TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF8-02 
   
   
   
   
   
  She’s All Washed Up 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
  Version 0.1 
   
   
  by Jake Robins 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Chris Slater 
  Playtesters: Greg Friesen, Dave Wayne, Shawn Wowk 
   
   
  Even the uppermost powers of Zeif have dark mysteries in their past, and secrets can’t be held forever.  Heroes from the 
  Sultanate might have to dig deeper than ever into the history of Zeif to uncover the truth. A one-round Regional 
  adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Magic Item Compendium [Andy Collins, Eytan Berstein, Frank Brunner, Owen K.C. Stephens, John Snead], 
  Player’s Handbook II [David Noonan].
  
  ZEF8-02 She’s All Washed Up 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Zeif adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Zeif, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Precisely fifty years prior to this adventure (3207 BH, 548 
  CY), a svirfneblin by the name of Graynose and his party 
  of graverobbers were skulking around beneath Kabir 
  Kafez, a small palace in Zeir-i-Zeif that houses the 
  Sultan’s heir apparent, in the lair of the Grim Vizier who 
  rules it. Heedless of the obvious danger, they were 
  ambushed by a party of undead and beset with great peril. 
  Luckily for Graynose, however, he was not the only one 
  creeping around where he wasn’t supposed to, and forces 
  loyal to the Matron Sultana of Zeif, Nara Kur, attacked 
  the undead.  Graynose was saved, and brought before the 
  Sultana. 
   
  Nara Kur became fascinated with the gnome, and 
  when she discovered that he was possessed with aptitude 
  for alchemy, the Matron offered a way for the gnome to 
  repay her for his life.  Overwhelmed with gratitude, the 
  gnome accepted, pledging himself to serve the Matron 
  Sultana in her quest to discover the formula for a very 
  important elixir. This elixir is the Elixir of Life, and 
  without it, the Matron Sultana would never have retained 
  the beauty and vigor of a 26-year old harem girl for so 
  long (Nara Kur is 84 years old at the start of this 
  adventure). 
   
  In fact, the Matron had been imbibing the elixir for 
  eight years prior to meeting Graynose, receiving it from 
  the minions of an efreet sponsor since 3199 BH.  Already 
  addicted to it, she sought a way to replicate the elixir and 
  delete her dependency on the genie and his forces, which 
  she hoped Graynose could help her with.  She knew only 
  one thing about this elixir; it required the essence of 
  aquatic creatures as a base. 
   
  For fifty years, Graynose toiled in his secret 
  laboratory, attempting to reverse engineer the elixir 
  knowing that water creatures were involved.  During this 
  time, the Sultana poisoned his mind with her charms, 
  building in him a loyal ally as she has done with many 
  others.  He grew fiercely loyal to her, determined to find 
  the formula and please her.  However, he made little 
  progress.  As this adventure begins, Graynose has come to 
  the startling and frustrating conclusion that there can be 
  no way the elixir is based on the essence of water 
  creatures, and that he believes the Matron is being 
  misled.  Building his courage, he professed this to his 
  matron. 
  ZEF8-02 She’s All Washed Up 
   
  Page 2 
  
   
  Angered at his failure and believing him traitorous, 
  Nara Kur locked him in a prison beneath the Harem 
  until she could decide what to do with him.  Afraid, but 
  still wanting to please her, Graynose used his racial 
  abilities to escape and sought out help from the outside, 
  help in the form of adventurers that he’s heard the 
  Matron speak of from past dealings. Enter the PCs. 
   
  ADVENTURE SUMMARY 
  This adventure takes the PCs on a wild journey to 
  discover the truth behind the Matron’s Sultana’s elixir 
  and her mysterious and powerful sponsor. 
   
  Encounter 1: Graynose approaches The PCs while 
  they shop in a bazaar.  The gnome explains what he has 
  learned so far and asks for their help. 
   
  Encounter 2: The PCs examine the notes and 
  research of Graynose, discovering the elixir’s ancient 
  origins and the name of a cleric of Istus who might 
  provide further clues. 
   
  Encounter 2b: Some PCs may want to deliver the 
  news of the Sultana and her elixir to the authorities or 
  other sponsors (like the Grim Vizier). Either sponsor will 
  ask for a continuing investigation, allowing the PCs to 
  continue the adventure under the sponsorship of their 
  choice. 
   
  Encounter 
  3: 
  The 
  PCs 
  meet 
  with 
  the 
  aforementioned cleric of Istus, who claims she has seen 
  them in a vision.  She knows little about their quest, but 
  offers to help by means of a new process called the 
  Divine Projection, enabling them to go back in time and 
  learn about the elixir first hand. 
   
  Encounter 4: The PCs travel back to the Imperial 
  Age and find themselves caught in a conflict as a Suel 
  army sacks a Baklunish city.  They meet with a wizard 
  scholar who asks them to assist him while he attempts to 
  save a mystical package called the Golden Shedu. The PCs 
  learn that the elixir is within, and defend it against Suel 
  minions. Afterwards, the wizard teleports away, but not 
  before giving the PCs a clue about its future whereabouts. 
   The projection ends with the Invoked Devastation. 
   
  Encounter 5: Returned to the present, the PCs can 
  use Halide’s knowledge to lead them to a great Enclave in 
  the East, where the Golden Shedu should have been 
  stored. 
   
  Encounter 6: The PCs enter the Enclave, a complex 
  west of the capital.  Inside, they must battle an 
  underground denizen who has taken residence. 
   
  Encounter 7: The PCs explore the ruins and 
  research the history of the Golden Shedu and the secret 
  society that has kept it so long.  They learn that 
  ultimately, the enclave was sacked by forces of fire and 
  taken, and the society destroyed. 
   
  Encounter 8: Before the PCs can escape with the 
  evidence, they are attacked by hordes of grimlocks led by 
  a powerful aboleth.  PCs must find a way to escape before 
  they are destroyed. 
   
  Encounter 9: The PCs can return the information to 
  the sponsor of their choice.  They are now armed with 
  the identity of the enemy who has been ridding the 
  world of water creatures and that he has been deceiving 
  the matron for some sinister purpose.  This is the end of 
  the adventure. 
   
  PREPARATION FOR PLAY 
  DMs should note all PCs who have selected a faction to 
  support from the adventure ZEF7-02 Tide of Battle.  
  Remind players with any of these pledges that they 
  should stick to their allegiances. This should give PCs 
  enough reminder and motivation to roleplay accordingly 
  throughout this adventure. 
   
  INTRODUCTION 
  The smell of spice and meats permeates the bazaar, 
  and the throngs of Zeir-i-Zeif’s populace begin to 
  slow as the sky darkens and another day in Zeif’s 
  capital comes to an end. 
   
  Having just arrived from various places, you meet 
  up in the market to examine the wares offered in the 
  metropolis, seeking perhaps a powerful weapon or 
  arcane spell, or maybe a simple supper before retiring 
  for the evening. Whatever you seek, Zeir-i-Zeif could 
  surely deliver. In fact, judging by the wash of new 
  merchants from various parts of the Flanaess, you 
  think you might have come here at a good time… 
   
  As the PCs meet up in Zeir-i-Zeif from various 
  adventuring duties from different places, they can 
  explore the capital city’s vibrant and exotic market. In 
  addition to finding typical goods available to all people, a 
  canny adventurer might be able to use his skill and find 
  diamonds in the rough, from imported magic items to 
  finely crafted suits of armor.   
   
  PCs can make any of the following skill checks to see if 
  they find a special item in the marketplace: Appraise, 
  Gather Information, Knowledge (local-VTF), Profession 
  (any deemed applicable by the judge), Search and Spot.  
  They must choose which skill to use and can only make 
  one check. 
   
  Depending on the success of the roll, a PC might find 
  access to any number of items, rolled randomly from the 
  list below. If an item is rolled twice, reroll it. 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 3 
  
  DC 15: 1 item 
  DC 20: 2 items 
  DC 25: 4 items 
  DC 30: 7 items 
  DC 35: All items 
   
  d10 
  Item Found 
  1 
  barricade buckler 
  2 
  mithrilmist shirt 
  3 
  crystal echoblade 
  4 
  the fist 
  5 
  acrobat boots 
  6 
  belt of growth 
  7 
  bracers of arcane freedom 
  8 
  cloak of predatory vigor 
  9 
  ring of brief blessing 
  10 
  everfull mug 
   
  DMs may wish to make little cards with the magic item 
  name/price on it to hand out as a PC finds it. 
   
  Development: As the PCs are exploring the market, 
  they are being spied upon by Graynose, and may have a 
  chance to notice him.  See Encounter 1: Graynose. 
   
  1: GRAYNOSE 
  Graynose the svirfneblin has come seeking the aid of the 
  PCs.  He is a cautious and fearful creature, so he remains 
  hidden at first as he spies upon the adventurers.  His love 
  for the Matron Sultana has gotten him this far, however, 
  and he is destined to be caught by the wary PCs. 
   
  As the players explore the bazaar, choose a PC at random 
  and ask for Spot and Listen checks.  Repeat this process 
  (random PCs) until Graynose is noticed.  The DCs to 
  detect him vary by APL. Consult the following table: 
   
  APL 
  DC 
  2 
  16 
  4 
  18 
  6 
  20 
  8 
  22 
  10 
  24 
  12 
  26 
  Note: If no PC is capable of attaining the desired DCs, 
  feel free to award the first PC to roll a 20 on either check. 
   
  Once Graynose has been noticed, read the following out 
  loud. 
  Alerted by your senses, you feel the gaze of a creature 
  on your back. Turning, you spot a small, bald creature 
  with a wiry physique.  He is dressed in dark robes, 
  covering his dusky gray skin.  As he becomes aware 
  that you noticed him, he lets out a startled yelp and 
  darts off quickly into an alleyway. 
   
  Presumably, the PCs give chase. If they do not chase, 
  Graynose returns after a time and continues to spy on 
  them.  Repeat the process until someone clues in. 
   
  Read the following out loud to the PCs as they chase 
  down the gnome. 
   
  Rounding the bend into the alley, you spot blurred 
  figure dart from behind a corner up on top of an 
  awning.  He attempts to scramble up the wall on to 
  the roof but fails in his attempt.  As you approach, he 
  gasps, clawing at the wall.  Then, he slips, loses his 
  footing and rolls off the awning, landing with a 
  thump at your feet.  Realizing he is caught, he closes 
  his eyes and covers his face with his hands.   
   
  All APLs 
   
  Graynose: male gnome (svirfneblin) expert 10 
   
  The PCs likely have questions or interrogate the gnome 
  as to why he was spying on them. 
   
  Who are you?/Why are you spying on us?/What’s 
  going on? 
   
  “Please, don’t hurt me! I mean you no harm.  I seek 
  only your help in a very dire matter concerning my 
  mistress.  I am called Graynose…please don’t hurt me!” 
   
  Why were you hiding if you need our help?/Why the 
  secrecy? 
   
  “I have heard great tales of your power and skill, and 
  I must admit that I was merely afraid of you. My mistress 
  has said many things of your efficacy in dealing with 
  threats.” 
   
  Who’s your mistress?/What help do you need? 
   
  “My mistress is a woman of great importance to this 
  realm.  It is likely you have heard of her.  She is called 
  Nara Kur, but you might know her only as the Matron 
  Sultana. I have come seeking your help because I believe 
  that she is in trouble, and I could not bear to see her 
  hurt.” 
   
  What has your mistress said of us? 
   
  “Only that you were great adventurers that have 
  served her well in the past, in one way or another.  I 
  knew that if anyone could help her, it would be you.” 
   
  Why is she in trouble?/Explain yourself! 
   
  “My mistress is a powerful woman, possessed of 
  great wisdom and beauty.  For decades she has worked 
  ZEF8-02 She’s All Washed Up 
   
  Page 4 
  
  behind the scenes to better this nation, yet the wear of 
  these many years have not shown on her smooth skin.  If 
  you were to look at her, you would see a youthful woman 
  of maybe 25 summers, but in truth, my mistress is an 
  octogenarian.” 
   
  What’s an octogenarian? 
   
  Graynose sighs. “She’s over eighty years old!” 
   
  Go on./Why does that make her in trouble? 
   
  “You see, Nara Kur has not come upon this youth by 
  chance.  For the last fifty odd years, she has been 
  imbibing a magical elixir that has preserved her body and 
  mind.  It is a substance her provider claims is based on 
  the essence of watery creatures.  But you must listen to 
  me, friends, for I think she is being misled, for what 
  purposes I cannot be sure.” 
   
  Why do you think she is being misled?/Water 
  creatures!? Keep going! 
   
