TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  KET3-04 
   
   
   
   
   
   
   
   
   
  Sneers of the Mind:Redux  
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ket Regional Scenario 
  By Stephen Baker and Chris Chesher 
  Triad Editor: Chris Chesher 
  Circle Edit: David Christ 
   
   
  Sometimes conjuring bunny rabbits just isn’t enough. Sometimes, you look to places you shouldn’t, for knowledge that 
  was never meant for mortal minds.  A tale of horror for the strong of mind.   A One Round Adventure for APL 2-8.  Part 
  1 of the Altered Perceptions series. 
   
   
   
  
  Sneers of the Mind: Redux 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  Sneers of the Mind: Redux 
   
  Page 3 
  # 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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
   
  Adventure Background 
   
  Karob of Antalotoi: This gentleman was a wizard from 
  Zeif, who learned of secrets he should not have been 
  seeking. Over the years, it drove him insane and he 
  wandered the countryside for a period of time. Ket 
  authorities sentenced him in CY 531 to the Deemay 
  Monastery to help cure his mind, where magic and 
  mysticism failed.  
   
  One night at the 
  monastery 
  his 
  nightmares 
  took 
  shape, 
  as 
  the 
  power of his magic 
  took secrets from 
  beyond 
  without 
  his willing it. The 
  monks were able 
  to assist Karob in 
  driving 
  off 
  the 
  tentacled horrors 
  that formed, but 
  he 
  was 
  badly 
  wounded 
  and 
  poisoned.  
   
  In 
  fact, 
  among 
  Karob’s possessions was a lead-lined box with an amulet 
  of ancient and other worldly origins. Both Karob and the 
  amulet were the target of these beings from beyond the 
  planes. Exactly what the amulet could do had never been 
  determined by the wizard but there was strong 
  Conjuration magic contained within the item.  
   
  Karob died the next day and the monks interred his body, 
  along with most of his possessions that seemed to need 
  hiding, in an empty crypt. This did nothing to stop the 
  creatures from coming, now that they had a target. They 
  seemed to be able to sense Karob and seek out the body. 
  At first they appeared in his sickroom, then they made 
  their way to the crypt when he was buried there. Another 
  mage visiting the Order at the time was able to seal both 
  the crypt and room of Karob, as luck would have it. 
   
  The horrible creatures were never seen again, but the 
  Abbot declared that neither the sealed portals of Karob’s 
  room or Crypt be broken.   A solitary wail erupted from 
  the Crypt on occasion, echoing throughout the 
  monastery and driving away the less fervent and devoted 
  monks. 
   
  The magic seals remained intact until one year ago.  At 
  that point, after some persuasion and bribery, a small 
  group of adventurers entered the Crypt to see what they 
  could find of the wizard or the horrors.  Their success or 
  failure was not recorded but the monastery found itself 
  under siege by creatures from the Crypts almost 
  immediately.  Swarms of “otherwordly” insects and 
  invisible creatures sought to crawl out of the Crypt and 
  into the monastery proper.  The Abbot and the entire 
  
  Sneers of the Mind: Redux 
   
  Page 4 
  monastery were warned of the attack by an alert novice 
  and they fought the creatures to a standstill.  
   
  Note: The wail’s effect on sanity is not a game effect 
  (such as a Howlers howl) but rather an induced effect of 
  the otherworldliness of the Shrieker making the wail. 
  The characters are immune to any ‘insanity’ effects.  The 
  monks are also immune as a result of their disciplined 
  minds but the wails served to drive away all laymen and 
  any prospective monks. 
   
  That was over a year ago and the monastery has been 
  losing monks on a steady basis to the attacks of the 
  creatures since then.  What was a small but relatively 
  healthy monk order in decline (their reputation having 
  suffered in the years since the wizard was entombed in 
  the crypts) suffered drastically in barricading and holding 
  the monastery from the creatures.  The Abbot was 
  unwilling or unable to abandon this defense or even tell 
  the authorities of the situation, convinced as he was that 
  it was the actions of the monks 60 years ago that had 
  created the problem.  How he leapt to this conclusion 
  was never recorded and may actually have been after one 
  too many sleep-deprived nights.  The monastery has been 
  selling off all the possessions it has to fund the raise dead 
  spells for monks where possible, and then just to stay fed 
  while they man this 24 hour defense. 
   
  One consequence of this decision to isolate the 
  monastery was an entire “firesale” of the possessions of 
  the Order.  This funded many of the magical spells they 
  purchased and other bits and pieces.  The people of the 
  village took the strange new habits of the monks in 
  stride.  They continued to provide food and drink to 
  them, but now they had to place them in containers and 
  leave them at the main entrance – when the monks felt it 
  was safe they came out for the food. 
   
  When Karob was trapped inside with the creatures, he 
  was in reality just in stasis and not dead.  This did not last 
  long as the pseudonatural creatures finished the job they 
  started and searched his possessions.  A fire trap on his 
  spellbook saved the monastery at that time.  The creature 
  was badly wounded and all of the spores it had laid in the 
  room were immolated – save one – along with the now-
  dead body of Karob.  The pseudonatural visitors 
  planeshifted away with the body of Karob but with no 
  desire to return. The only spores that survived formed 
  into a pseudonatural Shrieker (unable to reproduce) – it 
  has been the source of the intermittent wails and has 
  survived these many years by virtue of being 
  pseudonatural, and a extra planar fungus that covered the 
  entire crypt eventually. 
   
  When the original adventurers entered they found a 
  summoning scroll created by Karob and they used it. A 
  pseudonatural creature emerged and events ensued.  The 
  final result was that the adventurers left the monastery 
  but a few additional items were summoned at the time, 
  unbeknownst to them.   
   
  The only important creature summoned (the rest died 
  off) was a Kaorti named Kdash.  He nearly died of pain on 
  the Prime Material Plane before he could build himself a 
  small Cyst and took weeks to recover.  Not knowing 
  where he was – and being unable to escape himself via 
  planeshifting like his pseudonatural predecessors – he 
  saw a huge array of spores in the area (the remnants of 
  the other pseudo-natural attacks) and encouraged their 
  growth.  After a few months, he had grown new creatures 
  and used his Kaorti knowledge to modify them into 
  Thralls of a new type – the grimflies. 
   
  The grimfly swarms became the first thing to attack the 
  monks.  That they were stopped and repulsed was a 
  surprise to Kdash and he continued with his cultivation 
  program, eventually creating the pseudonatural phantom 
  fungi out of the grimfly life cycle (the latter being a more 
  established version of the former in the life cycle of the 
  spores, with some 10,000 flies dying for each that forms 
  into a Phantom Fungus).  These creatures should have 
  been enough to break out, with their natural invisibility, 
  but the monks had obtained a trap for the entry and this 
  stymied virtually all progress by Kdash at escaping.  His 
  attempts fell into a pattern of rushing the trap with 
  swarms and phantom fungi, then rushing upstairs with 
  whatever survived, while he watched from safety.  
  Nothing worked for the longest time. 
   
  Finally, five days ago, his largest collection ever managed 
  to get a few out into the countryside and past the monk 
  defenses.  Indeed, unbeknownst to Kdash, the last of the 
  monks fell in the combat. These creatures were 
  successful in reaching the bathhouse (in the village) and 
  setting up a new breeding cycle. 
   
  The Kaorti gave them very simple instructions. Survive, 
  build up a large number of creatures (huge, in fact) and 
  wipe out the defenders at the monastery.  In this way it 
  seeks to escape the crypt and then return home.  What it 
  does not know (or care) is that this leaves huge amounts 
  of swarms and Phantom Fungus in the area, all seeking 
  pure numbers and attacking almost anything (after the 
  monastery).  That they are also incredibly susceptible to 
  sunlight is unknown to Kdash. 
   
  
  Sneers of the Mind: Redux 
   
  Page 5 
  The small number of Thralls that escaped five days ago 
  have been occupying the village of Rosha in preparation 
  for the attack they must make.  
   
  The Order of Deemay, Faithful of the 
  Servant of the Lady: 
  This is a small order of monks known for their mental 
  rehabilitation techniques and helping those who have 
  gone delusional with the onset of age or disease.   This 
  order of monks is devoted to the teachings of Zouken 
  (Servant of the Lady). 
   
  That all changed 60 years ago, however. As a result of the 
  events of involving Karob, peaceful sleep is something 
  only a disciplined mind can attain while at the 
  monastery. The occasional eerie scream echo’s from the 
  bowels of the building and seems to actually reverberate 
  in the walls and then there were the horrific events 
  following the ‘death’ of Karob of Antalotoi some 60 years 
  ago. 
   
  The order no longer receives those who are seeking relief 
  from mental torment unless they are simply abandoned 
  into their care. There has been a decline in the number of 
  young men to come and train in the ways of the Order to 
  become a monk and this has further accelerated the 
  decline, as they have concentrated on keeping contained 
  the evil that was apparently trapped so many years ago. 
   
  Overnight Stay in the village 
  The party may not want to enter the monastery before 
  nightfall or might simply take too much time.  In this 
  case, the grimfly swarms are active, no matter whether 
  the bathhouse has been destroyed or not (there are other 
  areas infested now that they have moved beyond the 
  village).  At the beginning of each hour or fraction 
  thereof at night (presume 12 hours) roll a 1d6.  On a 6 or 
  higher, a creature appears sometime during that time 
  period (closer to the beginning of the hour the better) 
  and attack as listed below.  Each hour without a creature 
  adds a cumulative +1 to the roll.  Only one random 
  encounter will happen per night.  
   
  Note: Each group of characters (should they split up) 
  must face a separate roll. As well, the characters risk the 
  wandering encounters as long as they remain on the 
  overland map of the village and surrounding territory 
  (including the main road). 
   
  Parties that spend the night in the basement of the Inn 
  (the Pickle Cellar) are immune from this attack and are 
  not bothered in the evening/night.   
  Creatures: 
   
  APL 2 (EL 4) 
  �Grimfly Swarm: hp 21; see Appendix One.  
   
  APL 4 (EL 6)  
  �Grimfly Swarm: hp 21; see Appendix One.  
  �Phantom Fungus: hp 15; see Monster Manual  
   
  APL 6 (EL 7) 
  �Grimfly Swarm: hp 21; see Appendix One.  
  �Phantom Fungus (2): hp 15, 15; see Monster Manual  
   
  APL 8 (EL 8) 
  �Grimfly Swarm: hp 21; see Appendix One.  
  �Phantom Fungus: hp 15; see Monster Manual  
  �Phantom Fungus, Advanced; hp 57; see Appendix 
  One. 
   
  Note: The Phantom Fungus are immune to effects and 
  damage caused by the Grimfly Swarms.  
   
  Kaorti and the Cyst 
  Kaorti use the resin that they produce to create areas 
  known as Cysts, in which they are not subject to the 
  Material Plane vulnerability. The Cyst that Kdash has 
  established extends beyond his effective control – past 
  the trap – up until the barricade itself and encompassing 
  the entire crypt.  
   
  He has provided his plant thralls with resin on many 
  occasions and they have affixed it to the walls. Kdash has 
  tried to dig out from under the crypts but the solid stone 
  walls are not affected by the acid of his thralls and they 
  are less than effective at digging. While desperate to 
  escape, he is not about to stoop to digging yet with his 
  Thralls still active. Kdash is hoping that overwhelming 
  numbers on the outside might change this but still 
  cannot be sure, especially since his instructions had to be 
  vague and he is not entirely positive as to what his thralls 
  are doing in the village and environs. 
   
  The crypt was built to hold a lot of monks at one point. 
  The ceiling was originally 15 feet high but the resin on 
  the top and ground now makes the distance more like 12 
  feet. For the purposes of movement, it is only 10 feet 
  high but remember that gap if it should become 
  important. There is 1 to 1 ½ feet of resin on every surface 
  and it is hardened into a solid concrete-like substance at 
  this point. 
   
  The plot-line generated likely forces the characters to 
  hurry through the day and face all the encounters in this 
  
  Sneers of the Mind: Redux 
   
  Page 6 
  module in a single 24 hour period.  The final fight can be 
  deadly in the extreme to parties if the goals of the Kaorti 
  are ignored. 
   
   
  Adventure Summary 
  The characters are given the task in Molvar to go to 
  Rosha and find out what is causing nightmares for an 
  Archon.  Soon afterward, on the road, they meet up with 
  a Thresher Captain who ask them to find out what has 
  happened to some Threshers whom he was supposed to 
  meet. 
   
  The outskirts of Rosha bring the first encounter, a young 
  want-to-be-druid-in-training who has lost her entire 
  family.  A pair of cougars who have been badly wounded 
  by the swarms in the area also present themselves and 
  can be interacted with given the right character mix and 
  circumstances. 
   
  After this, it is into the village to explore.  The Silent Cup 
  Inn, the Temple to Al’Akbar, the cottages and the 
  incomplete bathhouse are all possibilities.  There are 
  numerous areas to deal with, some simply investigation, 
  others possibly combat with the grimflies or phantom 
  fungi in the area. 
   
  Once the village of Rosha has been thoroughly explored, 
  the characters should push on to the monastery though 
  they may feel a need to rest. This would be a mistake 
  given the horrors of the night.  In the monastery they 
  find clues as to the history of the stuggle between the 
  monks and the creatures from the crypts.  They also find 
  the entrance to the crypts. 
   
  Down in the crypts is Kdash, a Kaorti (evil extraplanar 
  being) trapped here because of the actions of the monks.  
  He just wants out and is willing to do anything to achieve 
  this. The moment he sees an opening, probably after 
  some combat with the party, he tries to escape the 
  confines of the crypt. 
   
  The party either defeats him or not and this sets up the 
  Conclusion.  It is entirely possible for a party never to 
  encounter him and thus not even be given the chance to 
  defeat him (this counts as a failure). 
   
  Introduction:   
  One of the characters (preferably a wizard but anyone 
  with a decent Intelligence will do, especially a bard) is 
  approached by a diviner who has had bad nightmares for 
  the past five days. The diviner hires the party to head out 
  to Rosha, the source of the bad dreams, and determine 
  what is going on.  
   
  Encounter 1:   
  The party travels to the village of Rosha and encounter a 
  single Captain of the Threshers along the route. He 
  advises of a problem with bandits in the area and ask the 
  adventurers to help him if they are truly going to Rosha, 
  so long as they are of a lawful disposition. 
   
  Encounter 2:  
  The party encounters a young girl, all alone in one of the 
  outlying farms.  There are preliminary clues as to what is 
  happening and an injured cougar or two can be 
  questioned or driven off, as the case may be. 
   
