  melee Rapier (1d6+1) and +0 melee Bite (1d6 
  plus disease) 
  Ranged: +5 ranged Light Crossbow (1d8/19-20) 
  Base Atk: +2; Grp: +3 
  Attack Options: Curse of Lycanthropy, Disease 
  Special Attack: -  
  Combat Gear: Bead of Force, Pt. Cure moderate 
  Wounds 
  Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 11, 
  Cha 8 
  SQ/A: Alternate Form, Rat empathy/ Curse of 
  Lycanthropy, Disease 
  Feats: Alertness, Dodge, Improved Bull Rush, Iron 
  Will, Weapon FinesseB 
  Skills: Climb +4, Handle Animal +3, Hide +5, 
  Listen +4, Move Silently +4, Spot +4, Swim +9 
  Possessions: Leather Armor, Buckler, Rapier, 
  Dagger, backpack, 50’ rope, traveler’s clothes, 
  15gp. 
  Alternate Form (Su):  A wererat can assume a 
  bipedal hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or 
  hybrid form must succeed on DC 15 Fortitude 
  save or contract lycanthropy.  
  Disease (Ex): Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is constitution based. 
  Rat Empathy (Ex): Communicate with Rats and 
  dire rats, and a +4 racial bonus on Charisma-
  based checks against rats and dire rats. 
   
  Encounter 7: Demonstration of Faith 
  LIZARDFOLK  BARBARIAN2/DRAGONFLESH HALF-
  GOLEM:      CR6 
  NE Medium Construct 
  Init:  +0 
  Senses: Normal Vision, Darkvision 60 feet, 
  Blindsight 50 feet; Listen +5, Spot +0  
  Languages: Draconic, Common 
  AC: 17 (+0 Dex, +7 Natural) touch 10, flat-footed 
  17  
  HP: 50  (2d8+ 2d12) +20 DR: 15/Silver      SR:   
  Immunities: Magic Immunity 
  Saves: Fort +5; Ref +3, Will +0 
  Spd: 40 ft. (6 squares), Fly 60 ft (12 squares) 
  (can’t run) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +9 melee Claw (1d4+5) or Full Atk 2 
  Claws +9 melee (1d4+5) and Bite +6 (1d4+3) 
  Ranged: -- 
  Base Atk: +3; Grp: +9 
  Attack Options:  
  Special Attack: Frightful Presence (Will: DC 13)  
  Combat Gear: 2 Weapon Capsule retainers each loaded 
  with 1 Capsule of Quickspark 
  Abilities: Str 20, Dex 11, Con --, Int 7(9), Wis 10, 
  Cha 6 (8) 
  SQ/A: Hold Breath, Uncanny Dodge/Rage 1/day 
  Feats: Multiattack, Weapon Focus: ClawB
  Skills: Balance +7, Diplomacy +2, Intimidate+4, 
  Jump +12, Listen +5, Spot +0, Swim +12, 
  Lizardfolk have a +4 racial bonus to Balance, 
  Jump, and Swim Checks. 
  Possessions: Headband of Intellect +2, Cloak of 
  Charisma +2.  
  Hold Breath: Lizardfolk can hold their breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so once a day (1/day). 
  Rage (Ex):  When it rages, the Lizardfolk has the 
  following changed statistics: 
  AC 15, touch 8, flat-footed 15 
  hp 50 (2d8 plus 2d12) plus 20 
  Fort +5, Will +2,  
  Melee: Atk +11 melee Claw (1d4+7) or Full Atk 
  2 Claws +11 melee (1d4+7) and Bite +8 (1d4+3) 
  KEO7-01 The Herald of Woe 
   
  Page 25 
  
  Grp +11 
  Abilities Str 24, Con – 
  Construct Traits: A half-golem is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A half-golem has Darkvision with 60’ 
  range. 
  Blindsight (Ex): A Dragonflesh half-golem can 
  ascertain its surroundings by nonvisual means 
  (mostly hearing and scent, but also by noticing 
  vibrations and other environmental clues). This 
  ability enables it to discern objects and creatures 
  within 50 feet. The Dragonflesh half-golem does 
  not usually need to make spot or Listen checks to 
  notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh 
  Half-golem charges, attacks or flies overhead, it 
  inspires terror in all creatures that have fewer Hit 
  Dice or levels than it has. (Level 3 Characters or 
  less in this case.) Each potentially affected 
  opponent must succeed at a Will save (DC13) or 
  become shaken for 5d6 rounds. A successful save 
  leaves that opponent immune to that Dragonflesh 
  golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-
  Golem is immune to any spell or spell like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.  
  A magical attack that deals fire or cold damage 
  slows a dragonflesh golem (as the slow spell) for 
  2d6 rounds, with no saving throw.  
  A magical attack that deals electricity damage 
  breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. 
  2 MALE BULLYWUG  BARBARIAN2/WARRIOR 1:   CR3 
  LE Medium Aquatic Humanoid  
  Init:  +1 
  Senses: Normal Vision; Listen +2, Spot +0 
  Languages: Common 
  AC: 16 (+1 Dex, +2 Leather, +3 Natural) touch 11, 
  flat-footed 15  
  HP: 39  (1d8+4 plus 2d12+8 plus 3)  DR:      SR:   
  Immunities:  
  Saves: Fort +9; Ref +1, Will +0 
  Spd: 30 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +5 melee Shortspear (1d6+2) or Full 
  Atk +5 melee Shortspear (1d6+2) 
  Ranged: +5 ranged Shortspear (1d6+2) 
  Base Atk: +3; Grp: +4 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Shortspear +1, Pt Bull’s Strength, 2 
  shortspears 
  Abilities: Str 12, Dex 12, Con 18, Int 7, Wis 10, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge/Rage 1/day 
  Feats: Endurance, ToughnessB
  Skills: Hide +6*, Listen +2, Spot +0, +2 Swim, 
  Bullywugs have a +6 racial bonus to Hide Checks 
  in marshes due to their skill at camouflage. 
  Possessions: Leather Armor, 3 Shortspears, Pt 
  Bull’s Strength, 10gp.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so once a day (1/day). 
  Rage (Ex):  When it rages, the bullywug has the 
  following changed statistics: 
  AC 14, touch 9, flat-footed 14 
  hp 45 (1d8+4 plus 2d12+8 plus 3 plus 6) 
  Fort +11, Will +2,  
  KEO7-01 The Herald of Woe 
   
  Page 26 
  
  Melee: Atk +6 melee Shortspear (1d6+4) or Full 
  Atk +6 melee Shortspear (1d6+4) 
  Grp +6 
  Abilities Str 16, Con 22 
  MALE BULLYWUG  CLERIC1 OF WASTRI/WARRIOR 1: 
  CR1 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen +1, Spot +1 
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural) touch 10, flat-
  footed 15  
  HP: 18  (1d8+3 plus 1d8+3)  DR:      SR:   
  Immunities:  
  Saves: Fort +7; Ref +0, Will +3 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft (10ft with Glaive)  
  Melee: Atk +4 melee Glaive (1d10+2) or Full Atk 
  +4 melee Glaive (1d10+2) 
  Ranged: +1 ranged Shortspear (1d6+1) 
  Base Atk: +1; Grp: +2 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Glaive +1, Pt of Bull’s Strength 
  Abilities: Str 12, Dex 11, Con 16, Int 7, Wis 13, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Speak with 
  Animal 1/day/Summoning (Clerics only), Rebuke 
  Undead 
  Feats: Endurance, Weapon Focus(glaive) 
  Skills: Concentration +4, Hide +6*, Listen +1, 
  Spot +1 Bullywugs have a +6 racial bonus to Hide 
  Checks in marshes due to their skill at 
  camouflage. 
  Possessions: Leather Armor, Glaive +1, 3 
  Shortspears, Potion of Bull’s Strength, and 2 Holy 
  Symbols of Wastri, 10gp. 
  Spells Prepared: 
  0: Create Water, Guidance, Purify Food & Drink 
  1: Bless, Shield of Faith, Magic WeaponD 
  D: Domain spell. Domains: Animal, War 
  Summoning (Sp): Bullywug clerics are notorious 
  for powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then 
  a 25% chance that the summoned monsters will 
  not be in the bullywug’s control, rampaging and 
  attacking at random. It is not uncommon for 
  bullywugs that have summoned monsters and 
  failed to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foes. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
   
  MALE BULLYWUG  ROGUE1/WARRIOR 1:        CR1 
  LE Medium Aquatic Humanoid  
  Init:  +2 
  Senses: Normal Vision; Listen +3, Spot +3 
  Languages: Common 
  AC: 17 (+2 Dex, +2 Leather, +3 Natural) touch 10, 
  flat-footed 15  
  HP: 16  (1d8+3 plus 1d6+3)  DR:      SR:   
  Immunities:  
  Saves: Fort +5; Ref +4, Will +0 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +3 melee Shortspear (1d6+2) or Full 
  Atk +3 melee Shortspear (1d6+2) 
  Ranged: +3 ranged Shortspear (1d6+1) 
  Base Atk: +1; Grp: +1 
  Attack Options:  
  Special Attack: Sneak Attack (+1d6) 
  Combat Gear:  Shortspear +1, Pt of Bull’s Strength 
  Abilities: Str 12, Dex 14, Con 16, Int 7, Wis 10, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move/Summoning 
  (Clerics only) 
  Feats: Endurance.  
  Skills: Hide +6*, Listen +3, Spot +3 Bullywugs 
  have a +6 racial bonus to Hide Checks in marshes 
  due to their skill at camouflage. 
  Possessions: Leather Armor, 3 Shortspears 
  Potion of Bull’s Strength,10gp.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  KEO7-01 The Herald of Woe 
   
  Page 27 
  
  APPENDIX 2 – APL 6 
   
  Encounter 3: Into the Jungle. 
  MALE BOG GIANT:         
   
   
  CR6 
  N Large Aquatic Giant  
  Init:  +0 
  Senses: Darkvision 60’, Low-light Vision; 
  Listen+2, Spot +2 
  Languages: Common 
  AC: 19 (-1 Size, +3 Hide, +7 Natural) touch 9, flat-
  footed 19  
  HP: 80  (8d8+32)  DR:      SR:   
  Immunities:  
  Saves: Fort +13; Ref +3, Will +3 
  Spd: 30 ft. (6 squares), swim 40 ft (8 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +16 melee Huge Longspear (2d6+12) 
  or Full Atk +16/+11 melee Huge Longspear 
  (2d6+12) 
  Ranged: +6 ranged rock (1d6+7) 
  Base Atk: +6; Grp: +17 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Huge Longspear +2, Cloak of 
  Resistance +1, Potion of Cure Moderate Wounds 
  Abilities: Str 24, Dex 11, Con 19, Int 6, Wis 11, 
  Cha 14 
  SQ/A: Darkvision 60’, Low-light Vision /rock 
  catching 
  Feats: Alertness, Great Fortitude, Martial Weapon 
  Proficiency(Longspear)B, Weapon Focus 
  (Longspear).  
  Skills: Hide +8*, Listen +2, Spot +2, Swim +15 
  Bog Giants have a +8 racial bonus to Hide Checks 
  in marshes due to their skill at camouflage and 
  may always take 10 on Swim checks even if 
  distracted or endangered. 
  Possessions: Hide Armor, Longspear+2, 4 rocks, 
  Cloak of Resistance +1, Potion of Cure Moderate 
  Wounds, 100gp.  
  Rock Throwing (Ex): An adult giant is an 
  accomplished rock thrower, so he or she has a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments of 120 feet each. 
  Rock Catching (Ex): A giant of at least large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of a similar shape). Once per round, a 
  giant that would normal be hit by a rock can make 
  a Reflex save to catch it as a free action. The DC 
  to catch a rock is based on the rock’s size—small: 
  15, Medium-Size: 20, and Large:  25. 
   