  “You see, for fifty years, I have worked for the 
  Matron Sultana.  I am an alchemist by trade, and in 
  exchange for a life-debt I owe to the mistress, I have 
  worked and toiled over the elixir’s composition, 
  attempting to reverse engineer its ingredients so that I 
  might craft the substance for her myself and delete her 
  dependency on her provider. And in these fifty years, I 
  have come to the frustrating conclusion that it cannot be 
  true. No water creature was used in the making of this 
  elixir.  All these years that the matron has been 
  harvesting these essences to help her provider create the 
  elixir were lies.  She is being misled and used, and she 
  needs help!” 
   
  Why didn’t you help her?/What can we do? 
   
  “I tried approaching my Mistress with my research, 
  tried explaining that I believed her to be manipulated, 
  but she refused my answers and accused me of treason. 
  She locked me up in a prison beneath her palace where 
  I’ve only just escaped from to find you.  I don’t have 
  much time.  I’ve taken the liberty of bringing what little 
  jumbled research I have formulated, and I hope you can 
  see something I’ve missed, and figure out the true nature 
  of this elixir, or at least the identity of this provider.  I 
  fear his intentions are treacherous and could threaten all 
  of Zeif!” 
  What’s in it for us?/Why should we help? 
   
  “Friends, an enemy who could manipulate the 
  Matron Sultana, the Queen of puppetry in Zeir-i-Zeif for 
  over fifty years, is surely a force to be reckoned with.  I 
  know, deep down in my heart, that he means ill towards 
  my mistress and this country, and possibly all creatures of 
  the sea! I beg of you, please help!” 
   
  Once the PCs agree to investigate the elixir, Graynose 
  gives them a jumbled pile of papers and then take his 
  leave. 
   
  “I must depart now, friends, before my absence is 
  discovered in the prison.  If you find anything, 
  anything at all, please bring it to the attention of the 
  Matron’s agents.  It shouldn’t be too hard to do; just 
  put the word out and she’ll pick it up. Good luck, my 
  friends, and thank you!” 
   
  With that, Graynose scampers off into the 
  darkness. 
   
   
  Development: As Graynose departs, the PCs are left 
  with one avenue of investigation: the gnome’s research.  
  Proceed to Encounter 2 to pry out the necessary 
  information. 
   
  If the PCs feel like they should go to either the 
  Sultan or the authorities, or the Grim Vizier and his 
  agents, run through Encounter 2b. PCs may research the 
  work after that encounter. 
   
  2: THE WORK OF A GNOME 
  In this encounter, PCs must take the jumbled notes of 
  Graynose and attempt to discover the truth behind the 
  elixir, including its composition and its origin, as well as 
  the identity of the provider to the Sultana. 
   
  Go ahead and give the players Player’s Handout 1: 
  Graynose’s notes.  They are going to be doing a little 
  hands-on research to see what they can discover amid the 
  notes.  PCs are able to make skill checks to discern more 
  information about tidbits in the research, as detailed 
  below. 
   
  J3: PCs may make a DC 20 Knowledge (Nature), 
  Profession 
  (herbalist), 
  Knowledge 
  (local-VTF), 
  or 
  Profession (cook) check to determine that Zindshebil is 
  an old type of ginger that has been used almost 
  exclusively by the Baklunish since the Imperial age. 
   
  J5 and J6: PCs may make a DC 20 Sense Motive to note 
  that it is odd how Graynose changed the subject so 
  quickly to praises for the Matron. 
   
  J8: PCs may make a DC 20 Knowledge (History) check or 
  a Knowledge (local-VTF) check to note that the Shedu is 
  a classical creature often associated with the Baklunish 
  Empire. 
   
  J9: PCs may make a DC 20 Craft (Alchemy) or Profession 
  (herbalist) check to confirm that sulfur has no place in an 
  anti-aging remedy. 
  ZEF8-02 She’s All Washed Up 
   
  Page 5 
  
   
  J10: PCs may make a DC 20 Profession (herbalist) or 
  Knowledge (local-VTF) to know that meconium is a type 
  of opium drug that has pain relief properties.  It is also 
  highly addictive. 
   
  J11 and J12: PCs may make a DC 25 Sense Motive check 
  to notice that Graynose’s words sound like they may be 
  influenced by magic. 
   
  J13: PCs may make a DC 12 Intelligence check to notice 
  that Graynose’s sense of time is awfully skewed. 
   
  J15: PCs may make a DC 20 Knowledge (local-VTF), 
  Knowledge (Religion), or Knowledge (Nobility/Royalty) 
  check to recognize the name Halide ibnt Oguz.  She is a 
  cleric of Istus and part-time Historian in Zeir-i-Zeif who 
  is renowned for her expertise on the Baklunish Empire.  
   
  J19: PCs may make a DC 15 Sense Motive check to note 
  that Graynose sounds just like he did when they first met 
  him; crazed.  
   
  2B: BROUGHT TO YOU BY… 
  PCs may feel at some point after meeting Graynose that 
  they reject the notion of working for the Sultana’s 
  alchemist and furthering her aims.  They may feel they 
  want to support one of the other factions such as the 
  Sultan or the Grim Vizier.  You should encourage this 
  and let the PCs make contact with these other factions to 
  continue the role-playing they may have started in earlier 
  adventures.  Use the following guidelines for PCs who 
  approach other factions. 
   
  The Sultan/The Navy/Government 
  Some PCs who have supported the Navy or the Sultan in 
  the past, or PCs who are particularly justice-bound or 
  Lawful, may choose to approach members of this faction. 
   Whether they go to the Navy or the town guard or the 
  city hall or even the Diwan, you can use the same sort of 
  encounter.  This can be a free-form encounter.  PCs likely 
  first meet with a soldier or petty officer who may seem 
  disinterested in what they have to say, but who will run it 
  by a commanding officer.  At the mention of the Sultana, 
  however, the commanding officer approaches them and 
  ask them the following. 
   
  “The news you bring is very important, and I’m sure 
  the Sultan will be interested to hear the outcome.  
  We’re glad that you have brought this to our 
  attention, and if you’re willing, we’d like you to 
  pursue it for us. 
   
  “We’d like you to continue your research into 
  this Elixir and its origins.  We’d like to know as much 
  about it as you can dig up.  Any help you can give us 
  is much appreciated. Of course, we’d be able to 
  reward you for your services.” 
   
  The Grim Vizier 
  PCs who have supported the Grim Vizier in the past may 
  seek out his guidance in this situation.  The Grim Vizier 
  is not as easy to contact as the Sultan, but clever PCs 
  might try to contact him magically or simply put out the 
  word on the street that they’re looking for him.  Either 
  way, his agent approaches them within an hour. PCs that 
  have played ZEF7-02 Tide of Battle may recognize him as 
  the same agent who hired them at the beginning of the 
  adventure. Read the following out loud. 
   
  A black-cloaked figure approached you casually, its 
  face partially cowled. The front of his robe bears an 
  embroidered symbol of a skeletal hand holding a rod. 
  “You called,” the figure asks. 
   
   
  Garnat bin Jamil: NE Gravetouched Ghoul 
   
  Characters that played ZEF7Int-01 Swimming Lessons 
  immediately recognize Garnat as a representative of the 
  Grim Vizier. 
   
  A DC 14 Knowledge (religion) check determines that 
  Garnat is some sort of advanced Ghoul. A DC 15 
  Knowledge (local) check recognize the upright skeletal 
  hand clutching a rod as a symbol used by agents of the 
  Grim Vizier. 
   
  Should the PCs explain to the agent what they have 
  learned, he listens with great interest, especially at the 
  mention of the Elixir or the Sultana. Once the PCs have 
  explained the situation, read the following out loud. 
   
  “You have done well in bringing this to the attention 
  of the Vizier.  You must find more, however.  If you 
  learn more of this Elixir or the agent who provides 
  the Matron with it, you must bring it to us.  I am sure 
  I could convince the Grim Vizier to make it worth 
  your while.” 
   
   
  Development: Once PCs have made connections 
  with the sponsor of their choice, they can continue with 
  the adventure.  If they haven’t explored the documents, 
  proceed to Encounter 2.  If they have, then it is up to 
  them to make the connection with Halide and seek her 
  out at the Temple of Istus.  Proceed to Encounter 3. 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 6 
  
  3: KEEPER OF THE BOOKS 
  PCs should be able to infer from the documents of 
  Graynose that Halide ibnt O uz abdu-Istus, the priestess 
  of Istus and part-time historian mentioned by the gnome, 
  might be of use to them. She can be found at the Temple 
  of Istus in Zeir-i-Zeif, a modest mosque on a small hill in 
  the western section of the city.  Read the following to the 
  PCs as they approach the mosque. 
   
  Zeir-i-Zeif’s mosque of Istus, dubbed “Göz al-Istus” 
  (the eye of Istus), is a small, modest temple erected on 
  the summit of a small hill in a western, industrial 
  neighborhood.  It is comprised of a small ocular 
  domed chamber and surrounded by four great 
  minarets that stretch high into the sky, overlooking 
  most of the city.   
   
  Once inside, it doesn’t take long for you to find the 
  woman you seek; she appears in a heated argument 
  with one of the other clerics just inside the foyer. 
   
  “Halide, I cannot explain it in any more simple terms; 
  we simply do not have room!” exclaims the male 
  priest. 
   
  “We would if you would clear out the basement of all 
  of those useless scented candles, Hajji.  You and I 
  both know that She does not require her sermons to 
  smell nice!” replies Halide. 
   
  “The faithful appreciate them, Halide, and I’m not 
  getting rid of them just to have the space filled with 
  more history texts to fuel your hobby.  This is a 
  mosque, not a library.  That’s final!” 
   
  The male priest storms off deeper into the mosque, 
  and Halide is left with an exasperated grimace on her 
  face.  Turning, she spots you and puts on a feigned 
  smile. “Welcome to the House of Istus, may I help 
  you?” 
   
  Halide ibnt O uz abdu-Istus is a short Baklunish woman 
  with thick, frazzled hair that seems as if to explode from 
  her head.  She tries in vain to bundle it up into a number 
  of tied groups, but the result is more like giving her 
  horns.  She is slightly rotund, and walks with a duck-like 
  waddle, despite a frantic pace. 
   
  PCs need only explain that they are here to see her to get 
  her attention.  If they mention Graynose, she does not 
  recognize the name or the description (for she was 
  contacted by one of the Matron’s agents).  However, if 
  they mention a request for a historical document 
  (especially if they mention the Baklunish Empire) that 
  happened six years ago, she instantly brightens up and 
  recalls the order. 
   
  “Yes, yes, I recall now.  I don’t get much attention in 
  my line of work.  I think that might have been the 
  only request for information I’ve had since!  Come 
  into my office and we can talk further about it!” she 
  exclaims, and leads you off to a side chamber in a 
  deep corner of the mosque. 
   
  Her “office” is a very cluttered affair; a desk is barely 
  visible under a clutter of texts, papers and haphazard 
  artifacts.  The walls are covered from floor to ceiling 
  with bookshelves, some in disrepair and propped up 
  by more books.  One corner of the room simply holds 
  a pile of books on more books.  Its easy to see why she 
  was arguing for more space. 
   
  “I’m afraid I haven’t much room to sit,” she mutters as 
  she digs through a pile of books beneath her desk.  “I 
  believe the text in question is somewhere over…ah! 
  Here it is!” 
   
  Halide draws a text from below and presents it to you. 
   It is somewhat dusty and seemingly very old, though 
  in good shape.  “I’m sorry, what did you say your 
  names were?” 
   
  PCs can take the text to examine it, but unless they are 
  very rude, likely introduce themselves to Halide. Once 
  they do, she appears as if to recall some detail, and her 
  eyes go wide as she remembers a great vision she once 
  had. 
   
  “Oh, by Istus,” she exclaims at the mention of your 
  names. “It is as she has foretold! Quickly, sit down,” 
  she mutters, having apparently forgotten her earlier 
  regret of having no chairs. 
   
  “I must tell you that I have been warned of your 
  arrival by the Colorless and All-Colored! She told me, 
  many years ago, that one day you would come here! 
  Yes, I remember! What was her warning to me…ah! 
  To assist you, yes.  Tell me; is there more than just the 
  text you seek? I know not the details, but I believe 
  strongly that your quest is of great importance and I 
  would like to assist you in any way I can…” 
   
  The text the PCs now hold in their hands is nothing but a 
  brief history of the Baklunish Empire, from its earliest 
  dynasties to the Twin Cataclysms.  The volume is rather 
  large, but the information within is pedantic and 
  generalized.  It might take many hours to seek out 
  ZEF8-02 She’s All Washed Up 
   
  Page 7 
  
  anything useful in it.  PCs will have an easier time asking 
  questions of Halide with relation to Graynose and his 
  research. 
   