  Encounter 3:  
  Entry into Rosha village itself.  The Inn of the Silent Cup, 
  the temple of Al’Akbar, the incomplete bathhouse and 
  the cottages are all detailed for search and exploration.  
  Potential combats can take place in the stables of the Inn 
  and the bathhouse. 
   
  Encounter 4:  
  Into the Monastery.  The party discovers evidence of the 
  failed defense against the pseudonatural creatures, as well 
  as the entry to the crypt.  Some magical restorative 
  potions are found and can be used for healing or treasure 
  as the party decides. 
   
  Encounter 5:  
  Down into the Crypts.  The crypts of the monastery can 
  be entered to defeat the final evil and cleanse the Deemay 
  Monastery of the horror that inhabits it at this point.  The 
  Kaorti master Kdash awaits the party, along with a 
  transformed monk bodyguard. 
   
  Conclusion:   
  If the party is successful, the “I Live” AR award is given, 
  otherwise things are a failure and only what they have 
  succeeded in to this point is awarded. 
   
   
  Reminder to the Judge 
  A general note on representing the in-game word usage 
  for NPCs when referring to the names of gods. Due to 
  the reverence (and sometimes fear) of these most divine 
  and powerful beings, the NPCs do not use the true name 
  of the god in vain during idle conversation. Only when 
  the god’s power is truly being invoked (though not 
  necessarily by a spell) is the true name used. It’s a firm 
  believe that to use the gods’ true name invokes that 
  being’s attention. The descriptive name used can also 
  
  Sneers of the Mind: Redux 
   
  Page 7 
  sometimes refer to which sect or view the worshipers 
  have of their god, but this is not always the case. For 
  instance, when the NPCs in this scenario wish to refer to 
  Nerull, they say, “The Reaper”, in an attempt to avoid his 
  attention. Also, the NPCs in this Scenario refer to 
  Zilchus as “The Money Counter”, for the sect that is 
  being referenced dealt with that aspect of the god more 
  so, than those who would refer to him as “The Great 
  Guildmaster”. To say, “Fharlanghn Rules the Roads” is a 
  blessing, invoking the god’s power. To say “Zilchus be 
  poor” is profanity. 
   
   
  Introduction 
  It is late summer and the day is now dark as the sun 
  sets.  You are hurrying for the shelter of the Inn when 
  a beckoning hand waves at you from under a well-lit 
  awning.  A young woman stands, privacy veil up, but 
  clearly trying to get your attention. 
   
  The young woman is Sirqa ibn Illura Al’Hassir, a Diviner 
  of some ability and an Air Archon.  She has been troubled 
  by terrible dreams for the past five days, ever since she 
  attended a function with a number of other Archons.  
   
  Sirqa has since devoted her not inconsiderable talents to 
  determining the cause of these bad dreams.  The results 
  have left her curious and worried.  She spent some period 
  of time in the Deemay monastery five years ago, honing 
  her mind in practice for the divining arts.  She knows 
  little of the monastery, having chosen it because it was 
  remote and would accept her on short notice, but the 
  connection troubles her.  On top of all this, her dreams 
  are getting more and more chaotic and bloody and she is 
  almost overcome with concern now. 
   
  She asks the character in question to immediately travel 
  to Rosha, the location of the monastery.  Such is her fear 
  of what has been unleashed that she plans to petition the 
  Graf of Molvar herself on the morrow but the 
  adventurers (and she assumes or hopes the character 
  takes some with them) should head out immediately and 
  she follows as soon as she can.  It is her hope that the 
  good heart of the person she chooses to respond and, if 
  not, perhaps the request of an influential member of the 
  Archons (her) would be sufficient. 
   
  Although she does not recommend that the characters 
  spend the time, they can use the remaining hours of the 
  evening to gather more information in Molvar.  Sirqa 
  would rather that they rest and get ready for the day 
  tomorrow but she is also somewhat more tentative than 
  most and recognizes that adventurers frequently have 
  different ways of doing things.  She also provide them 
  with a copy of her journal, incomplete descriptions as it 
  contains, to give them some clues.  This is player handout 
  #1. 
   
  Background on the situation at the monastery: 
   
  The following can be garnered in Molvar before leaving 
  with Gather Information (or Bardic Knowledge at +3 DC) 
  checks: 
   
  [DC 5]: Sarqa is in charge of the Air Archons in Molvar 
  and unmarried, though she is reputedly being courted by 
  a Bey from outside the town. 
   
  [DC 10:] It is reputed that Teac, of Teac’s Focus Shop, has 
  recently announced a find of items, some reputed to 
  come 
  from 
  a 
  nearby 
  monastery. 
  They 
  include 
  summoning devices amongst them. 
   
  [DC 15]: The Deemay monastery is located in Rosha, a 
  small village over two day’s travel from Molvar.  
  Although that is relatively close, there is no indication of 
  trade with the village. 
   
  [DC 20]: Teac’s Focus Shop has been closed down by 
  Threshers on at least three occasions in the past five years 
  for dealing in “unsafe materials”.  At least one time this 
  occurred after a young caster summoned a demon in 
  court to prove a point with a Jurat. 
   
  [DC 22]: The Deemay monstery, the source of items 
  found in the Focus shop, has been selling off a lot of stuff 
  in the past eight months, some of it quite valuable.  All of 
  the sales have been completely aboveboard but the 
  number is staggering and the impact on the monastery 
  must be huge. 
   
  [DC 25]: The Deemay monastery, where Sirqa stayed, has 
  been very quiet for the last year. Indeed, the monastery 
  has not sent anyone out on a recruiting mission or fund-
  raising since last Richfest.  This is unusual behavior for 
  the monastery indeed. 
   
  [DC 30]: The Monastery actually ceased to actively solicit 
  new patients 60 years ago.  It used to accept those 
  abandoned to its care since that time but has now stopped 
  even that practice. 
   
  �Sirqa: female human Div9; hp 37, see Appendix One. 
   
   
  
  Sneers of the Mind: Redux 
   
  Page 8 
  Encounter One: A Charge 
   
  Just before noon, riding toward the direction of 
  Molvar along the main highway south, a massive 
  heavy warhorse approaches with a half-orc rider in 
  the colors of the Threshers. He is moving quickly, 
  pushing his horse along.  As he spots the group of 
  you, he slows and comes to a halt in front, raising a 
  hand in a friendly greeting. 
   
  The half-orc in question is Captain Gortash, a member of 
  the Threshers. The Captain was assigned to investigate 
  some troubling bandit reports in the area and is currently 
  angry because a detachment of local Threshers did not 
  meet him as expected. 
   
  Gortash views the adventurers in a neutral fashion unless 
  they show open respect to his office, in which case he 
  turns almost friendly. If so, ask for assistance. 
  Specifically, he would like to ask the characters to assist 
  the Threshers.  Coincidentally, he would like them to 
  look in the environs of Rosha for the bandits and his 
  missing Threshers, as the local Threshers have not 
  reported back.  The bandits are a red herring.  They are 
  not in the area any more.  
   
  Captain Gortash is upset that the Threshers assigned to 
  divert into Rosha and then meet up with him were 
  several hours late.  He does not have time to go to Rosha 
  himself (it is a two hour ride off the main road) but he 
  also appreciates it if the party looks out for the missing 
  Threshers. He has another important rendezvous to make 
  and orders that he can not disregard (he does not go into 
  any more details than that). 
   
  Should Gortash have a neutral attitude, he can still be 
  persuaded to assign the party the task if he is convinced 
  they are of a lawful persuasion.  This requires an opposed 
  Diplomacy check with the party starting at no modifiers.  
  Simply beating Captain Gortash at this check is sufficient 
  for him to decide to request assistance of the party.  This 
  request gives them no authority but it is from a member 
  of the Threshers and that might sufficient for some to use 
  in a creative manner. Keep in mind any negative 
  modifiers for Charisma skills listed on the Ket Website 
  for foreign characters. 
   
  Captain Gortash arrives at the end of the adventure to 
  wrap things up.  The reaction of the party toward him 
  and their demeanour determines if Silvertip is even 
  awarded, despite the fact that they may have healed the 
  animal. If the characters did not leave on good terms with 
  the Thresher, then they have no chance of being awarded 
  the Silvertip award. 
   
  �Captain Gortash: Male half-orc, Ftr2/Rog3, hp 42, see 
  Appendix One. 
   
   
  Encounter Two: They mostly 
  come out at night, mostly 
   
  It is early afternoon as the road continues through 
  the rolling hills of the land south of Molvar.  To 
  either side there are farmhouses tucked away from 
  the road and barely visible, with crops growing in the 
  fields.  A small sign announces that Rosha is a short 
  walk away as you pass another farmhouse, this one 
  much closer to the road and with a young girl sitting 
  on the front steps, crying loudly. 
   
  The young girl is Irquara ‘salamander’ Mattleson, the 9 
  year old daughter of an Oerdian farmer and his Baklunish 
  wife.  Everyone calls her Salamander – only her brother 
  (in Molvar) calls her Irquara.  The family are long-term 
  natives to the area and disappeared last night. Their 
  daughter was “grounded” in her bedroom and burning 
  strong incense for the evening (she fancies herself a 
  “druid” in the making and tries this all the time, but 
  hopefully will grow out of it). When she woke in the 
  morning, she found nobody at home and the rest of the 
  farm deserted as well. This would normally be acceptable, 
  but there are disquieting signs that something is amiss.  
  The nightly meal was never cleaned off the table and the 
  two guard dogs are likewise missing.  Irquara is scared 
  that something she did might have summoned “bad 
  creatures of nature” but she fell asleep right after dinner 
  and doesn’t remember hearing anything. 
   
  To calm her down takes either an Intimidate check [DC 
  11] or Diplomacy check [DC 12].  If she is intimidated, 
  she does not answer any questions save grudgingly but 
  she still cooperates.  If the character desires (and thinks 
  of it) they can use Strength in place of Charisma for the 
  Intimidate 
  check. 
  Should 
  she 
  be 
  successfully 
  diplomacized she is forthcoming and helpful.  Under no 
  circumstances does she want to be left behind if the 
  bodies of her parents are found and she is told. 
   
  Information Irquara knows: 
   
  • 
  There is nobody in the next farm over. 
   
  
  Sneers of the Mind: Redux 
   
  Page 9 
  • 
  The Threshers came through two days ago and 
  headed into Rosha. 
   
  • 
  Her parents were finishing up dinner when she 
  was sent to her room 
   
  • 
  She heard nothing at all last night. 
   
  • 
  She cast a “spell” and then fell asleep 
  immediately. 
   
  • 
  Her name is Irquara, though only her brother in 
  far off Molvar city calls her that. Everyone else 
  just calls her Salamander on account of her 
  reddish hair. Here on the farm, she lives with 
  her parents and two dogs named Woof and 
  Woof II. Her brother is a carpenter’s apprentice 
  in the city. 
   
  • 
  She has seen nobody new in the area except the 
  four Threshers. 
   
  • 
  Irquara does not remember anything unusual 
  occurring for the past three days. 
   
  • 
  Irquara firming believes that the rituals and 
  ‘magic’ she has been casting has caused all this. 
  She has a supply of incenses that she believes 
  will protect a person from the effects of her 
  ‘spell’ and offers it freely to the characters (this 
  is all in her head). 
   
  Irquara is indeed a spellcaster of some ability and was 
  being trained hap-hazard by minor creatures of nature 
  within the nearby woods as well as by self taught trial and 
  error.  The young girl still lacks the true skills and age to 
  master most of her spells but she qualifies as a Druidess 
  (though she lacks an animal companion) now although 
  nobody else knows this. 
   
  The farmhouse is indeed deserted, save for the young girl 
  and some cows in the nearby barn.  Her parents and the 
  guard dogs were attacked last night by a swarm from the 
  monastery – she was saved because she used an acid to 
  etch the door to her room with a symbol (a rune 
  representing protection and nature) yesterday and the 
  residue of the acid (not the rune) kept them from 
  entering.  
   
  The swarm left the area, sickened by the acid residue (the 
  acid was a pickle base as normal acid has no effect 
  unusual effects on the swarms) and did not even attack 
  the cows in the barn.  The bodies of the parents and the 
  dogs were dragged by the swarm out into the fields and 
  left there, infested for the next night.  Of course, since 
  the swarm is not exactly intelligent, this plan has failed as 
  sunlight has scoured the bodies clean of spores. 
   
  Inside the house, there are definite signs that a struggle 
  took place.  Two of the chairs are knocked over and there 
  are signs somebody was violently ill on the floor of the 
  kitchen (her mother, overcome by nausea in the swarm).  
  The attack was sudden and without warning, covering 
  both the guard dogs and her parents immediately (three 
  swarms, in fact) and thus no warning cry was heard by 
  her. 
   
  Should the party take the time to check, all of the farms 
  in this area are empty and the livestock missing.  Indeed, 
  this is the only farm within half an hour’s ride that has 
  anything living at it. 
   
  The following information may be learned with the 
  appropriate checks: 
   
  Search [DC 15]: house – there are signs of an infestation 
  of mold. A further Knowledge (nature) [DC 18] will let 
  them know that it is not common to the area.  It is almost 
  gone now but has only been around for a short period of 
  time, no more than a day. 
   
  Knowledge (nature) or (the planes) [DC 18]: To know 
  that the mold in the house is not natural.  If the Planes 
  knowledge roll is successful, to also know that it is extra-
  planar in origin. 
   
  Search [DC 20]: house – someone or something went 
  through the house last night but avoided the room of the 
  daughter.  Signs of movement are everywhere and dust 
  has been disturbed, but there are no footprints or other 
  marks (just items that have been moved marginally). 
   
  Survival [DC 14]: outside – the bodies of the victims 
  (both the parents and the dogs) can be located 100 feet 
  into the crops. All that remains is the bones themselves, 
  as the infestations were burned clean by the sunlight.  
  Cause of death cannot be determined but it is clear that 
  only the bones are intact.  This track check can be 
  reduced to a Search check [DC 10] if aerial assistance (a 
  familiar or animal companion) is used or a reasonably 
  complete search grid is attempted. 
   
  Heal [DC 20]: bodies – to determine that they were 
  literally eaten up and that the cause of death cannot be 
  determined.  Through some difficult comparison, it can 
  be confirmed that these two were Irquara’s parents. 
   