  Encounter 7: Demonstration of Faith 
  LIZARDFOLK  BARBARIAN4/ DRAGONFLESH HALF-
  GOLEM:      CR8 
  NE Medium Construct 
  Init:  +0 
  Senses: Normal Vision, Darkvision 60 feet, 
  Blindsight 50 feet; Listen +5, Spot +0  
  Languages: Draconic, Common 
  AC: 17 (+0 Dex, +7 Natural) touch 10, flat-footed 
  17  
  HP: 68  (2d8+ 4d12) +20  DR: 15/Silver      SR:   
  Immunities: Magic Immunity 
  Saves: Fort +6; Ref +4, Will +1 
  Spd: 40 ft. (6 squares), Fly 60 ft (12 squares) 
  (can’t run) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +10 melee Claw (1d4+5) or Full Atk 2 
  Claws +10 melee (1d4+5) and Bite +7 (1d4+3) 
  Ranged: -- 
  Base Atk: +4; Grp: +10 
  Attack Options:  
  Special Attack: Frightful Presence (Will: DC 15)  
  Combat Gear: 2 Weapon Capsule retainers each loaded 
  with 1 Capsule of Quickspark, Salve of Slipperiness 
  Abilities: Str 20, Dex 11, Con --, Int 8(10), Wis 10, 
  Cha 6 (8) 
  SQ/A: Hold Breath, Uncanny Dodge/Rage 1/day 
  Feats: Multiattack, Weapon Focus: ClawB
  Skills: Balance +7, Diplomacy +4, Intimidate+7, 
  Jump +12, Listen +5, Spot +0, Swim +12, 
  Lizardfolk have a +4 racial bonus to Balance, 
  Jump, and Swim Checks. 
  Possessions: Headband of Intellect +2, Cloak of 
  Charisma +2, Salve of Slipperiness.  
  Hold Breath: Lizardfolk can hold their breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  KEO7-01 The Herald of Woe 
   
  Page 28 
  
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the Lizardfolk has the 
  following changed statistics: 
  AC 15, touch 8, flat-footed 15 
  hp 67 (2d8 plus 2d12) +20 
  Fort +5, Will +2,  
  Melee: Atk +12 melee Claw (1d4+7) or Full Atk 
  2 Claws +12 melee (1d4+7) and Bite +9 (1d4+3) 
  Grp +11 
  Abilities Str 24, Con – 
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 
  15th, and 18th level). Trap sense bonuses gained 
  from multiple classes stack. 
  Construct Traits: A half-golem is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A half-golem has Darkvision with 60’ 
  range. 
  Blindsight (Ex): A Dragonflesh half-golem can 
  ascertain its surroundings by nonvisual means 
  (mostly hearing and scent, but also by noticing 
  vibrations and other environmental clues). This 
  ability enables it to discern objects and creatures 
  within 50 feet. The Dragonflesh half-golem does 
  not usually need to make spot or Listen checks to 
  notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh 
  Half-golem charges, attacks or flies overhead, it 
  inspires terror in all creatures that have fewer Hit 
  Dice or levels than it has. (Level 5 Characters or 
  less in this case.) Each potentially affected 
  opponent must succeed at a Will save (DC15) or 
  become shaken for 5d6 rounds. A successful save 
  leaves that opponent immune to that Dragonflesh 
  golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-
  Golem is immune to any spell or spell like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.  
  A magical attack that deals fire or cold damage 
  slows a dragonflesh golem (as the slow spell) for 
  2d6 rounds, with no saving throw.  
  A magical attack that deals electricity damage 
  breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. 
   
  2 MALE BULLYWUG  BARBARIAN4/WARRIOR 1:   CR4 
  LE Medium Aquatic Humanoid  
  Init:  +1 
  Senses: Normal Vision; Listen +2, Spot +0 
  Languages: Common 
  AC: 16 (+1 Dex, +2 Leather, +3 Natural) touch 11, 
  flat-footed 15  
  HP: 70  (1d8+5 plus 4d12+20 plus 3)  DR:      SR:  
  Immunities:  
  Saves: Fort +11; Ref +2, Will +1 
  Spd: 30 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +6 melee Shortspear (1d6+1) or Full 
  Atk +6 melee Shortspear (1d6+1) 
  Ranged: +5 ranged Shortspear (1d6+1) 
  Base Atk: +5; Grp: +6 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Amulet of Health +2, Potion Cure 
  Moderate wounds 
  Abilities: Str 13, Dex 12, Con 18 (20), Int 7, Wis 
  10, Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge/Rage 2/day 
  Feats: Endurance, ToughnessB
  Skills: +3 Handle Animal, Hide +6*, Jump +4, 
  Listen +2, Spot +0, Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: Leather Armor, 3 Shortspears, 
  Amulet of Health +2, Potion Cure Moderate wounds.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  KEO7-01 The Herald of Woe 
   
  Page 29 
  
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the bullywug has 
  the following changed statistics: 
  AC 14, touch 9, flat-footed 14 
  hp 80 (1d8+7 plus 4d12+28 plus 3) 
  Fort +11, Will +2,  
  Melee: Atk +8 melee Shortspear (1d6+3) or 
  Full Atk +8 melee Shortspear (1d6+3) 
  Grp +8 
  Abilities Str 17, Con 24 
  MALE BULLYWUG  CLERIC4OFWASTRI/WARRIOR 1: 
  CR4 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen +2, Spot +2 
  Languages: Common 
  AC: 16 (+2 Leather, +3 Natural, +1 Deflection) 
  touch 11, flat-footed 16  
  HP: 45  (1d8+3 plus 4d8+12)  DR:      SR:   
  Immunities:  
  Saves: Fort +9; Ref +1, Will +6 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft (10ft with Glaive)  
  Melee: Atk +7 melee Glaive (1d10+2) or Full Atk 
  +7 melee Glaive (1d10+2) 
  Ranged: +4 ranged Shortspear (1d6+1) 
  Base Atk: +4; Grp: +5 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Glaive +1, Ring of Protection +1, Potion 
  of Bull’s Strength. 
  Abilities: Str 12, Dex 11, Con 16, Int 7, Wis 14, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Speak with 
  Animal 1/day/Summoning (Clerics only), Rebuke 
  Undead 
  Feats: Combat Casting, Endurance, Weapon 
  Focus(Glaive) 
  Skills: Concentration +7(+11 in combat), Hide 
  +6*, Listen +2, Spot +2 Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: Leather Armor, Glaive +1, 3 
  Shortspears, Ring of Protection +1, Scroll of 
  Remove Disease, and 2 Holy Symbols of Wastri. 
  Spells Prepared: 
  0: Create Water, Guidance, Purify Food & 
  Drink, Cure Minor Wounds, Resistance 
  1: Bless, Cure light wounds, Obscuring Mist, 
  Shield of Faith, Magic WeaponD  
  2: Cure Moderate Wounds, Summon Monster 
  II, Silence, Spiritual WeaponD 
  D: Domain spell. Domains: Animal, War 
  Summoning (Sp): Bullywug clerics are notorious 
  for powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then 
  a 25% chance that the summoned monsters will 
  not be in the bullywug’s control, rampaging and 
  attacking at random. It is not uncommon for 
  bullywugs that have summoned monsters and 
  failed to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foes. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
   
  MALE BULLYWUG  ROGUE4/WARRIOR 1:        CR4 
  LE Medium Aquatic Humanoid  
  Init:  +2 
  Senses: Normal Vision; Listen +7, Spot +7 
  Languages: Common 
  AC: 18 (+2 Dex, +2 Leather, +3 Natural, +1 
  deflection) touch 11, flat-footed 16  
  HP: 37  (1d8+3 plus 4d6+12)  DR:      SR:   
  Immunities:  
  Saves: Fort +6; Ref +6, Will +1 
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  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +6 melee Shortspear (1d6+2) or Full 
  Atk +6 melee Shortspear (1d6+2) 
  Ranged: +7 ranged Shortspear (1d6+2) 
  Base Atk: +4; Grp: +5 
  Attack Options:  
  Special Attack: Sneak Attack (+2d6) 
  Combat Gear:  Shortspear +1, Ring of Protection +1, 
  Potion of Invisibility. 
  Abilities: Str 12, Dex 14, Con 16, Int 7, Wis 10, 
  Cha 8 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge, Evasion/Summoning (Clerics only) 
  Feats: Endurance, Combat Expertise.  
  Skills: Bluff +6, Hide +10*, Listen +7, Sense 
  Motive +7, Spot +3 Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: Leather Armor, Ring of Protection +1, 
  3 Shortspears.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. It can only be used if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does 
  not 
  gain 
  the 
  benefit 
  of 
  evasion.
   
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  APPENDIX 3 – APL 8 
   
  Encounter 3: Into the Jungle. 
  MALE BOG GIANT BARBARIAN 2:         
  CR8 
  N Large Aquatic Giant  
  Init:  +4 
  Senses: Darkvision 60’, Low-light Vision; 
  Listen+4, Spot +4 
  Languages: Common, Giant 
  AC: 19 (-1 Size, +3 Hide, +7 Natural) touch 9, flat-
  footed 19  
  HP: 116  (8d8+40 plus 2d12+10)  DR:      SR:   
  Immunities:  
  Saves: Fort +17; Ref +3, Will +5 
  Spd: 40 ft. (8 squares), swim 40 ft (8 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +19 melee Huge Longspear (2d6+14) 
  or Full Atk +19/+14 melee Huge Longspear 
  (2d6+14) 
  Ranged: +8 ranged rock (1d6+8) 
  Base Atk: +8; Grp: +20 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Huge Longspear +2, Cloak of Resistance 
  +1, Slippers of Spider Climbing, Salve of Slipperiness, 
  Dust of Appearance, Potion of Cure Moderate Wounds 
  Abilities: Str 26, Dex 10, Con 21, Int 12, Wis 14, 
  Cha 12 
  SQ/A: Darkvision 60’, Low-light Vision, Fast 
  Movement, Uncanny Dodge/rock catching, Rage 
  1/Day 
  Feats: Alertness, Great Fortitude, Martial Weapon 
  Proficiency(Longspear)B, Weapon Focus, 
  (Longspear), Improved Initiative. 
  Skills: Climb +13, Hide +13*, Jump +13, Listen 
  +4, Spot +4, Swim +15 Bog Giants have a +8 
  racial bonus to Hide Checks in marshes due to 
  their skill at camouflage and may always take 10 
  on Swim checks even if distracted or endangered. 
  Possessions: Hide Armor, Longspear, 4 rocks.  
  Rock Throwing (Ex): An adult giant is an 
  accomplished rock thrower, so he or she has a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments of 120 feet each. 
  Rock Catching (Ex): A giant of at least large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of a similar shape). Once per round, a 
  giant that would normal be hit by a rock can make 
  a Reflex save to catch it as a free action. The DC 
  to catch a rock is based on the rock’s size—small: 
  15, Medium-Size: 20, and Large:  25. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so once a day (1/day). 
  Rage (Ex):  When it rages, the giant has the 
  following changed statistics: 
  AC 17, touch 7, flat-footed 17 
  hp 136 (8d8+56 plus 2d12+14) 
  Fort +19, Will +7,  
  Melee: Atk +21 melee Huge Longspear 
  (2d6+17) or Full Atk +21/+16 melee Huge 
  Longspear (2d6+17) 
  Grp +22 
  Abilities Str 30, Con 26 
  FLOTSAM OOZE:  
       