   What do you know of Graynose?/What do you know 
  of the person who requested this tome? 
   
  “The woman who asked for it simply wanted a text 
  about Baklunish Imperial History. They didn’t give me 
  any details into the nature of their research, so I assumed 
  it was hobby-related and chose this text on account of its 
  generalized info.  You see, it’s a great text for quick 
  understanding, but if you want in depth, comprehensive 
  info, you’re better off with some more detailed texts.  I 
  could find them for you, if you like!” 
   
  What do you know of Zindshebil or ginger? 
   
  “That is a very old word, Zindshebil.  My mother 
  used to use a homemade cream on her face that had such 
  ginger in it.  She used to always say it made her look 
  younger.  She taught me how to make it once, saying it 
  was an important tradition that had been passed on for 
  hundreds and hundreds of years. I never found the time 
  to bother with it, though.” 
   
  What do you know about Meconium or Sulfur?  
   
  “Precious little, I am afraid.  I am a historian, not an 
  alchemist. All I could really tell you is that I know Sulfur 
  comes from volcanoes!” 
   
  Have you ever heard of a fountain with a Shedu on it 
  blessed with divine powers? 
   
  “Nothing precisely comes to mind, but I can tell you 
  that the Shedu is a classic symbol of the Baklunish 
  Empire; take a stroll through Dhabiya and you’ll 
  understand its significance.  I believe the Imperialists 
  thought of the Shedu as an emissary from the Gods, so it 
  does not surprise me that  such a fountain would be 
  emblazoned with such a creature.” 
   
  Have you ever heard of an elixir that can preserve 
  youth or offer everlasting life? 
   
  “Well, the fountain of everlasting life is a classic 
  myth that has different permutations across many 
  cultures.  I may have once read of a stream in an old epic 
  from the Imperial age, a small trickle that tumbled down 
  a mountainside.  The plants that grew near the stream 
  were said to never wilt even through winter months, and 
  there grew such a population of rabbits and deer near the 
  stream.  The village folk who hunted the dear were 
  possessed of great longevity.  Sadly, the epic recounts the 
  destruction of the village by marauding orcs and that 
  afterwards, the stream was lost to humanity.” 
   
  Have you ever heard of anyone seeking out the 
  essence of water creatures? 
   
  “I don’t know what such a substance could be used 
  for, and no one I have ever heard of has ever mentioned a 
  need for it.” 
   
  Is there anything else you can think of? We’re at a 
  dead end… 
   
  “If I might say so, it seems to me that you have many 
  clues pointing to the Baklunish Empire.  I don’t really 
  understand what it is you seek, but if my texts and my 
  knowledge fails to answer your questions, there is 
  another way to learn of our past…” 
   
  Normally, Halide would not bring up the topic of her and 
  the church’s recent experiments with a new divine 
  process that they are calling “Projection of Istus”.  Halide 
  has been a major player in the development of the 
  process as it plays a big role in the work of historical 
  documentation should they work the kinks out.  
   
  Read the following to the players. 
   
  “Here at the Mosque we have been working on a new 
  developmental magical process known as projection.  
  We believe we’ve found a way to capture the 
  consciousness of a subject, and project it upon a 
  reality anywhere upon an existing timeline.  It’s a 
  major breakthrough in divination that rids seers of 
  meddlesome riddles and half-seen truths delivered to 
  them from divine entities.  This process lets the seer 
  literally look upon the future and see what is actually 
  going to transpire.” 
   
  Halide stops, obviously nervous about telling you 
  the things she is telling you. “One reason I am excited 
  for this, is that it can be used not only for the future, 
  but also the past.  We’ve done very little testing, but I 
  would be willing to let you try the projection to 
  experience the past first hand; maybe then you’ll be 
  able to find the answers you seek about this elixir.” 
   
  If the PCs agree, Halide steels herself and asks them to 
  wait in her office.  She departs only to return a short time 
  later with some necessary supplies, including candles, 
  incense, and a group of copper bowls.   
   
  “Alright,” she says, handing each of you a bowl. “You’ll 
  have to wear these on your heads.  They act as a sort 
  of channel for your consciousness.”  The priestess 
  then lights a number of the candles and incense.  
  Before long, the room smells strongly of an odd 
  combination of patchouli and myrrh.   
   
  “Now, it’s important that you each keep the elixir 
  that you seek answers for in your mind while the 
  ZEF8-02 She’s All Washed Up 
   
  Page 8 
  
  ritual takes place.  Ponder the answers you seek about 
  this elixir and ponder its nature.  The projection uses 
  your thoughts to guide you to a suitable divinatory 
  location.” 
   
  Halide casts a quick spell and touches each of you 
  on your copper bowl, speaking words in Ancient 
  Baklunish that bond the subjects in the holy process. 
  “Istus guide these subjects on their journey, for it is 
  her wish that their quest be solved!” she exclaims all 
  of a sudden, the meaning of which you are not 
  entirely sure. 
   
  The candles flare up, and you feel your eyes 
  growing heavy. You hear a sound like wind brushing 
  your ears, and the priestess seems to fall away from 
  you, growing distant.  Her words fade into the wind, 
  and you sense as though you are flying. Below you, 
  Zeir-i-Zeif lay sprawled across the land.  Oddly, its 
  buildings seem to dismantle themselves while others 
  rise up from apparent clouds of dust.  The city grows 
  smaller around the edges and you can see people 
  rushing in and out of the settlement with great haste. 
   You fly higher and away from the city, but before it is 
  gone from your sight, you see a great battle unfold 
  upon the shores and great ships dot the sea around its 
  infant harbor.  The land passes by you as you soar 
  through the clouds.  The sun rises and sets from west 
  to east with each breath, and then faster still, as a day 
  passes by you ten times an instant.  You pass 
  mountains and a sea and you fly faster and faster.  The 
  clouds become chaos and the sun burns your eyes and 
  the ground fast approaches you in a violent flash of 
  the brightest light when all of a sudden the 
  experience ends. 
   
  Your eyes slowly open, but what you see 
  confounds you more than ever. 
   
   
  Development: 
  The 
  PCs 
  have 
  no 
  projected 
  themselves back to the past to a city called Al-Radvi, an 
  outlying fortress town near the southern borders of the 
  Baklunish Empire.  Proceed to Encounter 4 for details on 
  the Projection. 
   
  4: WAY BACK WHEN 
  The Divine Projection is a strange phenomenon that 
  enables the PCs to experience the past firsthand.  It 
  facilitates them to “travel” down the timeline and 
  perceive the new era through a projection of their own 
  consciousness.  PCs have all the same powers and abilities 
  in this projection as they do in their proper world, 
  though their appearances may have changed. 
   
  The Projection makes it so that PCs appear as they do 
  normally, though creatures in the past perceive them as 
  some creature that makes them fit in.  In this case, they 
  appear as Baklunish military soldiers of various 
  incarnations; some may be fighters while others are 
  medics. Some might be skirmishers or magicians.  The 
  PCs have little control over their image as far as the 
  people of the past are concerned; in fact, they may find it 
  a puzzle to discern their appearance, as they themselves 
  see each other normally. 
   
   
   
  Al-Radvi is a city of about 17,000 people that is 
  highly militarized due to its proximity to a disputed 
  border with the Baklunish Empire’s chief enemy: the 
  Suel Imperium.  It is a typical Baklunish Imperial city, 
  espousing many majestic mosques, libraries and bridges 
  over the small river that runs through it.  Read the 
  following as PCs open their eyes. 
   
   
  The sky is blue and clouds pass over at proper 
  speed once again.  The sun beats down on you, 
  warming you greatly, and you squint to see the 
  incredible sights around you.   
   
  Great minarets tower off to your right, squaring 
  an immense mosque surrounded by a low wall.  Two 
  immense Shedu statues look east and flank a gate in 
  the wall while many people meander about a square 
  before the temple.  A bazaar lies across the street and 
  many stands and carts line the narrow aisles crowded 
  with Baklunish civilians.   
   
  At first glance, it seems a typical Zeifan city, 
  though the differences become clear soon enough.  
  The garb worn by the passing townsfolk is slightly 
  foreign in style and the architecture differs 
  marginally.  The tongue being spoken around you is 
  comprehensible, though the dialect is clearly alien.  It 
  appears that the priestess’ projection has worked. 
   
  The glory of your experience is interrupted, 
  however, as a great horn sounds to the south, causing 
  heads to turn about the market.  Before long, there is 
  a great explosion and a plume of smoke is seen to start 
  rising in the southeast.  Immediately, the civilians 
  began to scream and rush northwards past you.   
   
  To your left, you see a great rush of orcs dressed 
  in battle regalia and bearing the twin-shedu heraldry 
  emblazoned upon their armor.  A Baklunish 
  taskmaster pushes them on, shouting “The Suel have 
  sprung a surprise attack in the south! March, uruz! 
  March!” 
   
  Then, to your right, you hear a shout.  Looking 
  through the great gate to the doors of the mosque, 
  you see a scholarly fellow with a long beard and 
  immense turban.  “You there, quickly, come here! 
  Istus demands your service! Quickly, now!” The man 
  beckons you in with a surprisingly commanding tone. 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 9 
  
  Let the PCs soak of the scenery briefly, but assume they 
  follow the scholar into the building to help him.  If they 
  pass through the gate into the courtyard and up through 
  the entranceway of the mosque, read the following to 
  them. 
   
  Passing through the open archway into the mosque, 
  you enter a beautifully lit chamber with doorways on 
  the north, south, and eastern sides.  A great domed 
  ceiling has an oculus casting warm sunlight down 
  onto an open space leading up to a dais in a naval. The 
  scholarly fellow stands there over a great magical 
  sphere of blue energy.  The sphere cackles with 
  energy, pulsing outwards the size of a small donkey.  
  The man waves his arms about the device with 
  fervent incantations, but stops as you enter. 
   
  “Quickly, soldiers, you must defend me!” he cries. 
  Behind you, you hear people screaming in the street, 
  and you see many running full tilt to the north, away 
  from the attack. Another explosion sounds. 
   
  “Istus has foretold that this is not just another 
  attack.  Al-Radvi is in great danger today.  In fact, the 
  whole of the Empire is in danger.  You must protect 
  me while I finish my ritual!” 
   
  The man utters another incantation. The sphere 
  pulses. “I must first seal this package with the 
  intellectual advances of our people, and teleport it to 
  safety.  The very definitions of our culture lie in this 
  magical chest, blueprints for our technologies, our 
  ways, our magical spells and potions and elixirs. This, 
  the Golden Shedu, well…its survival is tantamount to 
  the future of the Baklunish people. I need your 
  defense in this time of terror! The enemy is upon us!” 
   
  Before the PCs can ask questions, spring the first group 
  of soldiers on them. 
   
  This encounter is a bit free form and under control of the 
  DM.  The DM should feel free to have Suel soldier groups 
  attack the mosque at varying intervals.  The amount of 
  groups to use is up to each DM, though typically there 
  shouldn’t be more than one, two or three at a time, 
  depending on the skill of the PCs.  The idea is that the 
  PCs must hold off the enemy soldiers long enough for 
  the wizard to teleport away with the Golden Shedu. Each 
  DM should use his discretion and continue to challenge 
  the party for a suitable amount of time and then allow the 
  wizard to teleport. 
   
  If playing this adventure in a convention slot, you may 
  want to keep it short with a couple waves only. If there is 
  more time, you may want to draw it out and drain the PCs 
  of as many resources as possible to make it an epic and 
  powerful battle.  In any case, the PCs should be 
  challenged enough to be in danger, but they should not 
  lose this battle. The wizard must teleport away for the 
  story to continue. Also, don’t be afraid to deal lethal 
  blows and play dirty; death in this encounter is dealt with 
  a little differently and is not as costly as it might be 
  typically.  In fact, it may be beneficial to the PCs to have a 
  casualty or two in this encounter. 
   
   
  Map: The map for this encounter is detailed. The 
  pillars about the mosque can grant partial cover to 
  anyone being attacked diagonally across such an 
  impediment (but not laterally).  The semi-circles are 
  prayer bathes and are complete walls. Anyone inside the 
  prayer bath has cover from everyone except the square 
  directly in front of it, etc. The shapes on the ground are 
  there only to detail where the domes and ceilings are in 
  the roof. The ceiling is 20 feet high over white squares 
  and up to 50 feet high over gray squares. The arrows 
  indicate from where the Suel soldiers attack. The blue 
  sphere at the end is the Golden Shedu; it lies on a raised 
  platform outlined in gray.  This platform is a few steps up 
  from the main floor and anyone atop it has higher 
  ground on those below it. 
   
  APL 2 (EL 4) 
   
  Suel Infantry (2): human fighter 1; hp 7; Appendix 
  1. 
   
