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 and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO6-04 
   
   
   
   
  Old Sins Cast Long Shadows 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 3.1 
   
  by Charles R Skidmore 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Ronald Frye, Arthur Martella, Aman Shah, Artemas Speziale 
  A mysterious summons calls to you and your companions. Every ninety-nine years members of a secret order gather 
  their members to save Keoland from a town long forgotten. Once again Ninety-nine years have passed and now the 
  order finds itself too weak to contain this threat any longer. Desperate times and desperate measures, so the bards say. 
  Prepare to visit a town a town that never was, to confront an evil that may never leave. 
  A Keoland regional adventure for APLs 8-12, and part one of the To The Last Man Standing series. 
   
  Note: This adventure will be of particular interest to members of the Silent Ones metaorganization.. 
   
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the 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.  
  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.  
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The details and workings of the Silent Ones are a true 
  mystery to many of the Keoish. Most Keoish citizens 
  know little to nothing of the group who strives to keep 
  the many evils of the Oerth at bay. The Silent Ones hold 
  almost total power within their mandate for Keoland: to 
  keep evil powers out of the hands of the unwary and to 
  preserve the Kingdom. At times they work together with 
  members of the Knights of the Malagari or the National 
  Academy of Wizardry to accomplish their goals, though 
  these alliances are short lived at best. Only on the direst 
  occasions do they dare involve the class of people known 
  as “adventurers” in their business, but quite frequently 
  these “adventurers” stumble across something the Silent 
  Ones would rather keep from their hands. 
  Operating from their base at the Silent Tower, the Silent 
  Ones move through Keoland without hindrance. They 
  recover lost artifacts, guide the wayward towards the path 
  of light and guard places of power. One such place of 
  power is Mount Tranquil, within the Barony of Dilwych.  
  Mount Tranquil is the site of a location that is 
  simultaneously a great victory and a great defeat for the 
  Silent Ones. In the year CY 299, during the reign of 
  Tavish the Great, a horrible fate befell what was then the 
  bustling town of Ultholme, located in what is the 
  modern day Barony of Dilwych. 
  During this era of Keoish history, Ultholme was a marvel 
  – a community of dwarves and gnomes that was 
  welcomed and accepted by the normally closed-minded 
  people of Keoland. King Tavish specifically set aside the 
  land for their use, and encouraged the peoples who lived 
  in the area to trade with the new community. Though 
  their numbers were small, the craftsmen of Ultholme 
  developed a reputation for the skills of their craft. Such 
  was their skill that the community banded together 
  several of their crafts into the creation of a series of gifts 
  to celebrate the anniversary of Tavish’s coronation. The 
  craftsmen of Ultholme created several items, but most 
  noteworthy of them was a greataxe carved of purest 
  crystal and prepared to be imbued with the most 
  powerful of enchantments. 
  King Tavish awaited receipt of the greataxe, named 
  “Neverfall” by its crafters, with great enthusiasm. He sent 
  a special delegation to escort the craftsmen to Niole Dra, 
  where he planned a ceremony in their honor. The 
  delegation never returned, never responded to magical 
  summons, and when a second delegation traveled to 
  Ultholme they discovered that the entire town was 
  simply…gone. The Court wizards were unable to 
  determine what happened and the Silent Ones 
  remained…silent. 
  # 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 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 3 
  The fate of Ultholme is tied to the life of several cursed 
  souls, one innocent, one incredibly evil, and one who 
  walks the line between the two. 
  In the weeks before Neverfall was to be enchanted, the 
  daughter of the duke reached the age of fifteen and asked 
  to be allowed to visit the town (At the time, the Barony of 
  Dilwych was part of the Duchy of Dorlin, hence the 
  change in titles for the ruler of the land). She was granted 
  her request and quickly became the darling of the town, 
  who took her protection very seriously. 
  Alas, the enchanting was not to be finished without foul 
  mishap. King Tavish’s delegation arrived, but cloaked 
  within their numbers was a follower of Vecna, bent on 
  seizing the opportunity to sow chaos through the land. 
  This follower of Vecna was also a Silent One. His goal 
  was to attract the attention of Vecna by slaughtering the 
  town with black magics and then to strike a bargain with 
  Vecna in the name of the Silent Ones. He was only to be 
  partly successful. 
  Through secrets lost to magicians in today’s Keoland, 
  Neverfall was imbued with a special magic. The magic 
  was such that the first blood spilled on the blade would 
  make the wielder immune to weapons used against him 
  by members of that race and their bloodline, no matter 
  how diluted. The dwarves of Ultholme had meant to 
  share their own blood on the blade as a symbolic gesture 
  to forever seal their fealty to King Tavish. With it in his 
  hands he would be literally invulnerable to much of the 
  dwarven population of the region. Eventually, the 
  wielder could find he was invulnerable to much of the 
  dwarven race. 
  Seizing an opportunity, the Vecnan in Tavish’s entourage 
  ruined the final incantation by taking Neverfall and 
  using it to strike down the Duke’s daughter. Enraged, the 
  dwarves of Ultholme killed the entire entourage, 
  uncaring if any of them were innocent or not.  
  The warping of the magic of Neverfall caused such a 
  disturbance in the weave of Oerth that the Silent Ones 
  responded almost immediately. The first Silent One to 
  arrive was a human mage named Remble. What he found 
  when he arrived was an entire town driven insane by the 
  fouled magics. The buildings themselves were twisted 
  and warped and the town’s inhabitants were in a state of 
  frenzy killing each other mindlessly. Remble watched, 
  unable to interfere, believing that he would be able to 
  determine the cause of the horror when the slaughter 
  had finished. 
  Unfortunately, the slaughter never ended. For a full day 
  Remble watched as the dead rose to kill again and again, 
  sometimes taking the limbs of the fallen and attaching 
  them to their own bodies somehow. The madness was 
  complete, and threatened to spread if any innocent 
  tradesmen passed through the region. 
  Contacting the leader of the Silent Ones, the Wyrd, 
  Remble and some other assembled Silent Ones hatched a 
  desperate plan: they would assault the town magically in 
  an attempt to locate the source of the evil and kill it 
  before it could spread. Remble and his colleagues strove 
  against the forces of evil but in the end they were 
  undone. With his companions dead and the evil 
  threatening to spread, Remble performed one last ritual 
  out of desperation. Its goal: to remove Ultholme from 
  Keoland altogether by placing it on it’s own demiplane.  
  The only flaw to this plan was that the magic would have 
  to be renewed every 99 years. Now, Ultholme has 
  returned to its location on the Prime Material and the 
  dwindling number and power of the Silent Ones leaves 
  them unable to push it back into the demiplane 
  ADVENTURE SUMMARY 
  In Encounter One, the players receive a Letter of Marque 
  from Thaddeus Pliq on behalf of Lord High Baron 
  Draconis Eternal, Malweig I. This letter of Marque details 
  a demand from the Baron that the heroes travel to the 
  town of Ultholme, otherwise known as Mount Tranquil. 
  Heroes can do some mundane investigation into Mount 
  Tranquil and discover that it has no location on any royal 
  charter. 
  In Encounter Two, the heroes travel to Mount Tranquil 
  via a map supplied for them by Baron Malweig. En route, 
  they encounter some strange phenomenon as they get 
  closer to Mount Tranquil.  
  In Encounter Three, the heroes enter Mount Tranquil to 
  find that the town is mostly deserted and have a chance 
  to do some exploring. 
  In Encounter Four, the heroes choose one of two paths 
  through the undercity of Ultholme, and encounter the 
  demented remains of its guardians. 
  In Encounter Five, the heroes discover the root of the 
  evil surrounding Mount Tranquil. Then they must 
  confront the Silent Ones, who wish the knowledge of 
  their mistakes to remain buried. 
  PREPARATION FOR PLAY 
  Ask the heroes to write down their names and any meta-
  orgs they belong to. If a hero belongs to the Silent Ones 
  metaorganization, prepare Player Handout Two for 
  them. Additionally, be prepared for a slightly altered 
  chain of conversation in Encounter Three. 
  This adventure introduces a splinter group within the 
  Silent Ones. This group is known as the Woestaves, and 
  even players who have a character who is a member of 
  the Silent Ones will be unfamiliar with the position. A 
  Woestave is a position appointed for life directly by the 
  leader of the Silent Ones, the Wyrd, and details duties 
  that even most rank and file Silent Ones are unaware of. 
  The defining duties of a Woestave are not much different 
  than any other Silent One. What differs is the manner of 
  implementation. Where a “regular” member of the Silent 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 4 
  Ones is required to keep their use of magics hidden and 
  to restrict those magics to non-damaging spells, a 
  Woestave has license to break any of the laws of magic in 
  order to end a threat or secure a dangerous item. Where a 
  Silent One would receive censure for dealing with a 
  demon, feebleminding a noble, or fireballing an Inn, a 
  Woestave would not. 
  Hence, Woestaves are a powerful force, and there are not 
  very many of them remaining. Since they are often put 
  into the most dangerous positions, they are often killed 
  before reaching advanced age. 
  In the last several hundred years, the Wyrd has appointed 
  only a handful of Woestaves. Those with knowledge of 
  the woestaves claim that there are always thirteen 
  appointed at a given time, but this is only rumor and 
  speculation. 
  INTRODUCTION 
  The players begin the adventure in Niole Dra. 
  Summoned by a town crier to hear news from the 
  Earldom of Gand, the heroes have their first encounter 
  with the supernatural events that are taking place. 
  Spring in Niole Dra dawns crisp and cool. A brilliant 
  azure sky seems to stretch outward for eternity 
  without a cloud to mar it. All throughout the 
  metropolis people are going about the beginnings of 
  their day. Merchants open their businesses while 
  the last of the revelers seek the shelter of their beds. 
  On several street corners pages dressed in the livery 
  of the kingsmen shout out the latest news from 
  across the Kingdom. Normally they would work for 
  individual papers, charging two coppers for a story, 
  but today was a special occasion. This was a royal 
  announcement, and free to all. 
  A runt of a boy with sandy hair and a face scarred 
  from the aftereffects of some pox flags you down.  
  “Hail! Hail! News from the corners of the land! Hail! 
  Hail! Royal announcement is as follows! A shrine of 
  all faiths has been constructed and blessed in the 
  Earldom of Gand! By the order of the King, all faiths 
  of goodly intent are welcomed within his shrine, 
  and a shrine commemorating all such faiths will be 
  constructed within Niole Dra! All interested 
  architects and faiths are requested to make their 
  intent known at the Hall of the Western Lion. Hail! 
  Hail!” 
  The news is met with a mixture of surprise and 
  warmth. Faiths within Keoland are often at odds, 
  and whatever transpired in the Earldom of Gand to 
  promote such unity must have been tremendous 
  indeed for it to be embraced by the crown and 
  brought to the capitol.  
  ENCOUNTER 1: JESTERS AND 
  LETTERS 
  As 
  you 
  and 
  your 
  companions 
  ponder 
  the 
  ramifications of the announcement, another page, 
  this one dressed in yellow and black livery, runs up 
  to you. Smiling a gap toothed smile, he asks. 
  “Are you (Insert Player Character Name)?” 
  “Oh, don’t bother denying it, I know you are. I just 
  have to ask, you understand? Got a message for you, 
  delivery fee is a silver.” 
  The boy holds out his hand, smiling. 
  Whether or not the heroes pay the silver, the boy hands 
  them a large parchment tube, finely embroidered and 
  sealed with wax. A Knowledge (Nobility and Royalty) 
  check DC: 12 will tell the players that the wax is 
  imprinted with the seal of Barony of Dilwych. When the 
  heroes open it, give out Player Handout One. 
  The handout details a thinly veiled order to meet with 
  Thaddeus Pliq, High Herald of Dilwych. The meeting is 
  to take place in a private room at an upper class inn, the 
  Lion’s Tooth. Thaddeus wants to meet the heroes that 
  evening, and they are on their own until then. 
  A Knowledge (Local, Metaregion 1) or Bardic 
  Knowledge DC 10 will allow the players to know that 
  Thaddeus Pliq is a representative of the Barony of 
  Dilwych to Niole Dra. 
  Any hero who wishes to may spend some time using 
  Gather Information to investigate Thaddeus Pliq. A 
  successful check will yield results based on the following 
  chart. 
  DC 10:  Thaddeus Pliq is indeed a Herald, High Herald of 
  Dilwych and representative of the Baron in Niole Dra. 
  The Baron of Dilwych has not sat on council in many 
  years and trusts Thaddeus to administer his interests here 
  wisely. 
  DC 15:  Master Pliq has a reputation as a buffoon, a man 
  who spends more time gambling and entertaining young 
  pages in his apartments then he does engaged in the 
  politics of the capitol. 
  DC 20:  Thaddeus Pliq has recently begun spending a 
  significant amount of time at the royal libraries, although 
  the topic of his research is a closely held secret to him 
  DC 25: Master Pliq’s spending habits have brought him 
  afoul of the law on more than one occasion. He’s been 
  accused of cheating in several high stakes card games and 
  has been subsequently banned from those affairs. 
  The heroes are free to do as they wish within the city 
  until the meeting takes place. As a city of 25,000, Niole 
  Dra can offer any commodity available in the DMG, per 
  the LGCS.  
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 5 
  Should the heroes decide to spurn Master Pliq’s 
  invitation, he will arrange to visit them at their place of 
  stay. Adjust his speech accordingly. Should the heroes 
  decide to leave Niole Dra without speaking to Master 
  Pliq, the adventure is over for them. 
  At the Lion’s Tooth: 
  Entering the Lion’s Tooth, you can see that the 
  furnishings are of the highest quality. A well 
  dressed manservant looks you over with an askance 
  eye and his voice drips insolence as he speaks. 
  “Yes? May I help you, sirrahs?” 
  The heroes are free to attempt to bluff or bribe their way 
  in, or they can simply show the invitation from 
  Thaddeus. A bribe of five gold pieces or more will buy 
  them passage to the bar and a private dining room, 
  should they wish to look around. A Bluff check DC 20 
  will get the heroes past the doorman without any gold 
  from their purses. The Lion’s Tooth caters to the upper 
  crust of the capitol, and the heroes are likely out of place, 
  considering the fact that they’re probably wearing all 
  their armor and basically looking like they’re out on an 
  adventure. Conversation in the dining room will wind 
  down as they enter and a few nervous laughs will be 
  heard, then the upper crust will continue their bantering. 
  Regardless of their means of entry, eventually the heroes 
  will be noted by the proprietor, a half-elf by the name of 
  Drawl. He will make his way to them, introduce himself, 
  and ask that they follow him to a private room. 
  Drawl quickly and quietly escorts you through a 
  back hallway and up a flight of stairs. Knocking 
  politely at a closed door, Drawl waits. After a second 
  knock, a high pitched and nasal voice says “Enter!” 
  Drawl opens the door for you and stands aside. 
  The interior of the room is very well appointed and large 
  enough to seat ten people. There are several couches 
  around the room and a pair of single chairs set before a 
  large fireplace. A writing desk and a dresser complete the 
  furnishings. A decanter of wine and several glasses sit on 
  the dresser with an assortment of fresh fruits. Seated in 
  one of the chairs facing the heroes is Thaddeus Pliq. He is 
  dressed in a black and yellow ensemble of the finest cut 
  and latest fashion. Thaddeus is of Suel blood with long 
  blonde hair tied into a pair of braids over his shoulders 
  and piercing blue eyes.  
  Thaddeus is a High Herald and is his Baron’s 
  representative to Niole Dra and the council. As such, he 
  has complete autonomy and has as much power as the 
  Baron himself would in matters of state. His voice is high 
  pitched and he is haughty to the extreme. Since his 
  Baron essentially does not care what takes place in Niole 
  Dra, Thaddeus can do and say as he pleases without fear 
  of censure. 
  As the heroes enter, Thaddeus will clap and smile, then 
  gesture for them to take a seat. When they are 
  comfortable and partaking of the refreshments, he will 
  speak in his high pitched voice to the heroes. 
  “Thank you! Thank you for coming. I hope you 
  appreciate the time and effort and considerable 
  funds I’ve spent getting hold of people of 
  your…fabric. Your reputation as adventuring types 
  precedes you. As you might have surmised, I am 
  High Herald Thaddeus Pliq, servant of the Barony of 
  Dilwych. 
  I have something for you.” 
  Thaddeus will stand and, with a cup of wine in one hand, 
  open a small chest beside the fireplace. From the chest he 
  takes out several envelopes and hands one to each hero. 
  Contained within each envelope is a Letter of Marque 
  and a map to the town of Ultholme. Pass out Player 
  Handout Three.  
  In the event that one of the heroes is of some social status 
  equivalent or greater to Thaddeus’, he will not be so 
  abrupt with the heroes and will commiserate that it is an 
  awfully nasty turn of events they are undergoing. He will 
  point out that the orders are not from him, per se, but 
  actually from the Baron.  
  This letter of marque is a personal order on behalf of Lord 
  High Baron Draconis Eternal, Malweig I. in the past 
  Baron Malweig has passed out these letters of Marque to 
  adventurers. The Letters of Marque detail some quest or 
  task. Most of these are absurd or impossible tasks set 
  forth in riddles. Very occasionally these letters have 
  actually led to unearthing of great treasures or profound 
  mysteries. 
  A Knowledge (Local or Metaregion 1) check DC: 15 
  will tell the heroes the basic information about these 
  Letters of Marque. They are legal in Keoland, and are 
  essentially orders, although there has never been a case 
  where someone was brought to trial for avoiding them. 
  With a suitably highly placed patron a recipient of a 
  Letter of Marque could avoid any potential trouble. 
  This particular Letter of Marque is a directive to travel to 
  the town of Ultholme and retrieve the “Jewel of 
  Dilwych.” A reward is promised from the hand of the 
  Baron himself should the heroes be successful. 
  Thaddeus Pliq will shrug when asked many questions 
  about the contents of the Letter of Marque. He doesn’t 
  know anything about the town of Ultholme or this 
  “Jewel” that the Baron asks them to seek out. He is quite 
  amused that the Baron has seen fit to send another group 
  of adventurers out on a wild goose chase. The tales of the 
  groups who survive the Baron’s requests are legendary 
  and will only add to Thaddeus’ repertoire. 
  Persistent and street-savvy heroes might ask Thaddeus 
  what he has been researching in the libraries. He will 
  answer (truthfully) that he has been researching details 
  of the Letter of Marque, and that he has been unable to 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  locate any details about the town of Ultholme or the 
  “Jewel of Dilwych.” 
  After answering the heroes with what he knows, 
  Thaddeus will wave them off, telling them that they 
  probably have better things to be doing. 
  Particularly tenacious heroes will attempt to do some 
  research of their own. However, all of their time will be 
  spent in vain. The map to the town of Ultholme doesn’t 
  match anything on any royal map and no record of it 
  exists at all. It appears that the Baron of Dilwych is 
  sending the heroes off to nothing. 
   