      CR4 
  N Large-Size Aquatic Ooze  
  Init:  -1 
  Senses: Blindsight 60’ 
  Languages: -- 
  AC: 13 (-1 Size, -1 Dex, +5 natural), touch 10, flat-
  footed 13  
  HP: 93 (6d10+48)  DR:      SR:   
  Immunities:  
  Saves: Fort +10; Ref +1, Will -3 
  Spd: 10ft (2 squares), swim 30 ft (6 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +9 slam (1d8+6)  
  Ranged: -- 
  Base Atk: +4; Grp: +14 
  Attack Options:  
  Special Attack: Adhesive  
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  Page 32 
  
  Combat Gear:  
  Abilities: Str 22, Dex 8, Con 27, Int -, Wis 1, Cha 
  1 
  SQ/A: Blindsight, Amphibious, Transparent/ 
  Adhesive  
  Feats:  
  Skills: Hide +8, Swim +10, a Flotsam Ooze’s 
  transparency provides a +8 bonus to Hide Checks, 
  Aquatic Oozes have a +8 racial bonus to Swim 
  Checks and can always take 10 on a Swim check, 
  even if distracted or endangered 
  Possessions: --  
  Blindsight (Ex): An ooze is blind, but blindsight 
  allows it to maneuver and fight as well as a 
  sighted creature. Through this ability, it can 
  discern objects and creatures within 60 feet. An 
  ooze usually does not need to make Spot or Listen 
  checks to notice creatures within range of its 
  blindsight. 
  Ooze Traits: Aquatic oozes are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning 
  and polymorphing. They are not subject to critical 
  hits or flanking. 
  Adhesive (Ex): A flotsam ooze exudes a sticky 
  slime that holds fast any creature or item touching 
  it. It automatically grapples any creature it hits with 
  its slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any 
  creature stuck to it. 
   
  A weapon that strikes a flotsam ooze sticks 
  fast unless the wielder makes a Reflex save (DC 
  12). A successful Strength check (DC 16) is 
  needed to pry it off. 
   
  The adhesive can be weakened by soap or 
  lye, but even in such a case the ooze gets a +4 on 
  grapple checks (for a total bonus of +7). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent 
  in water, and it gains the benefit of total 
  concealment (50% miss chance) when it is in 
  water 
  Encounter 7: Demonstration of Faith 
  LIZARDFOLK  BARBARIAN5/WIZARD 1/ DRAGONFLESH 
  HALF-GOLEM:      CR10 
  NE Medium Construct 
  Init:  +0 
  Senses: Normal Vision, Darkvision 60 feet, 
  Blindsight 50 feet; Listen +5, Spot +0  
  Languages: Draconic, Common 
  AC: 17 (+0 Dex, +7 Natural) touch 10, flat-footed 
  17  
  HP: 80 (2d8+ 5d12 +1d4)+20 DR: 15/Silver   SR:  
  Immunities: Magic Immunity 
  Saves: Fort +6; Ref +4, Will +3 
  Spd: 40 ft. (6 squares), Fly 60 ft (12 squares) 
  (can’t run) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +11 melee Claw (1d6+5) or Full Atk 2 
  Claws +11 melee (1d6+5) and Bite +8 (1d4+3) 
  Ranged: -- 
  Base Atk: +5; Grp: +10 
  Attack Options:  
  Special Attack: Frightful Presence (Will: DC 17)  
  Combat Gear: 2 Weapon Capsule retainers each loaded 
  with 1 Capsule of Quickspark, Wand of Arc of Lightning 
  10 Charges. 
  Abilities: Str 20, Dex 11, Con --, Int 8(12), Wis 10, 
  Cha 6 (8) 
  SQ/A: Hold Breath, Uncanny Dodge/Rage 1/day 
  Feats: Multiattack, Improved Natural Weapon: 
  ClawB, Weapon Focus: ClawB
  Skills: Balance +7, Diplomacy +5, Intimidate+8, 
  Jump +12, Listen +5, Spot +4, Swim +12, 
  Lizardfolk have a +4 racial bonus to Balance, 
  Jump, and Swim Checks. 
  Possessions: Headband of Intellect +4, Cloak of 
  Charisma +2, Wand of Arc of Lightning 10 
  Charges. 
   
  Spells Prepared: 
  0: Acid Splash, Detect Magic, Mending 
  1: Shocking Grasp  
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the Lizardfolk has the 
  following changed statistics: 
  AC 15, touch 8, flat-footed 15 
  hp 80 (2d8 plus 5d12 plus1d4 plus 20) 
  Fort +5, Will +2,  
  Melee: Atk +13 melee Claw (1d6+7) or Full Atk 
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  2 Claws +13 melee (1d6+7) & Bite +10 (1d4+3) 
  Grp +12 
  Abilities Str 24, Con – 
  Trap Sense (Ex): Starting at 3rd level, a 
  barbarian gains a +1 bonus on Reflex saves 
  made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps. These 
  bonuses rise by +1 every three barbarian levels 
  thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple 
  classes stack. 
  Construct Traits: A half-golem is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A half-golem has Darkvision with 60’ 
  range. 
  Blindsight (Ex): A Dragonflesh half-golem can 
  ascertain its surroundings by nonvisual means 
  (mostly hearing and scent, but also by noticing 
  vibrations and other environmental clues). This 
  ability enables it to discern objects and creatures 
  within 50 feet. The Dragonflesh half-golem does 
  not usually need to make spot or Listen checks to 
  notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh 
  Half-golem charges, attacks or flies overhead, it 
  inspires terror in all creatures that have fewer Hit 
  Dice or levels than it has. (Level 7 Characters or 
  less in this case.) Each potentially affected 
  opponent must succeed at a Will save (DC17) or 
  become shaken for 5d6 rounds. A successful save 
  leaves that opponent immune to that Dragonflesh 
  golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-
  Golem is immune to any spell or spell like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.  
  A magical attack that deals fire or cold damage 
  slows a dragonflesh golem (as the slow spell) for 
  2d6 rounds, with no saving throw.  
  A magical attack that deals electricity damage 
  breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. 
  2 MALE BULLYWUG  BARBARIAN5/WARRIOR 1:   CR6 
  LE Medium Aquatic Humanoid  
  Init:  +1 
  Senses: Normal Vision; Listen +2, Spot +0 
  Languages: Common 
  AC: 16 (+1 Dex, +2 Leather, +3 Natural) touch 11, 
  flat-footed 16  
  HP: 78  (1d8+4 plus 5d12+20 plus 3)  DR:      SR:  
  Immunities:  
  Saves: Fort +11; Ref +3, Will +2 
  Spd: 30 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +8 melee Shortspear (1d6+2) or Full 
  Atk +8/+3 melee Shortspear (1d6+2) 
  Ranged: +6 ranged Shortspear (1d6+2) 
  Base Atk: +6; Grp: +7 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Shortspear +1, Cloak of Resistance +1, 
  Necklace of Fireballs (Type I), Potion Cure Moderate 
  Wounds 
  Abilities: Str 12, Dex 12, Con 18, Int 7, Wis 10, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge, Improved Uncanny Dodge /Rage 2/day,  
  Feats: Endurance, ToughnessB, Diehard 
  Skills: Handle Animal +5, Hide +6*, Jump +4, 
  Listen +2, Spot +0, Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: Leather Armor, 3 Shortspears, 
  Necklace of Fireballs (Type I), Potion Cure Moderate 
  Wounds, 50gp.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  KEO7-01 The Herald of Woe 
   
  Page 34 
  
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the bullywug has 
  the following changed statistics: 
  AC 14, touch 9, flat-footed 14 
  hp 90 (1d8+6 plus 5d12+30 plus 3) 
  Fort +13, Will +4,  
  Melee: Atk +10 melee Shortspear (1d6+4) or 
  Full Atk +10/+5 melee Shortspear (1d6+4) 
  Grp +9 
  Abilities Str 16, Con 22 
  MALE BULLYWUG  CLERIC5OFWASTRI/WARRIOR 1: 
  CR6 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen +2, Spot +2 
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural) touch 10, flat-
  footed 15  
  HP: 54  (1d8+3 plus 5d8+15)  DR:      SR:   
  Immunities:  
  Saves: Fort +10; Ref +2, Will +7 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft (10ft with Glaive)  
  Melee: Atk +7 melee Glaive (1d10+2) or Full Atk 
  +7 melee Glaive (1d10+2) 
  Ranged: +4 ranged Shortspear (1d6+1) 
  Base Atk: +4; Grp: +5 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Glaive +1, Brooch of Shielding, Pt of 
  Displacement, Cloak of Resistance +1, Potion of Cure 
  Moderate Wounds. 
  Abilities: Str 12, Dex 11, Con 16, Int 7, Wis 14, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Speak with 
  Animal 1/day/Summoning (Clerics only), Rebuke 
  Undead 
  Feats: Combat Casting, Endurance, Weapon 
  Focus 
  Skills: Concentration +8(+12 in combat), Hide 
  +6*, Listen +2, Spot +2 Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: Leather Armor, Glaive+1, Brooch of 
  Shielding, Pt of Displacement, Cloak of Resistance +1, 
  Potion of Cure Moderate Wounds, 3 Shortspears, and 
  2 Holy Symbols of Wastri, 50gp. 
  Spells Prepared: 
  0: Create Water, Guidance, Purify Food & 
  Drink, Cure Minor Wounds, Resistance 
  1: Bless, Cure light wounds, Obscuring Mist, 
  Shield of Faith, Magic WeaponD  
  2: Cure Moderate Wounds, Summon Monster 
  II, Silence, Spiritual WeaponD 
  3: Summon Monster III, Magic VestmentD 
  D: Domain spell. Domains: Animal, War 
  Summoning (Sp): Bullywug clerics are notorious 
  for powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then 
  a 25% chance that the summoned monsters will 
  not be in the bullywug’s control, rampaging and 
  attacking at random. It is not uncommon for 
  bullywugs that have summoned monsters and 
  failed to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foes. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
   