  APL 4 (EL 6) 
   
  Suel Infantry (3): human fighter 1; hp 7; Appendix 
  1. 
   
  Suel Medic: human cleric of Wee Jas 1; hp 6; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  Suel Infantry (4): human fighter 2; hp 14; Appendix 
  1. 
   
  Suel Medic: human cleric of Wee Jas 2; hp 12; 
  Appendix 1 
   
  APL 8 (EL 10) 
   
  Suel Infantry (4): human fighter 5; hp 35; Appendix 
  1. 
   
  Suel Medic: human cleric of Wee Jas 5; hp 30; 
  Appendix 1 
   
  APL 10 (EL 12) 
   
  Suel Infantry (5): human fighter 7; hp 56; Appendix 
  1. 
   
   
  Suel Medic: human cleric of Wee Jas 7; hp 42; 
  Appendix 1 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 10 
  
  APL 12 (EL 14) 
   
  Suel Infantry (5): human fighter 9; hp 81; Appendix 
  1. 
   
  Suel Medic: human cleric of Wee Jas 9; hp 72; 
  Appendix 1 
   
   
  Tactics: The Suel Imperium soldiers are a 
  disciplined lot who are trained to fight in tandem.  They 
  keep within five feet of one another properly utilize their 
  shield wall feats.  If in the presence of a cleric, the 
  fighters utilize defensive formations to shield them from 
  harm, and fight defensively if necessary.   
   
  If the soldiers are close to being defeated, you may 
  have them flee if appropriate, but only if tactically sound. 
  The Suel are well disciplined, and unless they know they 
  can escape, they are happy to die slaying the Baklunish 
  scum.  It might be better to have a soldier group in need 
  be rescued by the next wave. 
   
   
  Development: Once the DM feels that the PCs have 
  been challenged enough or that the fight has reached its 
  climax, read the following out loud to them. 
   
   
  As the last soldier falls, the wizard behind you 
  shouts “It is ready, we have succeeded, soldiers! You 
  have served the Emperor well, but our work is not yet 
  complete.  You must return to your commanders and 
  pass word on to the Emperor that I have taken the 
  Golden Shedu to the Enclaves of the East, where it 
  will lie in the care of the Wielders of Light.  Go now, 
  Imperial Soldiers, and fulfill your duty!” 
   
  With his final words, the scholar waves his hands 
  and utters a final magical incantation, shouting to the 
  Gods and slamming his open palms atop the sphere.  
  With a cackle of light, they both disappear. 
   
   
  PCs might be a little confused about this last 
  command, but they don’t need to worry about figuring it 
  out.  They may loot the soldiers but in the end it does not 
  matter as they cannot take their treasure back with them. 
  Eventually they should find their way back into the 
  street, where they witness a great event. Read the 
  following to them. 
   
   
  Entering back into the street, you see the 
  deserted square being overrun with orcs and goblins 
  wearing the strange uniforms of the Suel Imperium.  
  Strangely, it seems that many of the human Suel have 
  retreated.   
   
  There is another explosion in the south, and a 
  third column of smoke rises into the air.  People are 
  screaming everywhere, but you quickly realize that 
  the worst is yet to come.   
   
  A great wind picks up, tossing your hair about 
  you and nearly knocking you to your feet.  The air 
  becomes very dry.  Many of the demi-humans look up 
  to the sky, confused about what is happening.  
  Suddenly, a great heat falls upon you, and you feel 
  almost instantly fatigued by the scorching hot air 
  sucking the life from you.  The wind picks up, and the 
  earth begins to shake.  Buildings around you begin 
  crumbling, and you grasp at the walls nearby for 
  support.  You look up to the sky, and the sun begins 
  to amplify.  The tremors increase, and then you see 
  the mosque’s dome crumble and collapse inward.  The 
  minarets sway from side to side precariously before 
  falling outward onto the unsuspecting orcs and 
  goblins, now scattering and trying to escape the 
  oppressive heat. 
   
  You can barely move in the heavy air, but it 
  quickly fades as the light from the sun increases so 
  much that you can no longer see. The screams of the 
  dying echo around you, and the ground shakes as the 
  city tumbles to the earth around you.  The heat grows 
  worse, and you quickly fade out into a deep, dark, 
  blackness. 
   
   
  Development: The PCs have just witnessed the 
  Invoked Devastation, and its power is so great that even 
  the Divine Projection is cut short by its might.  Proceed 
  to Encounter 5. 
   
  5: BAD DREAMS 
  After experiencing the Invoked Devastation first hand, 
  the PCs find themselves back in the present in the chairs 
  they left in.  PCs that may have died in the previous 
  encounter also find themselves awake and well in their 
  chairs.  What happened during the divine projection has 
  no effect on the PCs in the present; they find themselves 
  at full health with all spells memorized.  Magical items 
  that have per day uses are recharged, as they were when 
  they left. Even consumable items are restored as if 
  unused.  However, any favors from ARs that are single-
  use are still used as normal. Read the following out loud 
  to them. 
   
   
  You awake quickly, jumping from your seat all of 
  a sudden.  The copper bowls on your heads tumble to 
  the ground in a cacophony of metal on marble, and 
  Halide jumps back with a gasp.  Then all is calm.  She 
  looks at you in amazement. “Did it work?” 
   
  Let the PCs explain what happened to Halide.  She shows 
  great interest in their words, jotting down notes and 
  asking questions about the process.  She is very intrigued 
  to see how it functioned, especially if someone was 
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  unfortunate enough to die.  If the PCs mention either the 
  Golden Shedu or the Wielders of Light, Halide can help 
  them further. 
   
   
  “Ah yes, now I remember! The Golden Shedu was 
  a great magical package that was created by a group of 
  scholars and priests of Istus during the Imperial Age. 
   It was intended to be a sort of time capsule, a package 
  that chronicled the Empire’s achievements and 
  greatest feats of engineering, architecture, music, 
  magic, and culture.  The temple of Istus foresaw the 
  doom of the Twin Cataclysms, so it was created to 
  engender further Baklunish Nations to come.  The 
  Wielders of Light were a secret society of caretakers 
  who trained with aspirations to protect the Golden 
  Shedu through troubled times and carry it to the 
  future, but it was thought that the Shedu never made 
  it out of the Cataclysms and that their purpose was 
  negated. In fact, I may have a text about them 
  somewhere…” 
   
  Halide rifles through a number of texts on her shelf 
  before finding another history text.  It is entitled “The 
  Faith of Istus through the Imperial Age” and she quickly 
  opens it and flips through the pages.  
   
   
  “Yes, 
  here 
  it 
  is! 
  The 
  Wielders 
  of 
  Light….yes….protect the Golden Shedu….Enclaves 
  of the East….yes yes, here we are.  There were six 
  such enclaves in the eastern regions of the Empire’s 
  stretches.  The Shedu was to be passed among them 
  frequently so that enemies could not locate it for 
  long.  After the loss of the Shedu, they fell into ruin 
  and languished, abandoned by the causeless Wielders 
  of the Light.  It is believed now that five of them were 
  sealed and destroyed by later treasure seekers, 
  earthquakes, and floods.  Only one remains in tact, 
  though it has been long looted, and is now considered 
  a dangerous reach beneath the earth.” 
   
  Halide looks up at you.  “It’s not far from here.  
  Just outside the city to the west.  There’s even a rough 
  map.  Do you think you should check it out?” 
   
   
  Development: If the PCs are smart, they should take 
  the text and map and seek out the last Enclave of the East, 
  to learn what they can of the Golden Shedu, and 
  hopefully, the Elixir. 
   
  6: THERE, IN THE THICKET! 
  PCs are able to take the map from Halide’s text and travel 
  west along the road to Dhabiya from Zeir-i-Zeif.  This 
  takes them about six hours before the map instructs them 
  to take a right and head towards the coast.  They come 
  upon a rocky area with a short cliff over the sea, and it 
  only takes a few scant minutes of searching before the 
  enclave becomes obvious.  Read the following out loud to 
  them. 
   
   
  An hour or so after leaving the main road the 
  terrain becomes increasingly rocky and you enter an 
  area where no farmer works the land.  The sound of 
  crashing waves from the distant Dramidj echoes off 
  the rocks, and you follow the trail indicated on the 
  map.  It is overgrown to say the least, but navigable 
  nonetheless.  Before long, you find a narrow, 
  treacherous pathway between two slabs of stone, and 
  a small trickle of a stream channels down into a small 
  cavern entrance.  This must be it, you reckon. 
   
  Consult the DM’s maps for the cavern entrance.  Upon 
  entering the cave, PCs descend into a wide chamber 
  about thirty feet across.  The water trickles through 
  crevices forming tiny rivers and amid the trace amounts 
  of soil, a great mushroom patch has grown in.  Hidden 
  among the mushrooms is a great subterranean assassin 
  vine just waiting for more prey to walk into its trap. 
   
  Have players place their minis on the board and then 
  have the PCs make Spot checks as they enter the cavern.  
  Any PC who makes a DC 20 Spot check (remember the –
  1 per ten feet of distance) defeats the vine’s Camouflage 
  ability, and may act in the surprise round.  Any PC has 
  the option to substitute in a Knowledge (Nature) or 
  Survival check in place of the Spot Check.  They may also 
  choose to make Stonecunning checks if they so wish. 
   
   
  Map: The jackknife ledges displayed on the map are 
  as such; a PC standing on the top can see downwards 
  through the thick black lines, but must wind down in 
  order to traverse them, unless the PC is flying or jumping 
  or climbing, etc. Each ledge drops down about 10 feet, so 
  a PC standing on the top is looking down 20 feet at the 
  mushroom laden floor. 
   
  APL 2 (EL 4) 
   
  Elite Assassin Vine: hp 32; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Advanced Elite Assassin Vine: hp 92; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Advanced Elite Assassin Vine: hp 184; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Elite Assassin Vine: hp 270; Appendix 1. 
   
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  APL 10 (EL 12) 
   
  Advanced Elite Assassin Vine: hp 378; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Advanced Assassin Vine: hp 486; Appendix 1. 
   
   
  Tactics: At higher APLs, remember that the assassin 
  vine can more or less reach everywhere within sight.  
  However, it tries to wait until it can catch PCs in its 
  Entangle ability, in attempts to use its mushroom patch 
  to capture the PCs.  It then does what it does best: grab on 
  and squeeze.  The plant is not particularly intelligent and 
  fights to the death. 
   
   
  Treasure: The PCs can gain the following treasure 
  here. The assassin vine has collected some and the locals 
  never bothered to try and loot it for fear of attack. Most of 
  the treasure is coins, armor and weaponry taken from 
  intruders: 
   
   
  APL 2: Coin: 50 gp; Loot 50 gp; Total 100 gp. 
   
  APL 4: Coin: 100 gp; Loot 100 gp; Total 200 gp. 
   
  APL 6: Coin: 150 gp; Loot 150 gp; Total 300 gp. 
   
  APL 8: Coin: 200 gp; Loot 200 gp; Total 400 gp. 
   
  APL 10: Coin: 300 gp; Loot 300 gp; Total 600 gp. 
   
  APL 12: Coin: 400 gp; Loot 400 gp; Total 800 gp. 
   
   
  Development: Once the PCs defeat the Assassin 
  vine, they can proceed to the next encounter, Encounter 
  7. 
   
  7: ENCLAVE OF THE EAST 
  Moving further into the cavern, you quickly realize 
  that you’ve come to the right place. Up ahead, built 
  into the cave wall, is a stone gate fifteen feet tall.  The 
  square frame is engraved with text in Ancient 
  Baklunish, and there are pictographs of stylized 
  Shedu, holy symbols of Istus, and other cultural icons 
  that remind you of your quick journey to the past.  
  The great stone doors, once proud twelve-foot 
  mammoths that would have been imposing to any 
  intruder, now lie in pieces about the floor.  The door 
  and the frame are all very badly charred; in fact, it 
  looks like some form of explosion or fire spell may 
  have spelt the end for this portal. 
   
   
  PCs can enter inside and search the many rooms of 
  the Enclave. Refer to the map to guide PCs and the room 
  numbers for their descriptions.  
   
  If any PCs can read Ancient Baklunish, they can read 
  the inscription that says “To Wield Light, is to be 
  Baklunish; for all our kind, ever after for Eternity”. 
   
  Room 1: Foyer 
   
   
  Inside the doorway, you enter a main foyer that 
  has seen better days.  The floor is littered with ash 
  and rubble, and next to you is a line of gold that looks 
  like it was once a candelabrum and is now a melted 
  pile of raw metal.  Most terrifyingly, amid the rubble 
  are blackened skeletons of humans, crushed under 
  the rocks and nearly turned to dust themselves. Three 
  doors are in this square room, to the left, the right, 
  and straight ahead. 
   