  ENCOUNTER 2: THE ROAD TO 
  NOWHEN 
  This encounter takes place after the heroes prepare their 
  gear and begin the travel to Ultholme. Enterprising 
  heroes may wish to attempt teleportation to Ultholme, 
  but with nothing other than a poor map, they have no 
  chance of success. Any hero foolish enough to force the 
  teleportation issue will automatically receive a result of 
  “Off Target” as detailed in the Teleport spell. Other means 
  of quickening travel such as Wind Walk or Overland Flight 
  will function normally, as they are not dependant on 
  knowing the final location. Regardless of the means of 
  travel the heroes use, they will experience the same 
  disturbances once they reach the outskirts of Ultholme. 
  Depending on their mode of travel, it will possibly take 
  the heroes several days to reach the location on the map 
  that is denoted as Ultholme. The map they have received 
  indicates that Ultholme is within the Barony of Dilwych, 
  on the southeastern border shared with the March of 
  Sedenna. No major roads travel to that area of the Barony, 
  it is considered a backwater and is largely unpatrolled by 
  the forces of law within Keoland. 
  As the heroes approach the location on the map by any 
  means, they will note a marked change in the terrain and 
  visibility. Starting about three miles away from Ultholme 
  the ground will rise steeply and a haze will lie about the 
  land, gradually obscuring visibility to a range of forty 
  feet. The haze is actually smoke venting from massive 
  underground fires started after the disaster of Ultholme 
  perverted the townsfolk. These fires are fueled by 
  massive veins of coal that were worked by the dwarves 
  and gnomes of the town, and the smoke is now being 
  vented out the many airshafts they had built into the 
  hillsides. Any ability that confers the capability to see 
  clearly through smoke will allow the user to see to his 
  normal sight range. 
  Also, the land itself is unique to Keoland. Keoland is a 
  kingdom with many interesting terrains; however 
  mountains are not one of them. The Good Hills contain 
  the most mountainous terrain within Keoland, and yet 
  those are nothing compared to the path to Ultholme. The 
  heights Ultholme sits on is at least twice the elevation of 
  the Good Hills, and it is not as if such a formation of 
  stone could have gone unnoticed, even in a backwater of 
  a small Barony. 
  Once they are within the haze, players will start to 
  experience the Otherworld.  
  The Otherworld 
  When Neverfall was corrupted and the magics used to 
  enchant it were unleashed upon the town, horrible 
  changes occurred. The town became twisted and warped, 
  as did its inhabitants. The Silent Ones who responded to 
  the troubled town were able to push the town into a 
  demiplane of its own. An unfortunate side effect of the 
  magics they used is that the town is in a permanent state 
  of flux. 
  The town vacillates between the normal existence it led 
  on the morning of the corruption of Neverfall, and the 
  demented state it became afterwards. One vision is 
  normal and true, and the other vision is perverse and 
  horrid. For part of the adventure the heroes will travel 
  through the normal version of Ultholme and for part 
  they will be walking through the Otherworld Ultholme. 
  During the duration of the heroes visit to Ultholme, the 
  Otherworld will occasionally “pulse”, turning the regular 
  scenery into a nightmare.  
  While the heroes are in the normal Ultholme, it 
  demonstrates no special traits other than appearing to be 
  a town that is very out of date. Heroes will recognize the 
  patterns of speech and diction to be antiquated, as well as 
  the cut and fashion of dress. When the Otherworld 
  “pulses”, the entire area will demonstrate the traits of a 
  strongly evil-aligned plane. This means that good aligned 
  heroes will suffer a -2 circumstance penalty on all 
  Charisma checks as well as a -2 circumstance penalty to 
  all Intelligence-based and Wisdom-based checks. 
  When a pulse overtakes the heroes, they may become 
  confused as to the flow of time. There is no actual time 
  dilation or time change involved in the game mechanics. 
  Spells with a duration still run, et cetera.  
  Finally, when the Otherworld “pulses”, all color is 
  drained from the heroes’ vision. This can be equated to 
  the way darkvision acts and will likely be quite a surprise 
  for many heroes. This is so disorienting that characters 
  that are not acclimated to darkvision through a magical 
  item or natural ability will suffer a -2 circumstance 
  penalty to spot checks. 
  It will be the heroes’ goal to survive the Otherworld and 
  to find a way to either end the corruption of Otherworld 
  or to banish it for another ninety-nine years. 
  Traveling westward from Niole Dra has been 
  uneventful. The regrettable downside of traveling to 
  a backwater of a small Barony is that the road 
  structure leaves much to be desired hereabouts. 
  Following that might have once been a grand royal 
  road but is now little more than a dirt trail you have 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  come through a small forested area. The map you 
  were given now shows you as being less than a day’s 
  travel from Ultholme, and Mount Tranquil on 
  which it resides. 
  Clearing through the last rank of stubborn trees, 
  you can see that the road suddenly widens into a 
  paved path large enough to accommodate at least 
  two wagons passing in each direction. As you move 
  forward on the road you gradually see a haze 
  gathering around you. Within just a few steps on the 
  road you quickly notice a strong incline. Looking 
  onward and upward, the road disappears into the 
  thickening haze. 
  A Knowledge (Local or Metaregion 1) check DC 15 
  will let the players know that this terrain is completely 
  unknown in Keoland. Much of the kingdom is rolling 
  prairies or dense forests, mountains of any sort simply do 
  not enter into the picture here. The nearest mountain 
  range of any sort is the Jotens, on the western border of 
  Keoland. Those formidable mountains are many, many 
  miles away.  
  A Survival or Craft: Blacksmith check DC 15 will tell 
  the heroes that the smoke is definitely from some kind of 
  fire. 
  After traveling about two miles on the great road: 
  The haze continues to grow and thicken as you 
  travel the great road. The air itself takes on an acrid 
  tinge and begins to smell like something is aflame. 
  The haze continues to condense until you can see no 
  more than forty feet in any direction. Ahead of you 
  on the side of the road you can see some sort of 
  structure. The sun above continues its steady 
  decline. There are about four hours until sunset. 
  The structure is a small caretaker’s shack on the outskirts 
  of Ultholme’s graveyard. As the heroes advance, they will 
  be able to see a large sign situated up the road from the 
  shack. It reads simply “Welcome to Mount Tranquil – 
  Ultholme. Population 383” 
  The shack is a single room and is unlocked. Within are 
  the tools of a gravedigger: spades, shovels and a large 
  wheelbarrow. There is a table with several stone carving 
  tools for headstones. All of the tools in the shed are 
  serviceable and appear to have seen recent use. Allow the 
  heroes to make either a Spot or Search check DC 10 + 
  APL. Success yields two copper sparrows (coins) that 
  were sitting underneath the tools on the table. A second 
  Spot check DC 10 will allow the heroes to see that the 
  coins are of Keoish make, but bear an unfamiliar face, 
  that of King Tavish. There is no date graven on the coins. 
  Any hero who specifically examines the copper pieces 
  will not need to make the spot check. The coins radiate 
  very faint magic (evocation) because they are designed as 
  burial coins, to rest upon the eyes of the recently 
  deceased. Despite their condition and age, they would 
  not be worth more than the weight of the copper they are 
  minted from. 
  A Knowledge (History) check DC 15 will allow the 
  heroes to recognize King Tavish as a king of Keoland 
  from several hundred years ago. He was commonly 
  known as one of Keoland’s most warlike and imperialistic 
  kings.  
  The Graveyard is vast and neatly kept. The headstones are 
  in tidy rows and are all made of a dark stone and inlaid 
  with white lettering. Heroes who read the headstones 
  will find that the most recent date is CY 299 and that the 
  oldest is dated CY 185. Despite the ages, none of the 
  “newer” headstones are showing any appreciable signs of 
  age. A hero with tracking can make a check DC 15 and 
  will determine that there appears to have been at least ten 
  humanoid forms moving through the graveyard within 
  the last day, and one large creature. 
  Finally, the graveyard has one grave prepared for use. On 
  a large stone slab next to an open grave is the obviously 
  dead body of a man in his mid twenties. Dressed in a suit 
  of armor and with a ceremonial sword and shield at his 
  side, the man lies still. A Heal check DC 15 will tell the 
  investigator that the man has died of unseen causes. The 
  body hasn’t suffered any sort of serious trauma. A 
  Spellcraft check DC 10 + APL will tell the player that it 
  was certainly some sort of magical death effect. The 
  headstone reads simply “Neverfall”. The grave is empty. 
  Examining the grave proves fruitless, although any hero 
  who is foolhardy enough to jump into the grave will get a 
  sense of foreboding and the AR item In Your Grave 
  Early.  
  If any player takes the copper coins from the caretaker’s 
  shed and places them on the eyes of the man, it will have 
  a direct effect on the ensuing encounter. Refer to the 
  setup section for details. If this occurs, it will 
  demonstrate to the players that their actions have 
  repercussions on the Otherworld. The coins will sear into 
  the eyes of the dead man as they are placed. They have no 
  effect on anything living. 
  When the heroes are done with the graveyard and begin 
  moving towards the town: 
  Development: Otherworld Pulse 
  Suddenly, a horrible wailing of horns resounds from 
  all around you. The mists seem to waver and shift, 
  and suddenly the world around you is not as it was. 
  All color leeches from your sight, reducing the 
  world to a monochrome nightmare. The tombstones 
  surrounding you are no longer stone, but jagged 
  spikes of metal upthrust from the ground. The walls 
  of the caretaker’s shack are replaced by wrought 
  links of barbed iron strung together. The grass 
  under your feet is now dead and blasted, the earth 
  clearly unsuitable for life. 
  From the gravesite you see the man sit up and look 
  at you, hunger and hatred glowing in his suddenly 
  enlarged eyes. He rolls off the slab and moves 
  towards you. Amber streaks of color lance from his 
  eyes, the only color in your vision. Like deadly 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  searchlights, they move along the spiked ground 
  towards you. It is looking for you. 
  APL 8 (EL10) 
  � Advanced Evolved (2) Bodak: hp 84, see 
  Appendix 1 
  APL 10 (EL11) 
  � Advanced Evolved (2) Bodak (Large): hp 127, 
  see Appendix 1 
  APL 12 (EL 14) 
  � Advanced Evolved (2) Bodak (Large): hp 187, 
  see Appendix 1. 
  Setup: Use DM AID 2: The Graveyard as the map for 
  this fight. The Bodak starts at the Bier, the players start at 
  the numbered locations. If any player placed the two 
  copper sparrows (coins) from the caretaker’s shed on the 
  eyes of the dead man before the group started to leave the 
  graveyard, the Bodak will suffer. An unknown 
  combination of magics will cause the copper coins to 
  become fused to the Bodak’s eyes and cause it damage. 
  Every round, the Bodak will suffer ten points of damage 
  from the searing copper in his eyes. This will not prevent 
  the use of the gaze attack, nor make the save easier.  
  Tactics: Since the Bodak starts well away from the 
  heroes, it will attempt to close as quickly as possible. The 
  Bodak will attempt to attack the weakest looking hero 
  possible without endangering itself through attacks of 
  opportunity. At APL 8 and 10 the Bodak will use its cone 
  of cold ability in the first round, followed up by either a 
  directed death gaze or another cone of cold. At APL 12 
  the Bodak will use its empower and quicken ability to use 
  cone of cold in the first two rounds, while attempting to 
  direct gaze attacks at frail looking heroes.  
  Note: Because the heroes have had ample time to prepare 
  spells and other measures for themselves, the EL of this 
  encounter has been lowered by 1. As well, be aware that 
  the Bodak has had the Evolved template applied twice, 
  there is only one Bodak.  
  After combat is resolved, the Otherworld pulse ends. 
  Just as suddenly as it came, the strange wailing of 
  horns is gone, and the world returns to what you 
  remember. The shack is just a shack and the grass is 
  green and lush. The one difference is that the open 
  grave you saw is now filled in and an old growth of 
  grass covers the gravesite. 
  As silence once again graces your ears, a light snow 
  starts to fall on you. As it falls upon your faces you 
  feel that it is warm. It smears at your touch and you 
  realize that it is not snow, but rather it is ash. Ash 
  falls from the skies and starts to cover the ground in 
  a light dusting. 
  The falling ash is a result of the madness that swept over 
  the town. As the townsfolk changed and were engulfed 
  by evil, several of them started fires in the coal veins that 
  run under Mount Tranquil. The ash is a result of the fires 
  as they vent through the air ducts into the mines. 
  ENCOUNTER 3: A TOWN 
  FORGOTTEN 
  This encounter takes place as the heroes move into 
  Ultholme. 
  Ash continues to fall from the sky in silence as you 
  move within sight of Ultholme. Out of the haze you 
  see the shape of several buildings heave into view. 
  The first building you can see clearly appears to be a 
  sturdily build jail, constructed of bright red 
  brickwork. Thick bars are deep set in a trio of 
  windows visible from where you stand. A single 
  door sits slightly open, three steps leading up to it. 
  Ash piles in small snow-like drifts around the stairs. 
  Through the still falling ash you can see more 
  buildings 
  lining 
  what 
  must 
  be 
  the 
  main 
  thoroughfare of the town. 
  Ultholme was primarily a community of Gnomes, 
  Halflings, and Dwarves. Despite that, there was a sizable 
  human presence here. The Humans typically preferred to 
  live aboveground, the Dwarves belowground, and the 
  Gnomes and Halflings spread out between the two. The 
  Dwarven population is by far the smallest component of 
  the town, the Humans and Gnomes the largest.  
  Use DM AID 1: Ultholme Proper for navigating the 
  important parts of aboveground Ultholme. The buildings 
  of most import are the Jail (Location 1), the Anvilfire 
  Tavern (Location 2), the Sheltered Storm/Raining Blood 
  Inn (Location 3), Church of Pelor (Location 4) and 
  Markham Moneychangers (Location 5). Should the 
  heroes start to wander off away from the center of town, 
  they will find the paths and roadways disappear into 
  sheer drop-offs into nothingness: when Ultholme was 
  ripped from Keoland the surrounding land settled 
  naturally from erosion. There is only one way into or out 
  of Ultholme, the path the heroes took in.  
  When the heroes move towards or past the jail, Remble 
  will move out and greet them. 
  The door to the jail opens a crack and a bespectacled 
  human peers out at you. In a low voice, he speaks 
  “Hurry now! Get out of the street and in here. You’ve 
  stumbled into a very dangerous spot, you have, and 
  it’s safe enough in here. The wards are strongest 
  right after the changes. 
  Heroes who dawdle or ask for explanations will get an 
  exasperated sigh from Remble, who continues to try and 
  cajole them inside. If the heroes desire to walk around for 
  a bit first, allow them to explore the town, but eventually 
  they will come back to Remble for explanations. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 9 
  The building is indeed a jail, with thick brickwork 
  walls and solid construction. Once inside, the door 
  shuts behind you. Painted on every wall are a series 
  of geometric lines and patterns. In each of the four 
  corners of the room burn a set of candles set upon a 
  small bronze dish. 
  The man looks at you and straightens the robes he 
  wears. Upon closer inspection you can see that one 
  of the lenses of his spectacles is broken and dried 
  blood mats the roots of his hair on the right side of 
  his head. Dusting himself off, he sketches a bow and 
  speaks. 
  “Please accept my apologies for the hasty manner 
  out there. I’m Remble, and you’re new here. 
  Welcome to Mount Tranquil.” He laughs. 
  Remble, the Woestave 
  Remble’s appearance in Ultholme is no coincidence. He 
  is a Woestave, one of a special cadre of Silent Ones whose 
  existence remains largely unknown. All Silent Ones are 
  charged with the gathering of dangerous items and 
  protecting the peoples of Keoland, but a special few are 
  given discretion above and beyond the others. These 
  people are called the Woestaves. While not particularly 
  cruel or violent, they are the adepts who the Wyrd relies 
  upon to put down the most dangerous of the threats to 
  Keoland. Remble’s entire group of companions were 
  Woestaves, a gathering of force almost unheard of in 
  Keoland. When they arrived in Ultholme, they were 
  decimated and only Remble survived. He then made a 
  desperate gamble and used the collective magics 
  possessed by his dead companions to push Ultholme off 
  into another dimension.  
  Allow the heroes to introduce themselves to Remble. 
  Any hero who presents the outward appearance of an 
  arcane spellcaster (robes, spell component pouch, 
  familiar, staff, et cetera) will draw Remble’s eye. He’s 
  expecting reinforcements from the Silent Ones and he’s 
  not sure if the heroes are it.  
  The inside of the jail appears to be warded with magics. A 
  Spellcraft check DC: 15 will tell the hero that the lines 
  and candles are clearly part of some kind of warding 
  designed to keep out external entry. The spell is one of 
  Remble’s devising and exists nowhere else so the heroes 
  will be unable to determine any more details.  
  “I’m sure you have questions. We all do. Answers are 
  in precious little supply right now. I’ll tell you what 
  I know if you answer my question first.” 
  Remble pauses, licking his lips anxiously. 
  “What year is it?” 
  Remble is testing the waters here. He knows that the 
  spell used to push Ultholme into the pocket dimension is 
  supposed to last ninety-nine years but there is always the 
  possibility of the unforeseen. Time passes much more 
  slowly in Mount Tranquil when it is in the pocket 
  dimension than it does when it is returned to Oerth, and 
  so Remble is still living with fresh horror in the town. 
  When the heroes answer him, Remble will sigh and 
  gesture for them to sit. 
  “This…place that you’ve come to, it’s no longer sane. 
  To me, the events that occurred here are but six 
  months old, but to you they are almost three 
  hundred years old.  
  The reign I know is the reign of King Tavish. This 
  hill, this town, is well known for its odd culture and 
  inhabitants. Within the area dwell two clans of 
  gnomes and one of dwarves. Several larger families 
  of Halflings call the face of Ultholme their homes 
  dependant upon the season, and as always many 
  men serve as a bridge between all.” 
  A strange glint enters Remble’s eye.  
  “I would not normally ask you this, but I have given 
  everything of mine…my family, my freedom and my 
  life to service. I fear my sanity is the last thing I have 
  left, and after six months here I feel that cracking. 
  Tell me, what is the first virtue?” 
  Remble peers at you, searchingly…hopefully? 
  Remble is desperate and is using a dated code phrase in 
  an effort to determine if any of the heroes are members 
  of the Silent Ones. Any player whose character is a 
  member of the Silent Ones metaorganization will 
  immediately know the answer to this as “Silence”. Advise 
  the player that they know the correct answer. Players 
  may guess or answer incorrectly if they so choose. 
  If a hero gives Remble the correct answer: 
  “Ah blessed Boccob. I had hoped for this. Tell me, 
  how many more Silent Ones are coming? I cannot 
  push Ultholme back again. We need a more 
  permanent plan.” 
  This is likely to draw all sorts of confused looks and 
  comments from the players. Remble will quickly pick up 
  on the player’s confusion and surmise that either there is 
  no more support coming or that the heroes are so low 
  ranking in the organization that they are unaware of any 
  more reinforcements. 
  “I see. We’re alone then. The Wyrd has failed to find 
  a solution and since this place has been out of sight 
  it has also been placed out of mind.” 
  If no hero gives Remble the correct answer: 
  “Ah Boccob take it all, you’re not the ones I need to 
  see here. Why are you here, anyway? You walk the 
  path of destruction.” 
  Remble’s explanation of the events that have taken place 
  here: 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 10 
  “Well there’s no helping it now. You’re here, you’re 
  practically part of the painting. Make yourself 
  comfortable. 
  I’m Remble Ar-Kerran. I am a Silent One. My 
  companions and I came to Ultholme at the behest of 
  the Wyrd, he who rules the Silent Tower. Six 
  months ago by my reckoning there was a 
  massive…surge…of power from Ultholme. We 
  gathered our belongings and teleported here. 
  We were met with madness. Much of the town was 
  empty, the air soiled and ashen from fires started in 
  the coal veins underneath our feet. The townsfolk 
  appeared to be gone, but we were wrong. Many of 
  them were still alive when we found them in the 
  Amphitheatre near the center of town, but 
  something…evil…had gotten inside them.  
  We watched in horror as they descended upon each 
  other in murderous frenzy and rent each other 
  apart. We watched, and waited. 
  Then the dead rose and fell upon those still living. 
  They consumed them and absorbed them, and 
  somehow they sensed us. We fled here. Cyris and 
  Thalan died holding the door long enough for me to 
  erect the wards. The rest of us waited here, trying to 
  figure out what was going on. Eventually it became 
  plain that we had to try and move out, to find the 
  cause of this horror. We were slaughtered. 
  Any hero who attempts a Sense Motive check can easily 
  see that Remble is telling the truth. Scattered around the 
  interior of the jail are many sets of gear, such as the 
  heroes themselves might carry. All of them appear to 
  indicate that their previous owner was an arcane 
  spellcaster. 
  Remble himself is obviously fraying at the edges. He’s 
  been dealing with the consequences of being trapped 
  here surrounded by the madness of the town. 
  Eventually, Remble will finish up his tale. 
  With my companions dead and no help arriving, I 
  had to take desperate measures. I contacted the 
  Wyrd one last time and told him of my plan, he 
  approved. Using the collected magical items of my 
  companions, I was able to shove the entirety of 
  Mount 
  Tranquil 
  into 
  a 
  pocket 
  dimension. 
  Unfortunately, I had to travel with it. The spell is 
  supposed to last for ninety-nine years, and the Wyrd 
  was supposed to find a way to allow my sacrifice to 
  end. 
  My attempts to contact the Wyrd, or any Silent One, 
  have met with silence. Worse, in the previous 
  castings I have exhausted much of the magic 
  contained in bits and trinkets from the townsfolk. I 
  do not believe I can push Ultholme back a fourth 
  time. 
  The Heroes likely have some questions here. 
  “What caused the townsfolk to go mad?”  
  “I am still not entirely sure. My ability to travel 
  about is limited but from what I could glean from 
  some personal writings, there was supposed to be 
  some kind of Dwarven ceremony and King Tavish 
  was sending an honor guard of some sort.” 
  Note: Remble is lying about the above question. He 
  knows that a member of the Silent Ones somehow 
  caused this to happen. A Sense Motive check DC: 20 + 
  APL will tip the heroes off that Remble is concealing 
  something here. Normally this would be an opposed roll, 
  but Remble is simply too odd to pin down. Only a hero 
  with a keen sense of intuition will pick up on this cover-
  up. 
  “What happened to the rest of the townsfolk?” 
  “We weren’t able to save any. Some tried to hide, and 
  were successful for a week or so, but then the food 
  and water ran out. Some starved, I surmise, some 
  went to their deaths willingly.” 
  “How did you survive?” 
  Remble holds up his right hand. On his ring finger 
  is a simple gold band.  
  “Lucky me. I don’t have to eat.” 
  “Where did you move Ultholme to?” 
  “We moved the entire town into a pocket dimension 
  that borders the Plane of Shadow. Considering that 
  the alternative was letting this madness spread 
  through the Kingdom, this was probably the wiser 
  choice.” 
  “Where are the townsfolk now?” 
  “They’re all dead, but not undead. I’m surprised you 
  didn’t see any on the path up here. They’re always 
  banging at the borders, trying to get out. You can’t 
  kill them permanently, at least not by any method 
  I’ve been able to discern. They always get back up, 
  mash themselves together, and shamble off. 
  Sometimes they disappear for days; sometimes 
  they’re all over the town.” 
  “What can we do to help?” 
  “I’m not entirely sure, to be candid. It seems logical 
  that something happened at the Dwarven ritual. 
  Fancy events were always held in an underground 
  hall, heading there might turn up some answers, or 
  it might get you killed.” 
  “Is there anything interesting left in town?” 
  “There’s a few places left standing that you can take a 
  look at, but I don’t recommend loitering about. The 
  Anvilfire Tavern was where Tavish’s delegation was 
  staying, and also where the remaining townsfolk 
  made their final stand. It’s in pretty bad shape, but 
  it’s still standing. The Sheltered Storm Inn is just a 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  watering hole but it was basically the center of the 
  townsfolk that lived above town. There’s a small 
  church to Pelor. I think he must still watch over it, 
  because the townsfolk stay away from it. Markham’s 
  Moneychanger still stands, all locked up. Town Hall 
  is on the northern edge of the amphitheatre and 
  both of those are still in fair shape.” 
  “How do we get to the underground hall?” 
  “There’s a series of passages that lead down under 
  the amphitheatre. I saw a set of engineering 
  schematics that looked like a map in Town hall but I 
  never had a chance to grab them. Since I’m the only 
  one who knows how to move Ultholme back, I 
  couldn’t risk going there.” 
  “How did you move the town, anyway?” 
  “That you have to ask is simply a sign of how little 
  you know. Any one of my companions would have 
  been capable of doing what I did. The last group of 
  travelers that came through here didn’t know what I 
  meant either.” 
  “Others have come through here?” 
  “Yes, there was a group of adventurers that came 
  through here after the last time my spell ended. 
  They were the greedy type and went to the 
  moneychanger. I never saw them again, but I did 
  hear their screams. I would have tried to save them 
  but they were too far away.” 
  “If there’s not enough magic here to push Ultholme back 
  out, how are you going to do it?” 
  “Again, you show your lack of understanding. Magic 
  is simply life force. If needed, I can push Ultholme 
  back out myself, but I would likely perish. It would 
  simply put off reckoning for another day.” 
  (The heroes explain what occurred in the Graveyard) 
  “Ah yes. Part of the warped magics in this town. It’s 
  not safe to be out and about when the Otherworld 
  pushes through. Hmm? Oh yes, that’s what I call it. 
  It’s not our world, after all.” 
  At this point the heroes have a potential goal and a bevy 
  of locations to explore.  
  Stepping out of Remble’s sanctuary, he closes and 
  wards the door behind you. You hear a muffled 
  “Good Luck!” from Remble. 
  Location 2: The Anvilfire Tavern 
  The Anvilfire Tavern is basically a series of rooms for 
  rent. As Remble may have told the heroes, this is where 
  the surviving townsfolk attempted to make a last stand 
  and where Tavish’s delegation was staying. It’s partially 
  destroyed and barely standing. Although there is no 
  combat here, a map is provided as DM AID 3. 
  A weathered sign sits outside this large building, 
  ash swirling and piling around it. In common it 
  reads “Anvilfire Tavern.” The front door is smashed 
  off its hinges. Ash trails into the front door from 
  outside. 
  Heroes may make a Tracking check DC 20. Success 
  indicates that they see more obvious signs of a struggle 
  by the door in the form of old dried bloodstains. Many 
  medium sized creatures come and go from the tavern by 
  the boot prints in the ash inside. 
  A long, low bar is the prominent feature in the main 
  room. Overturned tables and chairs lay scattered 
  about and a destroyed piano is near the front door, 
  obviously someone tried to use it to blockade the 
  door. A single passageway leads off to a series of 
  doors in a corridor. 
  There are no bodies or such about, but a Search check 
  DC: 10 will turn up several large bloodstains, old and 
  dried with age. 
  The corridor to the rooms has seen extensive fighting 
  from the last defense. 
  Moving into the corridor you can see that a pitched 
  battle took place here. The walls are heavily 
  scorched as though by magical fire. Another 
  makeshift barricade clogs the hallway, bashed 
  through. A massive brown stain that can only be 
  dried blood covers the far end of the corridor.  
  The four rooms for rent are open to he heroes for 
  investigation. 
  Room 1: 
  The odor of fresh flowers lingers in the air here. A 
  bed large enough for two people dominates the 
  room. A dresser lies on the floor, its contents 
  scattered 
  about. 
  It 
  appears 
  to 
  be 
  another 
  unsuccessful attempt to bar the door. A broken full 
  length mirror rests against the wall. 
  The room is empty of valuables. There are a few sets of 
  traveling clothes and personal items, but nothing worth 
  taking. There are no bodies and no bloodstains in the 
  room. 
  Room 2: 
  This room has seen by far the most extensive 
  damage. The roof is partially torn off and the walls 
  are scorched black. Curled in the corner near the 
  charred bed is a skeleton. From here you can see that 
  it has a golden necklace wrapped around its hand. 
  The skeleton belongs to one of the adventurers Remble 
  spoke of. It is wearing the tattered remnants of robes. The 
  golden necklace is recognizable as the remnants of an 
  expended necklace of fireballs with a Spellcraft check DC 
  15. A Survival check DC: 15 will show that the skeleton 
  was at the center of whatever fire destroyed this room. 
  