  MALE BULLYWUG  ROGUE5/WARRIOR 1:        CR4 
  LE Medium Aquatic Humanoid  
  Init:  +2 
  Senses: Normal Vision; Listen +7, Spot +7 
  Languages: Common 
  AC: 17 (+2 Dex, +2 Leather, +3 Natural) touch 10, 
  flat-footed 15  
  HP: 41  (1d8+3 plus 5d6+12)  DR:      SR:   
  Immunities:  
  Saves: Fort +6; Ref +6, Will +1 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +6 melee Shortspear (1d6+2) or Full 
  Atk +6 melee Shortspear (1d6+2) 
  Ranged: +6 ranged Shortspear (1d6+1) 
  Base Atk: +4; Grp: +5 
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  Attack Options:  
  Special Attack: Sneak Attack (+3d6) 
  Combat Gear: Shortspear +1, Pt of Haste, Pt of 
  Invisibility. 
  Abilities: Str 12, Dex 14, Con 16, Int 7, Wis 10, 
  Cha 8 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge, Evasion/Summoning (Clerics only) 
  Feats: Endurance, Combat Expertise, Improved 
  Feint.  
  Skills: Bluff +6, Hide +10*, Listen +7, Sense 
  Motive +7, Spot +3 Bullywugs have a +6 racial 
  bonus to Hide Checks  
  Possessions: Leather Armor, 3 Shortspears, 
  Potion of Haste, Potion of Invisibility, 50gp.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. It can only be used if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
   
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  APPENDIX 4 – APL 10 
  Encounter 3: Into the Jungle. 
  MALE BOG GIANT BARBARIAN2/ROGUE2:   CR10  
  N Large Aquatic Giant  
  Init:  +4 
  Senses: Darkvision 60’, Low-light Vision; 
  Listen+4, Spot +6 
  Languages: Common, Giant 
  AC: 19 (-1 Size, +3 Hide, +7 Natural) touch 9, flat-
  footed 19  
  HP: 146  (8d8+48 plus 2d12+12 plus 2d6+12)  
  DR:      SR:   
  Immunities:  
  Saves: Fort +18; Ref +7, Will +6 
  Spd: 30 ft. (6 squares), swim 40 ft (8 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +20 melee Huge Longspear (19-20, 
  x3) (2d6+14) or Full Atk +20/+15 melee Huge 
  Longspear (19-20, x3) (2d6+14) 
  Ranged: +7 ranged rock (1d6+8) 
  Base Atk: +9; Grp: +21 
  Attack Options:  
  Special Attack: Sneak Attack +1d6  
  Combat Gear: Keen Huge Longspear +2, Slippers of 
  Spider Climbing, Cloak of Resistance +2, Potion of Cure 
  Moderate Wounds 
  Abilities: Str 26, Dex 10, Con 22, Int 12, Wis 14, 
  Cha 12 
  SQ/A: Darkvision 60’, Low-light Vision, Evasion, 
  Uncanny Dodge/rock catching 
  Feats: Alertness, Great Fortitude, Martial Weapon 
  Proficiency(Longspear)B, Weapon Focus 
  (Longspear), Improved Initiative, Power Attack.  
  Skills: Bluff +6, Climb +15, Hide +15*, Jump +15, 
  Listen +4, Spot +6, Swim +15, Tumble +6 Bog 
  Giants have a +8 racial bonus to Hide Checks in 
  marshes due to their skill at camouflage and may 
  always take 10 on Swim checks even if distracted 
  or endangered. 
  Possessions: Hide Armor, Longspear+2, Slippers 
  of Spider Climbing, Cloak of Resistance +2, Potion of 
  Cure Moderate Wounds, Large Bag, 4 rocks.  
  Rock Throwing (Ex): An adult giant is an 
  accomplished rock thrower, so he or she has a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments (The range increment is 
  120 feet.) 
  Rock Catching (Ex): A giant of at least large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of a similar shape). Once per round, a 
  giant that would normal be hit by a rock can make 
  a Reflex save to catch it as a free action. The DC 
  to catch a rock is based on the rock’s size—small: 
  15, Medium-Size: 20, and Large:  25. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. It can only be used if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so once a day (1/day). 
  Rage (Ex):  When it rages, the giant has the 
  following changed statistics: 
  AC 17, touch 7, flat-footed 17 
  hp 170 (8d8+64 plus 2d12+16 plus 2d6+16) 
  Fort +20, Will +8,  
  Melee: Atk +22 melee Huge Longspear (19-
  20, x3) (2d6+17) or Full Atk +22/+17 melee 
  Huge Longspear (19-20, x3) (2d6+17) 
  Grp +23 
  Abilities Str 30, Con 26 
   
  FLOTSAM OOZE:  
       
      CR7 
  N Large-Size Aquatic Ooze  
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  Init:  -1 
  Senses: Blindsight 60’ 
  Languages: -- 
  AC: 13 (-1 Size, -1 Dex, +5 natural), touch 9, flat-
  footed 13  
  HP: 217 (14d10+112)  DR:      SR:   
  Immunities:  
  Saves: Fort +12; Ref +3, Will -1 
  Spd: 10ft (2 squares), swim 30 ft (6 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +16 slam (1d8+10) 
  Ranged: -- 
  Base Atk: +10; Grp: +21 
  Attack Options:  
  Special Attack: Adhesive  
  Combat Gear:  
  Abilities: Str 24, Dex 8, Con 27, Int -, Wis 1, Cha 
  1 
  SQ/A: Blindsight, Amphibious, Transparent/ 
  Adhesive  
  Feats:  
  Skills: Hide +8, Swim +10, a Flotsam Ooze’s 
  transparency provides a +8 bonus to Hide Checks, 
  Aquatic Oozes have a +8 racial bonus to Swim 
  Checks and can always take 10 on a Swim check, 
  even if distracted or endangered 
  Possessions: --  
  Blindsight (Ex): An ooze is blind, but blindsight 
  allows it to maneuver and fight as well as a 
  sighted creature. Through this ability, it can 
  discern objects and creatures within 60 feet. An 
  ooze usually does not need to make Spot or Listen 
  checks to notice creatures within range of its 
  blindsight. 
  Ooze Traits: Aquatic oozes are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning 
  and polymorphing. They are not subject to critical 
  hits or flanking. 
  Adhesive (Ex): A flotsam ooze exudes a sticky 
  slime that holds fast any creature or item touching 
  it. It automatically grapples any creature it hits with 
  its slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any 
  creature stuck to it. 
   
  A weapon that strikes a flotsam ooze sticks 
  fast unless the wielder makes a Reflex save (DC 
  12). A successful Strength check (DC 16) is 
  needed to pry it off. 
   
  The adhesive can be weakened by soap or 
  lye, but even in such a case the ooze gets a +4 on 
  grapple checks (for a total bonus of +7). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent 
  in water, and it gains the benefit of total 
  concealment (50% miss chance) when it is in 
  water 
    
  Encounter 7: Demonstration of Faith 
  LIZARDFOLK BARBARIAN7/WIZARD 1/ DRAGONFLESH 
  HALF-GOLEM:      CR12 
  NE Medium Construct 
  Init:  +1 
  Senses: Normal Vision, Darkvision 60 feet, 
  Blindsight 50 feet; Listen +5, Spot +0  
  Languages: Draconic, Common 
  AC: 18 (+1 Dex, +7 Natural) touch 11, flat-footed 
  18  
  HP: 98 (2d8+7d12+1d4+20) DR:15/Silver, 2/- SR:  
  Immunities: Magic Immunity 
  Saves: Fort +7; Ref +5, Will +4 
  Spd: 40 ft. (6 squares), Fly 60 ft (12 squares) 
  (can’t run) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +14 melee Claw (1d6+6) or Full Atk 2 
  Claws +14 melee (1d6+6) and Bite +11 (1d4+4) 
  Ranged: -- 
  Base Atk: +7/+2; Grp: +12 
  Attack Options:  
  Special Attack: Frightful Presence (Will: DC 19)  
  Combat Gear: 2 Weapon Capsule retainers each loaded 
  with 1 Capsule of Quickspark, Amulet of Mighty Fists +1  
  Abilities: Str 20, Dex 12, Con --, Int 8(12), Wis 10, 
  Cha 6 (10) 
  SQ/A: Hold Breath, Uncanny Dodge/Rage 1/day 
  Feats: Multiattack, Greater ResiliencyB, Improved 
  Natural Weapon: ClawB, Weapon Focus: ClawB
  Skills: Balance +7, Climb +9, Diplomacy +5, 
  Intimidate+10, Jump +15, Listen +5, Spot +4, 
  Swim +15, Lizardfolk have a +4 racial bonus to 
  Balance, Jump, and Swim Checks. 
  Possessions: Headband of Intellect +4, Cloak of 
  Charisma +2, Wand of Arc of Lightning 10 
  Charges, Amulet of Mighty Fists +1 
   
  Spells Prepared: 
  0: Acid Splash, Detect Magic, Mending 
  1: Shocking Grasp  
   
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
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  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the Lizardfolk has the 
  following changed statistics: 
  AC 16, touch 9, flat-footed 16 
  hp 92 (2d8 plus 7d12 plus1d4 plus 20) 
  Fort +5, Will +2,  
  Melee: Atk +16 melee Claw (1d6+8) or Full Atk 
  2 Claws +16 melee (1d6+8) and Bite +13 
  (1d4+4) 
  Grp +14 
  Abilities Str 24, Con – 
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 
  15th, and 18th level). Trap sense bonuses gained 
  from multiple classes stack. 
  Construct Traits: A half-golem is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A half-golem has Darkvision with 60’ 
  range. 
  Blindsight (Ex): A Dragonflesh half-golem can 
  ascertain its surroundings by nonvisual means 
  (mostly hearing and scent, but also by noticing 
  vibrations and other environmental clues). This 
  ability enables it to discern objects and creatures 
  within 50 feet. The Dragonflesh half-golem does 
  not usually need to make spot or Listen checks to 
  notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh 
  Half-golem charges, attacks or flies overhead, it 
  inspires terror in all creatures that have fewer Hit 
  Dice or levels than it has. (Level 9 Characters or 
  less in this case.) Each potentially affected 
  opponent must succeed at a Will save (DC19) or 
  become shaken for 5d6 rounds. A successful save 
  leaves that opponent immune to that Dragonflesh 
  golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-
  Golem is immune to any spell or spell like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.  
  A magical attack that deals fire or cold damage 
  slows a Dragonflesh golem (as the slow spell) for 
  2d6 rounds, with no saving throw.  
  A magical attack that deals electricity damage 
  breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. 
   