  This room is the scene of the first fight where the 
  Efreeti’s minions first stormed the Enclave.  Nearly a 
  dozen members of the enclave lost their lives in the 
  initial assault, incinerated by the creatures of the 
  Elemental Plane of Fire.  
   
  PCs can make a search check if they like, and if they 
  make a DC 15 + APL check, they can scrounge up enough 
  melted gold to qualify as treasure.  
   
   
  Treasure: The PCs can gain the following treasure 
  here: 
   
  APL 2: Loot 50 gp; Total 50 gp. 
   
  APL 4: Loot 100 gp; Total 100 gp. 
   
  APL 6: Loot 150 gp; Total 150 gp. 
   
  APL 8: Loot 200 gp; Total 200 gp. 
   
  APL 10: Loot 300 gp; Total 300 gp. 
   
  APL 12: Loot 400 gp; Total 400 gp. 
   
  Room 2: Library 
   
   
  This room seems like it once held many items of 
  furniture or some sort of construction.  Now, the 
  former wooden firmaments lie in ash in a great pile 
  on the floor, surrounded by walls black with soot. The 
  smell of burnt paper and wood still permeates the air. 
  Amid the refuse you find little worth keeping.  It 
  appears that the fires that engulfed this room claimed 
  all that was once inside.  
   
  There is literally nothing worth noting in here, except 
  the fact that the fire-scorched theme continues. 
   
  Room 3: Guard Chamber 
   
   
  This chamber has ash strewn about the room, but 
  some fixtures remain.  Some blackened pikes with 
  melted spearheads are crumbled in the corner.  
  Against the far wall, two skeletons lie propped up 
  against the wall, their arms outstretched as if 
  protecting themselves from horror.  The only reason 
  they remain in place is because their metal armoring 
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  melted to their bodies and then hardened again, 
  forming a metallic casing on the two of them.  Their 
  liquefied weapons lie at their sides, apparently useless 
  against their transgressors. 
   
   
  These unfortunate guards faced powerful agents of 
  the Efreet, suffering the effects of a fire spell.  There is 
  little left to salvage from the guards or the room.   
   
  Room 4: Hall of History 
   
   
  Passing down a hallway, you enter into a large 
  room with a ceiling that rises past your vision into 
  darkness.  The hall stretches for over a hundred feet 
  to your right, held up by columns three feet wide.  
   
  The walls in this room seem strangely void of any 
  charring.  Inscribed upon them is a vast pictograph of 
  events from the past.  To the left is a collapsed 
  passageway, and to the right, at the end of the hall, is 
  a raised area with more signs of the invasion. 
   
   
  This room bears a very detailed chronicle of history 
  as seen from the point of view of the Wielders of Light. 
  PCs can examine the different steles and learn a bit about 
  the Enclave and Zeif’s history. 
   
  Stele 1: The first pane shows a picture of the 
  Emperor of the Baklunish Empire standing over a great 
  glowing circle with a Shedu inside, and below him all the 
  people raise their hands to him.  Behind the Emperor 
  there are fires and clouds. The text describes the Emperor 
  creating the Golden Shedu and gifting it to the Baklunish 
  People. 
   
  Stele 2: The second pane shows the Golden Shedu 
  once more, this time surrounded by six men with great 
  beards. Each praises the sky, where a woman flies in the 
  clouds.  The text describes the Wielders of Light as 
  caretakers of the Shedu under the guidance of the 
  goddess Istus. 
   
  Stele 3: The third pane shows an exodus of people 
  marching across the desert.  In the sky, Istus looks on. 
  The text describes the Baklunish People’s migration after 
  the Twin Cataclysms.  
   
  Stele 4: The fourth pane shows a great battle between 
  two armies.  At the front of the battle is a great man with 
  a curved blade, triumphant over his enemies.  Behind 
  them is the sea, where ships wait.  Up in the sky, the 
  Golden Shedu shines down on the battle.  The text 
  describes Ozef Khan’s victory over the Ghayar Satraps, 
  aided by the power of the Golden Shedu in secret. 
   
  Stele 5: The fifth pane shows a great woman Sultana 
  standing amid a gathering of merchantmen, holding up 
  goods and coins and other trade valuables.  Around the 
  woman’s neck is a medallion and the Golden Shedu 
  shines brightly from it. The text describes the Sultana 
  Ismuyin creating the Moqollad Consortium. 
   
  Stele 6: The sixth pane shows a great cavalry 
  advancing upon figures that are hunched over and 
  wielding primitive weapons.  Behind the cavalry, a man 
  holds up the Golden Shedu, shining light behind the 
  horsemen as they attack the men.  The text describes the 
  Spahis marching upon the Brazen Horde. 
   
  Stele 7: The seventh pane shows two ships battling 
  on the sea, one bearing the flag of Zeif, and the other a 
  pirate flag.  The sun sets in the background, but the 
  Golden Shedu sits in its place, sending its rays over the 
  scene.  The text describes the Sultanate crushing piracy 
  along the Bakhoury Coast. 
   
  The passageway to the left is collapsed and the PCs 
  are not able to access anything beyond it.  That part of the 
  complex is beyond the scope of this adventure. 
   
  Room 5: Meeting Hall 
   
   
  The end of the hall has a semi-circular chamber 
  on a raised platform.  There was once a mighty table 
  here, but now it is but smoldering remains. Char 
  marks line the inside of the chamber, and more 
  blackened skeletal remains litter the floor here.   
   
  To the left of the chamber is another portal, a 
  small hole in the wall that may have once been a 
  secret door, but now a destroyed, charred mess. A 
  dark tunnel lies beyond. 
   
   
  The end of this room is where the Enclave would 
  hold meetings of the high council. The invading forces 
  destroyed them when they came upon them, but went 
  further to the vault before completely eradicating the 
  furniture. 
   
  Room 6: Vault 
   
   
  Through the secret door, you enter a short 
  hallway. At its finish, a great pile of melted iron is all 
  that remains of what looks like a door.  Inside, a small 
  chamber 
  with 
  blackened 
  walls 
  lined 
  with 
  compartments.  Bodies are everywhere, at least two 
  dozen of them.  It seems like this may have been the 
  last stand for these people. 
   
  In the center of the room is a wide pedestal that 
  sits empty. The entirety of the pedestal is black with 
  soot. Everything in the room, in fact, is thoroughly 
  charred.  No other furniture remains. 
   
  Three sections of the walls are destroyed, and 
  caves of varying sizes lead out of the chamber. 
   
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  This was once the vault that the Wielders of Light held 
  the Golden Shedu in while it spent its time at this 
  Enclave, before the agents of the Efreeti stole it. The 
  various compartments in this room held the logs and 
  records of the Wielders, though now the doors are mostly 
  destroyed and the logs are mostly burnt up.   
   
  Any PCs who make a DC 10 Search check notice that 
  there is one skeleton that is not charred.  It lies in a 
  corner with tattered robes and a book in its hand. The 
  book is missing a lot of pages, but much is still readable.  
  Give PCs Player’s Handout 2.  
   
  Any PC who has played ZEFS6-02 The Lost City of 
  the Vaar can make a DC 12 Intelligence check upon 
  reading the logbook to recall the Efreet who was let loose 
  in that interactive.  Anyone else can come to a similar 
  conclusion with a DC 15 Knowledge (History) or 
  Knowledge (Local—VTF) check. 
   
   
  Development: Once the PCs have had a chance to 
  check the logbook but before they try to move on 
  through the caves, move on to Encounter 8: Flight. 
   
  8: FLIGHT 
  The PCs intrusion into the Enclave has not gone 
  unnoticed. The denizens of this place are a large 
  population of Grimlocks under the command of a titanic 
  aboleth.   
   
  Have the PCs make DC 12 Listen checks.  If they 
  succeed, they hear the sounds of footsteps (a lot) and 
  chattering voices coming from all three caverns.  
   
  Go ahead and give PCs a couple rounds to cast any 
  prep spells, but don’t be too generous.  The point of this 
  encounter is to have a quick skirmish that quickly turns 
  bad for the PCs as far as numbers go.  Start them off with 
  one group of Grimlocks, but as they defeat them, send in 
  two more.  Keep adding another group every time it 
  looks like the PCs are winning.  They should soon realize 
  that they have to flee the caverns.  The amount of such 
  groups vary from table to table; use your discretion to 
  keep it challenging. 
   
  APL 2 (EL 4) 
   
  Grimlocks (2): hp 11 each; Monster Manual 140. 
   
  APL 4 (EL 6) 
   
  Grimlocks (4): hp 11 each; Monster Manual 140. 
   
  APL 6 (EL 8) 
   
  Grimlocks Barbarians (4): barbarian 2; hp 31 each; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  Grimlocks Barbarians (4): barbarian 4; hp 51 each; 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  Grimlocks Barbarians (6): barbarian 6; hp 79 each; 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  Grimlocks Barbarians (6): barbarian 8; hp 111 each; 
  Appendix 1. 
   
   
  Tactics: The grimlocks use little tactics beyond 
  simple flanking and swarming.  They rage immediately 
  upon entering the fight and fight to the death.   
   
   
  Development: Eventually, PCs should flee.  If they 
  reach a point where you feel they should be running but 
  aren’t (maybe because they don’t get the picture), feel free 
  to use tactics that scare them off (especially if you’re in a 
  timed environment). Mention that the amount seems to 
  be endless or that maybe other creatures are coming to 
  cut them off.  
   
  Higher-level parties might just teleport out of the 
  Enclave when the time is right. This is fine; they have 
  succeeded.  Lower level PCs likely have to run out of the 
  complex, however.  Feel free to have more groups of 
  Grimlocks attack from the sides as they run to make it 
  more epic. Again, use your discretion.  Once the PCs 
  reach the place where the assassin vine was, they no 
  longer give chase.  They know better than to anger the 
  plant. 
   
  9: CONCLUSION 
  PCs emerge from the Enclave with seemingly little, but 
  in truth they have made great advances.  They know the 
  identity of the monster that has stolen the Golden Shedu 
  and has the Elixir of Life, the Efreet. They know that he is 
  misleading the Matron Sultana by making her eradicate 
  creatures of water and providing her with the elixir.  
  While they may not know the reason behind these 
  events, they are one step closer to finding them out. 
   
  PCs may deliver the information they have to the 
  sponsor of their choice, whether to Graynose or to the 
  Sultan or to the Grim Vizier.  Each takes the information 
  gladly and rewards the PC(s) who deliver it to them with 
  cash settlement.  This is where the bulk of the PCs 
  treasure comes from. The reward is the same no matter 
  which sponsor they deliver to, but a PC can gain it only 
  once. 
   
   
  APL 2: Coin: 300 gp; Total 300 gp. 
   
  APL 4: Coin: 400 gp; Total 400 gp. 
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  APL 6: Coin: 500 gp; Total 500 gp. 
   
  APL 8: Coin: 750 gp; Total 750 gp. 
   
  APL 10: Coin: 1500 gp; Total 1500 gp. 
   
  APL 12: Coin: 2250 gp; Total 2250 gp. 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  4: Way Back When 
  Protect the Baklunish Scholar 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  6: There, in the Thicket! 
  Defeat the Assassin Vine 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  8: Flight 
  Escape from the Grimlocks with the Information 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  6: There, in the Thicket! 
   
  APL 2: Coin: 50 gp; Loot 50 gp; Total 100 gp. 
   
  APL 4: Coin: 100 gp; Loot 100 gp; Total 200 gp. 
   
  APL 6: Coin: 150 gp; Loot 150 gp; Total 300 gp. 
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  APL 8: Coin: 200 gp; Loot 200 gp; Total 400 gp. 
   
  APL 10: Coin: 300 gp; Loot 300 gp; Total 600 gp. 
   
  APL 12: Coin: 400 gp; Loot 400 gp; Total 800 gp. 
   
  7: Enclave of the East 
   
  APL 2: Loot 50 gp; Total 50 gp. 
   
  APL 4: Loot 100 gp; Total 100 gp. 
   
  APL 6: Loot 150 gp; Total 150 gp. 
   
  APL 8: Loot 200 gp; Total 200 gp. 
   
  APL 10: Loot 300 gp; Total 300 gp. 
   
  APL 12: Loot 400 gp; Total 400 gp. 
   
  9: Conclusion 
   
  APL 2: Coin: 300 gp; Total 300 gp. 
   
  APL 4: Coin: 400 gp; Total 400 gp. 
   
  APL 6: Coin: 500 gp; Total 500 gp. 
   
  APL 8: Coin: 750 gp; Total 750 gp. 
   
  APL 10: Coin: 1500 gp; Total 1500 gp. 
   