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  The adventurer destroyed himself rather than let 
  anything get him. 
  If any hero attempts to resurrect the adventurer, it will 
  succeed and the heroes will meet Brenida Therran, 
  adventuress for hire. 
  Brenida was a sellsword who stumbled across Ultholme 
  with her friends and companions, and was promptly 
  slaughtered when the townsfolk descended upon them. 
  She is almost catatonic from her experiences and will be 
  unable to create even a single coherent sentence. The 
  heroes would be well advised to leave her in a safe place, 
  either the jail or the Church of Pelor. If they take her 
  with them, she will be able to walk but will crumple to 
  the ground screaming whenever there is an otherworld 
  pulse.  
  All APLs: Brenida, Female Half-elf fighter 5, hp 47. See 
  Appendix 4 
  Room 3:  
  This room is almost untouched by the ravages of 
  fighting. Black curtains block most of the light from 
  entering through the window but you can still see 
  that the room is well ordered. A standing mirror sits 
  on one wall, facing the bed. On the bed sits a pair of 
  backpacks. 
  Heroes who search the backpacks find the usual 
  assortment of traveling clothes that would be expected 
  for a long journey. Additionally, one of the backpacks has 
  Player Handout Four: The Journal.  
  Any hero who searches the bags will see themselves in 
  the mirror as well. A Spot check DC: 10 + APL will show 
  them that something is odd with the mirror. Any motion 
  the heroes make is reflected faithfully, but almost thirty 
  seconds after they make it. The mirror radiates no magic. 
  When the heroes leave the room, they will hear the loud 
  sound of glass breaking. Returning to the room and 
  investigating will yield nothing. The window is still 
  intact as is the mirror, which no longer has any sort of 
  delay to the reflection. 
  Room 4: 
  This room isn’t really much of a room any more. Two 
  of the walls have been battered in from outside, and 
  the wall next to the door has been bashed in as well. 
  The door itself shows signs of being battered but is 
  still securely locked. You can see piles of ash 
  swirling in from outside. 
  This room was the last stand of a few townsfolk, 
  including the proprietor of the Tavern. He magically 
  locked the door (it will not open to any means short of 
  limited wish) and huddled here with his family while 
  waiting for help. It never came and eventually the walls 
  gave in. A Search check DC: 20 + APL will yield a single 
  skeleton key in good condition. This key opens a secure 
  box in Markam’s Moneychanger. 
  When the heroes prepare to leave, they will be 
  approached by the ghost of the Duke’s Daughter. 
  A young female voice calls out from the main room 
  of the Tavern. 
  “You in there, come out! I need to speak to you!” 
  The Duke’s Daughter, Ruby, was slain by a Vecnan in the 
  King’s company, using Neverfall. Her death warped the 
  magics of the ritual used in the creation of the weapon 
  and resulted in the current twisted state of the town. She 
  knows that the man who killed her belongs to some kind 
  of order, and that Remble is also part of that order, but 
  does not know what that order is. 
  A young girl, no older than fifteen, stands in the 
  main room, not facing you but rather in profile. 
  With a start you realize that you can see through 
  her. She’s not entirely solid. 
  Some heroes will immediately attempt to turn the ghost. 
  A turning attempt that indicates success against a 12HD 
  undead will send the girl fleeing through the wall. A 
  successful greater turn will dissipate Ruby but she will 
  reform elsewhere. Either way, she will not attempt to 
  approach the heroes again. They have just accidentally 
  cut out a potential source of aid. 
  If the heroes give her a chance to speak: 
  “I’m Ruby Neheli, daughter of Duke Byron of 
  Dorlin. I beg your forgiveness for not facing you, but 
  I am not pleasing to look at.” 
  This is entirely true. Ruby’s manner of death was violent 
  and the left side of her ghostly form reflects that. She 
  wishes to avoid scaring the heroes but will not prevent 
  them from attempting to circle her for a better view. 
  “You shouldn’t have come here. You’re in terrible 
  danger. Your friend hasn’t told you the whole truth 
  about this place, or his involvement here. He has 
  spoken to his Wyrd, and they want to erase their 
  mistake here and any who have witnessed it. You’re 
  not safe, as his companions were not safe. 
  The man who did this to me still lives, in the halls 
  underneath Ultholme. His twisted power ruined 
  this place, it ruined the town that loved me so, and it 
  ruined me. The path that your friend wishes you to 
  tread is dangerous, though it will take you to the 
  man below. I can show you a different path, if you 
  wish.” 
  Ruby is referring to a mine ventilation shaft that she used 
  to play in with her friends before she was slain. The shaft 
  is sunk into an old unused well behind Markham’s 
  Moneychanger. Ruby will be more than happy to point 
  the heroes towards it. Ruby will not answer any questions 
  and will calmly walk away from the heroes, disappearing 
  into the mists, and eventually through a solid wall if the 
  heroes try to follow her. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  Enterprising heroes may attempt to go talk to Remble 
  again. Returning to the jail after speaking to Ruby will be 
  fruitless for them, however. Remble and all his 
  belongings are gone, without a trace. Heroes who re-
  enter the jail will immediately note that the jail is now 
  filled with clutter and dust, and that the magical wards 
  on the walls are faded with age. 
  Location 3: The Sheltered Storm/Raining Blood Inn. 
  This building is almost wholly intact. A sign 
  creaking in the wind names this as the Sheltered 
  Storm Inn.  
  Development: Otherworld Pulse 
  As the heroes approach the door, a pulse overtakes 
  Ultholme. 
  Suddenly, a wailing of horns blasts through the air. 
  All color is drained from your sight as a palpable 
  wave of anguish and pain washes over you. 
  Whatever it is, it’s stronger here than it was in the 
  graveyard. You can see that the walls of the inn in 
  front of you are now made of corrugated pieces of 
  iron hammered together at slapdash angles. The 
  cobblestones beneath your feet are now made of 
  twisted and fused bones, blackened with heat.  
  Behind you! Movement! 
  Shuffling up the street towards you is a warped 
  caricature of a man. It has no head, simply a rippling 
  circle of flesh seemingly far too large to be 
  supported by his rickety shoulders…shoulders 
  which sprout an extra pair of smaller arms. The 
  flesh of its “head” ripples as it advances on you 
  slowly. You hear what sounds like a wailing horn 
  emanating from it. 
  There! There’s another behind it, and a third, and 
  more! They shuffle towards you slowly, all wailing. 
  You hear the wailing of horns from around the 
  corners of this building as well. 
  The creatures are Gloom Golems, formed by the death of 
  this town. A successful Knowledge: Architecture and 
  Engineering or Knowledge: Arcana check DC 20 will 
  allow the hero to recognize the creatures as Gloom 
  Golems. They advance on the heroes mercilessly. The 
  heroes should quickly realize that they are outnumbered 
  and look for a defensible position to fight from, how 
  convenient that they are right near an Inn! 
  This encounter is designed as an exercise in fear and 
  frustration for heroes that are usually able to handle 
  anything the world throws at them. The otherworld 
  pulse lasts for only a few minutes of game time, but they 
  should be as intense and hectic as you can make them.  
  There are two absolute safe locations in town during the 
  pulse: the jail and the church of Pelor. The heroes have 
  not likely been to the church yet, but it will be visible to 
  them shortly. When the heroes re-enter the jail or the 
  sanctified ground of the church, they will be safe from 
  the Golems. If the heroes attempt to take shelter in any 
  other building, the Gloom Golems will hammer at the 
  doors and windows in a manner much that you would 
  expect from any “B” horror film.  
  Any hero directly exposed to the crowd of Gloom Golems 
  will take 2d6 points of damage per round from the crush 
  of the creatures. This damage does not require a to-hit 
  roll, but it is reduced by DR. Movement through the 
  crowd is possible, but at half speed, and incurs a d6 of 
  damage per round of movement. The Gloom Golems will 
  never use any of their special attacks, making this 
  encounter more flexible.  
  Heroes that fling spells or such at the crowd will find 
  that it is all but invulnerable. For every 10 points of 
  damage done by an area of effect spell, one creature will 
  fall, only to be picked up and subsumed by another 
  golem in the crowd. The damage will open temporary 
  gaps in the crowd, allowing the heroes to move through 
  without taking damage if they are wily and move as a 
  group. Heroes should realize very quickly that they 
  cannot kill this threat.  
  Intelligent heroes will find many ways to deal with this, 
  some even without resorting to magic. If the heroes take 
  to the roofs of any building (everything in town is one 
  story high) they will find themselves safe until the pulse 
  ends. Teleporting away is possible as well, with likely 
  locations being the graveyard (which is far enough away 
  to be safe until the pulse passes) and the jail interior 
  (which is empty and dust covered, but closing the door 
  activates the wards).  
  Some heroes will choose to use the Sheltered Storm as 
  refuge. As they enter, they will notice that the sign now 
  reads “The Raining Blood Inn”. The necessary map is DM 
  AID 4. 
  Inside, you hastily move furniture to block the main 
  door and shutter the windows. As you are preparing 
  to close a window on the north side your eye sees 
  color! A shaft of golden light shines up from the 
  ground. You cannot directly see what is at the base 
  of the shaft of light because it is behind another 
  building. 
  A shattering noise pierces the air. Fists rain like 
  hammerblows on your improvised barricades. The 
  wailing of horns surrounds you. This cannot hold. 
  This is the most interesting scenario, where the heroes 
  have to push through the crowds to reach a safe haven. If 
  the heroes refuse to leave the Inn, the crowd will break 
  though the walls and doors in three rounds and the 
  players will start taking the damage listed above. Let the 
  players know that it appears that they could push 
  through physically with a moderate risk to themselves, 
  without a bull rush test or similar mechanic. Canny 
  players will use area of effect damage spells to facilitate 
  their passing. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 14 
  The shaft of light is the Church of Pelor, which is a very 
  obvious safe haven. 
  Any hero who falls to the crowd will be lost until the 
  pulse ends, and their body will be on the ground where 
  they fell.  
  The otherworld pulse ends after three minutes of game 
  time. If the heroes make it to a safe haven before then, 
  allow them to pass the time watching out from their 
  location as the crowd falls upon itself and tears each 
  other apart. Just as suddenly as it came, the otherworld 
  pulse will leave, and “normal” will return to Ultholme.  
  This encounter is not meant to be defeated through force 
  of arms alone and as such is not counted in the total ELs 
  of this adventure. Avoid having the encounter drag on if 
  possible. 
  Location 4: The Church of Pelor 
  The first glimpse of the church is likely to be during an 
  otherworld pulse, but not necessarily. Either way read or 
  paraphrase the following: 
  In a small depression sits a humble building. A 
  golden shaft of radiance seems to pour upwards 
  from it, into the heavens and reaching out of sight. 
  The ever-present ash that falls around you does not 
  drift into the circle of light, instead seemingly 
  choosing to avoid it. 
  Entering the circle of light is protection from any of the 
  townsfolk that may be running around. The church itself 
  is a mid-sized single roomed building. Behind the church 
  proper is another small building which is where the 
  cleric of Pelor, Andropolis, lives. A single large door is 
  the only entrance into the church, it always stands open. 
  Finally, on the grounds around the church, inside the 
  circle of radiance are several dead townsfolk. They are 
  laid out as if in preparation for burial, all of them seem to 
  have died from thirst or starvation. 
  Walking towards the single door of the church you 
  see that it is emblazoned with the sun symbol of 
  Pelor the radiant. Inside you can see several pews 
  and an altar. A man in dirty robes sits against the 
  altar. Spying you he leaps to his feet and brandishes 
  his holy symbol. 
  “By the power of the Lightbringer, BEGONE! I 
  command you! Stand back, I say! Stand back!!” 
  Seeing that you are undeterred, the man tosses the 
  holy symbol aside. It lands with a hollow clank on 
  the flagstones. 
  “Lousy piece of trash. Oh well, come eat me.” 
  He throws his arms wide and closes his eyes.  
  Andropolis was once a highly motivated and exuberant 
  cleric of Pelor. Then tragedy struck his little town and he 
  was severed from his god due to his lack of faith. A minor 
  enchantment laid upon the altar provides all the physical 
  sustenance he needs, but was unable to provide for 
  anyone else in the town. When things went bad many of 
  the survivors came here, trading a quick death for a 
  lingering one. Watching his faithful die while unable to 
  do anything to help them shattered his faith in Pelor. 
  The heroes are free to come and go as they please. 
  Andropolis has no idea what happened in Ultholme, or 
  what the year is. If the heroes relay that information he 
  will be taken aback but not believing. Any hero who 
  worships Pelor and either attempts to upbraid or guide 
  Andropolis back onto the path of righteousness will be 
  met with either laughter or condescension. Andropolis 
  simply needs more help than the heroes can provide to 
  find the glory of his deity again. 
  Andropolis does not know anything of the previous 
  adventuring group nor of the ghostly girl. He will tell the 
  heroes that they are free to come and go as they please, 
  that the temple will shelter them even if it will not 
  sustain them. 
  Finally. resting within the walls of the church is possible, 
  and Andropolis will tell this to the heroes. The church 
  still has a scroll of raise dead and a scroll of heal that 
  Andropolis will let the heroes use if they need them, 
  although he can no longer cast them himself. He will not 
  let the heroes take these from the temple grounds. 
  Players who resort to any sort of force to overcome a 
  faithless cleric on holy ground are committing an evil act.  
  The Church is DM AID 6. 
  Location 5: Markham Moneychangers 
  The Moneychanger is DM AID 7. 
  Mattavias Markham was by far the single richest man in 
  Ultholme. Besides the simple function of changing 
  currency types for customers he also arranged for the 
  buying and selling of expensive magical items and rare 
  commodities for Ultholme’s more affluent citizens. For a 
  reasonable commission Markham was able to get almost 
  anything into Ultholme. Additionally, he handled much 
  of the sale of outgoing “garbage ore” that the dwarves felt 
  was too impure to work with. His money changing shop 
  was well guarded and warded and still contains some of 
  his treasures. 
  It was here that the previous group of adventurers 
  decided to press their luck and attempt to get rich. They 
  were unsuccessful. 
  A sturdy looking building bears a sign with a gap-
  toothed dwarf holding an overflowing bag. Neat 
  lettering under the weathered sign proclaims that 
  this is Markham’s Moneychanger. A well, partially 
  collapsed from disuse, sits on the eastern side of the 
  courtyard. A thick stream of black smoke wafts up 
  from the well. 
  Entry Foyer:  
  