  2 MALE BULLYWUG  BARBARIAN6/WARRIOR 1:   CR6  
  LE Medium Aquatic Humanoid  
  Init:  +1 
  Senses: Normal Vision; Listen +2, Spot +0 
  Languages: Common 
  AC: 16 (+1 Dex, +2 Leather, +3 Natural) touch 11, 
  flat-footed 15  
  HP: 91  (1d8+4 plus 6d12+24 plus 3)  DR:      SR:  
  Immunities:  
  Saves: Fort +10; Ref +3, Will +2 
  Spd: 30 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +11 melee Shortspear (1d6+4) or Full 
  Atk +11/+6 melee Shortspear (1d6+4) 
  Ranged: +7 ranged Shortspear (1d6+3) 
  Base Atk: +7; Grp: +8 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Shortspear +1, Gauntlets of Ogre Power, 
  Potion of haste, Potion of Cure Moderate Wounds. 
  Abilities: Str 13(17), Dex 12, Con 18, Int 7, Wis 
  10, Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge, Improved Uncanny Dodge/Rage 2/day 
  Feats: Endurance, ToughnessB, DiehardB
  Skills: Handle Animal +5, Hide +6*, Jump +5 
  Listen +2, Spot +0, Swim +2, Bullywugs have a +6 
  racial bonus to Hide Checks in marshes due to 
  their skill at camouflage. 
  Possessions: Leather Armor, 3 Shortspears, 
  Gauntlets of Ogre Power, Potion of haste, Potion of 
  Cure Moderate Wounds, 10gp. 
  KEO7-01 The Herald of Woe 
   
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  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the bullywug has 
  the following changed statistics: 
  AC 14, touch 9, flat-footed 14 
  hp 105 (1d8+6 plus 6d12+36 plus 3) 
  Fort +13, Will +4,  
  Melee: Atk +13 melee Shortspear (1d6+6) or 
  Full Atk +13/+8 melee Shortspear (1d6+6) 
  Grp +10 
  Abilities Str 16(20), Con 22 
  2 MALE BULLYWUG  CLERIC6 OF WASTRI/WARRIOR 
  1: CR6 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen +2, Spot +2 
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural) touch 10, flat-
  footed 15  
  HP: 63  (1d8+3 plus 6d8+18)  DR:      SR:   
  Immunities:  
  Saves: Fort +12; Ref +4, Will +9 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft (10ft with Glaive)  
  Melee: Atk +8 melee Glaive (1d10+2) or Full Atk 
  +8 melee Glaive (1d10+2) 
  Ranged: +5 ranged Shortspear (1d6+1) 
  Base Atk: +5; Grp: +6 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Glaive +1, Cloak of Resistance +2 
  Brooch of Shielding 
  Abilities: Str 12, Dex 11, Con 16, Int 7, Wis 14, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Speak with 
  Animal 1/day/Summoning (Clerics only), Rebuke 
  Undead 
  Feats: Combat Casting, Endurance, Weapon 
  Focus 
  Skills: Concentration +9(+13 in combat), Hide 
  +6*, Listen +2, Spot +2 Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: 
  Leather 
  Armor, 
  Glaive, 
  3 
  Shortspears, Cloak of Resistance +2 Brooch of 
  Shielding, and 2 Holy Symbols of Wastri, 10gp. 
  Spells Prepared: 
  0: Create Water, Guidance, Purify Food & 
  Drink, Cure Minor Wounds, Resistance 
  1: Bless, Cure light wounds, Obscuring Mist, 
  Shield of Faith, Magic WeaponD  
  2: Cure Moderate Wounds, Summon Monster 
  II, Silence, Spiritual Weapon, Spiritual 
  WeaponD 
  3: Cure Serious Wounds, Summon Monster III, 
  Magic VestmentD 
  D: Domain spell. Domains: Animal, War 
  Summoning (Sp): Bullywug clerics are notorious 
  for powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then 
  a 25% chance that the summoned monsters will 
  not be in the bullywug’s control, rampaging and 
  attacking at random. It is not uncommon for 
  bullywugs that have summoned monsters and 
  failed to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foes. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  KEO7-01 The Herald of Woe 
   
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  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud.  
   
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  APPENDIX 5 – APL 12 
  Encounter 3: Into the Jungle. 
  MALE BOG GIANT BARBARIAN4/ROGUE3:   CR13  
  N Large Aquatic Giant  
  Init:  +4 
  Senses: Darkvision 60’, Low-light Vision; 
  Listen+4, Spot +6 
  Languages: Common, Giant 
  AC: 20 (-1 Size, +4 Armor, +7 Natural) touch 9, 
  flat-footed 21  
  HP: 185(8d8+48 plus 4d12+24 plus 3d6+18) DR:  
      SR:   
  Immunities:  
  Saves: Fort +20; Ref +8, Will +8 
  Spd: 30 ft. (6 squares), swim 40 ft (8 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +23 melee Huge Longspear (19-20, 
  x3) (2d6+14) or Full Atk +23/+18/+13 melee Huge 
  Longspear (19-20, x3) (2d6+14) or 2 slams 
  +19(1d4+8) 
  Ranged: +11 ranged rock (1d6+8) 
  Base Atk: +12; Grp: +24 
  Attack Options:  
  Special Attack: Sneak Attack +2d6  
  Combat Gear: Keen Huge Longspear +2, Slippers of 
  Spider Climbing, Cloak of Resistance +2, Potion of Cure 
  Moderate Wounds, +1 Shadow Hide Armor of Light 
  Fortification, Bead of Force. 
  Abilities: Str 26, Dex 10, Con 22, Int 12, Wis 14, 
  Cha 12 
  SQ/A: Darkvision 60’, Low-light Vision, Evasion, 
  Uncanny Dodge/rock catching 
  Feats: Alertness, Great Fortitude, Martial Weapon 
  Proficiency(Longspear)B, Weapon Focus 
  (Longspear), Improved Initiative, Power Attack, 
  Close Quarters Combat.  
  Skills: Bluff +6, Climb +15, Hide +20*, Jump +15, 
  Listen +4, Spot +6, Swim +15, Tumble +6 Bog 
  Giants have a +8 racial bonus to Hide Checks in 
  marshes due to their skill at camouflage and may 
  always take 10 on Swim checks even if distracted 
  or endangered. Includes +5 from Shadow armor 
  Possessions: Hide Armor, Huge Keen 
  Longspear+2, Slippers of Spider Climbing, Cloak of 
  Resistance +2, Potion of Cure Moderate Wounds, 
  Large Bag, 4 rocks.  
  Rock Throwing (Ex): An adult giant is an 
  accomplished rock thrower, so he or she has a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments (The range increment is 
  120 feet.) 
  Rock Catching (Ex): A giant of at least large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of a similar shape). Once per round, a 
  giant that would normal be hit by a rock can make 
  a Reflex save to catch it as a free action. The DC 
  to catch a rock is based on the rock’s size—small: 
  15, Medium-Size: 20, and Large:  25. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. It can only be used if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the giant has the 
  following changed statistics: 
  AC 17, touch 7, flat-footed 17 
  hp 215 (8d8+64 plus 4d12+32 plus 3d6+24) 
  Fort +20, Will +8,  
  Melee: Atk +25 melee Huge Longspear (19-
  20, x3) (2d6+17) or Full Atk +25/+20/+15 
  melee Huge Longspear (19-20, x3) (2d6+17) 
  Grp +26 
  Abilities Str 30, Con 26 
  FIENDISH FLOTSAM OOZE: 
   
      CR10 
  N Large-Size Aquatic Extraplanar Ooze  
  KEO7-01 The Herald of Woe 
   
  Page 42 
  
  Init:  -1 
  Senses: Blindsight 60’ 
  Languages: -- 
  AC: 14 (-1 Size, -1 Dex, +6 natural), touch 9, flat-
  footed 15  
  HP: 235 (15d10+120)  DR: 10/Magic  SR: 20   
  Immunities: 10/Cold, 10/Fire 
  Saves: Fort +13; Ref +4, Will 0 
  Spd: 10ft (2 squares), swim 30 ft (6 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +18 slam (2d6+10) 
  Ranged: -- 
  Base Atk: +11; Grp: +22 
  Attack Options:  Smite Good slam: +18 slam 
  (2d6+25) 
  Special Attack: Adhesive, Smite Good 
  Combat Gear:  
  Abilities: Str 24, Dex 8, Con 27, Int 3, Wis 1, Cha 
  1 
  SQ/A: Blindsight, Amphibious, Transparent/ 
  Adhesive  
  Feats: Improved Natural Armor, Improved Natural 
  Attack, Combat Reflexes, Weapon Focus: Slam, 
  Toughness 
  Skills: Hide +8, Swim +10, +7 Spot; a Flotsam 
  Ooze’s transparency provides a +8 bonus to Hide 
  Checks, Aquatic Oozes have a +8 racial bonus to 
  Swim Checks and can always take 10 on a Swim 
  check, even if distracted or endangered 
  Possessions: --  
  Blindsight (Ex): An ooze is blind, but blindsight 
  allows it to maneuver and fight as well as a 
  sighted creature. Through this ability, it can 
  discern objects and creatures within 60 feet. An 
  ooze usually does not need to make Spot or Listen 
  checks to notice creatures within range of its 
  blindsight. 
  Ooze Traits: Aquatic oozes are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning 
  and polymorphing. They are not subject to critical 
  hits or flanking. 
  Adhesive (Ex): A flotsam ooze exudes a sticky 
  slime that holds fast any creature or item touching 
  it. It automatically grapples any creature it hits with 
  its slam attack. Opponents so grappled cannot get 
  free while the ooze is alive. The ooze makes one 
  additional slam attack each round against any 
  creature stuck to it. 
   
  A weapon that strikes a flotsam ooze sticks 
  fast unless the wielder makes a Reflex save (DC 
  12). A successful Strength check (DC 16) is 
  needed to pry it off. 
   