  
  Sneers of the Mind: Redux 
   
  Page 10 
  With all the guard dogs gone in this farm and all of the 
  rest, creatures that normally stay away have come out to 
  hunt.  Cougars are sneaking through the tall crops toward 
  the party as they stand at the bodies examining them, or 
  in front of the house if they have failed.  These animals 
  have been wounded by the fungus swarms and they are 
  really just looking for some easy prey – which is not the 
  players.  Anyone spotting them (DC10) as they approach 
  the house notes that they are injured and appear to be 
  favouring one or both back legs (at the discretion of the 
  Judge). 
   
  The cougars know this place because Irquara lives here 
  and treats them well.  She has been noted to feed them 
  and scratch them behind the ears, so they like her. They 
  are very friendly with her but less trusting around others. 
   
  Characters 
  can 
  use 
  Wild 
  Sense 
  or 
  other 
  magical/extraordinary abilities to communicate with the 
  cougars.   The cougars have a neutral disposition 
  currently (normally it would be hostile given the wounds 
  but they are desperate).   It is a [DC 15] Handle Animal to 
  get these desperate beasts to accept human touch, with a 
  +4 circumstance bonus if healing accompanies the check. 
  They do not attack first and can be driven away easily if 
  that is desired.  The cougars know of the fungus swarms, 
  having encountered the last night and only being saved 
  by their speed overland and their keen senses.  The 
  swarms are considered “bad-tasting bugs” but the cougars 
  have little sense of their extra-planar origins.  If the 
  cougars are attacked, they just try to flee (use the lion 
  from the Monster Manual and only allow for half hp and 
  half movement).  There is no experience award for 
  defeating these animals in combat. 
   
  Creatures: 
   
  �Irquara Mattleson, Drd1, hp 8, see Appendix One. 
  �Carver and Ripper, Cougars (2), use Lion stats from 
  the Monster Manual  
   
   
  Encounter Three: The Pseudo-
  Lion’s Den 
   
  It is mid-afternoon as the village of Rosha comes into 
  view.  The entire settlement can be seen from the rise 
  in the road, from the Inn at the centre of the rows of 
  cottages, to the bathhouse under construction on the 
  far side of the village on the road up to the monastery. 
  A temple to Al’Akbar is located on a small hill but 
  even it is overshadowed by a large building on a taller 
  mound overlooking the village.  In any other place in 
  Ket it might be assumed that the imposing stone 
  structure was the home to a Bey but the flags flying 
  from the roof, tattered though they are, proclaim 
  allegiance to the Zouken, Servant of the Lady.  
   
  The settlement, if viewed for any period of time, is 
  deserted.  There is movement here and there inside the 
  cottages and other buildings, but it is mostly the wind 
  and small rodents.  The silence of the village, even at a 
  distance, could be eerie if the characters note the fact – it 
  is a Listen check [DC 10 + APL] to recognize that the 
  sounds of the village are muted and almost non-existent. 
   
  Timing in Rosha. Timing in the village of Rosha is going 
  to prove to be very important.  Luckily, it is late summer 
  but the characters are likely to be arriving around 2 pm, 
  presuming they did not push the horses or something 
  similar after meeting up with Captain Gortash.  If they 
  did push it, or came here by other means, simply adjust 
  the time and they may have more, or less, time to 
  accomplish things).  The sun sets at approximately 6:30 in 
  the evening, giving the characters 4 hours to solve the 
  problems in the village before more of the swarms and 
  fungal creatures appear. Please keep track of time and 
  warn the characters of the approach of nightfall (should 
  they be fearful of it). 
   
  The flags on the Monastery proclaim allegiance to 
  Zoukan (Servant of the Lady).  
   
  Of the structures in town, three are important – the 
  Temple, the Silent Cup Inn (and the attached stables) and 
  the Bathhouse.  There are also a series of cottages in town, 
  please refer to the map for their location. 
   
  A) Cottages: 
  The cottages are uniformly deserted and can be assumed 
  to have similar characteristics as the farmhouse in 
  Encounter Two.  They were all attacked last night, as the 
  fungus infection spreads and uses the bathhouse to 
  propagate and enhance the lifecycle of the phantom 
  fungi and the grimflies. There are no fungi left in any of 
  the cottages save for a few remnant spores as the fungi 
  and grimflies moved on out of the village to the farms 
  (and their victims out there were left in daylight, so that 
  the infectious extra-planar fungi died in the morning – 
  the intelligence governing this does not plan to make the 
  same mistake again).  There is very little to loot in the 
  cottages, as it is mostly a farming community with the 
  more prosperous having invested in better land or 
  equipment, not fancy clothing or easily traded 
  commodities. 
  
  Sneers of the Mind: Redux 
   
  Page 11 
  B) The Temple of Al’Akbar: 
  The temple stands silent and mysterious, perched 
  atop a small, obviously man-made hill, with the main 
  double doors flung wide open.  There is no movement 
  in the structure at all nor even a pennon announcing 
  the presence of a mullah for the faithful to worship. 
   
  The temple was the last sanctuary for the village and fell 
  to an attack last night.  The villagers were worried and 
  scared about the disappearances at the Inn but did not 
  make any associations with the stoppage of work on the 
  bathhouse.  They gathered in the Temple to Al’Akbar for 
  prayer and services when the fungus and grimflies 
  erupted from the bathhouse area once more.  When the 
  temple was attacked, some people fled with the Mullah 
  into the rear, for the supposed safety of the Sanctuary; 
  others fled outdoors into the swarms that were waiting.  
  Nobody survived at all and the bodies were dragged back 
  to the bathhouse in the night.  After this foray the 
  strengthened creatures attacked the remaining cottages 
  and outlying farms before retiring for the evening to 
  grow and strengthen. 
   
  The pews in the temple are all knocked over and there 
  are spores everywhere, though the large windows allow 
  for a significant amount of light and there are none in 
  these areas (if the characters search around at all they 
  gather this information on a Search check [DC 15]).  The 
  day on the calendar upon the main wall of the temple 
  reads yesterday, for any who search at all.  In the rear of 
  the temple, in the safe room known as the Sanctuary, a 
  pile of seven dead bodies can be found.  The door is 
  locked and barred but that did not prevent the swarms 
  from entering and killing everyone.  Each of the seven 
  bodies here is filled with spores and hatch at night unless 
  they are exposed to sunlight.  The body on top, protecting 
  his flock to the very (bitter) end, is the mullah for the 
  village.  The bodies are entirely infested with spores and 
  damaged from acid and cannot be used for a Speak with 
  Dead or Raise Dead spell. 
   
  A journal can be found inside a sealed metal container in 
  the single piece of furniture in this room, a lectern with a 
  locked drawer.  The lock is of excellent quality and 
  requires an Open Locks check [DC 27] to open intact.  
  The key can be found on the body of the dead mullah.  
  There is nothing trapped on the drawer nor are there any 
  penalties involved in opening it, so a thief could take 20 
  on this one. The journal is actually entirely unhelpful 
  save to note that the monks of the monastery are left 
  supplies once a week and the last time was six days ago.  
  It also elaborates upon the newly renovated bathhouse, 
  which was being rebuilt with funds raised by the Temple, 
  and going to serve – it was hoped – as a draw to the area 
  given that the monastery really did little for the local 
  economy. 
   
  Tracking inside and around the Temple reveals that many 
  bodies were dragged out of the building (Search check 
  [DC 10]).  Most were then dragged down the street and in 
  the direction of the bathhouse (likewise [DC 10]).  It is a 
  Survival check [DC 20] to find any evidence of the 
  creatures doing the dragging, being spore-based creatures 
  (Phantom fungi). 
   
  C) The Bathhouse: 
  The bathhouse is obviously in the final stages of 
  construction or renovation.  Newly white-washed 
  walls greet the day and scaffolding is only apparent 
  on the rear of the building.  Huge cisterns for water 
  stand to one side, with rain catchments deployed.  
  The main building seems to be complete but a pile of 
  shingles and clay triangles indicates that more 
  remains to be done, beyond the view of the ground.  
  The double doors of the bathhouse are propped neatly 
  beside the entrance as if in readiness to be installed. 
   
  The bathhouse is actually being renovated, not newly 
  built, but is a moot point.  It was only two weeks away 
  from being finished when the first of the alien fungi 
  creatures escaped the monastery four nights ago.  The 
  fungi dropped into the large baths, filled with water to 
  test their quality, and began to reproduce. The first night 
  was spent multiplying and filling all of the baths with 
  more fungal spores.  The workers were unsure of the 
  organisms on the first day but simply assumed it was bad 
  water – they did not empty the baths but rather were 
  awaiting the return of the foreman from Molvar to order 
  them to change it or look for the cause.  The workers 
  assumed 
  it 
  was 
  something 
  to 
  do 
  with 
  the 
  construction/heating of the baths themselves. The 
  second night, however, the workers paid for this error 
  with their lives.  They were killed by the nascent grimfly 
  swarms and phantom fungi and pulled into the waters to 
  act as additional organic material and propagate the life 
  cycle of birth, organic material gathering and death, 
  followed by re-birth.   
   
  The absence of the workers was noted by the villagers on 
  the next day but it was not remarkable. The numbers 
  fluctuated with the work on the bathhouse and the only 
  ones remaining were a few specialists from Molvar 
  working on the roof, no locals.  Had the next day not 
  brought about the worry of the missing people in the Inn 
  this building might have been investigated but, as luck 
  would have it, it was not.  The third night saw the attack 
  
  Sneers of the Mind: Redux 
   
  Page 12 
  on the inn and the fourth night, with more and more 
  organic material available to them, the creatures really 
  began to move out in quantity.   
   
  The interior of the bathhouse walls, ceilings and floor is 
  made of high-quality stone and is now entirely covered in 
  fungal spores.  Entry into the bathhouse by anybody 
  initiates a combat. There is a wide covered area around 
  the bathhouse (10’ wide), designed to provide shelter in 
  the rain for horses and the like, and this can also serve 
  the alien creatures to protect them from sunlight. 
   
  If the bathhouse is entered: 
   
  Before you is a two-room structure. The first, an 
  antechamber that does not yet have all the walls up. 
  The next, larger room consists of two large bowl 
  shaped tubs sunk into the floor. On the surface of the 
  baths is a thick green slimey coating but nothing else 
  can be seen. 
   
  Two trap doors in this room lead to a small tunnel that 
  accesses the outside – and the cisterns that are there - and 
  the fire area for heating the water. The green slime is not 
  a creature itself, but instead a digesting enzyme. As a 
  pseudonatural creation it is susceptible to the effects of 
  sunlight as described earlier.  The water itself is filled 
  with the bones of the villagers and those of the 
  surrounding farms and many of the animals.  
   
  A search of the building after combat reveals an 
  overwhelming amount of organic material in the bathes, 
  but entirely devoid of smell or decay.  They are, instead, 
  being converted into useable plant-based lifeforms by 
  fungal infection and seem to be draining the material of 
  everything useable in the process and leaving a faint 
  dusty residue when complete (along with the creatures 
  they are creating).  The baths are full and there are 
  obvious drag marks through the main doors to each of 
  the baths (there are 4).  None of those brought in here are 
  alive any longer (thankfully). 
   
  The sheer amount of activity in this room has generated a 
  very limited and weak hive-mind of sorts.  Anyone 
  entering the room must make a Will save [DC 10 + APL] 
  or be stunned for one round as the whispers of an alien 
  consciousness make static all that they can hear.  Those 
  who make the save, and those who fail on the next round, 
  gets the distinct impression that this is an unreal place 
  (they might just think it’s cool if they are an Alienist 
  already).  Any who enter the bathhouse should have their 
  AR’s marked in the appropriate spot that they meet the 
  special requirements for the prestige class as a result – if 
  they do not, they can also meet this requirement simply 
  by fighting any of the pseudonatural creatures. 
   
  If someone thinks to check the cisterns outside, they too 
  are full of spores.  
   
  Creatures: 
   
  APL 2 (EL3) 
  �Pseudonatural 
  Phantom 
  Fungus: hp 15; See 
  Appendix One. 
   
  APL 4 (EL5) 
  �Pseudonatural Phantom Fungus (2): hp 15, 15; See 
  Appendix One. 
   
  APL6 (EL7) 
  �Pseudonatural Phantom Fungus, Advanced (6 HD): 
  hp 57; See Appendix One. 
  �Pseudonatural Phantom Fungus (2): hp 15, 15; See 
  Appendix One. 
   
  APL8 (EL9) 
  �Pseudonatural Phantom Fungus, Advanced (3) 
  (6HD): hp 57, 57, 57; See Appendix One. 
   
   
  D) The Silent Cup Inn: 
  The Inn stands in the middle of town and is the 
  biggest structure around at two full stories in height, 
  save for the monastery on the hill.  A sign with a cup 
  wreathed in what appears to be blankets hangs limply 
  in the afternoon sun as shutters on the lower floor 
  windows swing softly in the light breeze.  There is no 
  sign of smoke from any of the chimneys in the 
  building and a distinct lack of activity from within. 
   
  The attack on the Silent Cup Inn took place two days ago. 
  It came in the middle of the night as the alien phantom 
  fungus expanded from the bathhouse for the first time 
  and was attracted to the most populated structure in the 
  village.  The villagers were all uniformly concerned and 
  worried the next morning when nothing was left alive in 
  the Inn but nobody wanted to search it any further than 
  the main floor – there were rumors abounding of what 
  had caused the problem and all. 
   
  The main room of the inn is clean (it was after closing 
  that the attack occurred) and undisturbed.  A banked fire 
  that long since went out can be noted in the main 
  fireplace – it is a Survival check [DC 18] to note it has 
  been out for between 2 to 4 days.  There are packs for 
  travelers located in both the common room on the 
  
  Sneers of the Mind: Redux 
   
  Page 13 
  second floor and three of the private rooms (there are 
  four in total).  These packs can be found with any cursory 
  searching.  The packs belong to a pair of bards and the 
  four Threshers that Captain Gortash was supposed to 
  meet. The packs contain some amount of coin and a few 
  other items of value  but they have to be turned over to 
  the Threshers (or kept for a total value of 30 gp per 
  character, but this is theft). There is a scroll in the 
  Threshers packs that directs them to visit all of the 
  villages in the area to search for bandits and meet Captain 
  Gortash (the date for the meeting is the current morning, 
  at the crossroads).  There is a careful listing of the villages 
  that have visited thus far, with notes on the side 
  indicating no bandits located in each – Sillar, Loqua, 
  Villier, Marquara and Gornaq are all clear.  There is no 
  mention of Rosha although it is next on the list and 
  would presumably have been noted in the morning. 
   