  APL 12: Coin: 2250 gp; Total 2250 gp. 
   
  Treasure Cap 
   
  APL 2: 450 
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1300 
   
  APL 10: 2300 
   
  APL 12: 3300 
   
   
  Total Possible Treasure 
   
  APL 2: 450 
   
  APL 4: 700 
   
  APL 6: 950 
   
  APL 8: 1350 
   
  APL 10: 2400 
   
  APL 12: 3450 
   
  ADVENTURE RECORD ITEMS 
  Side Effects Include...: You have experienced the Divine 
  Projection, sending your consciousness back to a 
  different time to experience history first hand. On this 
  foray, you were slain only to return alive back in the 
  present, and you now suffer some side-effects.  You have 
  aged by ___ years (roll 2d6). Strangely, this lost time seems 
  to have been stored within you, and you find yourself 
  able to recall it at will.  As a swift action, you may call on a 
  number of the years you have lost to gain an effect based 
  on the extra time.  Up to three years may be used per 
  day. The effects are: 
   
  Accelerated Healing:  Your physical wounds heal at 3 
  times the rate for rested healing (tended or unattended) 
  for one day. This costs 1 lost year. 
  Accelerated Attack:  You may use all your attacks when 
  making a charge action. This costs 2 lost years. 
  Accelerated Movement: Once per day you move as if 
  affected by an expeditious retreat (CL 15) spell. This costs 
  3 lost years. 
   [] [] [] [] [] [] [] [] [] [] [] [] 
   
  Rat out the Matron: You have brought news of the 
  Sultana’s weakness to her son, Murad.  The startling 
  ramifications of this are yet to be seen, but you have done 
  what you believe is best for the Sultanate by alerting its 
  head of state.  
    
  Alert the Authority: You have brought news of the 
  Sultana’s weakness to the Grim Vizier.  What action the 
  lich takes remains unknown, but you have done what you 
  believe is the best for the Sultanate by alerting its most 
  powerful representative. 
   
  Keep it Secret: You have kept the Sultana’s weakness 
  secret from her enemies.  What the Matron does with her 
  secret remains unknown, but you have done what you 
  believe is the best for the Sultanate by protecting the 
  power behind the throne. 
   
  Good Find: You have found a great deal at the Bazaar in 
  Zeir-i-Zeif! Cross off all the items you did not find below. 
   
  ITEM ACCESS 
  All APLs 
  Barricade Buckler (Adventure; CL 9
  th; Magic Item 
  Compendium; 4,165 gp) 
  Mithrilmist Shirt (Adventure; CL 6
  th; Magic Item 
  Compendium; 3,400 gp) 
  Crystal Echoblade (Adventure; CL 10
  th; Magic Item 
  Compendium; 4,310 gp) 
  The Fist (Adventure; CL 15
  th; Magic Item Compendium, 
  7,005 gp) 
  Acrobat Boots (Adventure; CL 3
  rd; Magic Item 
  Compendium, 900 gp) 
  Belt of Growth (Adventure; CL 10
  th; Magic Item 
  Compendium, 3,000 gp) 
  Bracers of Arcane Freedom (Adventure; CL 7
  th; Magic 
  Item Compendium; 2,300 gp) 
  Cloak of Predatory Vigor (Adventure; CL 3
  rd; Magic Item 
  Compendium; 1,400 gp) 
  Ring of Brief Blessing (Adventure; CL 3
  rd; Magic Item 
  Compendium; 1,000 gp) 
  Everfull 
  Mug 
  (Adventure; 
  CL 
  3
  rd; 
  Magic 
  Item 
  Compendium; 200 gp) 
  ZEF8-02 She’s All Washed Up 
   
  Page 17 
  
  ZEF8-02 She’s All Washed Up 
   
  Page 18 
  APPENDIX 1: APL 2
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  1 
  Male Suel human fighter 1 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Ancient Sueloise  
  AC 21 (23 in Shield Wall), touch 12, flat-footed 19 (21 
  in Shield Wall) 
   (+2 Dex, +5 armor, +3 shield, +1 feat) 
  hp 7 (1 HD) 
  Fort +3, Ref +2 (+3 in Shield Wall), Will +1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee shortsword +4 (1d6+2, 19-20/x2) or 
  Ranged throwing axe +3 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Shield Wall 
  Abilities Str 15, Dex 14, Con 13,  Int 10, Wis 12, Cha 
  8 
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting*, Shield Specialization*  
  Skills  Intimidate +3, Listen +3, Spot +3 
  Possessions chainmail, shortsword, throwing axes 
  (5), heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  6: THERE, IN THE THICKET  
   
  E L I T E  AS S AS S I N  V I NE 
  CR  4 
  N Large Plant 
  Init +1; Senses Listen +2, Spot +2 
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 38 (4 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +9, Ref +2, Will +3 
  Speed 5 ft. (1 squares) 
  Melee slam +9 (1d6+10) 
  Space 10 ft.; Reach 10 ft. (20 ft. with vine) 
  Base Atk +3; Grp +14 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 25, Dex 12, Con 20,  Int - Wis 15,  Cha 8  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 14 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version.  
  
  APL 4 
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  1 
  Male Suel human fighter 1 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Ancient Sueloise  
  AC 21 (23 in Shield Wall), touch 12, flat-footed 19 (21 
  in Shield Wall) 
   (+2 Dex, +5 armor, +3 shield, +1 feat) 
  hp 7 (1 HD) 
  Fort +3, Ref +2 (+3 in Shield Wall), Will +1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee shortsword +4 (1d6+2, 19-20/x2) or 
  Ranged throwing axe +3 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Shield Wall 
  Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8  
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting,* Shield Specialization*  
  Skills  Intimidate +3, Listen +3, Spot +3 
  Possessions chainmail, shortsword, throwing axes 
  (5), heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  S U E L  M E D I C 
  CR  1 
  Male Suel human cleric of Wee Jas 1 
  LN Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Aura Lawful cleric 
  Languages Ancient Suloise 
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +6 armor, +3 shield) 
  hp 6 (1 HD)  
  Fort +3, Ref -1, Will +4 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee dagger +2 (1d4+2, 19-20/x2) or 
  Ranged dagger -1 (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Combat Gear scroll of magic missile (2), scroll of 
  grease (2), scroll of cure light wounds (2) 
  Cleric Spells Prepared (CL 1st): 
   1st—cure light wounds, protection from chaos D, 
  summon monster I 
   0—cure minor wounds, detect magic, guidance 
  D: Domain spell. Deity: Wee Jas. Domains: Law, 
  Magic  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  Feats 
  Shield 
  Specialization, 
  Skill 
  Focus 
  (concentration) 
  Skills Concentration +8, Knowledge (arcana) +2, 
  Knowledge (religion) +2, Spellcraft +4, 
  Possessions combat gear plus splint mail, heavy 
  steel shield, daggers (5), holy symbol of Wee Jas, 
  spell component pouch 
   
  6: THERE, IN THE THICKET  
   
  AD V AN C E D  E L I T E  AS S AS S I N  V I NE 
  CR  6 
  N Huge Plant 
  Init +0; Senses Listen +2, Spot +2 
  AC 17, touch 8, flat-footed 17 
   (-2 size, +9 natural) 
  hp 92 (8 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +13, Ref +2, Will +4 
  Speed 5 ft. (1 squares) 
  Melee slam +16 (1d8+18) 
  Space 15 ft.; Reach 15 ft. (30 ft. with vine) 
  Base Atk +6; Grp +26 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 34, Dex 10, Con 24,  Int - Wis 15,  Cha 8  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 16 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version. 
   
   
  ZEF8-02 She’s All Washed Up 
   
  Page 19 
  
   
  APL 6 
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  2 
  Male Suel human fighter 2 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +4, Spot +3 
  Languages Ancient Sueloise  
  AC 21 (23 in Shield Wall), touch 12, flat-footed 19 (21 
  in Shield Wall) 
   (+2 Dex, +5 armor, +3 shield, +1 feat); Dodge 
  hp 14 (2 HD) 
  Fort +4, Ref +2 (+3 in Shield Wall), Will +1 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee shortsword +6 (1d6+2, 19-20/x2) or 
  Ranged throwing axe +4 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Shield Wall 
  Abilities Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8  
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting*, Shield Specialization*, Dodge 
  Skills  Intimidate +4, Listen +4, Spot +3 
  Possessions masterwork chainmail, masterwork 
  shortsword, throwing axes (5), masterwork heavy 
  steel shield 
  * see Appendix 2: New Rules Items 
   
  S U E L  M E D I C 
  CR  2 
  Male Suel human cleric of Wee Jas 2 
  LN Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Aura Lawful cleric 
  Languages Ancient Suloise 
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +6 armor, +3 shield) 
  hp 12 (2 HD)  
  Fort +4, Ref -1, Will +5 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee dagger +3 (1d4+2, 19-20/x2) or 
  Ranged dagger +0 (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear scroll of magic missile (2), scroll of 
  grease (2), scroll of cure light wounds (2), scroll of 
  enlarge person 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, cure light wounds, protection from 
  chaos D, summon monster I 
   0—cure minor wounds, detect magic, guidance (2) 
  D: Domain spell. Deity: Wee Jas. Domains: Law, 
  Magic  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  Feats 
  Shield 
  Specialization*, 
  Skill 
  Focus 
  (concentration) 
  Skills Concentration +9, Knowledge (arcana) +2, 
  Knowledge (religion) +3, Spellcraft +5, 
  Possessions combat gear plus masterwork splint 
  mail, masterwork heavy steel shield, daggers (5), 
  masterwork holy symbol of Wee Jas, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
   
  6: THERE, IN THE THICKET  
   
  AD V AN C E D  E L I T E  AS S AS S I N  V I NE 
  CR  8 
  N Huge Plant 
  Init +0; Senses Listen +3, Spot +3 
  AC 17, touch 8, flat-footed 17 
   (-2 size, +9 natural) 
  hp 184 (16 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +17, Ref +5, Will +8 
  Speed 5 ft. (1 squares) 
  Melee slam +22 (1d8+18) 
  Space 15 ft.; Reach 15 ft. (30 ft. with vine) 
  Base Atk +12; Grp +32 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 34, Dex 11, Con 24,  Int - Wis 16,  Cha 8  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 21 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version. 
   
  8: FLIGHT 
   
   
   
  G R I M LO C K  B ARBARI AN 
  CR  4 
  ZEF8-02 She’s All Washed Up 
   
  Page 20 
  
  Male Grimlock Barbarian 2 
  NE Medium Monstrous Humanoid 
  Init +3; Senses Listen +8, Spot +1; Blindsight, Scent 
  Languages Common, Grimlock 
  AC 17, touch 13, flat-footed 17; Uncanny Dodge 
   (+3 Dex, +4 natural) 
  hp 31 (4 HD) 
  Immune gaze attacks, visual effects, illusions, sight-
  based attack forms 
  Fort +5, Ref +6, Will +2 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee battleaxe +9 (1d8+5, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9 
  Atk Options Power Attack, Rage 1/day 
  Abilities Str 20, Dex 16, Con 15, Int 12, Wis 8, Cha 4 
  Feats Track, Alertness, Power Attack  
  Skills Climb +11, Hide +8*, Jump +10 Listen +8, Spot 
  +1, Survival +1, Swim +7 
  Possessions battleaxe 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 ft. as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment. Grimlocks are susceptible to sound- 
  and scent-based attacks, however, and are 
  affected normally by loud noises and sonic spells 
  (such as ghost sound or silence) and overpowering 
  odors (such as stinking cloud or incense-heavy air). 
  Negating a grimlock’s sense of smell or hearing 
  reduce this ability to normal Blind Fight (as the 
  feat). If both of these senses are negated, a 
  grimlock is effectively blinded. 
  *Skills +10 racial bonus to Hide checks in 
  Mountainous or Underground settings 
  ZEF8-02 She’s All Washed Up 
   