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  Page 15 
  The door to the moneychanger’s stands wide open, 
  bashed down by unknown hands. The room is a 
  marvel of disarray. A pair of large metallic cats lay 
  on the floor, torn apart. A second door leads from 
  the room, also bashed down. 
  The cats were constructs created to guard this place. They 
  are completely destroyed and useless. 
  Meeting Room: 
  This large room appears to have been a meeting 
  room. A pair of tables and several chairs lie tossed 
  about the room. An elaborate scale sits upright in 
  one corner. Two humans, clad much as you are, lie 
  curled up in the grasp of death on the floor. 
  There is nothing of value in the room. The adventurer’s 
  gear is substandard and they have no purses or other 
  valuables. They appear to have died violent deaths. A 
  door in the floor leads opens to a set of stairs that leads to 
  the moneychanger’s vault. 
  Vault: 
  A dank and dark cellar serves as vault for the 
  moneychanger. Several boxes are cut into the walls, 
  with small doors closing them and locking them. 
  The vast majority of the doors are torn open. Some 
  scattered coinage glitters on the floor. In the middle 
  of the room is a table. Seated in a chair and slumped 
  over the table is a woman. She cradles a small coffer 
  in her hands. 
  The woman is the last adventurer to enter the 
  moneychanger’s. She succumbed to the exceedingly 
  obvious trap on the coffer. When the heroes look at the 
  box: 
  The coffer is about two feet long, a foot wide and a 
  foot deep. It is constructed of a heavy dark iron and 
  engraved with glowing blue sigils that seem to 
  writhe and twist. A single keyhole shaped like a 
  skull is set into the coffer, a broken lockpick sticks 
  out of the lock. 
  The sigils coalesce into legible writing. They read 
  “Open me without the key, swift death I bring to 
  thee.” 
  The coffer radiates magic (evocation and conjuration, in 
  two separate auras) and is very obviously trapped. The 
  key to the coffer is located in room four of location two: 
  the Anvilfire Inn. If the heroes use the key, no harm 
  befalls them. Any attempt to pick the lock or force open 
  the coffer sets off the trap. A hero with an adamantine 
  weapon may attempt to get smart and open the box by 
  slicing off an edge. The coffer is actually a modified bag 
  of holding, and any such attempt will cause the coffer to 
  rupture and spill its contents into the astral plane. 
  Disarming the trap either via key or disable device will 
  allow the heroes to reuse it, as well as gain access to the 
  contents of the coffer, which are conveniently written in 
  an elegant script on the inside cover. 
  Slay Living Trap: CR 4; magic device; touch trigger 
  (opening the coffer without the key); automatic reset; 
  lock bypass (Open Lock DC 15 + APL); spell effect (slay 
  living, 9th level cleric, Death, DC 17 Fortitude save for 
  3d6+9 damage); Search DC 0; Disable Device DC 15 
  Note: The CR for this trap is intentionally lowered due to 
  the ease of recognizing the trap, the ease of disabling the 
  trap and because it is entirely optional. Any hero who 
  blindly reaches in and tries to open a box over which a 
  dead woman is slumped gets what he or she asks for. 
  Contained within the coffer are the following items. 
  Successfully opening the coffer yields access to them on 
  the Adventure Record. Destroying the coffer destroys 
  these items. 
  • 
  Bag of Holding Type III (The Coffer) 
  • 
  Staff of Size Alteration 
  • 
  Wand of Cure Critical Wounds (50) 
  • 
  Manual of Gainful Exercise II 
  • 
  Scarab of Protection 
  • 
  Ring of Evasion 
  There is nothing else of interest in the room. 
  The well outside is one of two paths down into the 
  twisting mines that house the evil under Ultholme. The 
  shaft is fifty feet deep and is a slick surface for climb 
  checks. At the bottom of the shaft is a metal grate that has 
  been pushed aside and opens into a ventilation shaft. 
  Thick black smoke from the coal fires raging in the 
  mines pours out and into the air over Ultholme. 
  Visibility in the shaft is ten feet unless the heroes have a 
  magical means to see through smoke. 
  This was Ruby’s secret path to the dwarven foundries. If 
  the heroes make ready to climb down the shaft, she will 
  appear and speak to them, If they attempted to turn her 
  or attack her previously, she will not appear. 
  “I cannot see much any more but I see that path is 
  closing. Hurry. Trust me or trust him, but not both.” 
  As you turn to see the source of the voice, you see 
  the ghostly form of a girl fading away.  
  If the heroes choose this as their path under Ultholme, 
  proceed to Encounter 4B: Backdoor Friends Are Best. 
  Once the heroes follow this path, they will be unable 
  to leave it. 
  Location 6: City Hall/Amphitheatre 
  This location is not detailed on the map of Ultholme 
  proper, as the amphitheatre is extensive. 
  Approaching the area Remble noted, you can see a 
  small Amphitheatre and the ruins of a large 
  