  On the floor behind the bar is a list of the daily specials 
  for Tuesday – two nights ago – partially rubbed off 
  (chalkboard) but still legible.  A Search check [DC 15] 
  discovers this if nobody specifically looks behind the bar. 
  This can pinpoint the night of the attack if anybody 
  chooses to look this way.  There are also spores (died and 
  could not reproduce) under the tables in the room.  If 
  anyone finds them (Search check [DC 20]) it can be 
  identified as a plant-based organism that is not native to 
  Ket.  Furthermore, as part of that Search check, it can be 
  noted that the tables closest to the door (and in the 
  daylight of the early morning as a result) do not have any 
  spores under them, though there are signs they were 
  once there. 
   
  Tracking within the Inn can discover that bodies were 
  dragged through the Inn at some point, likely either 
  yesterday or the day before – this is a Survival check [DC 
  10] and can also be accomplished with a Search check.  A 
  further [DC 20] Survival check reveals that the bodies 
  were all moved when dead and that the spores the 
  characters have found (or not, as the case may be) came 
  from those creatures doing the dragging – this is noted 
  by the proximity of the spores to the drag patterns and 
  the facts that small crushed spores can be found in the 
  patterns on occasion.  It is a [DC 22] Survival check to 
  find that a single set of tracks heads down into the 
  basement but no drag marks or return marks can be 
  found. 
   
  Basement of the Silent Cup Inn: 
  The basement of the Inn is yet another typical 
  arrangement, this time a storage area.  It is accessed via 
  the trap door in the kitchen (which is currently open).  A 
  cool room for vegetables is located directly at the base of 
  the stairs down and a large open room for storage of 
  various items.  It is distinctly cooler here than above but 
  no more so than is to be expected.  There are obvious 
  signs of a struggle down here.  Boxes are smashed though 
  the contents lie open on the ground (six boxes in total, of 
  pottery and mugs for the inn) and there is a good deal of 
  liquid – pickle juice – on the floor (it has no place to 
  drain on the solid stone).  Anyone coming down 
  recognizes the smell of pickle juice immediately and will 
  be able to identify the liquid. 
   
  In the far right corner of the room, hidden from view 
  under another smashed box, lies the innkeeper (a 
  medallion around his neck identifies him as Moshar of 
  the Cup, owner of the Silent Cup Inn).  He is dead.   A 
  Heal check [DC 15] reveals that he died of a blow to the 
  head from a blunt object, likely the pickle jar that lies 
  smashed on the floor beside him.  He is drenched in 
  Pickle juice and a further Heal check [DC 18] reveals that 
  there are numerous small bites on his entire body, much 
  like those a horse or deer fly might leave.  A Heal check 
  [DC 22] reveals that Moshar likely lived for 12 hours after 
  the initial attack, but unconscious, and passed away from 
  the accumulated wounds. Unlike just about everywhere 
  else in the Inn, there is absolutely no sign of any spores 
  in the basement.  If anyone wishes to recreate the scene 
  of the attack, a Search check [DC 25] after fifteen minutes 
  can determine that he stumbled down the stairs in some 
  kind of state (nauseated from the swarm).  He smashed 
  into the boxes likely unaware (the state of his pants and 
  boots reveals that) and ran head-first into the pickle jars.  
  The large one on the top (and there are 8 more stacked 
  neatly here, each holding 5 gallons of pickle juice and 
  some very nice pickles) fell onto his head, giving him the 
  wound that finished him off.  Whatever had chased him 
  down abandoned him at this point and left the area. 
   
  The Pickle Juice Effect 
   
  For future reference, characters covered in pickle juice 
  are all distinctly unpopular with the pseudonatural 
  creatures in this adventure.  It negates their own acid 
  attack upon the characters, they take 1d6 of damage 
  themselves upon attacking creatures covered in the juice 
  and they do their best to avoid such characters.  The weak 
  acid of this plane interacts poorly with their alien 
  organisms 
  and 
  they 
  have 
  a 
  difficult 
  time 
  penetrating/existing around it.  A gallon of juice (though 
  excessive) is needed for each person and provides enough 
  to stay soaked and protected for two hours.  The supply of 
  pickle juice here in the village is limited to this storage 
  room.  There are 40 gallons in total. 
   
  
  Sneers of the Mind: Redux 
   
  Page 14 
  Stables of the Silent Cup Inn: 
  The stables at the rear of the Silent Cup inn are a 
  typical arrangement, with a single double door 
  leading into the stables themslves. Beside the main 
  doors leading in is an awning for grooming horses 
  outdoors. Lying motionless on the ground at the 
  entrance to the stables, however, is a horse, unmoving 
  in the heat of the sun. 
   
  The Stables attached to the inn have also been cleared 
  out.  Seven horses were stabled here on the second night 
  (the night of the inn attack) and were overlooked at that 
  time.  During the worry and commotion of the second 
  day (yesterday) they were left in the stables, though they 
  were tended.  When the swarms and phantom fungi 
  attacked last night, in their biggest spread ever, they 
  swarmed over the horses on the way back into the village 
  from the outlying farms.  Six of the seven horses died 
  however the last managed to hold on until morning.  It 
  barely made it alive to the exit of the stables (the swarms 
  having destroyed the leather harness holding it in the 
  stables) and collapsed at that spot.  With the rising of the 
  sun, the grimfly spores were burned away on the front 
  half and the horse (Silvertip) fell into unconsciousness 
  but it was alive. The back half is still covered with spores 
  as it is within the shade of the stable roof. 
   
  When characters approach, the swarm forms if they 
  disturb the rear of the horse.  It then moves backward 
  into the stables for safety but remain a threat.  If then 
  provoked further, the grimfly swarm attacks, although it 
  always avoids direct contact with sunlight.  Reflecting 
  sunlight on the swarm is possible but requires a touch 
  attack to succeed with a good reflective surface (a clean 
  mirror), or a touch attack with a –4 penalty with a poor 
  reflective surface (an unwashed shield, for example).  
  Damage for sunlight is listed under the grimfly swarm. 
   
  The remaining horses in the stable have been completely 
  covered in grimfly spores and, with some luck and 
  searching, should remain unmolested by the characters 
  in their search. Otherwise, note that each stable spot 
  contains a horse where marked and simply disturbing the 
  body results in a single grimfly swarm.  The roof can 
  easily be moved above to allow for direct sunlight into 
  the stables, if that is desired, or reflective surfaces can be 
  used.  The simple act of directing sunlight onto the 
  spores (and the swarms, if any) does not cause attacks as 
  they writhe in pain and agony, etc.  Three rounds after 
  directing sunlight into an area (and a reflective surface is 
  considered enough to fill a five foot square with 
  sufficient sunlight for the purposes of this module) is 
  considered clear.  If required, take off 1/3 the maximum 
  hit points for a swarm for every round it is subjected to 
  sunlight in these circumstances. 
   
  Tactics: The swarm moves to attack the nearest moving 
  creature.  It does not react intelligently and does not seek 
  the most dangerous opponent, simply the closest.  If it 
  can engulf more than one target it does so.  Swarms do 
  not function together as a cohesive unit but split up, 
  attacking a single target each.  If a swarm is already 
  occupied with a target no other swarm enters into 
  combat until it is dead or dispersed (or the target 
  succumbs).  The swarms avoids sunlight at all costs and 
  not follow out in the day but otherwise reacts to 
  provocation in a direct and straightforward manner. 
   
  Creatures: 
   
  APL 2 (EL4) 
  Grimfly Swarm: hp 21; See Appendix One. 
   
  APL 4 (EL6) 
  Grimfly Swarm (2): hp 21, 21; See Appendix One. 
   
  APL 6 (EL8) 
  Grimfly Swarm (4): hp 21, 21, 21, 21; See Appendix One. 
   
  APL 8 (EL10) 
  Grimfly Swarm (8): hp 21, 21, 21, 21, 21, 21, 21, 21; See 
  Appendix One. 
   
    
  Encounter Four: A Place of Peace 
   
  The trail leading to the monastery winds up the hill, 
  past the remains of ancient stone structures, almost 
  hidden by the wild grass. The outer wall of the 
  monastery is mostly collapsed and it seems even older 
  than the central building. As you approach the front 
  gate of the central building, you see that the doors are 
  closed and weather-beaten. 
   
  The monastery is a quiet and desolate place now. The 
  monks that once inhabited the walls are all dead and 
  there is a solemnity and silence to the building.  The 
  pseudonatural Shrieker in the crypts only howls come 
  nightfall and exploration during the day should simply 
  be quiet. 
   
  Local wildlife has learned to stay away from this area, 
  because of the smell that comes out of the crypts – the 
  pseudonatural smell – and the wail of the Shrieker itself.  
  Characters entering or approaching the monastery can 
  
  Sneers of the Mind: Redux 
   
  Page 15 
  make 
  a 
  Knowledge 
  (nature) 
  or 
  Knowledge 
  (dungeoneering) check [DC 12] to note the absence of 
  wildlife and find it unusual (as opposed to just quiet). 
   
  Upper Floor: 
  The last Abbot, a man named Keddy-Ya, ordered the 
  upper floor of the monastery abandoned over 8 months 
  ago.  Searching up on the top level does not find anything 
  of note.  The rooms are all sealed up and the seals are 
  simply small wax imprints on the doors.  Each room has 
  been cleaned out and there is nothing of value here at all. 
   Anyone attempting a cursory search of the floor does 
  note that there were a number of items on the walls at 
  one time – likely artwork – but that they have long since 
  been removed.  Tracking on this level does not reveal 
  anything as it has been over 7 months since anyone came 
  up here.  No map has been provided of this level, it is a 
  fairly standard layout with corridors and small rooms, 
  some being bedchambers, others study rooms. 
   
  Main Hall: 
  The main floor, specifically the main hall and the 
  kitchen, show the last signs of occupation.  At the far end 
  of the main hall is an orderly pile of stone and wood, 
  arrayed in a square formation around a hole in the floor.  
  This is the entrance to the crypts and is the barricade 
  manned by the monks for the past year.  A pair of blood 
  trails lead from the barricade itself into the kitchen and 
  are easily visible against the dust of the place (Search 
  check [DC 5]).  Lying neatly piled up against the back 
  wall to either side of the entrance to the kitchen are 14 
  bedrolls and small packs of clothing.  To one side of these 
  is a small chest that is locked.  The chest is made of stone 
  and shows obvious workmanship. It is a Open Lock 
  check [DC 25] to get it open, or a Strength check [DC 22]. 
   
  There is a small rack of potions arrayed in the chest, but 
  they have all been smashed.  Residual magic can be 
  detected from both the chest and the rack of potions.  
  The potions were stored within the chest most of the 
  time, taken out by one of the monks if there was an 
  attack.  There is nothing inside it save the last stash of 
  gold for the monks. The last time, however, a 
  pseudonatural phantom fungus died past the barrier and 
  smashed the potions in its death throes.  The two 
  remaining monks, badly wounded, staggered toward the 
  kitchen, which contained the second stash of healing 
  potions, and died of exertion as they tried their best to get 
  the potions to their dying comrades in the main hall.  The 
  bodies of the other monks were taken down below by the 
  creatures at the time and placed in the pool in the crypts 
  – these creatures were destroyed in the process, leaving 
  only Kdash until another batch can be created.  A single 
  monk, as described, was found alive and transformed by 
  Kdash into a Kaorti and now acts as a bodyguard. 
   
  Kitchens: 
  In the kitchens, two dead bodies of monks can be found 
  very easily.  One is only just through the door while the 
  second made it to just before a pile of potions, carefully 
  arranged in three neat divisions.  The potions are all 
  neatly labeled and state the following: 
   
  �Healing, Moderate (1 per APL) – Cure Moderate 
  Wounds 
  �Healing, Severe (1 per APL) – Cure Serious Wounds 
  �Restoration (1) – Lesser Restoration 
   
  Both of the dead monks show signs of exhaustion on 
  their faces, even in death.  It is a Heal check [DC 18] to 
  note that they have been sleep-deprived for months and 
  that they skin is showing signs of lack of sunlight – they 
  were forced to grab sleep when they could and rarely 
  were up during the day. A Heal check [DC 15] shows that 
  they died of large bites and numerous small bite wounds 
  – all of which can be easily connected to the grimfly 
  swarms and phantom fungus in the village (if the 
  characters have encountered them). Neither has any 
  valuables upon them but one does have a small journal.  
  If he is searched (the one near the door) provide the 
  characters with Player Handout #2 – Journal of Krillar 
  Secondson.  The journal itself ends almost a month ago, 
  when the monks ran out of ink, but it does contain some 
  clues. 
   
  The monk in question, Krillar Secondson, is of Suel 
  descent.  The other dead monk, Silquon ibn Rishar 
  Al’Hassir is of Baklunish descent.  Neither, if it is 
  attempted, wants to return to life (both having done so 
  once already and decided that was sufficient).  A speak 
  with dead spell works on them – they can give 
  information from the Adventure Background as would 
  be known to the monks, relevant to their point of view. 
   
  There is a supply of food in the kitchens, enough for 
  another three months for the fourteen monks that were 
  left.  The bodies of the other 12 were dragged back down 
  into the crypts after the last fight but, as stated in the 
  overview, the Kaorti has no idea that the defenders are all 
  dead or gone now. 
   
  Treasure: 
  APL 2: L: 50 gp; C: 0 gp; M: cure moderate wounds 
  potion (25 gp per character); cure serious wounds 
  potion(63 gp per character); lesser restoration potion (25 
  gp per character) 
  
  Sneers of the Mind: Redux 
   
  Page 16 
  APL 4: L: 100 gp; C: 0 gp; M: cure moderate wounds 
  potion [2] (25 gp per character/per potion); cure serious 
  wounds potion [2] (63 gp per character/per potion); lesser 
  restoration potion [2] (25 gp per character/per potion) 
  APL 6: L: 200 gp; C: 0 gp; M: cure moderate wounds 
  potion [3] (25 gp per character/per potion); cure serious 
  wounds potion [3] (63 gp per character/per potion); lesser 
  restoration potion [3] (25 gp per character/per potion) 
  APL 8: L: 300 gp; C: 0 gp; M: cure moderate wounds 
  potion [4] (25 gp per character/per potion); cure serious 
  wounds potion [4] (63 gp per character/per potion); lesser 
  restoration potion [4] (25 gp per character/per potion) 
   
   
  Encounter Five: The Crypt 
   
  The darkness extends downward from the main hall, 
  seemingly soaking up the light itself. A long set of 
  stairs goes downward and there is no sign of an end 
  from where you all stand. 
   