  The adhesive can be weakened by soap or 
  lye, but even in such a case the ooze gets a +4 on 
  grapple checks (for a total bonus of +7). The 
  substance breaks down 5 rounds after the ooze 
  dies. 
  Transparent (Ex): A flotsam ooze is transparent 
  in water, and it gains the benefit of total 
  concealment (50% miss chance) when it is in 
  water 
    
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a 
  good foe. 
  Encounter 7: Demonstration of Faith 
  LIZARDFOLK BARBARIAN8/WIZARD 2/ DRAGONFLESH 
  HALF-GOLEM:      CR14 
  NE Medium Construct 
  Init:  +1 
  Senses: Normal Vision, Darkvision 60 feet, 
  Blindsight 50 feet; Listen +5, Spot +0  
  Languages: Draconic, Common 
  AC: 18 (+1 Dex, +7 Natural) touch 11, flat-footed 
  18  
  HP: 110 (2d8+8d12+2d4+20) DR:15/Silver, 2/- 
  SR:  
  Immunities: Magic Immunity 
  Saves: Fort +8; Ref +5, Will +5 
  Spd: 40 ft. (6 squares), Fly 60 ft (12 squares) 
  (can’t run) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +16 melee Claw (1d6+6) or Full Atk 2 
  Claws +16 melee (1d6+6) and Bite +11 (1d4+4) 
  Ranged: -- 
  Base Atk: +9/+4; Grp: +14 
  Attack Options:  
  Special Attack: Frightful Presence (Will: DC 19)  
  Combat Gear: 2 Weapon Capsule retainers each loaded 
  with 1 Capsule of Quickspark, Amulet of Mighty Fists +1, 
  Bead of Force 
  Abilities: Str 20, Dex 12, Con --, Int 8(12), Wis 11, 
  Cha 6 (10) 
  SQ/A: Hold Breath, Uncanny Dodge/Rage 3/day 
  Feats: Multiattack, Greater ResiliencyB, Improved 
  Natural Weapon: ClawB, Weapon Focus: ClawB, 
  Close Quarters CombatB
  Skills: Balance +7, Climb +9, Diplomacy +5, 
  Intimidate+10, Jump +15, Listen +5, Spot +4, 
  Swim +15, Lizardfolk have a +4 racial bonus to 
  Balance, Jump, and Swim Checks. 
  Possessions: Headband of Intellect +4, Cloak of 
  Charisma +4, Wand of Arc of Lightning 10 
  Charges, Amulet of Mighty Fists +1, Bead of Force 
   
  KEO7-01 The Herald of Woe 
   
  Page 43 
  
  Spells Prepared: 
  0: Acid Splash, Flare, Detect Magic, Mending 
  1: Shocking Grasp, Shocking Grasp, Shocking 
  Grasp 
   
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so three times a day (3/day). 
  Rage (Ex):  When it rages, the Lizardfolk has the 
  following changed statistics: 
  AC 16, touch 9, flat-footed 16 
  hp 110 (2d8 plus 8d12 plus2d4 plus 20) 
  Fort +8, Will +7,  
  Melee: Atk +18 melee Claw (1d6+10) or Full Atk 
  2 Claws +18 melee (1d6+10) and Bite +13 
  (1d4+6) 
  Grp +16 
  Abilities Str 24, Con – 
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 
  15th, and 18th level). Trap sense bonuses gained 
  from multiple classes stack. 
  Construct Traits: A half-golem is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A half-golem has Darkvision with 60’ 
  range. 
  Blindsight (Ex): A Dragonflesh half-golem can 
  ascertain its surroundings by nonvisual means 
  (mostly hearing and scent, but also by noticing 
  vibrations and other environmental clues). This 
  ability enables it to discern objects and creatures 
  within 50 feet. The Dragonflesh half-golem does 
  not usually need to make spot or Listen checks to 
  notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh 
  Half-golem charges, attacks or flies overhead, it 
  inspires terror in all creatures that have fewer Hit 
  Dice or levels than it has. (Level 13 Characters or 
  less in this case.) Each potentially affected 
  opponent must succeed at a Will save (DC 22) or 
  become shaken for 5d6 rounds. A successful save 
  leaves that opponent immune to that Dragonflesh 
  golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-
  Golem is immune to any spell or spell like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.  
  A magical attack that deals fire or cold damage 
  slows a Dragonflesh golem (as the slow spell) for 
  2d6 rounds, with no saving throw.  
  A magical attack that deals electricity damage 
  breaks any slow effect on the golem and heals 1 
  point of damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. 
   
  2 MALE BULLYWUG  BARBARIAN6/WARRIOR 1:   CR6  
  LE Medium Aquatic Humanoid  
  Init:  +1 
  Senses: Normal Vision; Listen +2, Spot +0 
  Languages: Common 
  AC: 16 (+1 Dex, +2 Leather, +3 Natural) touch 11, 
  flat-footed 15  
  HP: 91  (1d8+4 plus 6d12+24 plus 3)  DR:      SR:  
  Immunities:  
  Saves: Fort +10; Ref +3, Will +2 
  Spd: 30 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +11 melee Shortspear (1d6+4) or Full 
  Atk +11/+6 melee Shortspear (1d6+4) 
  Ranged: +7 ranged Shortspear (1d6+3) 
  Base Atk: +7; Grp: +8 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  Shortspear +1, Gauntlets of Ogre Power, 
  Potion of haste, Potion of Cure Moderate Wounds. 
  Abilities: Str 13(17), Dex 12, Con 18, Int 7, Wis 
  10, Cha 7 
  KEO7-01 The Herald of Woe 
   
  Page 44 
  
  SQ/A: Erratic Morale, Marsh Move, Uncanny 
  Dodge, Improved Uncanny Dodge/Rage 2/day 
  Feats: Endurance, ToughnessB, DiehardB
  Skills: Handle Animal +5, Hide +6*, Jump +5 
  Listen +2, Spot +0, Swim +2, Bullywugs have a +6 
  racial bonus to Hide Checks in marshes due to 
  their skill at camouflage. 
  Possessions: Leather Armor, 3 Shortspears, 
  Gauntlets of Ogre Power, Potion of haste, Potion of 
  Cure Moderate Wounds, 10gp. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so twice a day (2/day). 
  Rage (Ex):  When it rages, the bullywug has 
  the following changed statistics: 
  AC 14, touch 9, flat-footed 14 
  hp 105 (1d8+6 plus 6d12+36 plus 3) 
  Fort +13, Will +4,  
  Melee: Atk +13 melee Shortspear (1d6+6) or 
  Full Atk +13/+8 melee Shortspear (1d6+6) 
  Grp +10 
  Abilities Str 16(20), Con 22 
  1 MALE BULLYWUG  CLERIC6 OF WASTRI/WARRIOR 
  1: CR6 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen +2, Spot +2 
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural) touch 10, flat-
  footed 15  
  HP: 63  (1d8+3 plus 6d8+18)  DR:      SR:   
  Immunities:  
  Saves: Fort +12; Ref +4, Will +9 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft (10ft with Glaive)  
  Melee: Atk +8 melee Glaive (1d10+2) or Full Atk 
  +8 melee Glaive (1d10+2) 
  Ranged: +5 ranged Shortspear (1d6+1) 
  Base Atk: +5; Grp: +6 
  Attack Options:  
  Special Attack: -  
  Combat Gear: Glaive +1, Cloak of Resistance +2 
  Brooch of Shielding 
  Abilities: Str 12, Dex 11, Con 16, Int 7, Wis 14, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move, Speak with 
  Animal 1/day/Summoning (Clerics only), Rebuke 
  Undead 
  Feats: Combat Casting, Endurance, Weapon 
  Focus 
  Skills: Concentration +9(+13 in combat), Hide 
  +6*, Listen +2, Spot +2 Bullywugs have a +6 racial 
  bonus to Hide Checks in marshes due to their skill 
  at camouflage. 
  Possessions: 
  Leather 
  Armor, 
  Glaive, 
  3 
  Shortspears, Cloak of Resistance +2 Brooch of 
  Shielding, and 2 Holy Symbols of Wastri, 10gp. 
  Spells Prepared: 
  0: Create Water, Guidance, Purify Food & 
  Drink, Cure Minor Wounds, Resistance 
  1: Bless, Cure light wounds, Obscuring Mist, 
  Shield of Faith, Magic WeaponD  
  2: Cure Moderate Wounds, Summon Monster 
  II, Silence, Spiritual Weapon, Spiritual 
  WeaponD 
  3: Cure Serious Wounds, Summon Monster III, 
  Magic VestmentD 
  D: Domain spell. Domains: Animal, War 
  Summoning (Sp): Bullywug clerics are notorious 
  for powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one 
  more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then 
  a 25% chance that the summoned monsters will 
  not be in the bullywug’s control, rampaging and 
  attacking at random. It is not uncommon for 
  KEO7-01 The Herald of Woe 
   
  Page 45 
  
  bullywugs that have summoned monsters and 
  failed to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foes. 
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud.  
   
  1 ADVANCED MALE FIENDISH DIRE TOADS:        CR7 
  NE Large Magical Beast, Extraplanar  
  Init:  +2 
  Senses: low-light Vision, 60 ft Darkvision; Listen 
  +7, Spot +11 
  Languages: -- 
  AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 
  16  
  HP: 110 (10d8+50)  DR:  5/magic     SR:  15 
  Immunities: 10/Cold, 10/Fire 
  Saves: Fort +12; Ref +8, Will +9 
  Spd: 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +10 bite (1d8 + Poison)  
  Ranged: tongue +7 
  Base Atk: +7; Grp: +15 
  Attack Options: 1/Day: smite good bite: +10 bite 
  (1d8+10 + poison) 
  Special Attack:swallow whole, poison, smite 
  good 
  Combat Gear:  
  Abilities: Str 18, Dex 12, Con 20, Int 3, Wis 15, 
  Cha 7 
  SQ/A: Low-light vision/improved grab, swallow 
  whole, poison 
  Feats: Alertness, Weapon Finesse (Bite), 
  Improved Natural Weapon (Bite), Improved 
  Natural Armor 
  Skills: Hide +14, Jump +15, Listen +10, Spot +11; 
  A dire toad receives a +4 racial bonus on Hide, 
  Listen, and Spot checks, and a +8 racial bonus on 
  Jump checks. 
  Possessions: --  
  Poison (Ex): A Dire toad delivers its poison 
  (Fortitude save DC 20) with each successful bite 
  attack. The initial and secondary damage is the 
  same. (1d6 points of Constitution damage) 
  Improved Grab (Ex): If a dire toad hits an 
  opponent that is at least one size category smaller 
  than itself with a bite attack or a tongue attack, it 
  deals normal damage and attempts to start a 
  grapple as a free action without provoking an 
  attack of opportunity (grapple bonus +15). If it gets 
  a hold, it can try to swallow an opponent. 
  Alternatively, the dire toad has the option to 
  conduct the grapple normally, or simply use its 
  jaws to hold the opponent (-20 penalty on grapple 
  checks, but the dire toad is not considered 
  grappled). In either case, each successful grapple 
  check 
  it 
  makes 
  during 
  successive 
  rounds 
  automatically deals bite damage.  
  Swallow Whole (Ex): A dire toad can swallow a 
  grabbed opponent that is at least one size 
  category smaller than itself by making a 
  successful grapple check (grapple bonus +15). 
  Once inside the dire toad, the opponent takes 1d8 
  points of bludgeoning damage plus 1d6 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  swallowed creature to climb out of the stomach 
  and return to the toad’s mouth, where another 
  successful grapple check is needed to get free. 
  Alternatively, a swallowed creature can try to cut 
  its way out with either claws or a light piercing or 
  slashing weapon. Dealing at least 10 points of 
  damage to the gizzard (AC 13) in this way creates 
  an opening large enough to permit escape. Once 
  a single swallowed creature exits, muscular action 
  closes the hole; thus, another swallowed opponent 
  must cut its own way out. A Large-size dire toad’s 
  stomach can hold 2 Medium-Size or 8 Small or 32 
  Tiny or smaller opponents. 
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum of +20) against a 
  good foe. 
  MALE BOG GIANT BARBARIAN2/ROGUE2:   CR10  
  N Large Aquatic Giant  
  Init:  +4 
  Senses: Darkvision 60’, Low-light Vision; 
  Listen+4, Spot +6 
  Languages: Common, Giant 
  AC: 19 (-1 Size, +3 Hide, +7 Natural) touch 9, flat-
  footed 19  
  HP: 146  (8d8+48 plus 2d12+12 plus 2d6+12)  
  DR:      SR:   
  Immunities:  
  Saves: Fort +18; Ref +7, Will +6 
  Spd: 30 ft. (6 squares), swim 40 ft (8 squares) 
  Space: 10ft   Reach: 10ft  
  Melee: Atk +20 melee Huge Longspear (19-20, 
  x3) (2d6+14) or Full Atk +20/+15 melee Huge 
  Longspear (19-20, x3) (2d6+14) or 2 slams 
  +16(1d4+8) 
  KEO7-01 The Herald of Woe 
   