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  building. The building used to be several rooms 
  large but appears to have partially collapsed. 
  A 
  successful 
  Knowledge: 
  Architecture 
  and 
  Engineering check DC: 25 will tell the hero that the 
  collapse was caused by a foundation shift that destroyed 
  the walls. Any Dwarven hero will instantly recognize this 
  though their stonecunning racial ability. The remaining 
  room is barely intact, the walls leaning at a precarious 
  angle. The entirety of the room is taken up by papers 
  stored in wooden boxes. On one wall is a large map inked 
  in red depicting several passages. Black ink above it reads 
  “Level One”. 
  At the nadir of the amphitheater are a set of double 
  trapdoors-set into the floor. Opening them reveals stone 
  steps leading into darkness. The steps are well worn and 
  traveled.  
  If the heroes choose this as their path under Ultholme, 
  proceed to Encounter 4A: Kick in the Front Door. 
  Once the heroes follow this path, they will be unable 
  to leave it. 
  ENCOUNTER 4A: KICK IN THE 
  FRONT DOOR 
  This encounter takes place immediately after the heroes 
  enter the double trapdoors and proceed into Ultholme 
  proper. The heroes will be entering the Avenue, which is 
  the main corridor that runs through the Ulthome 
  undercity. The avenue runs past all sorts of businesses 
  and homes and terminates at the Hall of Ancestors, 
  where many dwarven and gnomish rituals were held. A 
  wide set of stairs leads down into darkness. The corridor 
  is ten feet high and twenty feet wide at the bottom of the 
  stairs, which travel down about forty feet. 
  Since this is a one-way trip, be very careful not to force 
  the heroes into this path. Allow them to choose for 
  themselves. 
  When the heroes decide to move down the stairs: 
  The stairs bottom off into a wide avenue, well lit by 
  some type of lantern set into the ceiling at regular 
  intervals. A thin haze of smoke wafts past the 
  lanterns and up the stairs behind you. Also at 
  regular intervals are doors and windows carved 
  directly into the stone. Peering into the first 
  window past some curtains you see the remnants of 
  some kind of shop. Suddenly from behind you a 
  voice rings out in a harsh and guttural tone. 
  “Hallowed ground you walk within, infidels! Walk 
  without never again!” 
  A harsh rumbling resounds from the way you came, 
  and a cloud of dust rushes over you. Bouncing to 
  your feet are a few small pebbles. You can see that 
  larger boulders completely obscure the path back 
  up. You are trapped. 
  The heroes can choose to leave via magical means if they 
  have it at their disposal, but they will either have to re-
  enter through the same means or choose to enter the 
  undercity via the well at Markham Moneychanger. 
  The vast majority of the undercity is in shambles. The 
  heroes will find that even if they did not pick up the map 
  from City Hall, that it is not strictly necessary. Every side 
  passage off the avenue has been collapsed. Heroes may 
  make a Knowledge: Architecture and Engineering 
  check DC: 15. Success indicates that they can see that 
  key supports were purposely attacked with weapons or 
  tools, causing the cave-ins.  
  The homes and shops here belonged to the dwarves and 
  gnomes of the city. Entering many of them is possible, 
  although most have been ransacked and looted. Heroes 
  who fall to their baser desires may spend time looting the 
  homes and shops of the deceased. Each location they loot 
  will turn up 3d6 X 100 gp value in valuables, mostly art 
  objects and small gems. None of the homes or businesses 
  have any deceased within. 
  The avenue runs North/South through the undercity, 
  with intersections paced at roughly every two hundred 
  feet. At each intersection brightly colored arrows indicate 
  the names of the passages, most named for dwarven and 
  gnomish heroes. Without exception, every east/west 
  passage falls into impassable ruin within fifty feet, as 
  described above. 
  The lights on the avenue become less reliable as the 
  heroes move along, and eventually stop working 
  altogether. The smoke starts to hang thicker in the air as 
  well, making for an unpleasant setting at best.   
  Eventually the heroes will come across a single deceased 
  Dwarf. His body is mangled, and he lays half in and half 
  out of a massive depression on the eastern wall. Dried 
  blood cakes the entire area. Allow the heroes to search 
  him if desired, he wears some sort of uniform and 
  appears to be a constable of some sort. At that point, have 
  the heroes make Listen checks. Regardless of the success 
  level, tell the hero with the highest roll that they hear 
  what sounds like heavy breathing and footsteps coming 
  up from ahead of them. The heroes will likely attempt to 
  set up a defensible position.  
  Development: Otherworld Pulse 
  Just as before, a horrible wailing assaults your ears 
  as all color drains from your eyesight, however now 
  it is accompanied with a throbbing headache and a 
  mind-numbing wave of hate washing over you. You 
  are getting closer to the source of evil.  The walls of 
  crafted stone twist and warp before your eyes to 
  jagged mass of sharp points. Ahead of you, you can 
  see many shapes moving towards you. In the gloom 
  of your lights, they appear to be dwarves and 
  gnomes, running towards you. You can see through 
  them.  
  