  The stairs are 80 feet to the bottom and the walls are 
  covered in thick black resin. This resin does not impair 
  vision but it does absorb light to a minor degree.  If 
  checked, it is a Knowledge (Planes) check [DC 20 + APL) 
  to recognize that it is of extra-planar origin and is exuded 
  from some of the creatures from a distant plane known as 
  the Far Realm.  Otherwise, all that can be determined is 
  that it is of an unknown type. 
   
  Immediately upon entering the stairway, the smell of 
  dank fungus and tepid air is obvious to all. At the bottom 
  of the stairs is a short passage leading to a large stone 
  portal.  A door used to be in place here but has long since 
  been destroyed. Just before this doorway, set into the 
  walls themselves, is a trap designed to assist in the 
  defense of the monastery.  It was placed here by a 
  “specialist” called in from Molvar, a Wizard/Rogue called 
  upon by many to defend their possessions from those 
  with lack of morals and/or wealth. 
   
  Unfortunately for all involved, it burned out with the last 
  major attack and all that is left is the proximity trigger.  
  The Kaorti has not yet pieced this information together 
  but his next foray out with Thralls gives him this 
  information. 
   
  The original proximity setting for the trap was anything 
  weighing more than 30 pounds moving over or through 
  the area of the trap.  
   
  The area near the portal to the crypts has been hit so 
  many times with the trap (triggered each time the fungal 
  creatures erupt outward again) that the Kaorti resin has 
  been entirely cured of the extra-planar qualities – the trap 
  was cold-based.  
   
  Past the trap, the crypt is covered in fungus.  This is all 
  extraplanar in origin.  Every round spent in contact with 
  the fungus causes 1 pt of acid damage, bypassing 
  hardness unless it is stone or metal.  Wood and leather, 
  for example, are bypassed and the flesh of the creature 
  attacked. This damage only takes place while within the 
  area of the fungus, the acid quickly dissipates.  
   
  Blocked Tunnels: These tunnels once led to the burial 
  chambers of previous Abbots and monks. They were long 
  since collapsed by the monks in the early days of the 
  struggle. 
   
  Main Entry: Kdash sets an alarm spell here each day 
  from his spells.  It is mind only and triggers if anyone 
  moves over the trap.  Kdash takes whatever time it deems 
  necessary to prepare itself and then advances forward 
  from his resting spot. 
   
  Kdash:  Kdash, the Kaorti, lives in the far crypt which 
  once belonged to Karob.   The new Kaorti Monk also 
  lives here, still trying to adjust to a new existence. 
   
  The pool in the room is full of water (seeps in when it 
  rains) and covered in thick green slime much as the 
  bathhouse.  This where the Kaorti grows and breeds more 
  of the grimfly swarms and phantom fungi that are his 
  Thralls. 
   
  Shrieker:  At the end of a corridor is a round room with 
  four pillars in it. What ever the function of this room was 
  meant to be when originally constructed, it does not 
  serve it now. Instead it seems to be an unholy gazebo for 
  a pseudo-natural shrieker mushroom. This is the cause of 
  the ‘Wail’ that haunts the monastery. For reasons, known 
  only to the Shrieker, it wails every couple of nights 
  (again, how it knows that it is night is a secret known 
  only to the strange shrieker).  Once combat begins in the 
  crypt, the Shrieker begins to shriek once every 1d3 
  rounds.  It is a Knowledge (the planes) check [DC 21 + 
  APL] to recognize that it is a Shrieker from the far realms. 
   
  Tactics: Kdash wants out but he does not want to die.  
  That is the simple answer.  He has been stuck here for 
  months and trying to beat his way out of the crypt. He 
  seeks to damage or hurt any party that enters until he can 
  see a way past them.  He takes full advantage of any 
  captured characters as he sees fit – a Kaorti 
  transformation is the order of the day.  
   
  
  Sneers of the Mind: Redux 
   
  Page 17 
  His fly spell at certain levels is very useful and so is his 
  spider climb spell-like ability.  If he is reduced to 10 hp or 
  less he does his best to negotiate.  Even surrender is more 
  appealing to him than staying stuck down here. 
   
  Neutral evil as he is, he casts damaging spells before 
  beginning to negotiate – he always comes out shooting 
  first.  Only in the most desperate situations does he 
  negotiate with the characters. He can be trusted to keep 
  his word only so far as the party is willing to watch him 
  closely.  
   
  Kdash is also first and foremost concerned with his own 
  life.  He uses creatures willingly and often but is scared of 
  his own mortality.  He has never left the crypt because of 
  the trap at the mid-point and his fear of what could 
  happen if he failed. Remember this failing when 
  determining his actions. 
   
  Finally, Kdash has managed to keep one of the original 
  defenders alive but captive for months.  A short time ago 
  the vile transformation finally worked and he now has 
  another companion, a monk Kaorti.  It has very few skills, 
  still trying to understand what has happened, but is 
  devoted to Kdash and defends him to the death.  The 
  alignment shift to Neutral Evil is happening but it is still 
  somewhat Lawful yet, as the transformation takes hold in 
  stages.  Confused as it right now, it has not chosen a new 
  name – Kdash just calls it “Monk” or “Hey you”. 
   
  Creatures: 
   
  APL 2 (EL 5) 
  �Kdash: Kaorti; Evk3; hp 20; See Appendix One. 
  �Kaorti Monk; Kaorti; Mnk1; hp 23; See Appendix 
  One. 
   
  APL 4 (EL 7) 
  �Kdash: Kaorti; Evk5; hp 26; See Appendix One. 
  �Kaorti Monk; Kaorti; Mnk3; hp 37; See Appendix 
  One. 
   
  APL 6 (EL 9) 
  �Kdash: Kaorti; Evk7; hp 32; See Appendix One. 
  �Kaorti Monk; Kaorti; Mnk5; hp 51; See Appendix 
  One. 
   
  APL 8 (EL 11) 
  �Kdash: Kaorti; Evk9; hp 38; See Appendix One. 
  �Kaorti Monk; Kaorti; Mnk7; hp 65; See Appendix 
  One. 
   
   
  Treasure: 
   Loot here is the sale of the resin which fetchs a high 
  price from Wizards and Diviners seeking extraplanar 
  souvenirs. 
  APL 2: L: 100 gp; C: 0 gp; M: cloak of resistance +1 
  (84 gp per character). 
  APL 4: L: 200 gp; C: 0 gp; M: M: cloak of resistance 
  +1 (84gp per character); wand of web (30 Charges) (225 
  gp per character). 
  APL 6 L: 300 gp; C: 0 gp; M: cloak of resistance +1 
  (84 gp per character); wand of web (30 Charges) (225 gp 
  per character); cloak of charisma +2 (333 gp per 
  character). 
   
  APL 8: L: 400 gp; C: 0 gp; M: M: cloak of resistance 
  +2 (333 gp per character); wand of web (30 Charges) (225 
  gp per character); cloak of charisma +2 (333 gp per 
  character). 
   
  Conclusion B is the result if Kdash is killed or brought 
  out of the Crypt unconscious. Conclusion A is the result 
  if Kdash is not killed or brought out unconscious, no 
  matter the cause. Provide for check mark boxes. 
   
   
  Conclusion A: Failure 
   
  It is a dark day as Captain Gortash approaches once 
  more, a squadron of Threshers behind him.  The 
  village of Rosha has been annihilated and the creature 
  responsible is undefeated, whatever it may be.  The 
  times are grim indeed and sacrifice of the entire order 
  of monks of Deemay has been in vain. Worse till, 
  reports and sightings with your own eyes reveal the 
  severe spread of these strange creatures, both those 
  invisible and the swarms of flys.  
   
  Characters may be awarded Silvertip (only if they are on 
  good terms with the Thresher Captain) if they have 
  rescued him but the final xp award may not be obtained, 
  Captain Gortash does not award the “I Live” influence 
  under these conditions, nor do the NPC’s teach the feats 
  to the characters.  There are now reports of spreading 
  fungus creatures everywhere. 
   
  Awarding Silvertip the horse: 
  If the characters are on good terms with the Thresher 
  Captain (ie, they were offered and accepted his request 
  on the road) then all of the characters may roll a 
  Diplomacy skill check. The highest modified roll wins 
  the horse (and can not be traded away to another 
  character).  
  
  Sneers of the Mind: Redux 
   
  Page 18 
  Because the characters have left the area in such a mess, a 
  minimum modified roll of APL2: DC 16, APL 4: DC 18, 
  APL 6: DC 20, APL 8: DC 22, is needed for the winner to 
  be awarded the horse. Otherwise nobody gets it. 
   
   
  Conclusion B: Success 
   
  It is a dark day as Captain Gortash approaches once 
  more, a squadron of Threshers behind him.  The 
  village of Rosha has been annihilated but at least the 
  creature responsible has been dealt with.  The times 
  are grim indeed but the sacrifice of the monks has 
  now not been entirely in vain. There are a few 
  scattered reports of fly swarms being reported in 
  neighboring beyships, but nothing like that massacre 
  of Rosha.  
   
  Characters receive full rewards for the adventure, 
  including the “I Live” award.  News is spreading that 
  some of the fungus may have been spread before the 
  defeat. 
   
   
  Awarding Silvertip the horse: 
  If the characters are on good terms with the Thresher 
  Captain (ie, they were offered and accepted his request 
  on the road) then all of the characters may roll a 
  Diplomacy skill check. The highest modified roll wins 
  the horse (and can not be traded away to another 
  character). There is no minimum roll for this outcome.  
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Encounter Two:  
  Interact with Irquara and the cougars (as needed) 
  and gain information on the circumstances  
  APL 2 
   
   
  30 XP 
  APL 4 
   
   
  60 XP 
  APL 6 
   
   
  70 XP 
  APL 8 
   
   
  80 XP 
   
  Encounter Three – Stables:  
   
  Defeat the grimfly swarms permanently. 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  300 XP 
   
  Encounter Three – Bathhouse:  
  Defeat the Phantom Fungi in the bathhouse 
  permanently. 
  APL 2 
   
   
  90 XP 
  APL 4 
   
   
  150 XP 
  APL 6 
   
   
  210 XP 
  APL 8 
   
   
  270 XP 
   
  Encounter Five - Kdash:  
  Defeat Kdash and capture or kill him. 
  APL 2 
   
   
  150 XP 
  APL 4 
   
   
  210 XP 
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
  Role-Playing Award 
  Good Role-playing 
  APL 2 
   
   
  30 XP 
  APL 4 
   
   
  70 XP 
  APL 6 
   
   
  70 XP 
   
   
  APL 8 
   
   
  70 XP 
   
  Story Award 
  Determine the source of the bad dreams (it is 
  enough to know it is extraplanar and comes from the 
  monastery) 
  APL 2 
   
   
  30 XP 
  APL 4 
   
   
  75 XP 
  APL 6 
   
   
  75 XP 
   
   
  APL 8 
   
   
  75 XP 
   
  Total Possible Experience 
   
   
  APL 2 
   
   
  450 XP 
   
   
  APL 4 
   
   
  675 XP 
   
   
  APL 6 
   
                900 XP 
   
   
  APL 8 
   
               
  1,125 XP 
   
   
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  
  Sneers of the Mind: Redux 
   
  Page 19 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Four:  
  Find the treasure in the Monastery 
  APL 2: L: 50 gp; C: 0 gp; M: cure moderate wounds 
  potion (25 gp per character); cure serious wounds 
  potion(63 gp per character); lesser restoration potion (25 
  gp per character) 
  APL 4: L: 100 gp; C: 0 gp; M: cure moderate wounds 
  potion [2] (25 gp per character/per potion); cure serious 
  wounds potion [2] (63 gp per character/per potion); lesser 
  restoration potion [2] (25 gp per character/per potion) 
  APL 6: L: 200 gp; C: 0 gp; M: cure moderate wounds 
  potion [3] (25 gp per character/per potion); cure serious 
  wounds potion [3] (63 gp per character/per potion); lesser 
  restoration potion [3] (25 gp per character/per potion) 
  APL 8: L: 300 gp; C: 0 gp; M: cure moderate wounds 
  potion [4] (25 gp per character/per potion); cure serious 
  wounds potion [4] (63 gp per character/per potion); lesser 
  restoration potion [4] (25 gp per character/per potion) 
   
  Encounter Five:  
  Defeat Kdash and take his treasure 
  APL 2: L: 200 gp; C: 0 gp; M: cloak of resistance +1 
  (84 gp per character). 
  APL 4: L: 200 gp; C: 0 gp; M: M: cloak of resistance 
  +1 (84gp per character); wand of web (30 Charges) (225 
  gp per character). 
  APL 6 L: 300 gp; C: 0 gp; M: cloak of resistance +1 
  (84 gp per character); wand of web (30 Charges) (225 gp 
  per character); cloak of charisma +2 (333 gp per 
  character). 
   
  APL 8: L: 400 gp; C: 0 gp; M: M: cloak of resistance 
  +2 (333 gp per character); wand of web (30 Charges) (225 
  gp per character); cloak of charisma +2 (333 gp per 
  character). 
   
  Maximum Possible Treasure 
   
  APL 2:  
  400 gp 
   
  APL 4:  
  600 gp 
   
  APL 6:  
  800 gp 
   
  APL 8:  
  1,250 gp 
   
   
  Adventure Record Text: 
  Cross out the following if it does not apply: 
   
  ALL APLs (if awarded) 
   
  �Aliens!: 
  The 
  sheer monstrosity and differing 
  viewpoint has sunk into the character’s subconscious 
  thoughts more than they would care to admit. The 
  character can henceforth take the Alienest prestige class.  
  At the beginning of the next three adventures the 
  character must pass a Will Save [DC 15] or take a –2 
  Morale penalty to all saving throws as the bad dreams 
  inherent to this change disturb them. This effect lasts the 
  entire adventure and can not be removed. 
   
  �Silvertip: This light warhorse was infected by the 
  grimfly spores and managed to survive.  After it was 
  cured it has remained loyal. The horse has been 
  strengthened by this experience. This horse may only be 
  awarded to one person at a table and only if the horse was 
  healed by the party with magical means and if the 
  
  Sneers of the Mind: Redux 
   
  Page 20 
  Thresher likes you. Silvertip may be taken as an animal 
  companion as a 4
  th Level companion or otherwise treated 
  as a regular CR 2 mount for any other character. 
   