  Page 46 
  
  Ranged: +7 ranged rock (1d6+8) 
  Base Atk: +9; Grp: +21 
  Attack Options:  
  Special Attack: Sneak Attack +1d6  
  Combat Gear: Keen Huge Longspear +2, Slippers of 
  Spider Climbing, Cloak of Resistance +2, Potion of Cure 
  Moderate Wounds 
  Abilities: Str 26, Dex 10, Con 22, Int 12, Wis 14, 
  Cha 12 
  SQ/A: Darkvision 60’, Low-light Vision, Evasion, 
  Uncanny Dodge/rock catching 
  Feats: Alertness, Great Fortitude, Martial Weapon 
  Proficiency(Longspear)B, Weapon Focus 
  (Longspear), Improved Initiative, Power Attack.  
  Skills: Bluff +6, Climb +15, Hide +15*, Jump +15, 
  Listen +4, Spot +6, Swim +15, Tumble +6 Bog 
  Giants have a +8 racial bonus to Hide Checks in 
  marshes due to their skill at camouflage and may 
  always take 10 on Swim checks even if distracted 
  or endangered. 
  Possessions: Hide Armor, Longspear+2, Slippers 
  of Spider Climbing, Cloak of Resistance +2, Potion of 
  Cure Moderate Wounds, Large Bag, 4 rocks.  
  Rock Throwing (Ex): An adult giant is an 
  accomplished rock thrower, so he or she has a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments (The range increment is 
  120 feet.) 
  Rock Catching (Ex): A giant of at least large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of a similar shape). Once per round, a 
  giant that would normal be hit by a rock can make 
  a Reflex save to catch it as a free action. The DC 
  to catch a rock is based on the rock’s size—small: 
  15, Medium-Size: 20, and Large:  25. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. It can only be used if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion 
  Fast Movement (Ex):  A Barbarian’s base land 
  speed is 10’ faster than the norm for his race. This 
  benefit applies only when he is wearing no, light or 
  medium armor. 
  Uncanny Dodge (Ex): A barbarian retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. He still 
  loses this bonus if immobilized. 
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked; he can react to opponents 
  on the opposite sides of him as easily as he can 
  react to a single attacker. This defense denies a 
  rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four 
  more rogue levels than the target has barbarian 
  levels. 
  Rage (Ex): A barbarian can fly into a screaming 
  blood frenzy a number of times per day. He gains 
  +4 bonus to Strength and Constitution, a +2 
  morale bonus to Will Saves, and a –2 penalty to 
  AC. A fit of rage lasts for a number of rounds 
  equal to 3 plus the (augmented) Constitution 
  modifier. At the end of the rage, the barbarian 
  loses the modifiers and becomes fatigued. (-2 to 
  Strength, Dexterity, cannot charge or run.) At this 
  level, he can do so once a day (1/day). 
  Rage (Ex):  When it rages, the giant has the 
  following changed statistics: 
  AC 17, touch 7, flat-footed 17 
  hp 170 (8d8+64 plus 2d12+16 plus 2d6+16) 
  Fort +20, Will +8,  
  Melee: Atk +22 melee Huge Longspear (19-
  20, x3) (2d6+17) or Full Atk +22/+17 melee 
  Huge Longspear (19-20, x3) (2d6+17) 
  Grp +23 
  Abilities Str 30, Con 26 
   
   
   
   
   
   
  KEO7-01 The Herald of Woe 
   
  Page 47 
  
  APPENDIX 6 – ALL APLS 
  Encounter 5: Swampmeet. 
  MALE BULLYWUG  WARRIOR 1:        CR1 
  LE Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision; Listen -2, Spot -2 
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural) touch 10, flat-
  footed 15  
  HP: 7  (1d8+3)  DR:      SR:   
  Immunities:  
  Saves: Fort +5; Ref +0, Will -2 
  Spd: 20 ft. (4 squares), swim 30 ft (6 squares) 
  Space: 5ft   Reach: 5ft  
  Melee: Atk +1 melee (1d6, Shortspear) or Full Atk 
  +1 melee (1d6, Shortspear) 
  Ranged: +1 ranged (1d6, Shortspear) 
  Base Atk: +1; Grp: +1 
  Attack Options:  
  Special Attack: -  
  Combat Gear:  3 short spears, leather armor, net, 
  tanglefoot bag. 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, 
  Cha 7 
  SQ/A: Erratic Morale, Marsh Move/- 
  Feats: Endurance.  
  Skills: Hide +6*, Listen –2, Spot –2 Bullywugs 
  have a +6 racial bonus to Hide Checks in marshes 
  due to their skill at camouflage. 
  Possessions: Leather Armor, Shortspear.  
  Erratic Morale (Ex): In any given fight, there is a 
  50% chance that bullywugs will fight to the death, 
  no matter how stupid that seems, and a 50% 
  chance that they will flee for their lives when some 
  of their number have fallen, even if they could 
  otherwise win the fight. 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving marshes or mud. 
   
   
   
  KEO7-01 The Herald of Woe 
   
  Page 48 
  
  DM AID: MAP #1 – THE BARGE 
  KEO7-01 The Herald of Woe 
   
  Page 49 
  
  DM AID: MAP #2 – DEMONSTRATION OF FAITH 
   
   
   
   
    
   
  KEO7-01 The Herald of Woe 
   
  Page 50 
  
  DM AID: NEW RULES 
  NEW FEATS 
  Greater Resiliency [General] (Complete Warrior) 
   
  Prerequisite: Damage Reduction as a class ability or innate feature. 
   
  Benefit: Your Damage Reduction increases by 1. If it would normally rise thereafter with level it does 
  so at its previous rate, adding the +1 normally. This feat has no effect on the type of weapon or damage 
  that overcomes your damage reduction. If you have more than one form of damage reduction, choose 
  which to increase when you take this feat.  
  Close Quarters Combat [General] (Complete Warrior) 
   
  Prerequisite: Base Attack Bonus +3. 
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability 
  such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus 
  on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity 
  or allow you to make an attack of opportunity when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Normal: Creatures with Improved Grapple, improved grab, or other similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt to start a grapple. 
  NEW ITEMS 
  Boots of the Tropics: These boots allow a wearer to shrug off the long-term affects of heat and 
  humidity.  The boots keep the wearer cool even in the most severe heat, preventing her from taking 
  damage from exposure to heat, as if she were affected by an endure elements (heat).  Caster level: 5th; 
  Prerequisites: Craft Wondrous Item, endure elements, Market Price: 2,500 gp. 
  Weapon Capsule Retainer: The most common method of delivering the effect of an alchemical 
  weapon capsule is the weapon capsule retainer. This long leather thong, wrapped around a melee 
  weapon or thrown weapon (but not a projectile weapon) just at the base of the blade or striking surface, 
  holds a thin, fitted ring sized for a single alchemical capsule. Activating the capsule requires only a swift 
  action and does not provoke attacks of opportunity if it is held in a properly attached weapon capsule 
  retainer. Otherwise, applying an alchemical weapon capsule is the equivalent of applying a magical oil(a 
  standard action that does provoke attacks of opportunity).  Market Price: 100 gp.  
  Quickspark Alchemical Capsule: A quickspark alchemical capsule coats a melee weapon or a 
  thrown weapon with a thin sheet of liquid that crackles and sparks with dangerous electrical energy. This 
  substance allows the weapon to deal extra electrical damage for a short amount of time without 
  damaging the weapon or its wielder. A weapon treated with quickspark deals 1d6 points of electrical 
  damage with each successful strike. The capsule’s effects last for 1 round, ending at the beginning of the 
  wielder’s next turn. This electricity damage does not stack with any other electricity damage the weapon 
  deals.   Prerequisites: Spellcaster, Craft(Alchemy), Market Price: 25 gp. 
  KEO7-01 The Herald of Woe 
   
  Page 51 
  
  NEW CREATURES 
  BULLYWUG  
  CR1  
  (CONVERTED TO 3.5 FROM MONSTER COMPANION: MONSTERS OF FAERUN, PG25) 
  CE (Those who worship Wastri are LE) Medium Aquatic Humanoid  
  Init:  +0 
  Senses: Normal Vision  
  Languages: Common 
  AC: 15 (+2 Leather, +3 Natural), touch 10, flat-footed 15; 
  HP: 1d8+3; hp 7.  DR: -      SR:  - 
  Immunities: Magic Immunity as Dragonflesh Golem 
  Saves: Fort +5, Ref +0, Will -2 
  Spd: 20 ft., swim 30 ft. 
  Space: 5ft   Reach: 5ft 
  Melee: +1 melee (1d6, Shortspear) 
  Ranged: +1 ranged (1d6, Shortspear)  
  Base Atk: +1; Grp: +1 
  Attack Options: As base creature 
  Special Attack: As base creature plus Frightful Presence (Ex) 
  Combat Gear:  3 Shortspears, leather armor, divine focus(Clerics only) 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  SQ/A: Erratic Morale, Marsh Move/Summoning (Clerics only)  
  Feats: Endurance 
  Skills: Hide +6*, Listen –2, Spot –2; *Bullywugs have a +6 racial bonus to Hide Checks in marshes due 
  to their skill at camouflage. 
   
  Description: 
   
  Life as a bullywug is nasty, brutish, and wet. Bullywugs kill for sport, systematically destroy their own 
  hunting grounds, and make a religious fetish of summoning monsters that may or may not stay within 
  their control. Bullywugs hunt things, eat things, bully things, and worship their noxious deities. There are 
  many bullywug clerics; as many as 10% of bullywugs in some ponds have one or more levels as a cleric. 
  Bullywug clerics can choose from domains of Chaos, Evil, and Water. Bullywug clerics (other than those 
  of Wastri) are more limited than those of other races, and can only choose three types of spells: summon 
  monster spells—their culturally preferred choice—inflict spells, and their domain spells. 
   
  Bullywugs are frog-headed amphibious humanoids with green, gray, or mottled yellow skin. They 
  have long, flicking tongues that can barely fit themselves around a stunted form of Common. They stand 
  4 to 7 feet tall, weigh 100 to 300 pounds, and fight with spears and other sharp weapons that they can 
  poke out of the water. Bullywugs make it a point of pride to wear at least leather armor, even though 
  swimming in armor isn’t easy. Bullywugs prefer to fight in or near water. 
   
  Most bullywugs encountered outside their homes are warriors; the information in the statistics block 
  above is for one of 1st level. Favored class for bullywugs is barbarian. 
   
  Erratic Morale (Ex): In any given fight, there is a 50% chance that bullywugs will fight to the death, no 
  matter how stupid that seems, and a 50% chance that they will flee for their lives when some of their 
  number have fallen, even if they could otherwise win the fight. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement penalties for moving marshes or mud. 
   