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  This pulse shows the heroes what the final hours of the 
  undercity looked like to those trapped within. Allow the 
  heroes one round to take any action they wish, then: 
  The gnomes and dwarves run amongst you and 
  through you in a horrifying manner. They pay no 
  attention to you; in fact they do not seem to even 
  recognize your presence. A strong basso voice yells 
  out. 
  “To the surface! Run for all you are worth!” 
  The crowd passes and you see that the vast majority 
  of them are women and children, not a single able-
  bodied male amongst them. They flee in a rush and a 
  single dwarf runs behind them. Seeing you, he stops. 
  “Ah, there you are! I called for you hours ago! Hurry! 
  Set yourself!” 
  Lumbering after him is the form of a large dwarf, 
  dressed in stylish armor, but wielding no weapons. 
  You quickly see that no glimmer of life exists within 
  its carved eyes. 
  With a thunderous swing, the creature drives a fist 
  laterally across its body. The dwarf in front of you is 
  picked up by the force of the blow and slammed into 
  the wall. Gore drips from the fist of the creature as it 
  moves towards you. 
  APL8 (EL9) 
  � Clay Golem: hp 90, see Monster Manual, Page 134 
  or Appendix 1. 
  APL10 (EL11) 
  � Advanced Stone Golem: hp 107, see Appendix 1 
  APL12 (EL13) 
  � Advanced Clay Golem: hp 157, see Appendix 1 
  Setup: Use DM AID 7: The Avenue as the map for this 
  fight. The heroes start in the numbered squares 1-6, the 
  golem starts in numbered square 7.  
  Tactics (APL 8 and 12): The Clay Golem uses no tactics. 
  It has broken free and gone Berserk. It will attempt to 
  destroy anyone it can reach, starting with the closest to it. 
  Since it has a 0 Int, it will only change targets if the 
  current target dies or is beyond its reach. It will not 
  specifically attack heroes that can bypass its DR nor will 
  it recognize that a hero has a high AC and that it is unable 
  to hurt him/her. The Golem will use its free action haste 
  on the first round. 
  Tactics (APL 10): The Stone Golem uses no tactics other 
  than to destroy anyone it can reach. Since it has a 0 Int, it 
  will only change targets if the current target dies or is 
  beyond its reach. It will not specifically attack heroes that 
  can bypass its DR nor will it recognize that a hero has a 
  high AC and that it is unable to hurt him/her. The golem 
  will use its free action slow every time it becomes 
  available.  
  Note: Because the heroes had a round to prepare and 
  take action, the EL for this fight has been lowered by 1.  
  As soon as combat is ended: 
  Silence overtakes you as the creature falls to the 
  ground. Color rushes back into your vision and you 
  see that the hallway is empty. Both the body of the 
  dwarf and the creature disappear before your eyes, 
  although the great indentation in the wall remains. 
  The otherworld pulse ends, and the heroes are free to 
  continue walking the avenue.  
  The avenue continues to run for what feels like miles. 
  Dwarven heroes will be able to tell that the party travels 
  about a mile from the site of the battle with the clay 
  golem until they reach the end of the avenue: the Hall of 
  the Ancestors.  
  ENCOUNTER 4B: BACK-DOOR 
  FRIENDS ARE BEST 
  This encounter takes place if the heroes follow Ruby’s 
  directions or locate the entrance to undercity behind 
  Markham Moneychanger on their own. 
  Since this is a one-way trip, be very careful not to force 
  the heroes into this path. Allow them to choose for 
  themselves. 
  Thick black smoke pours past you, rising up the 
  shaft of the well. The well may have once held water 
  but it is long dry by the time your feet rest on the 
  bottom. In the base of the well you can see a metal 
  grate partially pulled back from its location in the 
  well wall. The smoke comes from the hole and you 
  can feel heat radiating from the hole. 
  The hole leads to a small passageway, 5’ by 5’. Heroes will 
  have to crawl (squeeze) in order to gain entry. The 
  passageway runs for twenty feet and then opens up into a 
  dead end mine corridor that is ten feet high. Heroes will 
  have to drop down into the corridor. 
  This mine corridor runs southwest from where the 
  heroes drop in. Heroes who search the area will find 
  several sets of hurriedly discarded mining tools. The 
  corridor is noticeably warmer than the air aboveground, 
  and heavy smoke wafts past the heroes, leaving through 
  the open grate. Finally, any hero who asks can easily 
  determine that this particular corridor appears to be 
  following a coal vein. 
  The corridor runs southeast for a quarter mile before the 
  terrain changes. 
  Following the mine corridor for a quarter mile, you 
  are surprised to find that you reach an area where 
  the floor is no longer rough stone. Tiles run under 
  your feet though the walls are still rough and even 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  show deposits of coal and other small gems 
  embedded within. Perhaps this is intentional? 
  Ahead, you see a bright white glow leeching around 
  a bend in the tunnel. The temperature here is 
  rapidly reaching the scalding point. Combined with 
  the ever-thickening smoke, the area is becoming 
  quite uncomfortable. 
  Without warning, the entire corridor shakes, 
  upending some of you. From behind you hear a 
  horrendous collapsing of stone. After thirty seconds 
  or so the shaking ceases. Above your head, you can 
  see the smoke thickens even faster than before. 
  The heroes may surmise that the corridor behind them 
  has collapsed. This is entirely correct. It will take about 
  eight hours before the mine corridor becomes 
  uninhabitable, though it will grow uncomfortable much 
  sooner. The heroes are only in serious danger if they 
  should decide to pitch a tent here and rest for a while. 
  When the heroes continue towards the glow, they will 
  reach the forges. 
  Rounding the corner you see a large chamber. The 
  ceiling stands some fifty feet high, the far wall two 
  hundred feet or more from where you enter. A 
  passageway leads from this room in that wall. 
  Several large anvils rest around the room, some 
  overturned and cracked. The center of the room is 
  dominated by a huge bellows apparatus. The anvils 
  that are still intact all glow red-hot even though they 
  have nobody attending them. 
  Attending the huge bellows is an equally massive 
  creature. 
  Composed 
  of 
  rocks 
  and 
  gravel, 
  nevertheless it still moves with a fluid grace as it 
  works the bellows and the metallic cage attached to 
  it. Within the cage is another creature not native to 
  this world. Composed of pure flame, its eyes are 
  cooler red spots of pure hatred on a white hot body. 
  A steady stream of water rains down on the fire 
  creature, causing a massive amount of steam to rise 
  from it. It strains against the bars which contain it, 
  lunging at the creature who works the bellows. The 
  rock creature labors along, unconcerned. 
  The creatures are a Large Earth Elemental and a Large 
  Fire Elemental, respectively. The Earth Elemental is 
  unconcerned with the heroes right now, and the Fire 
  Elemental is unable to break its containment. The 
  Elementals will not attack the heroes. Should the heroes 
  desire, they will be able to destroy both elementals 
  without much hassle. If this happens, it will not affect 
  the combat that will take place in the room shortly. 
  Heroes investigating the room will be entitled to several 
  skill checks. A Search check DC: 10 + APL will yield an 
  anvil that it covered in shards of crystal. A Profession: 
  Blacksmith check DC 10 + APL will tell the heroes that 
  this room is designed entirely around the production of 
  weapons, not armor. Additionally, it will tell the heroes 
  that the weapon that appears to have been forged out of 
  crystal was a two handed, edged weapon. A Knowledge: 
  Arcana check DC 20 when examining the crystal will 
  tell the heroes that the crystal is not naturally formed, 
  and is likely a byproduct of the elemental plane of earth. 
  Finally, a Knowledge: Architecture and Engineering 
  check or Knowledge: Arcana check DC 20 will reveal to 
  the heroes the manner in which the forges are worked 
  here. The bellows are connected to individual anvils via 
  pipes in the floor. The steam is caught by the bellows and 
  forced into the pipes, heating the anvils and allowing the 
  craftsmen to work continually. Practitioners of magic will 
  possibly be aghast at the methods the dwarves used to 
  heat their foundry. Pouring water on a fire elemental to 
  create steam to heat the anvils is tantamount to torture. 
  There is nothing of value left in the room. 
  When the heroes prepare to leave the room through the 
  other passageway read or paraphrase the following: 
  Development: Otherworld Pulse 
  Just as before, a horrible wailing assaults your ears 
  as all color drains from your eyesight however now 
  it is accompanied with a throbbing headache and a 
  mind-numbing wave of hate washing over you. You 
  are getting closer to the source of evil. The walls of 
  crafted stone twist and warp before your eyes to 
  jagged mass of sharp points. The cage containing the 
  fire creature simply dissolves. 
  The creatures that reside in this room are now 
  twisted and deformed, with huge pulsing runes 
  covering their bodies. As a horrible wailing assaults 
  your ears, the creatures eye each other, and then 
  turn to assault you. 
  APL 8 (EL 9) 
  � Advanced Spellstitched Cinderspawn hp: 105, 
  see Appendix 
  � Large Earth Necromental hp: 52, see Appendix 
  APL 10 (EL 11) 
  � Advanced Spellstitched Cinderspawn hp: 135, 
  see Appendix 
  � Huge Earth Necromental hp: 104, see Appendix 
  APL 12 (EL13) 
  � Advanced Spellstitched Cinderspawn hp: 135, 
  see Appendix 
  � Huge Evolved (1) Spellstitched Earth 
  Necromental hp: 137, see Appendix 
  Setup: Use DM AID 8 as the map for this encounter. 
  Allow the heroes to place themselves anywhere within 
  the room, since it is likely they will all be scattered about. 
  
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  Tactics: This is a fairly straightforward fight. The 
  Cinderspawn will attempt to use its web spell-like ability 
  to entrap most of the heroes, allowing it and the 
  Necromental to hammer away at them. The Cinderspawn 
  will use its mobility and spring attack feats when possible 
  to deliver charisma draining touch attacks to heroes who 
  look weakened or particularly ugly. At APL 12, the 
  Necromental will lead off with its’ cone of cold ability 
  before moving into melee. 
  When the combat ends: 
  Quickly as it came, the horrible wave passes. Your 
  sight and hearing return to normal. The foundry 
  now stands empty of inhabitants besides you. The 
  bars that held the fire creature are twisted and bent, 
  the cage useless as a prison. 
  When the heroes decide to leave the room and follow the 
  second corridor, they approach the Hall of the Ancestors. 
  ENCOUNTER FIVE: 
  TERMINUS 
  The heroes can arrive at this point from one of two paths. 
  Either they arrive through the Avenue or they arrive 
  through the Foundry. Regardless of the path they chose, 
  Remble has beaten the heroes here and has put an end to 
  the Vecnan Silent One.  
  Both entries to the Hall of the Ancestors are sealed by 
  large steel doors.  
  A thunderous rumbling shakes the very foundations 
  of Ultholme. A loud report that sounds like stone 
  suddenly 
  breaking 
  reverberates 
  through 
  the 
  corridors. Above it all, you hear a man’s voice 
  chanting, and then suddenly cut off in a shriek. 
  Ahead of you, the corridor ends in a solidly 
  constructed set of doors. The craftsmen who created 
  them obviously did so as a labor of love, for the work 
  on them is outstanding. Dwarven faces and figures 
  adorn almost every inch of the door, and appear to 
  be going about every day activities. Centered in the 
  door is a large sheet of black marble. Before your 
  eyes, a series of dwarven runes appear on the space. 
  They disappear and are replaced by another. And 
  another. 
  Anyone who can read Dwarven can see that the runes are 
  names and dates. The Dwarves of Ultholme created these 
  doors as a living honorarium to their deceased. 
  If any hero spends more than a few rounds examining 
  the door (perhaps if they are appraising it, or searching it 
  for traps) they will look up into the blank space and see 
  their own name, with a death date of CY597.  
  The door is not trapped, nor is it locked. When the 
  heroes open it, read or paraphrase the following. 
  The door opens silently on well designed hinges. 
  Your eyes behold a massive chamber, once likely a 
  wonder of the world, now fallen into ruin. 
  Everywhere you look, you see the signs of combat 
  and destruction. Large stone creatures that could 
  only have been designed as guardians for this 
  chamber lie smashed throughout the room, creating 
  an immense amount of rubble. Strewn amongst the 
  rubble are an untold number of bodies, mostly 
  dwarven from what you can see from your spot in 
  the doorway. 
  Central to the room is a massive stone altar, ringed 
  with now broken pews. Half obstructed by the altar, 
  you can see the delicate form of a young girl, and 
  several human bodies amongst the pews. 
  Atop the altar a single chair has been placed. Seated 
  in it is a very obviously dead man, a greataxe 
  constructed of crystal resting across his lap. From 
  here you can see that it drips with blood. 
  Finally, across the chamber, you see a set of doors 
  identical to the ones you just opened. 
  Allow the heroes the opportunity to spread out into the 
  room and investigate. 
  The bodies are all very much dead, and show consistent 
  aging signs of being several months old. The vast 
  majority of the dwarves are wearing ceremonial type 
  garb, from priest vestments to the equivalent of “Sunday 
  best”. There are a handful of guards but they are in the 
  vast minority. At final count, there are anywhere between 
  seventy to a hundred dead dwarves in the room. The 
  number of humans is much lower, about a dozen 
  counting the man on the chair and the small girl. 
  The girl is indeed Ruby, and is easily recognizable by any 
  of the heroes who have interacted with her.  
  Heroes may make a Spellcraft check DC: 15+APL. 
  Success indicates that the hero recognizes many items 
  placed throughout the room as having potential 
  significance in extraplanar binding rituals. Furthermore, 
  the materials appear to have been recently placed, as they 
  are undisturbed and not covered in dust. 
  When any hero touches Ruby’s body, or approaches 
  within 5’ of the altar, they will be treated to a horrible 
  flashback.  
  Something one of you does suddenly sets the room 
  into a flurry of motion. Before your eyes, you watch 
  as the ruin of the hall rebuilds itself, winding 
  backwards in time. It moves too quickly for you to 
  digest it all, and within a few seconds you are 
  standing in the hall as it must have been. Dwarves of 
  all crafts and houses sit in the pews while other 
  dwarves in ecclesiastical vestments make purifying 
  gestures over the altar. A small contingent of 
  humans sits by themselves, one important looking 
  man carrying a large bundle. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  The heroes are free to move about as they wish, but 
  nothing they do can stop the proceedings. Any spells 
  they cast are used as normal, but any that target any of the 
  bystanders, or would affect them (such as fireball) are used 
  up without visible effect on the bystanders. The heroes 
  are simply “out of phase” to the event. Any hero who 
  attempts to touch someone will find that they pass right 
  through them, and that the same occurs when they 
  attempt to interact with anything in the room that they 
  did not bring in. 
  A bell tolls. With deliberate motions, the dwarven 
  priests finish their chanting and gesturing. An 
  important looking dwarf stands and raises his 
  hands. 
  “Old friends and new friends, I thank you for 
  attending today. This day we are at the end of a long 
  year’s work. This day we present our most sovereign 
  King with a humble token of our gratitude. Too 
  many places have seen our kind shunned and 
  hunted, but wise King Tavish has made Ultholme 
  into a beacon for hope.  
  Today, we present to his envoy, our greatest 
  collective creation. Discovered by masterminer 
  Drennen, it started as a lode of the purest truecrystal 
  ever discovered by our clan. Worked into shape by 
  mastersmith Hammerdown and his apprentices, it 
  took the form of King Tavish’s favorite weapon. 
  Refined by mastercarver Jenessa, it has been imbued 
  with the strength of our peoples. Enchanted by 
  masterpriest Valen, it today hums with energy, 
  ready to be attuned to our lord, by his grateful 
  peoples. 
  Today, we have created Neverfall. With the final 
  enchantment, we shall bind Neverfall such that 
  whomever wields it shall face no harm from the 
  descendants of those whose blood is first put upon 
  its blade. Today, the dwarves of Ultholme recognize 
  that our lives belong forever after to the Kingdom of 
  Keoland.” 
  With that, the human envoy stands and unwraps his 
  bundle, the crystal greataxe. Several prominent 
  looking dwarves approach the altar, each carrying a 
  vial of blood. With great ceremony, they mix the 
  blood into a single decanter and return to their 
  seats. 
  The dwarf in priestly robes speaks. 
  “We are ready. All the blood of our peoples are 
  mixed. Moradin be praised.” 
  The human raises a hand as the priest prepares to 
  pour the blood onto the axe. 
  “My lord has a message for you and your people.” 
  Quickly, the hands holding the axe twist around the 
  haft. The axe head speeds towards the unknowing, 
  innocent target. It lands with a horrifying impact. 
  Face twisted in hatred, the man screams. 
  “The one-eyed lord rules this land! Vecna, hear my 
  cries! Destroy this pit of refuse!” The man then turns 
  to look at you, pulling the hood of his robe up over 
  his head and grinning. You recognize the symbols 
  stitched upon the hem. This man calls the Silent 
  Tower his home. 
  Then, your vision fades, and you are returned to the 
  room. 
  The heroes have just witnessed the beginning of the fall 
  of Ultholme. They are free to talk amongst themselves 
  and attempt to piece out the situation. After the heroes 
  gather themselves, Remble and his entourage will appear. 
  The doors across the hall swing wide and a familiar 
  voice calls out. Remble’s voice. 
  “I am sorry that you had to see that. While you were 
  traveling down here I was able to deal with this 
  miserable traitor. I am afraid that I was not entirely 
  honest with you, but I’d hoped to be able to spare 
  you. Unfortunately, this can no longer be. Throw 
  down your arms and my oath to you that you will 
  suffer not. 
  I am afraid none of us may leave this place. I have 
  found the necessary power to push Ultholme back 
  again into a pocket plane, and then collapse it 
  permanently. This is one secret that shall die.” 
  Sadness creases his features. Large forms, bipedal 
  with canine features, file in through the door 
  behind him.  
  Remble is quite willing to talk to the heroes for a minute 
  or two about the goings on here, should they attempt to 
  parlay. He will not divulge any more information that is 
  dangerous to the outside world, but he will confirm to 
  the heroes that the man who caused this was a traitorous 
  Silent One. With his death, the curse of Ultholme should 
  be lifted, but nobody can be allowed to know what 
  occurred here. 
  The heroes have three options here. They can fight, they 
  can flee, or they can surrender. Surrender at this point 
  means that they will die when Remble collapses the 
  pocket plane, but he will inform the heroes that he will 
  be killing himself as well in this process. 
  Heroes who attempt to flee will find that magical means 
  are their only sure escape route. Any heroes who escape 
  via teleport or plane shift (or similar means) will avoid the 
  combat entirely. Proceed to Conclusion A: Escaped! 
  Award no XP for this encounter. 
  Crafty heroes will attempt a bevy of plans here. Many of 
  them will likely be uncomfortable with the idea of 
  fighting a Silent One and so they may feel that subduing 
  him is the tact they wish to take. While honorable, this 
  has no change on the end effect.  
  