  �Silvertip:  Large Animal; CR 2; 3d8+12 hp 36; Init +2 
  (Dex); Spd 60 ft; AC 19 (-1 size, +3 for Studded Leather 
  Barding, +5 Natural, +2 Dexterity); 2 Atks +5 melee 
  (1d4+4 [crit 20] [x2] hooves) and +0 melee (1d3+2 [crit 20] 
  [x2] bite); BAB +2; Grapple +10; Space/Reach 10 ft./5 ft.;  
  SA;  None; SQ; Immune poison, Acid Resistance 2, Scent, 
  Low Light Vision;  AL N; SV Fort +7, Ref +5, Will +2; Str 
  18, Dex 14, Con 18, Int 2, Wis 13, Cha 6. 
  Skills and Feats: Listen +7, Spot +7; Endurance, Run. 
    
  Tricks:  Attack, Attack Unnatural, Defend, Heel, 
  Perform, Stay. 
  Possessions:  Studded Leather Barding, tack. 
   
  Carrying capacity for Silvertip is 300 lbs for a light 
  load. 
   
  �I Live!: The Air Archons and Graf of Molvar are very 
  pleased. They provide access to the character to upgrade 
  any ring of protection or cloak of resistance from +1 to +2 
  (one item only). This is a one-time use and available only 
  in Ket Regional adventures.  Cross it out when the used. 
  The cost is the difference in price between the old and 
  new items. 
   
  �A Teacher: Sirqa offers to teach the character the 
  basics of the feats Subdual Substitution (Tome and Blood) 
  and Cooperative Spell (Tome and Blood).  As a result, the 
  character may take these feats at a later stage and is now 
  considered to have access to them. 
  
  Sneers of the Mind: Redux 
   
  Page 21 
  Appendix  One: NPCs 
   
  Introduction 
  �Sirqa: female human Div9; CR 9; Medium Humanoid 
  (5’ 4” tall); 9d4+9; hp 37; Init +2 (Dex); Spd 30 ft; AC 16 
  (+2 Dex, +4 Mage Armor); Atks +5 melee (d4 [crit 19-20] 
  [x2] masterwork dagger); BAB +4; Grapple +4; 
  Space/Reach 5 ft./5 ft.;  SA; none; SQ Familiar (not with 
  her);  AL LN; SV Fort +4, Ref +5, Will +6; Str 10, Dex 14, 
  Con 12, Int 18/20, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +13, Craft (Alchemy) 
  +17, Knowledge (Arcana) +17, Knowledge (Local VTF) 
  +17, Knowledge (Nobility) +8, Knowledge (Planes) +17, 
  Languages: Common, Baklunish, Celestial, Dwarven, 
  Spellcraft +17; Cooperative Spell, Eschew Materials, 
  Extend Spell, Scribe Scroll, Silent Spell, Still Spell, 
  Subdual Substitution. 
   
  Spells (4+1/6+1/5+1/4+1/3+1/2+1 – Diviner, no 
  Necromancy) 0 Lvl Detect Magic x3, Light x2; 1 Lvl 
  Comprehend Languages x2, Enlarge Person, Shield, 
  Subdual Magic Missiles x2; 2 Lvl Cat’s Grace, Detect 
  Thoughts (used to identify the party member), Extended 
  Mage Armor (used), Mirror Image, Subdual Scorching 
  Ray x2; 3 Lvl Arcane Sight, Fly x2, Subdual Fireball; 4 Lvl 
  Ice Storm, Invisibility (Greater), Scrying*, Subdual Ice 
  Storm; 5 Lvl Cone of Cold, Prying Eyes*, Subdual Cone 
  of Cold 
   
  Possessions: masterwork dagger, Headband of 
  Intellect +2. 
   
  Encounter One: A Charge 
  �Captain Gortash; male half-orc Ftr2/Rog3; CR 5; 
  Medium Humanoid (6’ 4” tall); 2d10+6+3d6+6; hp 42; Init 
  +2 (Dex); Spd 30 ft; AC 18 (+2 Dex, +4 Masterwork Chain 
  Shirt, +2 Masterwork Heavy Steel Shield); Atks +11 
  melee (1d6+5, [crit 18-20] [x2], masterwork scimitar); or 
  +10 ranged (d6+4 [crit 20] [x3] Mighty Masterwork +4 
  Composite Shortbow); Space/Reach 5 ft./5 ft.; SA; None; 
  SQ Orcish Blood, Darkvision 60’; Evasion, Uncanny 
  Dodge (Dex bonus to AC); AL LN; SV Fort +6, Ref +5, 
  Will +0; Str 20, Dex 14, Con 14, Int 9, Wis 8, Cha 6. 
  Skills and Feats: Diplomacy +5, Languages: Common, 
  Orcish, Ride +10, Sense Motive +6, Spot +6; Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus Composite 
  Shortbow. 
   
  Possessions:  Masterwork Chain Shirt, Heavy 
  Masterwork 
  Steel 
  Shield, 
  Masterwork 
  Scimitar, 
  Masterwork +4 Strength Composite Shortbow, 40 
  masterwork arrows, Heavy Warhorse, Tack. 
   
  Encounter Two: They Mostly Come out at 
  Night, mostly 
  �Irquara “Salamander” Mattleson: female human 
  Drd1; CR 1; Medium Humanoid child (4’ 3” tall); 1d8; hp 
  8; Init +2 (Dex); Spd 30 ft; AC 12 (+2 Dex); Atks -1 melee 
  (d4-1 [crit 19-20] [x2] dagger); BAB +0; Grapple –1; 
  Space/Reach 5 ft./5 ft.; SA;  None; SQ Wild Sense, 
  Animal Companion (none yet); AL NG; SV Fort +2, Ref 
  +2, Will +5; Str 8, Dex 14, Con 10, Int 10, Wis 17, Cha 13. 
   
  Skills and Feats: Concentration +4, Craft (Alchemy) 
  +4, Handle Animal +5, Knowledge (Nature) +4, 
  Languages: Common, Spellcraft +4; Animal Defiance, 
  Dodge. 
   
  Spells (3/2) 0 Lvl Create Water, Cure Minor Wound, 
  Light 1 Lvl Cure Light Wounds, Entangle 
   
  Possessions: dagger. 
   
  Encounter Three: The Pseudo-Lion’s Den 
  APL 2 & 4 (EL 3 & 5) 
  �Pseudonatural Phantom Fungus; Medium Outsider; 
  CR 3; 5’ tall; 2d8+6; hp 15; Init +0 (Dex); Spd 20 ft; AC 14 
  (+4 Natural), Touch 10, flat-footed 14; Atk +3 melee 
  (1d6+3, bite); BAB +1; Grapple +3; Space/Reach 5 ft./5 ft.; 
  SA; True Strike; SQ Low-Light Vision, Plant Traits, 
  Greater Invisibility, Electricity and Acid Resistance 5, SR 
  4, Alternate Form; AL N; SV Fort +6, Ref +0, Will +0; Str 
  14, Dex 10, Con 16, Int 3, Wis 11, Cha 9. 
   
  Skills and Feats: Listen +4, Move Silently +6, Spot +4; 
  Alertness. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the miss 
  chance that applies to attack against a concealed creature. 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking.  It works like greater invisibility (caster 
  level 12
  th) and lasts as long as the phantom fungus is alive. 
   This ability is not subject to the invisibility purge spell.  
  A phantom fungus becomes visible 1 minute after it is 
  killed. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  but all its abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action.  Other 
  creatures receive a –1 morale penalty to their attack rolls 
  against the pseudonatural creature in this alternate form 
  (presuming it can be seen). 
   
   
  APL 6 & 8 (EL 7 & 9) 
  �Advanced Pseudonatural Phantom Fungus; Large 
  Outsider; CR 6; 5’ tall; 6d8+30; hp 57; Init -1 (Dex); Spd 20 
  ft; AC 14 (+6 Natural, -1 size, -1 Dex), Touch 8, flat-footed 
  
  Sneers of the Mind: Redux 
   
  Page 22 
  16; Atk +9 melee (2d6+7, [crit 20] [x2], bite); BAB +4; 
  Grapple +14; Space/Reach 5 ft./5 ft.; SA; True Strike; SQ 
  Low-Light Vision, Plant Traits, Greater Invisibility, 
  Electricity and Acid Resistance 5, DR 5/magic, SR 12, 
  Alternate Form; AL N; SV Fort +11, Ref +0, Will +1; Str 
  22, Dex 8, Con 20, Int 3, Wis 11, Cha 9. 
   
  Skills and Feats: Listen +4, Move Silently +6, Spot +8; 
  Alertness, Improved Natural Attack, Power Attack. 
   
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight modifier on a 
  single attack roll.  The creature is not affected by the miss 
  chance that applies to attack against a concealed creature. 
   
  Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking.  It works like greater invisibility (caster 
  level 12
  th) and lasts as long as the phantom fungus is alive. 
   This ability is not subject to the invisibility purge spell.  
  A phantom fungus becomes visible 1 minute after it is 
  killed. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  but all its abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action.  Other 
  creatures receive a –1 morale penalty to their attack rolls 
  against the pseudonatural creature in this alternate form 
  (presuming it can be seen). 
   
   
  Stables: 
  All APLs (EL varies) 
  �GrimFly Swarm: CR 4; diminutive plant; CD 6d8-6; hp 
  21; Init +4; Spd 10ft. (2 squares), fly 30 ft. (poor); AC 18, 
  touch 18, flat-footed 14; Base Atk +4; Grp -; Atk Swarm 
  (2d6+1d4 acid + poison); Full Atk Swarm (2d6+1d4 acid + 
  poison); Space/Reach 10 ft./o ft.; SA distraction, poison; 
  SQ darkvision 60 ft., immune to weapon damage, swarm 
  traits, plant traits, extraplanar, vulnerable to natural 
  sunlight; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, 
  Con 8, Int -, Wis 10, Cha 2 
   
  Skills and Feats: Listen +4, Spot +4 
   
  Distraction (Ex): Any living creature that begins its 
  turn with a grimfly swarm in its space must succeed on a 
  DC 12 Fortitude save or be nauseated for 1 round. The 
  save DC is Constitution-based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial Fatigue. 
  Secondary damage Fatigue (or Exhaustion if already 
  Fatigued). The save DC is Constitution-based. 
   
  Vulnerable to natural sunlight (Ex): Ever round 
  exposed to natural sunlight down 2d6 damage to the 
  swarm. 
   
  Skills: A grimfly swarm has a +4 racial bonus on 
  Listen and Spot checks. 
   
  Encounter Five: The Crypt 
   
  APL 2 (EL 5) 
  �Kdash: Kaorti; Evk3; CR 4; Medium Outsider (Evil, 
  Extraplanar) (5’ 7” tall); 2d8+3d4; hp 20; Init +2 (Dex); Spd 
  30 ft; AC 14 (+2 Dex, +2 Natural); Atks +5 melee (d4 [crit 
  20] [x4] ribbon dagger (e)) or +4 melee (d6 [crit 20] [x2] 
  bite) or +5 ranged (d4 [20] [x2] darts); BAB +3; Grapple +3; 
  Space/Reach 5 ft./5 ft.;  SA;  Spell-like abilities, vile 
  transformation; SQ; Material Vulnerability; outsider 
  traits; poison immunity, darkvision 60’; AL NE; SV Fort 
  +4, Ref +6, Will +7; Str 10, Dex 14, Con 10, Int 20, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Concentration +8, Craft (Resin) +7, 
  Craft (Alchemy) +7, Heal +13, Intimidate +9, Knowledge 
  (Arcana) +13, Knowledge (Planes) +13, Languages: 
  Common, Sylvan, Kaorti, Spellcraft +13 (+15 decipher 
  spells on scrolls), Survival +5 (+7 on other planes), Use 
  Magical Device +7 (+9 on Scrolls); Exotic Weapon 
  Proficiency (ribbon dagger), Extend Spell, Scribe Scroll, 
  Weapon Finesse. 
  Possessions: Spell ribbons (equivalent to spellbook but 
  cannot be taken by characters), ribbon dagger, spell 
  component pouch, Cloak of Resistance +1. 
   
  Spells (4+1/4+1/2+1 – Evoker, no Enchantment or 
  Necromancy, DC is 15+spell level) 0 Lvl detect magic x2, 
  ray of frost x3; 1st alarm, mage armor, magic missile x3; 
  2nd cat’s grace, scorching ray x2 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  
  Sneers of the Mind: Redux 
   
  Page 23 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
  �Kaorti Monk: Kaorti; Mnk1; CR 2; Medium Outsider 
  (Evil, Extraplanar) (5’ 6” tall); 3d8+6; hp 23; Init +4 (Dex); 
  Spd 30 ft; AC 18 (+4 Dex, +2 Wisdom, +2 Natural); Atks 
  +6 melee (d4 [crit 20] [x4] ribbon dagger (e)) or +6 melee 
  (d6 [crit 20] [x2] bite) or +6 melee (d6 [crit 20] [x2] 
  unarmed strike)  or +6 ranged (d4 [20] [x2] darts); BAB +2; 
  Grapple +2; Space/Reach 5 ft./5 ft.;  SA;  Spell-like 
  abilities, vile transformation; SQ; Material Vulnerability; 
  outsider traits; poison immunity, darkvision 60’; AL LE; 
  SV Fort +7, Ref +9, Will +7; Str 11, Dex 18, Con 14, Int 14, 
  Wis 14, Cha 12. 
   
  Skills and Feats (has not yet learned Kaorti skills): 
  Tumble 
  +10; 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (ribbon dagger), Improved Unarmed Strike, 
  Stunning Blow, Weapon Finesse. 
  Possessions:  None. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
   
  APL 4 (EL 7) 
  �Kdash: Kaorti; Evk5; CR 6; Medium Outsider (Evil, 
  Extraplanar) (5’ 7” tall); 2d8+5d4; hp 26; Init +2 (Dex); Spd 
  30 ft; AC 14 (+2 Dex, +2 Natural); Atks +6 melee (d4 [crit 
  20] [x4] ribbon dagger (e)) or +5 melee (d6 [crit 20] [x2] 
  bite) or +6 ranged (d4 [20] [x2] darts); BAB +4; Grapple +4; 
  Space/Reach 5 ft./5 ft.;  SA;  Spell-like abilities, vile 
  transformation; SQ; Material Vulnerability; outsider 
  traits; poison immunity, darkvision 60’; AL NE; SV Fort 
  +4, Ref +6, Will +8; Str 10, Dex 14, Con 10, Int 21, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Concentration +10, Craft (Resin) +7, 
  Craft (Alchemy) +13, Heal +13, Intimidate +9, 
  Knowledge (Arcana) +15, Knowledge (Planes) +15, 
  Languages: Common, Sylvan, Kaorti, Spellcraft +15 (+17 
  decipher spells on scrolls), Survival +5 (+7 on other 
  planes), Use Magical Device +7 (+9 on Scrolls); Exotic 
  Weapon Proficiency (ribbon dagger), Extend Spell, 
  Scribe Scroll, Silent Spell, Weapon Finesse. 
  Possessions: Spell ribbons (equivalent to spellbook but 
  cannot be taken by characters), ribbon dagger, spell 
  component pouch, Cloak of Resistance +1, Wand Of Web 
  (30 charges). 
   