  Page 21 
  
  ZEF8-02 She’s All Washed Up 
   
  Page 22 
  APL 8 
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  5 
  Male Suel human fighter 5 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Ancient Sueloise  
  AC 23 (25 in Shield Wall), touch 16, flat-footed 21 (23 
  in Shield Wall) 
   (+2 Dex, +6 armor, +4 shield, +1 feat); Dodge 
  hp 35 (5 HD) 
  Resist Add shield bonus to checks to resist bull rush, 
  disarm, grapple, overrun, trip attempts. 
  Fort +5, Ref +3 (+4 in Shield Wall), Will +2 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee shortsword +10 (1d6+5, 19-20/x2) or 
  Ranged throwing axe +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Shield Wall 
  Combat Gear potion of barkskin (+3) 
  Abilities Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8  
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting,* Shield Specialization*, Dodge, Shield 
  Ward*, Weapon Specialization (shortsword) 
  Skills  Intimidate +7, Listen +5, Spot +5 
  Possessions combat gear plus +1 chainmail, 
  masterwork shortsword, throwing axes (5), +1 
  heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  S U E L  M E D I C 
  CR  5 
  Male Suel human cleric of Wee Jas 5 
  LN Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Aura Lawful cleric 
  Languages Ancient Suloise 
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +7 armor, +4 shield) 
  hp 30 (5 HD)  
  Fort +5, Ref +2, Will +7 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee dagger +5 (1d4+2, 19-20/x2) or 
  Ranged dagger +2 (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Combat Gear scroll of magic missile (2), scroll of 
  grease (2), scroll of enlarge person, scroll of 
  flaming sphere, scroll of scorching ray, wand of 
  cure light wounds 
  Cleric Spells Prepared (CL 5th): 
   3rd—dispel magic D, prayer, searing light 
   2nd—calm emotions D (DC 15), silence (DC 15), 
  sound burst (DC 15), summon monster II 
   1st—bless, doom (DC 14), protection from chaos 
  D, summon monster I (2) 
   0—cure minor wounds (2), detect magic, guidance 
  (2) 
  D: Domain spell. Deity: Wee Jas. Domains: Law, 
  Magic  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 16, Cha 
  12 
  Feats 
  Shield 
  Specialization*, 
  Skill 
  Focus 
  (concentration), Lightning Reflexes 
  Skills Concentration +12, Knowledge (arcana) +4, 
  Knowledge (religion) +4, Spellcraft +8, 
  Possessions combat gear plus +1 splint mail, +1 
  heavy steel shield, daggers (5), masterwork holy 
  symbol of Wee Jas, spell component pouch 
  * see Appendix 2: New Rules Items 
   
  6: THERE, IN THE THICKET 
   
   
  AD V AN C E D  E L I T E  AS S AS S I N  V I NE 
  CR  10 
  N Gargantuan Plant 
  Init +1; Senses Listen +3, Spot +3 
  AC 19, touch 7, flat-footed 19 
   (-4 size, +1 Dex, +13 natural) 
  hp 270 (20 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +21, Ref +7, Will +9 
  Speed 5 ft. (1 square) 
  Melee slam +27 (2d6+24) 
  Space 20 ft.; Reach 20 ft. (40 ft. with vine) 
  Base Atk +15; Grp +43 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 42, Dex 12, Con 28, Int - Wis 16, Cha 8  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 23 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version. 
   
  8: FLIGHT 
   
   
   
  G R I M LO C K  B ARBARI AN 
  CR  6 
  Male Grimlock Barbarian 4 
  NE Medium Monstrous Humanoid 
  Init +3; Senses Listen +10, Spot +1; Blindsight, Scent 
  Languages Common, Grimlock 
  AC 17, touch 13, flat-footed 17; Uncanny Dodge 
   (+3 Dex, +4 natural) 
  hp 51 (6 HD) 
  Resist trap sense +1 
  Immune gaze attacks, visual effects, illusions, sight-
  based attack forms 
  Fort +6, Ref +7, Will +3 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee battleaxe +11/+6 (1d8+5, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11 
  Atk Options Power Attack, Rage 2/day 
  Abilities Str 20, Dex 16, Con 15, Int 12, Wis 8,  Cha 4 
  SQ  
  Feats Track, Alertness, Power Attack, Cleave 
  Skills Climb +13, Hide +8*, Jump +12 Listen +10, 
  Spot +1, Survival +3, Swim +9 
  Possessions battleaxe 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 ft. as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment. Grimlocks are susceptible to sound- 
  and scent-based attacks, however, and are 
  affected normally by loud noises and sonic spells 
  (such as ghost sound or silence) and overpowering 
  odors (such as stinking cloud or incense-heavy air). 
  Negating a grimlock’s sense of smell or hearing 
  reduce this ability to normal Blind Fight (as the 
  feat). If both of these senses are negated, a 
  grimlock is effectively blinded. 
  *Skills +10 racial bonus to Hide checks in 
  Mountainous or Underground setting
  ZEF8-02 She’s All Washed Up 
   
  Page 23 
  
  APL 10 
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  7 
  Male Suel human fighter 7 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Ancient Sueloise  
  AC 23 (25 in Shield Wall), touch 16, flat-footed 21 (23 
  in Shield Wall) 
   (+2 Dex, +6 armor, +4 shield, +1 feat); Dodge 
  hp 56 (7 HD) 
  Resist Add shield bonus to checks to resist bull rush, 
  disarm, grapple, overrun, trip attempts. 
  Fort +6, Ref +4 (+5 in Shield Wall), Will +3 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee +1 shortsword +12/+7 (1d6+6, 19-20/x2) or 
  Ranged throwing axe +10/+5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Shield Wall 
  Combat Gear potion of barkskin (+4) 
  Abilities Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8  
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting*, Shield Specialization*, Dodge, Shield 
  Ward*, Weapon Specialization (shortsword), Quick 
  Draw, Improved Toughness* 
  Skills  Intimidate +9, Listen +6, Spot +6 
  Possessions combat gear plus +1 chainmail, +1 
  shortsword, masterwork throwing axes (5), +1 
  heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  S U E L  M E D I C 
  CR  7 
  Male Suel human cleric of Wee Jas 7 
  LN Medium Humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Aura Lawful cleric 
  Languages Ancient Suloise 
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +7 armor, +4 shield) 
  hp 42 (7 HD)  
  Fort +6, Ref +3, Will +9 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee dagger +7 (1d4+2, 19-20/x2) or 
  Ranged dagger +4 (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Combat Gear scroll of enlarge person (2), scroll of 
  flaming sphere, scroll of scorching ray (2), scroll of 
  lightning bolt, scroll of fireball, wand of cure light 
  wounds 
  Cleric Spells Prepared (CL 7th): 
   4th—cure critical wounds, divine power, order’s 
  wrath (DC 18) 
   3rd—dispel magic D, prayer, searing light, summon 
  monster III 
   2nd—calm emotions D (DC 16), silence (DC 16), 
  sound burst (DC 16), spiritual weapon, summon 
  monster II 
   1st—bane (DC 15), bless, doom (DC 15), 
  protection from chaos D, summon monster I (2) 
   0—cure minor wounds (2), detect magic, guidance 
  (3) 
  D: Domain spell. Deity: Wee Jas. Domains: Law, 
  Magic  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 18, Cha 
  12 
  Feats 
  Shield 
  Specialization*, 
  Skill 
  Focus 
  (concentration), 
  Lightning 
  Reflexes, 
  Improved 
  Initiative 
  Skills Concentration +14, Knowledge (arcana) +5, 
  Knowledge (religion) +5, Spellcraft +10, 
  Possessions combat gear plus +1 splint mail, +1 
  heavy steel shield, daggers (5), masterwork holy 
  symbol of Wee Jas, spell component pouch, +2 
  periapt of wisdom 
  * see Appendix 2: New Rules Items 
   
  6: THERE, IN THE THICKET  
   
   
  AD V AN C E D  E L I T E  AS S AS S I N  V I NE 
  CR  12 
  N Gargantuan Plant 
  Init +1; Senses Listen +3, Spot +3 
  AC 19, touch 7, flat-footed 19 
   (-4 size, +1 Dex, +13 natural) 
  hp 378 (28 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +25, Ref +10, Will +12 
  Speed 5 ft. (1 squares) 
  Melee slam +33 (2d6+25) 
  Space 20 ft.; Reach 20 ft. (40 ft. with vine) 
  Base Atk +21; Grp +49 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 44, Dex 12, Con 28,  Int - Wis 16,  Cha 8  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 27 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  ZEF8-02 She’s All Washed Up 
   
  Page 24 
  
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version. 
   
  8: FLIGHT 
   
   
   
  G R I M LO C K  B ARBARI AN 
  CR  8 
  Male Grimlock Barbarian 6 
  NE Medium Monstrous Humanoid 
  Init +3; Senses Listen +12, Spot +1; Blindsight, Scent 
  Languages Common, Grimlock 
  AC 17, touch 13, flat-footed 17; Improved Uncanny 
  Dodge 
   (+3 Dex, +4 natural) 
  hp 79 (8 HD) 
  Resist trap sense +2 
  Immune gaze attacks, visual effects, illusions, sight-
  based attack forms 
  Fort +8, Ref +8, Will +4 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee battleaxe +13/+8 (1d8+5, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Atk Options Power Attack, Rage 2/day 
  Abilities Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 4 
  Feats Track, Alertness, Power Attack, Cleave 
  Skills Climb +15, Hide +8*, Jump +14 Listen +12, 
  Spot +1, Survival +5, Swim +11 
  Possessions battleaxe 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 ft. as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment. Grimlocks are susceptible to sound- 
  and scent-based attacks, however, and are 
  affected normally by loud noises and sonic spells 
  (such as ghost sound or silence) and overpowering 
  odors (such as stinking cloud or incense-heavy air). 
  Negating a grimlock’s sense of smell or hearing 
  reduce this ability to normal Blind Fight (as the 
  feat). If both of these senses are negated, a 
  grimlock is effectively blinded. 
  *Skills +10 racial bonus to Hide checks in 
  Mountainous or Underground settings 
  ZEF8-02 She’s All Washed Up 
   
  Page 25 
  
  APL 12 
  4: WAY BACK WHEN  
   
   
  S U E L  I NFANTRY 
  CR  9 
  Male Suel human fighter 9 
  LN Medium Humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Ancient Sueloise  
  AC 23 (25 in Shield Wall), touch 16, flat-footed 21 (23 
  in Shield Wall) 
   (+2 Dex, +6 armor, +4 shield, +1 feat); Dodge 
  hp 81 (9 HD) 
  Resist Add shield bonus to checks to resist bull rush, 
  disarm, grapple, overrun, trip attempts. 
  Fort +8, Ref +5 (+6 in Shield Wall), Will +4 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Melee +1 flaming shortsword +15/+10 (1d6+6+1d6 
  fire, 17-20/x2) or 
  Ranged throwing axe +12/+7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Atk Options Shield Wall 
  Combat Gear potion of barkskin (+5) 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats 
  Weapon 
  Focus 
  (shortsword), 
  Phalanx 
  Fighting*, Shield Specialization*, Dodge, Shield 
  Ward*, Weapon Specialization (shortsword), Quick 
  Draw, Improved Toughness*, Greater Weapon 
  Focus (shortsword), Improved Critical (shortsword) 
  Skills  Intimidate +11, Listen +7, Spot +7 
  Possessions combat gear plus +1 chainmail, +1 
  flaming shortsword, masterwork throwing axes (5), 
  +1 heavy steel shield 
  * see Appendix 2: New Rules Items 
   
  S U E L  M E D I C 
  CR  9 
  Male Suel human cleric of Wee Jas 9 
  LN Medium Humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Aura Lawful cleric 
  Languages Ancient Suloise 
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +7 armor, +4 shield) 
  hp 72 (9 HD)  
  Fort +8, Ref +4, Will +10 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee dagger +8/+3 (1d4+2, 19-20/x2) or 
  Ranged dagger +5 (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Combat Gear scroll of flaming sphere, scroll of 
  scorching ray (2), scroll of lightning bolt, scroll of 
  fireball, scroll of scroll of wall of fire, scroll of 
  enlarge person mass, wand of cure moderate 
  wounds 
  Cleric Spells Prepared (CL 9th): 
   5th—dispel chaos D, summon monster V 
   4th—cure critical wounds, divine power, order’s 
  wrath (DC 18), summon monster IV 
   3rd—dispel magic D, prayer, searing light, summon 
  monster III (2) 
   2nd—calm emotions D (DC 16), silence (DC 16), 
  sound burst (DC 16), spiritual weapon, summon 
  monster II (2) 
   1st—bane (DC 15), bless, doom (DC 15), 
  protection from chaos D, summon monster I (2) 
   0—cure minor wounds (2), detect magic, guidance 
  (3) 
  D: Domain spell. Deity: Wee Jas. Domains: Law, 
  Magic  
  Abilities Str 14, Dex 8, Con 14, Int 10, Wis 18, Cha 
  12 
  Feats 
  Shield 
  Specialization*, 
  Skill 
  Focus 
  (concentration), 
  Lightning 
  Reflexes, 
  Improved 
  Initiative, Improved Toughness* 
  Skills Concentration +16, Knowledge (arcana) +6, 
  Knowledge (religion) +6, Spellcraft +12, 
  Possessions combat gear plus +1 splint mail, +1 
  heavy steel shield, daggers (5), masterwork holy 
  symbol of Wee Jas, spell component pouch, +2 
  periapt of wisdom 
  * see Appendix 2: New Rules Items 
   
  6: THERE, IN THE THICKET  
   
  AD V AN C E D  AS S AS S I N  V I NE 
  CR  14 
  N Colossal Plant 
  Init +0; Senses Listen +2, Spot +2 
  AC 20, touch 2, flat-footed 20 
   (-8 size, +18 natural) 
  hp 486 (36 HD)  
  Immune electricity 
  Resist cold 10, fire 10 
  Fort +29, Ref +12, Will +14 
  Speed 5 ft. (1 squares) 
  Melee slam +37 (3d6+27) 
  Space 30 ft.; Reach 30 ft. (60 ft. with vine) 
  Base Atk +27; Grp +61 
  Atk Options Improved Grab, Constrict (1d6+7) 
  Special Actions Entangle 
  Abilities Str 47, Dex 10, Con 28, Int - Wis 14, Cha 9  
  SQ Blindsight 30 ft., camouflage, low-light vision, 
  plant traits 
  Constrict (Ex): An assassin vine deals 1d6+7 
  damage with a successful grapple check.   
  Entangle (Su): An assassin vine can animate plants 
  within 30 ft. of itself as a free action (Ref DC 30 
  partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC 
  is Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
  Improved Grab (Ex): To use this ability, an assassin 
  vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  ZEF8-02 She’s All Washed Up 
   
  Page 26 
  
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration. 
  Camouflage (Ex): Since an assassin vine looks like a 
  normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use 
  one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version. 
   