  KEO6-04 Old Sins Cast Long Shadows 
   
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  Some heroes may attempt to bargain for their escape, 
  offering to leave Neverfall and simply leave. Remble will 
  not let this happen. The knowledge of what occurred in 
  Ultholme and how it was instigated by a Silent One must 
  not reach the ears of others. 
  Heroes who choose to fight Remble will face a Silent 
  One and his guardians. If the heroes are successful, after 
  the fight proceed to Conclusion B: Slaying the Woestave. 
  Award full XP for this encounter.  
  APL 8 (EL11) 
  � Remble, the Woestave Human Wizard 9. hp 
  50. See Appendix One. 
  � Marrusaults (3), Erebus, Khekpen and Kemli 
  the Lesser, hp 45, See Appendix One 
  � Marrutact, Kemli the Greater, hp 38, see 
  Appendix One 
  APL 10 (EL 13) 
  � Remble, the Woestave, Human Wizard 11. hp 
  61. See Appendix One. 
  � Marrusaults (3), Erebus, Khekpen and Kemli 
  the Lesser, Fighter 2, hp 62, See Appendix One 
  � Marrutact, Kemli the Greater, Wizard 2, hp 58, 
  see Appendix One 
  APL 12  (EL15) 
  � Remble, the Woestave, Human Wizard 13. hp 
  72. See Appendix One. 
  � Marrusaults (3), Erebus, Khekpen and Kemli 
  the Lesser, Fighter 4, hp 85, See Appendix One 
  � Marrutact, Kemli the Greater, Wizard 4, hp 80, 
  see Appendix One 
  Setup: Use DM’s Aid 9: Terminus for this fight. 
  Whatever side of the room the heroes came in from, 
  place Remble and his allies on the other side. 
  Tactics: This fight can become quite complicated. The 
  NPCs will adapt their tactics to best face whatever the 
  heroes strengths appear to be. If the heroes are capable of 
  devastating spells, Remble will attempt to counterspell 
  them using his Improved Counterspell feat. If afforded 
  the opportunity, Remble and Kemli the Greater will 
  attempt to divide the battlefield with judicious use of area 
  of effect spells, such as web, acid fog, solid fog and Evard’s 
  black tentacles, and then hammer the heroes into 
  submission with long range damage spells.  
  Erebus, Khekpen and Kemli the Lesser will react 
  according to visible cues from the heroes as well. If the 
  heroes are content to fight from range, the Marrusaults 
  will bound across the room as fast as they are able in 
  order to engage and threaten the enemy. If any heroes 
  move to engage them, they will attempt to spread and 
  cover the casters behind them. The Marrusaults will 
  attempt to make good use of their pounce ability, and 
  they will use their Howl of Defiance as soon as they can 
  affect multiple heroes. 
  Kemli the Greater will attempt to stay near the 
  Marrusaults if at all possible and will use his Howl of 
  Healing if any of them become seriously wounded. In 
  order to heal as much damage as possible, he will attempt 
  to center himself in their ranks. 
  If the heroes defeat Remble and search the body, give 
  them Player Handout 6: Dark Pact. This handout 
  details the traitor Silent One’s attempts to bind himself to 
  Vecna, albeit from a difficult to interpret standpoint. 
  There is no other way the heroes will ever see this 
  handout. 
  The heroes are free to do what they wish with Neverfall if 
  they defeat Remble. The axe is exceedingly well crafted 
  and radiates faint magic. Neverfall is detailed on the 
  Adventure Record. 
  The Marruspawn 
  This is likely the first time the heroes have encountered 
  Marruspawn. As creatures created via magical means, it is 
  not surprising at all that the Silent Ones know of them. 
  What is surprising is that they apparently have some 
  Marruspawn available for their use as shock troops. In 
  fact, the Silent Ones have long known the secrets behind 
  creating the Marruspawn, they simply have not ever 
  needed to bring them to the forefront before. Since 
  Remble is from another time, and he saw the heroes as a 
  legitimate threat, he called upon the most powerful 
  forces he had available. 
  The Jewel of Ultholme 
  Astute heroes will note that they have not found much 
  other than Neverfall that could be considered the “Jewel 
  of Ultholme’. Either Neverfall or the body of Ruby 
  Neheli will serve to the Baron for purposes of fulfilling 
  his letter of Marque. Returning either gains the heroes 
  the AR item Jewel of Ultholme. 
  Players keeping Neverfall for themselves receive the AR 
  item Neverfall! 
  CONCLUSION A: ESCAPE 
  The heroes escaped Ultholme, likely through magical 
  means.  
  The horrors from Mount Tranquil fade from your 
  mind as the days pass. Having escaped with your 
  skins intact you are surely luckier than many of the 
  unfortunates in the town. Preparing to say your 
  farewells to your companions, you sit down to share 
  one last breakfast at the Slumbering Lion tavern. 
  Conversation is subdued as the events of the 
  
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  previous days play through your minds. The barkeep 
  pauses in midstride as he approaches your table. 
  Everyone in the tavern halts in mid action as the 
  door opens. Frozen by some incredible power, only 
  you can move as a single man strides to your table. 
  Wearing a full length white robe with the cowl 
  pulled up, his features are hidden behind a mask 
  constructed of the blackest Iron. Engraved on the 
  mask are trails of tears under each eye. Pulling a 
  chair out from under a frozen patron, he sits and 
  regards you. 
  In a toneless, hollow voice, he speaks. 
  “It took no effort to find you, and it would take no 
  effort to destroy you. In fact, it is more effort on my 
  part to allow you to live…but you have proven that 
  you deserve that much effort from me. You are wily 
  and tenacious, evading the efforts of my best 
  Woestave to track you. Remble sends his regards. 
  Ultholme has been a shock to our entire order. 
  Without your drawing the eye of the traitor, Remble 
  would not have been able to slay him, and so we as 
  an order owe you a debt. I choose to repay that debt 
  by laying a duty upon you. The Silent Ones are 
  wrapped up in keeping secrets from everyone, 
  including the crowned heads. Now it is the time to 
  reveal one of our most closely guarded secrets.” 
  He produces a handful of papers, from nowhere, and 
  hands them to each of you. 
  “Take these to your crowned heads, and let them 
  decide what they portend. You are our messengers, 
  and I judge that you may, in time, become our 
  swords as well. 
  There is a lesson learned here, and it is that an old 
  sin must be atoned for, and old debts paid. 
  Farewell.” 
  Let the heroes read Player’s Handout 7: The Entire 
  Prophecy 
  CONCLUSION B: SLAYING 
  THE WOESTAVE 
  Remble’s body falls to the ground. As he twitches 
  out his last breaths he reaches into his belt and 
  withdraws an impossibly long stave. Blood flecks 
  his lips as he snarls. 
  “WOE TO THOSE WHO OPPOSE!” 
  He snaps the stave over his knee and a gigantic 
  surge of power rocks the room, knocking you all off 
  your feet. As the echoes die down you see that 
  Remble’s body is gone, and that all the debris in a 
  thirty foot circle has been scoured clean. Curiously, 
  all of his effects are piled neatly where he fell. 
  Hours later, you are moving around the room when 
  a single figure walks up and knocks on the door.  
  Wearing a full length white robe with the cowl 
  pulled up, his features are hidden behind a mask 
  constructed of the blackest Iron. Engraved on the 
  mask are trails of tears under each eye. Righting a 
  chair out from the rubble, he sits and regards you. 
  In a toneless, hollow voice, he speaks. 
  “Your powers are admirable. It would be within my 
  control to silence you all permanently, and yet, you 
  have proven yourself worthy. In fact, it is more 
  effort on my part to allow you to live, but such is the 
  price I pay for my failures here. You are wily and 
  tenacious, and have bested my Woestave. Remble 
  sends his regards and bears you no malice. He is 
  already recuperating quite nicely from his deceased 
  state. 
  Ultholme has been a shock to our entire order. 
  Without your drawing the eye of the traitor, Remble 
  would not have been able to slay him, and so we as 
  an order owe you a debt. I choose to repay that debt 
  by laying a duty upon you. The Silent Ones are 
  wrapped up in keeping secrets from everyone, 
  including the crowned heads. Now it is the time to 
  reveal one of our most closely guarded secrets.” 
  He produces a handful of papers, from nowhere, and 
  hands them to each of you. 
  “Take these to your crowned heads, and let them 
  decide what they portend. You are our messengers, 
  and I judge that you may, in time, become our 
  swords as well. 
  There is a lesson learned here, and it is that an old 
  sin must be atoned for, and old debts paid. 
  Farewell.” 
  Let the heroes read Player’s Handout 7: The Entire 
  Prophecy 
   
  The End 
  EPILOGUE: THE JEWEL OF 
  ULTHOLME 
  Lord High Baron Draconis Eternal, Malweig I greets 
  you warmly from his decorated coach sitting at the 
  side of the road. A band of heroes completing the 
  terms on one of his legendary letters of marque is no 
  everyday occurrence. After asking you many pointed 
  questions about your adventures, he falls silent. 
  Strangely silent. In a voice that rings suddenly 
  hoarse, he asks for you to deliver the Jewel of 
  Ultholme.  
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 23 
  Without even glancing at Neverfall, Malweig 
  motions to the body of Ruby Neheli, Ultholme’s true 
  treasure. 
  “Destroyed before her time and denied her proper 
  rest, she surely deserved a better fate than this.” 
  Malweig’s eyes fall low, then he speaks to you. 
  “What happened in Ultholme did more than destroy 
  a town, it destroyed an idea. It destroyed the idea 
  that people of all races could live together within 
  these kingdoms of men. Ultholme was a beacon, 
  shattered by our most hated foes. Our kingdom 
  today could learn much from the ideals of Tavish’s 
  grant. No city on a swamp can be truly considered a 
  haven, a home. They deserve more, and will give 
  more in dark times if they are given more in the 
  light.” 
  Malweig nods at you, turning and gently placing 
  Ruby 
  Neheli’s 
  body 
  into 
  the 
  carriage. 
   
  “Let us go. Home calls, and neither of us can sleep.” 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the risen Bodak. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 400 xp. 
  Encounter 4A/4B 
  Defeat the guardians of Undercity 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 5 
  Defeat Remble, the Woestave 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Recover Jewel of Ultholme and return it to Lord High 
  Baron Draconis Eternal, Malweig I . 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Discretionary Roleplaying Award 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  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.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 24 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 8: L: 0 gp, C: 0 gp, M: 0. 
  APL 10: L: 0 gp, C: 0 gp, M: 0. 
  APL 12: L: 0 gp, C: 0 gp, M: 0. 
  Encounter 3 – Location 5 
   