  Spells (4+1/5+1/3+1/2+1 – Evoker, no Enchantment 
  or Necromancy, DC is 15+spell level) 0 Lvl detect magic 
  x2, ray of frost x3; 1st alarm, mage armor, magic missile 
  x3, shield; 2nd cat’s grace, mirror image, scorching ray x2; 
  3rd fireball x2, fly. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  
  Sneers of the Mind: Redux 
   
  Page 24 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
  �Kaorti Monk: Kaorti; Mnk3; CR 4; Medium Outsider 
  (Evil, Extraplanar) (5’ 6” tall); 5d8+10; hp 37; Init +4 (Dex); 
  Spd 40 ft; AC 18 (+4 Dex, +2 Wisdom, +2 Natural); Atks 
  +8 melee (d4 [crit 20] [x4] ribbon dagger (e)) or +8 melee 
  (d6 [crit 20] [x2] bite) or +8 melee (d6 [crit 20] [x2] 
  unarmed strike)  or +8 ranged (d4 [20] [x2] darts); BAB +4; 
  Grapple +4; Space/Reach 5 ft./5 ft.;  SA;  Spell-like 
  abilities, vile transformation; SQ; Material Vulnerability; 
  outsider traits; poison immunity, darkvision 60’; Still 
  Mind; Evasion; AL LE; SV Fort +8, Ref +10, Will +8; Str 
  11, Dex 18, Con 14, Int 14, Wis 14, Cha 12. 
   
  Skills and Feats (has not yet learned Kaorti skills): 
  Tumble +12; Combat Reflexes, Deflect Arrows, Exotic 
  Weapon 
  Proficiency 
  (ribbon 
  dagger), 
  Improved 
  Unarmed Strike, Stunning Blow, Weapon Finesse. 
  Possessions:  None. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
   
  APL 6 (EL 9) 
  �Kdash: Kaorti; Evk7; CR 8; Medium Outsider (Evil, 
  Extraplanar) (5’ 7” tall); 2d8+7d4; hp 32; Init +2 (Dex); Spd 
  30 ft; AC 14 (+2 Dex, +2 Natural); Atks +7 melee (d4 [crit 
  20] [x4] ribbon dagger (e)) or +6 melee (d6 [crit 20] [x2] 
  bite) or +7 ranged (d4 [20] [x2] darts); BAB +5; Grapple +5; 
  Space/Reach 5 ft./5 ft.;  SA;  Spell-like abilities, vile 
  transformation; SQ; Material Vulnerability; outsider 
  traits; poison immunity, darkvision 60’; AL NE; SV Fort 
  +6, Ref +7, Will +8; Str 10, Dex 14, Con 10, Int 21/23, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +12, Craft (Resin) +7, 
  Craft (Alchemy) +18, Decipher Script +7, Heal +13, 
  Intimidate +9, Knowledge (Arcana) +18, Knowledge 
  (Planes) +18, Languages: Common, Sylvan, Kaorti, 
  Spellcraft +18 (+20 decipher spells on scrolls), Survival +5 
  (+7 on other planes), Use Magical Device +7 (+9 on 
  Scrolls); Eschew Materials, Exotic Weapon Proficiency 
  (ribbon dagger), Extend Spell, Scribe Scroll, Silent Spell, 
  Weapon Finesse. 
   
  Possessions: Spell ribbons (equivalent to spellbook 
  but cannot be taken by characters), ribbon dagger, 
  Headband of Intellect +2, Cloak of Resistance +1, Wand 
  Of Web (30 charges). 
   
  Spells 
  (4+1/6+1/5+1/3+1/2+1 
  – 
  Evoker, 
  no 
  Enchantment or Necromancy, DC is 16+spell level) 0 Lvl 
  detect magic x2, ray of frost x3; 1st alarm, mage armor, 
  magic missile x4, shield; 2nd cat’s grace, glitterdust, 
  mirror image, scorching ray x3; 3rd fireball x2, fly, slow; 
  4th greater invisibility, ice storm, silent dispel magic. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  
  Sneers of the Mind: Redux 
   
  Page 25 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
  �Kaorti Monk: Kaorti; Mnk5; CR 6; Medium Outsider 
  (Evil, Extraplanar) (5’ 6” tall); 7d8+14; hp 51; Init +4 (Dex); 
  Spd 40 ft; AC 19 (+1 Monk AC, +4 Dex, +2 Wisdom, +2 
  Natural); Atks +9 melee (d4 [crit 20] [x4] ribbon dagger 
  (e)) or +9 melee (d6 [crit 20] [x2] bite) or +9 melee (d8 
  [crit 20] [x2] unarmed strike)  or +9 ranged (d4 [20] [x2] 
  darts); BAB +5; Grapple +5; Space/Reach 5 ft./5 ft.;  SA;  
  Spell-like abilities, vile transformation; SQ; Material 
  Vulnerability; 
  outsider 
  traits; 
  poison 
  immunity, 
  darkvision 60’; Still Mind; Evasion; Ki Strike (magic); 
  Purity of Body; Slow Fall (20’); AL LE; SV Fort +9, Ref 
  +11, Will +9; Str 11, Dex 18, Con 14, Int 14, Wis 14, Cha 
  12. 
   
  Skills and Feats (has not yet learned Kaorti skills): 
  Tumble +14; Combat Expertise, Combat Reflexes, Deflect 
  Arrows, Exotic Weapon Proficiency (ribbon dagger), 
  Improved Unarmed Strike, Stunning Blow, Weapon 
  Finesse. 
  Possessions:  None. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
  APL 8 (EL 11) 
  �Kdash: Kaorti; Evk9; CR 10; Medium Outsider (Evil, 
  Extraplanar) (5’ 7” tall); 2d8+9d4; hp 38; Init +2 (Dex); Spd 
  30 ft; AC 14 (+2 Dex, +2 Natural); Atks +8 melee (d4 [crit 
  20] [x4] ribbon dagger (e)) or +7 melee (d6 [crit 20] [x2] 
  bite) or +8 ranged (d4 [20] [x2] darts); BAB +6; Grapple +6; 
  Space/Reach 5 ft./5 ft.;  SA;  Spell-like abilities, vile 
  transformation; SQ; Material Vulnerability; outsider 
  traits; poison immunity, darkvision 60’; AL NE; SV Fort 
  +8, Ref +9, Will +10; Str 10, Dex 14, Con 10, Int 22/24, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +14, Craft (Resin) +8, 
  Craft (Alchemy) +21, Decipher Script +14, Heal +13, 
  Intimidate +9, Knowledge (Arcana) +21, Knowledge 
  (Planes) +21, Languages: Common, Sylvan, Kaorti, 
  Spellcraft +21 (+23 decipher spells on scrolls), Survival +5 
  (+7 on other planes), Use Magical Device +7 (+9 on 
  Scrolls); Eschew Materials, Exotic Weapon Proficiency 
  (ribbon dagger), Extend Spell, Scribe Scroll, Silent Spell, 
  Still Spell, Weapon Finesse. 
   
  Possessions: Spell ribbons (equivalent to spellbook 
  but cannot be taken by characters), ribbon dagger, 
  Headband of Intellect +2, Cloak of Resistance +2, Wand 
  Of Web (30 charges). 
   
  Spells (4+1/6+1/6+1/5+1/3+1/2+1 – Evoker, no 
  Enchantment or Necromancy, DC is 17+spell level) 0 Lvl 
  detect magic x2, ray of frost x3; 1st alarm, mage armor, 
  magic missile x4, shield; 2nd cat’s grace, glitterdust, 
  mirror image, scorching ray x3; 3rd fireball x2, fly, slow, 
  still silent magic missile x2; 4th greater invisibility, ice 
  storm x2, silent dispel magic; 5th cone of cold, silent 
  dimension door, still silent fireball. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
  
  Sneers of the Mind: Redux 
   
  Page 26 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
  �Kaorti Monk: Kaorti; Mnk7; CR 8; Medium Outsider 
  (Evil, Extraplanar) (5’ 6” tall); 9d8+18; hp 65; Init +4 (Dex); 
  Spd 50 ft; AC 19 (+1 Monk AC, +4 Dex, +2 Wisdom, +2 
  Natural); Atks +11/+6 melee (d4 [crit 20] [x4] ribbon 
  dagger (e)) or +11/+6 melee (d6 [crit 20] [x2] bite) or 
  +11/+6 melee (d8 [crit 20] [x2] unarmed strike)  or +11/+6 
  ranged (d4 [20] [x2] darts); BAB +7; Grapple +7; 
  Space/Reach 5 ft./5 ft.;  SA;  Spell-like abilities, vile 
  transformation; SQ; Material Vulnerability; outsider 
  traits; poison immunity, darkvision 60’; Still Mind; 
  Evasion; Ki Strike (magic); Purity of Body; Slow Fall (30’); 
  Wholeness of Body; AL LE; SV Fort +10, Ref +12, Will 
  +10; Str 11, Dex 19, Con 14, Int 14, Wis 14, Cha 12. 
   
  Skills and Feats (has not yet learned Kaorti skills): 
  Tumble +16; Combat Expertise, Combat Reflexes, Deflect 
  Arrows, Exotic Weapon Proficiency (ribbon dagger), 
  Improved Disarm, Improved Trip, Improved Unarmed 
  Strike, Stunning Blow, Weapon Finesse. 
  Possessions:  None. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 hours, 
  during which the kaortis jaws must be locked onto the 
  victim, who must be either willing or helpless for the 
  duration.  After 8hours, the victim makes a Fortitude save 
  (DC 11).  Failure indicates the victim transforms into a 
  kaorti (if the victim was a humanoid) or into a kaorti 
  thrall.  If the victim succeeds at the save, the kaorti can 
  attempt the transformation again; each additional 
  attempt to transform a victim increases the save DC by 
  +1. 
   
  Material Vulnerability (Ex):  The Material Plane is 
  painful to an unprotected kaorti.  An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of non-lethal damage 
  and become fatigued.  The fatigued condition persists 
  until the kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane.  If a kaorti is 
  rendered unconscious through the accumulation of non-
  lethal damage (from this ability or from any other 
  source), the Material Plane begins to deal normal damage 
  at the same rate.  A kaorti wearing a resin suit, or a kaorti 
  inside a cyst is protected from the effects of the Material 
  Plane.  The entire crypt area, up to the trap, is considered 
  a cyst. 
   
   
   
   
  
  Sneers of the Mind: Redux 
   
  Page 27 
   
  Appendix Two: Player Handouts 
   
  Player Handout #1 
   
   
  The Journal of Krillar Secondson, Monk of the Order of the Lady, Deemay Monastery 
   
  7 Months ago: We hold the crypt tunnels now and wait for the “specialist” from Molvar.  The Abbot 
  is convinced that our penance for the sins of our fathers is to destroy this evil that lurks in the crypts 
  but he cannot find a way.  There is talk of summoning more adventurers but look what the last set 
  unleashed. 
   
  6 Months ago: Zilfor died today and we burned his body in the secondary fireplace.  It is a travesty 
  of our faith that we must do this rather than inter him as the monks that came before us.  The crypts 
  are barred now and the Abbot is right that we cannot risk our bodies becoming more food for the 
  creatures.  But Zilfor deserved better. 
   
  4 Months ago: Twenty four of us left now to celebrate the high holiday of our Lady.  Thirty nine 
  started in the order at the beginning of all this and I knew each one.  The Restorer of Righteousness 
  have mercy upon our souls if we have chosen the wrong path. 
   
  3 Months ago: The last of the treasures have been taken out and sold.  The supply of food is plentiful 
  and will last until spring.  Will we? 
   
  2 ½ months ago: I have seen the other side now.  The Abbot had me recalled into the world and I 
  came to serve but the other side seems peaceful when I think upon it. 
   
  2 Months ago: Eighteen of us left, four of us who have been returned to life in one way or another.  
  This was not how we were supposed to live or, I suppose, die. 
   
  1 Month: The journal is at an end.  There is no more ink and I am growing weary of recording a tale 
  of despair.  If any find this, I pray that the Restorer of Righteousness has found a path to destroy the 
  evil below.  Do not recall me again, I cannot face this task any longer. 
  
  Sneers of the Mind: Redux 
   
  Page 28 
  Player Handout #2 
   
  Collected Thoughts of Sirqa ibn Illura Al’Hassir 
   
  Fifteen days ago. The dreams are so scattered and disparate in nature that they are 
  almost nothing at all. I would not normally even write of them were it not for the 
  feeling that they are not my own.  That is disturbing. 
   
  10 days ago. They are clearer now, these strange dreams. They are not of this world, I 
  am almost certain of that. The feelings are all fear and entrapment, but whatever it is 
  has no love of life – if it could destroy to escape it would.. 
   
  7 days ago. The patterns in the sky of the dreams are nothing like here on Oerth. 
  Multiple large glowing orbs are in the sky and some of the strange creatures seem to 
  worship one or the other. The patterns of light and darkness are different here but I 
  cannot identify the change. 
   
  5 days ago. Triumph is written large across the dreams and all other thoughts have 
  been pushed out of my mind by these nightly experiences. Then doubt and finally 
  despair. These three emotions are more powerful than any I have yet to experience in 
  the dreams. 
   
  3 days ago. The creatures in the dreams harvest their own kind and feed upon them. It 
  is revolting and then more erupt to inhabit an increasingly crowded space. They 
  ignore me but I feel that they know I am watching.  They seem close, perhaps even on 
  our own plane. 
   
  1 day ago. The dreams are offering something to me, perhaps knowledge. I am 
  fighting the temptation but there is so much I could do for Ket if I knew the source of 
  this chaos and could then root it out. A little bit of knowledge is not such a bad thing 
  but I know people who have thought this way and are now lost to us forever. I will 
  resist and report to the Graf. 
   