  8: FLIGHT 
   
   
  G R I M LO C K  B ARBARI AN 
  CR  10 
  Male Grimlock Barbarian 8 
  NE Medium Monstrous Humanoid 
  Init +3; Senses Listen +14, Spot +1; Blindsight, Scent 
  Languages Common, Grimlock 
  AC 17, touch 13, flat-footed 17; Improved Uncanny 
  Dodge 
   (+3 Dex, +4 natural) 
  hp 111 (10 HD); DR 1/- 
  Resist trap sense +2 
  Immune gaze attacks, visual effects, illusions, sight-
  based attack forms 
  Fort +9, Ref +8, Will +4 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee battleaxe +15/+10 (1d8+5, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Power Attack, Rage 3/day 
  Abilities Str 20, Dex 16, Con 16, Int 12, Wis 8, Cha 4 
  Feats Track, Alertness, Power Attack, Cleave, 
  Improved Toughness* 
  Skills Climb +17, Hide +8**, Jump +16 Listen +14, 
  Spot +1, Survival +7, Swim +13 
  Possessions battleaxe 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 ft. as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment. Grimlocks are susceptible to sound- 
  and scent-based attacks, however, and are 
  affected normally by loud noises and sonic spells 
  (such as ghost sound or silence) and overpowering 
  odors (such as stinking cloud or incense-heavy air). 
  Negating a grimlock’s sense of smell or hearing 
  reduce this ability to normal Blind Fight (as the 
  feat). If both of these senses are negated, a 
  grimlock is effectively blinded. 
  **Skills +10 racial bonus to Hide checks in 
  Mountainous or Underground settings 
  * see Appendix 2: New Rules Items 
  ZEF8-02 She’s All Washed Up 
   
  Page 27 
  
  ZEF8-02 She’s All Washed Up 
   
  Page 28 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats.  
   
  Source: Complete Warrior 101 
   
  Phalanx Fighting  
  You are trained in fighting in close formation with 
  your allies. 
   
  Prerequisite: Proficiency with a heavy shield, base 
  attack bonus +1 
   
  Benefit: If you are using a heavy shield and a light 
  weapon, you gain a +1 bonus to your Armor Class. In 
  addition, if you are within 5 feet of an ally who is also 
  using a heavy shield and light weapon and who has this 
  feat, you may form a shield wall.  A shield wall provides 
  an extra +2 bonus to AC and a +1 bonus to Reflex saves 
  to all eligible characters participating in the shield wall. 
  For example, a single character with this feat gains a +1 
  bonus to his AC. If two or more characters who all 
  know this feat are adjacent, they each gain an extra +2 
  bonus to AC (for a total of +3) and a +1 bonus to Reflex 
  saves. 
   
  Special: A fighter may select Phalanx Fighting as 
  one of his fighter bonus feats. 
   
  Source: Complete Warrior 103. 
   
  Shield Specialization  
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy, or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1. 
   
  Special: You can take this feat more than once. 
  Each time you select it, choose a different type of 
  shield. 
   
  A fighter may select Shield Specialization as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II 82 
   
  Shield Ward  
  You use your shield like a wall of steel and wood. 
  When an opponent attempts to draw in close to you, 
  your shield forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield 
  Specialization 
   
  Benefit: You apply your shield bonus to your 
  touch AC, and on checks to rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
   
  Special: A fighter may select Shield Ward as one 
  of his fighter bonus feats. 
   
  Source: Player’s Handbook II page 82 
   
   
  
  PLAYER HANDOUT 1: GRAYNOSE’S NOTES 
   
  SELECT JOURNAL ENTRIES 
   
  Entry J1: 3207 BH: This Nara Kur woman has taken me in to her organization, the extent of which I am 
  uncertain. She has asked of me to reverse engineer an elixir in return for saving my life, to which I am 
  overjoyed.  She has a sample of the elixir, and already knows its prime ingredient: the essence of water 
  creatures. This should be easy enough; I’ll likely be out of here in a few months time. 
   
  Entry J2: 3207 BH: I have found it curious that this elixir is so powerful; the Matron has not revealed its effects 
  to me yet.  She is very protective of the sample she has lent me.  Often, she has come to my laboratory to take 
  it, only to return in a couple days with a new sample.  It is very curious behavior, indeed. 
   
  Entry J3: 3208 BH: The task has proven harder than I thought.  The makeup of this elixir is of a style I have 
  never studied.  It is either very foreign or very old.  I have determined one ingredient to be a type of ginger, 
  called “Zindshebil”, a spice the humans have been using for thousands of years. 
   
  Entry J4: 3210 BH: It has been three years now since I have been holed up down here.  The elixir is an elusive 
  substance as any I have ever encountered.  The frustration I feel over not having discovered its composition 
  has driven me to stop writing in this journal, but I know now that I must muscle through this and use some 
  longer-term research and study.  The Matron has at least offered many resources that have been of use to me.   
   
  Entry J5: 3210 BH: The essence of the water creatures that makes up this elixir has been brewed or cured in 
  some manner I am not familiar with.  In fact, were it not for the Matron’s information, I might not have been 
  able to discover it was in here at all.  The more I speak with the Matron about it, the more I realize that she is a 
  very intelligent woman and I believe the success of my research depends on her consultation. 
   
  Entry J6: 3215 BH: I have spent the last many years researching historical documents that might point me in 
  the right direction, but without knowing the powers of the elixir, I feel my investigations will be fruitless.  If 
  only the Matron would grace me with the knowledge.  I have not been able to broach the subject with her yet; 
  whenever we meet I am awestruck by her beauty and charm, and were it not for her encouragement, I could 
  forget all about the elixir. 
   
  Entry J7: 3219 BH: I believe I have discovered the remedial properties of the elixir, and only on account of my 
  prolonged exposure to its effects on the Matron.  I know it now to be twelve years since we met, and as we 
  have grown together, I have watched her servant’s age and move on, yet the Matron remains beautiful.  I 
  believe she ages at an even slower pace than I, a gnome!  By my estimation, she must be a woman of forty 
  summers, which by human standards would make her middle-aged, yet she retains the youthful grace of a 
  young woman of maybe twenty-five. I will continue my research based on this hypothesis, and pray I can 
  please my mistress with results soon.  I fear she grows tired with my failures. 
   
  Entry J8: 3225 BH: I have found a reference to what I believe is the elixir in an old text, which unfortunately is 
  undated.  I know little of the humans’ history, but I believe it must be many years old.  The text speaks of a 
  drink from a great fountain shaped like a Shedu that was taken and blessed and infused with the powers of the 
  divine and that he who drank from it would be blessed with vigor and life.  Little else is said of its nature or 
  substance, however. 
   
  Entry J9: 3226 BH: Driven by my new knowledge, I have made another breakthrough in the ingredients.  After 
  breaking it down over a fire, I have found traces of a sulfuric substance that I can only guess is from 
  somewhere very hot.  It appears volcanic in nature, not unlike some of the sulfur pits in the Underdark. 
  What’s strange, however, is that from what I know of Alchemy, sulfur would not normally be used in any kind 
  anti-aging remedies.  The amount I found was very small, however, so it may serve some other purpose.   
   
  ZEF8-02 She’s All Washed Up 
   
  Page 29 
  
  Entry J10: 3235 BH: I have found another ingredient in the substance, a natural substance called meconium, 
  which comes from parts of poppies.  In the Underdark, we used this for pain relief substantially, but I know 
  not what purpose it serves in the human culture.  Perhaps I will ask my mistress and see if she graces me with 
  her wisdom. 
   
  Entry J11: 3241 BH: The Matron has brought me a huge sampling of the elixir at my request.  I really think she 
  is starting to care for me like I do her.  I will work all night for her this day. 
   
  Entry J12: 3244 BH: I spent most of the day today crafting a gift for my love.  I hope she likes it. 
   
  Entry J13: 3250 BH: My Mistress made contact with a human on the outside at my request. I believe she grows 
  impatient with me. How many years has it been since she found me and took me in under wing? Five, ten 
  years? No, it must be longer than that.  It is tough to tell, for she never ages… 
   
  Entry J14: 3250 BH: The woman I talked to from the church of Istus has delivered to the Matron a text of 
  historical significance today!  I have not examined it, but it might prove valuable in my research. 
   
  Entry J15: 3251 BH:  The matron brought me some fresh samples of essences from water creatures.  I have 
  decided I will try to toy with them after breakfast.  The matron brought me fresh carrots today! If only that 
  book had been useful.  I will write that cleric a letter.  Dear Halide ibnt O uz, your book was of no….oops, not 
  in the journal.  
   
  Entry J16: 3251 BH:  I grow worried. 
   
  Entry J17: 3252 BH: I have brewed the essences, distilled them, boiled them, froze them, evaporated them, 
  congealed them and burned them.  No process brings about results similar to the elixir.  What did they do to 
  these essences?! I must tidy myself up now, the Matron calls. 
   
  Entry J18:  3255 BH: I could never doubt my mistress. She is infallible.  I love her and she is beautiful and 
  never would she betray me.  
   
  Entry J19: 3256 BH: She is being misled! It is the only answer! Whoever provides her with this terrible drug 
  has deceived her and sent her and me on this wild goose chase through alchemy! I grow mad with this 
  frustration!  There is no essence of water creatures in this elixir, none! It is composed primarily of some soupy 
  substance, maybe goat’s milk or liquid mushrooms.  Gods, it could be crushed watermelons or maybe even the 
  blood of fish. I don’t know anymore! All I do know is that she has been deceived and I must help her.  I will 
  tell her she has been manipulated and she will love me for helping her, then we can run away together.   Yes! 
  Yes! I will tell her! 
  ZEF8-02 She’s All Washed Up 
   
  Page 30 
  
  PLAYER’S HANDOUT 2: STORY OF FIRE 
  The following are excerpts from the logbook found in the vault of the Enclave. The language is Ancient 
  Baklunish, of a very modern script and dialect, obviously written during this time period. 
   
  “They are all gone.  I’ve searched the whole complex, and it appears I am the only survivor. I have prayed to 
  Istus for guidance, and her answers are puzzling me.  I yearn to leave and seek out the other enclaves, but the 
  Goddess does not seem to wish it.  I don’t know what she has planned for me, but I will remain here, for now.” 
   
  “I cannot discern who they were, those creatures of fire.  They spoke of a great Efreet they called their Khan 
  from the City of Brass, who apparently led them, though he was not present.  Whoever this Efreet is, he must 
  be very powerful to lead such terrible foes. They were ruthless and cared little for my comrades. It seems they 
  were after only one thing, and they got it: The Golden Shedu. Their purposes remain alien to me, but they 
  were well organized, and determined. “ 
   
  “She will not let me leave.  I have no food, and my only company is this logbook.  I have faith in her purposes, 
  but I wish I could know what they were.  
   
  “I am weak with hunger.  I pray that Istus take me into her arms soon.” 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 31 
  
   
  DM MAPS 
   
  Encounter 4: Way Back When 
   
  ZEF8-02 She’s All Washed Up 
   
  Page 32 
  
   
  ZEF8-02 She’s All Washed Up 
   
  Page 33 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/598/Normal Scenarios/ZEF8-02 - She's All Washed Up (APL 2-12)/ZEF8-02 - She's All Washed Up.pdf