  Summoning (Sp): Bullywug clerics are notorious for powerful but unpredictable summoning abilities. 
  When a bullywug cleric uses a summon monster spell, there is a 50% chance that one more monster 
  than the spell would ordinarily summon will appear. In such cases, there is then a 25% chance that the 
  summoned monsters will not be in the bullywug’s control, rampaging and attacking at random. It is not 
  uncommon for bullywugs that have summoned monsters and failed to spend all their efforts fighting their 
  own summoned creatures instead of attacking their original foes. 
   
  KEO7-01 The Herald of Woe 
   
  Page 52 
  
  DRAGONFLESH HALF-GOLEM TEMPLATE     CR+3   
  (DERIVED FROM MM2 DRAGONFLESH GOLEM AND HALF GOLEM TEMPLATE, PG 116-118 AND 209-210) 
  NE Medium Construct 
  Init:  -1 from the base creature due to Dexterity adjustment 
  Senses: as character plus Darkvision 60 feet, Blindsight 50 feet;  
  Languages: same as character, but harsh and strangled 
  AC: Replaces whatever natural armor bonus with +7 (1/2 the Golem’s bonus)  
  HP: As base creature plus bonus HP from Construct Trait in MM.  DR: 15/Silver      SR:  - 
  Immunities: Magic Immunity as Dragonflesh Golem 
  Saves: as base creature, but Half-golems gain a +2 racial bonus to Fortitude saves 
  Spd: As creature, but add Fly 60 ft (12 squares) and (can’t run) 
  Space: As base creature   Reach: as base creature 
  Melee: As base creature, but augmented for altered strength 
  Ranged: -1 from the base creature due to Dexterity adjustment 
  Base Atk: As base creature; Grp: As base creature, but augmented for altered strength 
  Attack Options: As base creature 
  Special Attack: As base creature plus Frightful Presence (Ex) 
  Combat Gear:  As base creature 
  Abilities: Str +5, Dex -2, Con --, Int -6, Wis +0, Cha -6 
  SQ/A: As base creature, but with Construct Traits, 15/Silver DR, Blindsight, and Frightful Presence. 
  Feats: As base creature 
  Skills: As base creature, modified by new ability modifiers. The drop in Intelligence does not retroactively 
  remove skill points spent. 
  Possessions: as base creature    
  Construct Traits: A half-golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any effect that requires a Fortitude save unless it also 
  works on objects. The creature is not subject to critical hits, nonlethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A half-golem has Darkvision with 60’ range. 
  Blindsight (Ex): A Dragonflesh half-golem can ascertain its surroundings by nonvisual means (mostly 
  hearing and scent, but also by noticing vibrations and other environmental clues). This ability enables it to 
  discern objects and creatures within 50 feet. The Dragonflesh half-golem does not usually need to make 
  spot or Listen checks to notice creatures within range of its blindsight.  
  Frightful Presence (Ex): When A Dragonflesh Half-golem charges, attacks or flies overhead, it inspires 
  terror in all creatures that have fewer Hit Dice or levels than it has. Each potentially affected opponent 
  must succeed at a Will save (DC10+HD + Cha Modifier) or become shaken for 5d6 rounds. A successful 
  save leaves that opponent immune to that Dragonflesh golem’s frightful presence for 24 hours. 
  Immunity to Magic (Ex): A Dragonflesh Half-Golem is immune to any spell or spell like ability that allows 
  spell resistance. In addition, certain spells and effects function differently against the creature, as noted 
  below.  
  A magical attack that deals fire or cold damage slows a dragonflesh golem (as the slow spell) for 2d6 
  rounds, with no saving throw.  
  A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of 
  damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. 
  KEO7-01 The Herald of Woe 
   
  Page 53 
  
  PLAYER HANDOUT #1 – WHISPERED CONVERSATIONS 
  SPOKEN IN KEOISH: 
   
  Cloaked man: “Good to see you again, Finnegan! I’m sorry about the door.” 
   
  Innkeeper: 
  “Not a problem, Major. Your usual?” 
   
  Cloaked man: “Aye, something to chase the chill.” *Chuckle* 
   
  Innkeeper: 
  “I’m glad to see the storm hasn’t caused you too much trouble.” 
   
  Cloaked man: “Trouble enough, Finn. Trouble enough. You have one of the dining rooms free?” 
   
  Innkeeper: 
  “Of course Major! That first one’s got the hearth going.” He points to the door, “Are you 
  alright? Need me to fetch a cleric?” 
   
  Cloaked man: “Nothing like that, Finn. I just need to talk to that lot playing cards. Standards business. I 
  trust on your discretion?” 
   
  Innkeeper: 
  “As always, Major! I’ll give you a few minutes?” 
   
  Cloaked man: “Yes, and if you’d bring us all my usual supper, too? I’ll settle up with you afterwards.” 
   
  Innkeeper: 
  “On it’s way, Major.” 
   
  Cloaked man: “You’re a good man, Finn! My thanks!” 
   
  Innkeeper: 
  “Glad to be of service, Major.” 
   
   
   
   
   
  KEO7-01 The Herald of Woe 
   
  Page 54 
  
  PLAYER HANDOUT #2 – LETTER TO ANY DREADWALKERS 
   
   
  Greetings Fellow Dreadwalker! 
  Know that this man, Major Silas Fletcher of the Keoish Royal Standards, is a 
  trusted friend of our organization and that it would be of great assistance to 
  our own endeavors if you would be willing to consider his proposition. Please 
  take his words into serious consideration before reaching your decision. 
  Understand that should you agree to his undertaking, the rest of the 
  Dreadwalkers will know of your willingness to cooperate with our allies and 
  count as service to our Brotherhood. 
  Keep safe Dreadwalker, and may you destroy the blight wherever you find it, 
   
  Ularien Moonchild, Dreadwalker. 
  KEO7-01 The Herald of Woe 
   
  Page 55 
  
  PLAYER HANDOUT #3 – LETTER TO ANY MERCENARIES 
   
  Hail and well met! 
  I write this letter to introduce Major Silas Fletcher as an ally of our Order. I would ask that you 
  consider his requests as requests of our brothers in arms, and provide him the same consideration you 
  would an operational commander amongst our number. He is a wise man with a great strategic mind. 
  His understanding of the probable impact of events on our region is sound.  
  Having said this, I want you to know that should you choose to participate in the Major’s venture, 
  we will consider it as if you had joined in an action under our banner. Your willingness to serve under 
  a joint commander will not go unnoticed. 
   
  May you defeat the enemy in glorious combat, 
   
  Balian, Gradsul Chapter Commander.
  KEO7-01 The Herald of Woe 
   
  Page 56 
  
  PLAYER HANDOUT #4 – LETTER TO ANY MEMBER OF THE 
  KEOISH ROYAL STANDARDS  
  Greetings Soldier, 
   
  You are being offered the opportunity to participate in a voluntary action under the 
  command of Major Silas Fletcher. This is strictly a volunteer mission, however successful 
  completion on your part will be considered towards your annual term of service and 
  will reflect favorably upon your record of service. I would urge you to strongly consider 
  the Major’s words and take part in his operation. 
  Gods save the Lion Throne! 
  Glory to Keoland! 
   
   
  Colonel Marcus Coopersson,  
  Strategic Advisor to Warmaster Morgan Armitage 
  KEO7-01 The Herald of Woe 
   
  Page 57 
  
  PLAYER HANDOUT #5 – TEMPORARY DUTY ORDERS  
  Greetings, 
   
  Know that the bearer of this letter and their companions are currently on temporary 
  assignment for Major Silas Fletcher of Warmaster Morgan Armitage’s Strategic Planning 
  Command and have been dispatched to Westkeep and its surrounding territories in order 
  to investigate strange events within the Hool Swamp and recover any Keoish Royal 
  Standard personnel or materiel they discover. You are directed to provide any reasonable 
  and legal aid requested in conjunction with the completion of their mission and will be 
  compensated equitably for such support. It is a low crime to interfere with this operation 
  unless the parties involved have directly violated the law of the land. It is a low crime to 
  inappropriately use the authority granted by these orders or retain these orders beyond the 
  completion of the mission. Good luck and good hunting! 
  Gods save the Lion Throne! 
  Glory to Keoland! 
   
  Colonel Marcus Coopersson,  
  Strategic Advisor to Warmaster Morgan Armitage 
  KEO7-01 The Herald of Woe 
   
  Page 58 
  
  PLAYER HANDOUT #6: THE HERALD OF WOE 
   
  As you close your eyes and drift into slumber’s embrace, you find yourself facing a man wearing a long 
  white robe with the cowl pulled up. His features are hidden behind an ornate mask crafted of the blackest 
  iron. Trails of engraved tears fall from each eye socket. Behind the mask you can see eyes the color of 
  lightning striking water. The last time you saw this man was after the horrors of Ultholme, the lost town of 
  Neverfall. 
  In a toneless, hollow voice, the man speaks.  
  “Prophecy is never an easy road to travel. The Black Dragon Aulicus was possessed of many prophecies, 
  the most famous being the Blackrazor prophecy. For this, King Kimbertos had him hunted and slain like 
  one might hunt vermin that disturb a scullery maid. 
  Dragons, as a rule, have distaste for being treated like vermin. 
  When Aulicus was slain, it caused an unintended ripple in the fabric of the prophecies related to him, and 
  related to our King. When Aulicus was made into a twisted undead abomination, this ripple became a 
  wave. When Aulicus’ phylactery was destroyed, this wave became a whirlpool. Such creatures of power 
  are not to be toyed with lightly, and King Kimbertos, in his folly, has toyed where he should not. 
  To this matter my order has sent a powerful force. Jallard was my oldest and most trusted Woestave, and 
  now he is no more. A creature of Aulicus, but not Aulicus, has stricken him down. His symbol of office, a 
  black ash staff, now lies with this creature. This Herald of Woe presages the return of the Prophet of 
  Woe.  
  Aulicus’ own flesh calls to him from beyond the nether. It beckons him back and as long as one scale, 
  one scrap, remains on Oerth, he is a danger. To this end, you are now my sword. Slay this creature, burn 
  its flesh until none remain, and return to me the Woestaff it carries.” 
  The man’s form begins to waver and dissipate. His toneless voice resonates around you. 
  “The first virtue is silence.” 
   
   
  KEO7-01 The Herald of Woe 
   
  Page 59 
  
   CRITICAL EVENT SUMMARY: KEO7-01 HERALD OF WOE 
  For use only at Genericon XX or Dreamation or before 2/1/07. 
  1.  Did they recover the slaves from the Swampmeet?   
  Yes 
   
  No 
   
   
   
   
  2. Did they gain the support of the Lizardman Tribe from the Swampmeet? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
  3. Did all the prisoners from the Bullywug Encampment survive? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
  4. Did the characters stop the Herald and recover the supplies? 
   
   
   
   
   
   
   
  Yes 
   
  No  
   
  5. Did the characters return the Woestave? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  KEO7-01 The Herald of Woe 
   
  Page 60 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO7-01 - The Herald of Woe (3E).pdf