   
   
   
   
   
   
   
   
   
  
  Sneers of the Mind: Redux 
   
  Page 29 
  Appendix Three: New Material 
  New Creatures: 
   
  Grimfly Swarm 
    
  Diminutive Plant (Augmented Pseudonatural, Extra 
  Planar, Swarm) 
  Hit Dice: 
  6d8–6 (21 hp) 
  Initiative: 
  +4 
  Speed: 
  10 ft. (2 squares), fly 30 ft. (poor) 
  Armor Class: 
  18 (+4 size, +4 Dex), touch 18, flat-footed 14 
  Base Attack/Grapple: 
  +4/— 
  Attack: 
  Swarm (2d6+1d4 acid+poison) 
  Full Attack: 
  Swarm (2d6+1d4 acid+poison) 
  Space/Reach: 
  10 ft./0 ft. 
  Special Attacks: 
  Distraction, Poison 
  Special Qualities: 
  Darkvision 60 ft., immune to weapon damage, swarm 
  traits, plant traits, extraplanar, Vulnerable to natural 
  sunlight 
  Saves: 
  Fort +4, Ref +6, Will +2 
  Abilities: 
  Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 
  Skills: 
  Listen +4, Spot +4 
  Feats: 
  — 
  Environment: 
  Temperate plains 
  Organization: 
  Solitary, cloud (2–7 swarms), or plague (11–20 swarms) 
  Challenge Rating: 
  4 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  None 
  Level Adjustment: 
  — 
   
  A grimfly swarm is a cloud of thousands of winged 
  extra-planar fungal things resembling horseflies but 
  with a plant lifeform that devours any organic material 
  in its path. 
   
  Combat 
  A grimfly swarm surrounds and attacks any living prey 
  it encounters. A swarm deals 2d6 +1d4 acid points of 
  damage and risk of poison to any creature whose space 
  it occupies at the end of its move. 
   
   
  Distraction (Ex): Any living creature that begins 
  its turn with a grimfly swarm in its space must succeed 
  on a DC 12 Fortitude save or be nauseated for 1 round. 
  The save DC is Constitution-based. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  Fatigue. Secondary damage Fatigue (or Exhaustion if 
  already Fatigued). The save DC is Constitution-based. 
   
   
   
   
   
  Vulnerable to natural sunlight (Ex): Ever round 
  exposed to natural sunlight down 2d6 damage to the 
  swarm. 
   
  Skills: A grimfly swarm has a +4 racial bonus on 
  Listen and Spot checks. 
  
  Sneers of the Mind: Redux 
   
  Page 30 
  Kaorti 
    
  Medium Size Outsider (Evil, Extra Planar) 
  Hit Dice: 
  2d8 (9 hp) 
  Initiative: 
  +2 
  Speed: 
  30 ft. (6 squares) 
  Armor Class: 
  18 (+2 Dex, +2 Natural, +4 Resin scale Armour), touch 
  12, flat-footed 16 
  Base Attack/Grapple: 
  +2/0 
  Attack: 
  Bite +1 melee, or ribbon dagger +4 melee, or darts +4 
  ranged 
  Full Attack: 
  Bite +1 melee, or ribbon dagger +4 melee, or darts +4 
  ranged 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Spell-like abilities, vile transformation 
  Special Qualities: 
  Outsider 
  Traits, 
  Material 
  Vulnerability, 
  poison 
  immunity 
  Saves: 
  Fort +3, Ref +5, Will +3 
  Abilities: 
  Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16 
  Skills: 
  Concentration +5, Craft (any two) +7, Heal +13, 
  Intimidate +8, Knowledge (Arcana) +7, Knowledge 
  (The Planes) +7, Spellcraft +9 (+11 decipher spells on 
  scrolls), Survival +5 (+7 on other planes), Use Magic 
  Device +7 (+9 on scrolls) 
  Feats: 
  Exotic Weapon Proficiency (ribbon dagger) (b), 
  Weapon Finesse 
  Environment: 
  any nonnatural (Far Realm) 
  Organization: 
  Solitary, patrol (2-9) or cyst (21-60 plus 10-20 thralls 
  and 1 skybleeder per 15 kaortis 
  Challenge Rating: 
  1 
  Treasure: 
  Standard, items only 
  Alignment: 
  Usuaully neutral evil 
  Advancement: 
  By character class 
  Level Adjustment: 
  +2 
   
   
  Ages ago, a group of curious wizards sought to 
  pierce the boundaries of known existence and 
  penetrate to a distant dimension on the other side of 
  reality.  This region, known to scholars as the Far 
  Realm, is a realm of madness and nightmare.  The 
  explorers felt confident of their abilities and only 
  intended to stay for a few hours.  Unfortunately, their 
  confidence was misplaced.  Not moments after their 
  arrive in the Far Realm, they were absorbed by a 
  nameless entity.  The explorers transformed into 
  terrible natives of the Far Realm, becoming the first 
  kaorti. 
   
  The explorers went mad and forgot all they know of 
  the Material Plane.  The gateway between the Far 
  Realm and the Material Plane disturbed them.  The 
  newly formed kaortis acted without though, traveling 
  back through the portal to destroy it.  Doing so 
  removed the source of pain in the Far Realm, but it 
  stranded the kaortis on the Material Plane—a realm 
  now deadly to the very fabric of their being. Many of 
  the new kaortis succumbed before they succeeded in 
  encysting themselves within the secluded wizards’ 
  school from which they had set out.  From that first 
  cyst, the kaortis have spread to meance the world.   
   
  Humanoid in shape, a kaorti must dress in form-fitting 
  armour made of thick resins and tissues grown and 
  cultivated by kaorti alchemists whenever one ventures 
  from its cyst.  A kaorti in resin suit looks like an 
  emaciated human with elongated arms and legs.  It has 
  three long fingers and a long thumb on each hand, and 
  its motions are slithery and undulant.  Its bulbous head 
  is affixed to its body by a long neck.  A kaorti’s face 
  almost always remains hidden behind windings of 
  resin. 
  
  Sneers of the Mind: Redux 
   
  Page 31 
   
  Outside its resin suit, a korti is decidedly nonhuman in 
  appearance.  Its skin, brownish green in colour swirled 
  with livid pinks and reds and purples, seems to be 
  almost transparent and liquid as it slithers and runs 
  over the creature’s visible entrails.  A kaorti’s fingers 
  are little more than boneless tendrils.  Its face looks 
  like that of a melted spider.  Its palms constantly 
  accrete a thick, green resin that can be crafted by kaorti 
  “smiths” into weapon or armor ore reinforcements for 
  their lairs.  The average kaorti is 7 feet tall and weighs 
  100 pounds. 
   
  Kaortis speak their own gutteral language and 
  have picked up smatterings of many other languages 
  during the interrogation of prisoners.  Most kaortis can 
  speak Common and Sylvan. 
   
   
  Combat 
   
  Kaortis prefer to use magic against their enemies, 
  while their transformed minions and thugs engage in 
  melee.  When magic fails, a kaorti tries to fight with 
  ranged weapons if it can; kaorti are proficient with all 
  simple ranged weapons as well as with shuriken.  A 
  kaorti caught in melee combat usually flees in an 
  attempt to regain the needed distance for its spells and 
  ranged attacks. 
   
  Kaorti can be summoned using a summon 
  monster II spell. 
   
  Spell-like abilities:  1/day – alter self, color spray, 
  feather fall, ray of enfeeblement, reduce person, spider 
  climb.  Caster Level 2
  nd, save DC 14+spell level. 
   
  Vile Transformation (Su):  A kaorti can infuse 
  any living creature with otherworldly essence from the 
  Far Realm, permanently transforming the target into a 
  mockery of its previous form.  The process takes 8 
  hours, during which the kaortis jaws must be locked 
  onto the victim, who must be either willing or helpless 
  for the duration.  After 8 hours, the victim makes a 
  Fortitude save (DC 11).  Failure indicates the victim 
  transforms into a kaorti (if the victim was a humanoid) 
  or into a kaorti thrall.  If the victim succeeds at the 
  save, the kaorti can attempt the transformation again; 
  each additional attempt to transform a victim increases 
  the save DC by +1. 
   
  Creatures transformed into kaortis retain any class 
  abilities and modify their ability scores as follows:  Str 
  –4, Dex +4, Int +4, Cha +6.  They become neutral evil 
  and embrace the racial ethos of the kaortis.  They gain 
  all of the other abilities and disadvantages of a standard 
  kaorti.  This transformation is the only way the kaorti 
  can propagate their kind. 
  A victim transformed into a kaorti thrall gains the 
  fiendish creature template, except that instead of 
  gaining the smite good special attack, it gains the 
  ability to cast the true strike spell on itself once per 
  day. 
   
   
  Material Vulnerability (Ex):  The Material Plane 
  is painful to an unprotected kaorti.  An unprotected 
  kaorti must make a Fortitude save each hour (DC 15, +1 
  per previous check) or take 1d6 points of non-lethal 
  damage and become fatigued.  The fatigued condition 
  persists until the kaorti recovers all the non-lethal 
  damage it took from its exposure to the Material Plane. 
   If a kaorti is rendered unconscious through the 
  accumulation of non-lethal damage (from this ability or 
  from any other source), the Material Plane begins to 
  deal normal damage at the same rate.  A kaorti wearing 
  a resin suit, or a kaorti inside a cyst is protected from 
  the effects of the Material Plane.   
   
  Outsider Traits:  Kaortis have darkvision (60-foot 
  range), and they cannot be raised or resurrected 
  (though a wish or miracle spell can restore life). 
   
  Skills: A Kaorti has a +8 racial bonus on Heal 
  checks. 
   
  Kaorti Items 
   
  Kaorti devices are made from resins secreted by 
  the creatures’ palms.  The resin is shaped while fresh, 
  and then (if appropriate) alchemically treated to 
  maintain flexibility. 
   
  The principal use for kaorti resin is to create a cyst, 
  a space enclosed by walls of resin.  Within such a space, 
  kaortis are protected from the harmful effects of the 
  Material Plane.  A kaorti can produce roughly 1 cubic 
  foot of resin each day, enough to coat 10 square feet of 
  surface to a depth of 1 inch.  It takes a korti about 1 
  hour to produce and apply this much.  The substance 
  dries to a rigid covering 1 hour after being applied.  
  Walls and door encrusted with this resin have their 
  hardness increased by 2. 
   
  Untreated kaorti resin lasts for only about 500 
  days before crumbling to shards, so kaortis constantly 
  maintain the walls of their cyst.  A single kaorti can 
  keep a 40-foot square room 10 feet high covered in 
  resin by spending 1 hour a day maintaining its cyst. 
   
  Resin Suit: A kaorti resin suit consists of thin 
  straps of alchemically treated resin, that are wrapped 
  around the body fully, similar to a mummy’s bandages. 
   A resit suit is light armor with the following 
  properties:  +4 armour bonus, +3 maximum Dex bonus, 
  -4 Armor check penalty, 25% arcane failure chance.  
  Creatures other than kaortis can wear resin suits, but 
  the resin causes most humanoids to break out in hives. 
   In addition to its armour qualities, a kaorti resin suit 
  
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  protects a creature on the Material Plane from the 
  effects of the environment. 
   
  Resin suits are costly and time-consuming to 
  make; ordinary kaorti (those with 1 HD) are only rarely 
  allowed to use them as a result. 
   
  Cost: 250 gp Weight: 20 lb. 
   
  Ribbon Dagger: A ribbon dagger is a light exotic 
  weapon crafted from alchemically treated kaorti resin.  
  It consists of a resin handle to which is affixed a 1-foot-
  long flexible strip of resin.  This ribbon of resin is 
  razor-sharp and deal 1d4 points of damage on hit with a 
  critical multiplier of x4.  The ribbon can be wrapped 
  around objects with ease; disarm attacks made with a 
  ribbon dagger gain a +2 bonus. 
   
  Cost: 50 gp Weight: 1 lb. 
   
  New Feats 
   
  Animal Defiance (General): You can channel 
  the power of nature to drive off animals.   
   
  Prerequisite: Ability to cast detect animals or 
  plants 
   
  Benefit:  You can turn (but not destroy) animals as 
  a good cleric turns undead.  The number of times per 
  day that you can use this ability is equal to 3 + your 
  Charisma modifier.  Your highest divine caster level is 
  the level at which you turn animals. 
   
   
  Cooperative Spell (Metamagic):  You can cast 
  spells to greater effect in conjunction with the same 
  spell cast by another. 
   
  Prerequisite:  Any other metamagic feat. 
   
  Benefit:  You and another spellcaster with the 
  Cooperative Spell feat can simultaneously cast the 
  same spell (at the same time in the round).  You must 
  be adjacent to one another when casting cooperatively. 
   Add +2 to the save DC against cooperatively cast spells 
  and +1 to the cast level checks to beat the target’s spell 
  resistance (if any).  Use the base DC and level check of 
  the better spellcaster.  A cooperative spell uses up a slot 
  of the same level as the spell’s actual level. 
   
  Special:  For each additional caster (past the first 
  two) with this feat casting the same cooperative spell 
  simultaneously, the spell’s save DC and caster level 
  check both increase by +1.  When more than two 
  spellcaster cooperatively cast a spell, each must be 
  adjacent to at least two other casts. 
   
   
  Subdual Substitution (Metamagic):  You can 
  modify a spell that uses energy to deal damage to deal 
  subdual damage instead. 
   
  Prerequisite:  Any other metamagic feat, 5 ranks 
  in Knowledge (Arcana). 
   
  Benefit: Choose one type of energy:  acid, cold, 
  electricity, fire or sonic.  You can modify a spell with a 
  chosen designator to inflict non-lethal damage instead 
  of energy damage.  The subdual spell works normally 
  in all other respects except the type of damage dealt.  
  For example, a subdual fireball spell works in the usual 
  way, but the subdual fireball deals non-lethal damage 
  instead of fire damage. 
   
  A subdual spell uses a spell slot of the spell’s 
  normal level, modified by any other metamagic feats. 
   
   
  
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  Appendix Four: Maps 
   
  Map One 
  The ‘beyship’ of Rosha. 
   
   
   
  
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  Map Two 
  The village of Rosha 
   
   
   
  
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  Map Three 
  The Inn of Rosha (main floor). 
   
   
   
  
  Sneers of the Mind: Redux 
   
  Page 36 
  Map Four 
  The Crypt 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/593/Normal Scenarios/KET3-04 - Sneers of the Mind (APL 2-8)/KET3-04 - Sneers of the Mind.pdf