  All APLs: L 0 gp, C: 0 gp, M: (Bag of holding III, Staff of 
  size alteration, Manual of gainful exercise II, Scarab of 
  protection, Ring of evasion, Wand of cure critical wounds) 
  175,400. 
  Encounter 4A/4B: 
  APL 8: L: 0 gp, C: 0 gp, M: 0. 
  APL 10: L: 0 gp, C: 0 gp, M: 0. 
  APL 12: L: 0 gp, C: 0 gp, M: 0. 
  Encounter 5: 
  APL 8: L: 4,900 gp, C: 2,500 gp, M: 3 +1 Great Falchions 
  (3,450 ea), 2 Headband of Intellect +2 (4,000 ea), Gloves 
  of Arrow Snaring (4,000) Cloak of Resistance +2 
  (4,000),item (X gp). 
  APL 10: L: 5,500 gp, C: 5,200 gp, M: 3 +1 Great 
  Falchions (3,450 ea), 2 Headband of Intellect +2 (4,000 
  ea), Gloves of Arrow Snaring (4,000) (X gp), Gauntlets of 
  Ogre Power (4,000), Cape of the Mountebank (10,080). 
  APL 12: L: 8,600 gp, C: 8,800 gp, M: 3 +1 Great 
  Falchions (3,450 ea), 2 Headband of Intellect +2 (4,000 
  ea), Gloves of Arrow Snaring (4,000) (X gp), Gauntlets of 
  Ogre Power (4,000), Cape of the Mountebank (10,080) 
  Stone Salve (4,000), Staff of Fire (17,750). 
  Total Possible Treasure (Maximum Reward Allowed) 
  APL 8: L: 4,900 gp, C: 2,500 gp, M: X gp – Total: X gp 
  (1,300 gp ea max). 
  APL 10: L: 5,500 gp, C: 5,200 gp, M: X gp – Total: X 
  gp (2,300 gp ea max). 
  APL 12: L: 8,600 gp, C: 8,800 gp, M: X gp – Total: X 
  gp (3,300 gp ea max). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � In Your Grave Early: Foolhardy actions have their 
  price. Death has seen you flaunt her will and is not 
  pleased. The next five saving throws you make receive a -
  2 profane penalty, but only if failing the save will cost you 
  hp damage. A Reflex save against a fireball would receive 
  the penalty, but a Will save to resist a hold person would 
  not. If you are a cleric of a deity who has Death or Repose 
  as a domain, you also find that your Healing spells are at 
  +1 CL until this curse is ended. This curse can be 
  removed with a remove curse (CL 13th).     ❒     ❒     ❒     ❒   
    ❒ 
  � Jewel of Ultholme: You have succeeded in your 
  mission and fulfilled the requirements of a letter of 
  marque granted to you by Baron Malweig. News of your 
  exploits quickly makes the rounds. Either you are 
  spectacularly lucky or gifted. You receive from the hand 
  of the Baron himself a special reward: a heraldship. Your 
  character is now entitled to use the honorific “Herald of 
  the Jewel” in any formal situation. This translates into a 
  +2 circumstance bonus to Cha-based checks in situations 
  where saying “Do you have any idea who I am?” might 
  come in handy. No one you ask seems to be entirely sure 
  if this sort of heraldship is legal or recognized, but the 
  Baron does give you a very nice looking plaque to go 
  along with it. 
  � Heralds of Woe: You are the bearer of bad tidings.  
  Your steps are marked and your days are numbered.  
  Inform your DM of this effect at every table you play for 
  1 year from the date on this Adventure Record. 
  � Desert Design: You have gained access (Frequency: 
  Any) to the following items from Sandstorm: great 
  falchion, khopesh, crescent scythe, scorpion claws. 
  � Forgotten Lore: As a toke of appreciation, the Silent 
  Ones are willing to locate an esoteric piece of 
  dweomercraft for you.  You gain access to learn one of the 
  following spells from the Spell Compendium: amanuensis, 
  caltrops, electric jolt, launch bolt, corrosive grasp, incite, ray of 
  clumsiness, weaponshift, heroics, ray of ice, rebuke, mass mage 
  armor, sound lance. 
  � Neverfall: You’ve made off with Neverfall, a greataxe 
  crafted of purest truecrystal (has the same properties as 
  steel).  You must cleanse the greataxe in an expensive 
  ritual (reflected by the cost of this item below) to wield it. 
   Neverfall starts as a +1 greataxe.  After using it to strike the 
  killing blow against ten sentient beings (marked those 
  blows below), the greater powers of the greataxe become 
  available; you can upgrade the greataxe with any (or all) 
  of the following enchantments at a cost as if you were 
  paying for an upgrade via magic item creation (you pay 
  the gp and xp cost of upgrading the item via MIC instead 
  of the standard market price): keen, throwing, speed.  Once 
  the wielder has purchased one of these upgrades, 
  Neverfall also grants this PC the Diehard feat as a bonus 
  feat whenever the greataxe is being wielded. 
   
  Moderate Transformation; CL 10th; Prerequisites: 
  cannot be crafted; Market Price: 2,320 gp (starting); Weight: 
  12 lbs. 
   
   
   ❒     ❒     ❒     ❒     ❒     ❒     ❒     ❒     ❒     ❒ 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 25 
  Item Access 
  APL 8: 
  • 
  Bag of Holding, Type III (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gloves of Arrow Snaring (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Great Falchion (Adventure; Sandstorm) 
  • 
  Large Full Plate (Adventure; Dungeon Master’s Guide) 
  • 
  Manual of Gainful Exercise +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Neverfall (Adventure; See Above) 
  • 
  Ring of Evasion (Adventure; Dungeon Master’s Guide) 
  • 
  Scarab of Protection (Adventure; Dungeon Master’s Guide) 
  • 
  Staff of Size Alteration (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Cure Critical Wounds (CL 7th; Adventure; 
  DMG) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  +1 Great Falchion (Adventure; Sandstorm) 
  • 
  Cape of the Mountebank (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 12 (all of APLs 8, 10 plus the following): 
  • 
  Large +1 Full Plate (Adventure; Dungeon Master’s Guide) 
  • 
  Staff of Fire (Adventure; Dungeon Master’s Guide) 
  • 
  Stone Salve (Adventure; Dungeon Master’s Guide) 
   
   
  Special – Spellbooks 
  � Kemli’s Spellbooks: You have found the spellbooks 
  of Kemli the Greater. There are a total of three 
  spellbooks; each volume is available at a certain APL and 
  above. They contain the following: 
  Spellbook I: 1st – mage armor, magic missile, true strike; 2nd – 
  see invisibility, mirror image, scorching ray; 3rd – fireball, dispel 
  magic.  Price: 750 gp; Weight: 3 lbs. 
  Spellbook II: 3rd – lightning bolt, major image; 4th – wall of 
  ice, enervation.  Price: 700 gp; Weight: 3 lbs. 
  Spellbook III: 4th – ice storm; 5th – transmute rock to mud, 
  cone of cold.  Price: 700 gp; Weight: 3 lbs. 
  � Remble’s Spellbooks: You have found the spellbooks 
  of Remble the Woestave. There are a total of three 
  spellbooks; each volume is available at a certain APL and 
  above. They contain the following: 
  Spellbook I: 1st – magic missile, Tenser’s floating disk, identify, 
  mage armor, mount, unseen servant, comprehend languages, 
  detect secret doors; 2nd – glitterdust, web, scorching ray, gust of 
  wind, shatter; 3rd – fireball, stinking cloud, sleet storm, tongues, 
  dispel magic.  Price: 1,650 gp; Weight: 3 lbs. 
  Spellbook II: 4th – dimension door, Evard’s black tentacles, fire 
  shield, Otiluke’s resilient sphere, mass enlarge person; 5th – wall 
  of stone, cone of cold, sending.  Price: 1,750 gp; Weight: 3 lbs. 
  Spellbook III: 5th – feeblemind, telekinesis; 6th – acid fog, 
  chain lightning.  Price: 1,100 gp; Weight: 3 lbs. 
  Spellbook IV: 6th – true seeing, greater dispel magic; 7th – 
  summon monster VII, delayed blast fireball, forcecage.  Price: 
  1,650 gp; Weight: 3 lbs. 
  Item Access – Spellbooks 
  APL 8: 
  • 
  Kemli’s Spellbook I (Adventure; See Above) 
  • 
  Remble’s Spellbook I (Adventure; See Above) 
  • 
  Remble’s Spellbook II (Adventure; See Above) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Kemli’s Spellbook II (Adventure; See Above) 
  • 
  Remble’s Spellbook III (Adventure; See Above) 
   
  APL 12 (all of APLs 8, 10 plus the following): 
  • 
  Kemli’s Spellbook III (Adventure; See Above) 
  • 
  Remble’s Spellbook IV (Adventure; See Above) 
   
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 26 
  APPENDIX 1 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  Advanced, (2) Evolved Bodak: Medium Undead 
  (Extraplanar); CR 11; HD 13d12; hp 84; Init +6; Spd 20 ft.; 
  AC 22, touch 12, flat-footed 24 (+2 Dex, +10 natural,; Base 
  Atk/Grp: +10/+14; Full Atk +11 slam (1d8+6); SA Death 
  Gaze, Spell-like abilities; SQ DR10/cold iron, darkvision 
  60’, immunity to electricity, resistance to acid 10 and fire 
  10, undead traits, vulnerability to sunlight, fast healing; 
  AL CE; SV Fort +4, Ref +6, Will +8; Str 18, Dex 15, Con -, 
  Int 6, Wis 12, Cha 16.  Evolved Template) Libris Mortis, page 
  99-100. 
   
  Skills & Feats: Listen + 15, Move Silently +14, Spot 
  +15; Alertness, Dodge, Improved Initiative, Weapon 
  Focus (Slam), Ability Focus (Death Gaze) 
   
  Death Gaze (Su): Death, range 30 feet, Fortitude DC 
  21 negates. Humanoids who die from this attack are 
  transformed into bodaks 24 hours later. The save DC is 
  Charisma-based. 
   
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at least 1 hit 
  point. 
   
  Spell-Like Abilities: 2/day – cone of cold (DC 15) 
   
  Languages: Common. 
   
  Possessions: None. 
  ENCOUNTER 4A 
   
   
   
   
  Clay Golem: Large construct; CR 10; HD 11d10+30; hp 
  90; Init -1; Spd 20 ft.; AC 22, touch 8, flat-footed 22 (+14 
  natural, -1 size, -1 Dex); Base Atk/Grp: +8/+19; Atk +14 
  slam (2d10+7 plus cursed wound); Full Atk 2 +14 slams 
  (2d10+7 plus cursed wound) SA Berserk, cursed wound; 
  SQ Construct Traits, damage reduction 10/adamantine 
  and bludgeoning, darkvision 60 ft, haste, immunity to 
  magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; 
  Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1. 
   
  Skills & Feats: None.  
   
  Berserk (Ex): When a clay golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes berserk. 
  The uncontrolled golem goes on a rampage, attacking the 
  nearest living creature or smashing some object smaller 
  than itself if no creature is within reach, then moving on 
  to spread more destruction. Once a clay golem goes 
  berserk, no known method can reestablish control. 
   
  Cursed Wound (Ex): The damage a clay golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay golem must succeed on a 
  DC 26 caster level check, or the spell has no effect on the 
  injured character.  
   
  Immunity to Magic (Ex): A clay golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted below.  
   
  A move earth spell drives the golem back 120 feet and 
  deals 3d12 points of damage to it.  
   
  A disintegrate spell slows the golem (as the slow spell) 
  for 1d6 rounds and deals 1d12 points of damage.  
   
  An earthquake spell cast directly at a clay golem stops 
  it from moving on its next turn and deals 5d10 points of 
  damage. The golem gets no saving throw against any of 
  these effects.  
   
  Any magical attack against a clay golem that deals 
  acid damage heals 1 point of damage for every 3 points of 
  damage it would otherwise deal. If the amount of healing 
  would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points. For 
  example, a clay golem hit by the breath weapon of a black 
  dragon heals 7 points of damage if the attack would have 
  dealt 22 points of damage. A clay golem gets no saving 
  throw against magical attacks that deal acid damage.  
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay golem can haste itself once per day as a 
  free action. The effect lasts 3 rounds and is otherwise the 
  same as the spell. 
   
  Languages: Understands Dwarven. 
  ENCOUNTER 4B 
   
   
   
   
  Advanced Spellstitched Cinderspawn: Large Undead 
  (Fire); CR 8; HD 14d12+14; hp 105; Init +5; Spd 50 ft.; AC 
  17, touch 14, flat-footed 12 (-1 size, +5 Dex, +3 natural); 
  Base Atk/Grp: +7/+12; Atk touch +11 melee (2d6 cold 
  plus 1d6 Cha drain); Full Atk touch +11 melee (2d6 cold 
  plus 1d6 Cha drain) SA Charisma drain, Spell-like 
  abilities; SQ Damage Reduction 5/magic, Spell resistance 
  18, Turn resistance +2, elemental turning vulnerability, 
  frostfire shield, immunity to fire, inescapable craving, 
  undead traits, vulnerability to cold; AL CE; SV Fort +7, 
  Ref +12, Will +9; Str 12, Dex 21, Con -, Int 11, Wis 12, 
  Cha 17.  Cinderspawn: Libris Mortis page 91, Spellstitched: 
  Monster Manual II page 215 
   
  Skills & Feats: Jump +26, Listen +13, Move Silently 
  +18, Spot +13; Dodge, Mobility, Spring Attack, Weapon 
  Finesse, Improved Toughness. 
   
   
  Charisma Drain (Su): Living Creatures hit by a 
  cinderspawn’s touch attack must make a DC 20 Fortitude 
  save or take 1d6 points of Charisma drain. (Creatures 
  with the fire subtype take a -4 penalty on this save.) 
  When a cinderspawn drains a victim’s Charisma, it gains 
  5 temporary hit points, no matter how many points it 
  drains. These temporary hit points last for up to 1 hour. 
  The save DC is Charisma based. 
   
  Elemental 
  Turning 
  Vulnerability 
  (Ex): 
  A 
  character who can turn undead and also turn fire 
  creatures gains a +2 bonus on turning checks to turn a 
  cinderspawn. A character who can rebuke undead and 
  also rebuke fire creatures gets a +2 bonus on turning 
  checks to rebuke a cinderspawn. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 27 
   
  Frostfire Shield (Su): Any creature striking a 
  cinderspawn with a natural or melee weapon (except for 
  reach weapons) takes 1d6 points of cold damage as the 
  cinderspawn drains its body heat. 
   
  Inescapable Craving: A cinderspawn has an 
  inescapable craving for Charisma, which it satisfies by 
  using is Charisma drain ability. 
   
  Turn Resistance (Ex): A spellstitched creature has 
  +2 turn resistance. This value is added to the base 
  creature’s turn resistance (if any) 
   
  Spell Resistance: A spellstitched creature has spell 
  resistance equal to 15 + base creature’s Charisma bonus.  
   
  Languages: Ignan. 
   
  Spells Known/Prepared (2/2, save DC = 10 + spell 
  level); 1st – Ray of Enfeeblement (2/day), Magic Missile 
  (2/day); 2nd – Web (2/day), Ghoul Touch (2/day)  
   
  Possessions: None 
   
  Large Earth Necromental: Large Undead (Augmented 
  Elemental, Earth, Extraplanar); CR 6; HD 8d12; hp 52; 
  Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20 (+12 
  natural, -1 size, -1 Dex); Base Atk/Grp: +6/+17; Atk slam 
  +12 melee (2d8 +7 plus energy drain); Full Atk 2 slams 
  +12 melee (2d8 +7 plus energy drain); SA Create spawn, 
  earth mastery, energy drain, push; SQ Damage reduction 
  5/-, darkvision 60 ft, earth glide, elemental traits, fast 
  healing 3, undead traits; SV Fort +8, Ref +1, Will +2; Str 
  25, Dex 8, Con -, Int 1, Wis 10, Cha 1.  Necromental, Libris 
  Mortis, page 113. 
   
  Skills & Feats: Listen +6, Spot +5; Cleave, Great 
  Cleave, Great Fortitude, Power Attack 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack (see below) rises as a 
  necromental 1d4 days after death 
   
  Earth Glide (Ex): An earth necromental can glide 
  through stone, dirt or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence A move 
  earth spell cast on an area containing a burrowing earth 
  necromental flings the creature back 30 feet, stunning for 
  one round unless it makes a DC 15 fortitude save. 
   
  Earth Mastery (Ex): An earth necromental gains a 
  +1 bonus on attack rolls and damage rolls if both it and its 
  opponent are touching the ground. If an opponent is 
  airborne or waterborne, the necromental takes a -4 
  penalty on attack rolls and damage rolls. (These modifiers 
  are not already calculated into the statistics above) 
   
  Elemental Traits: An earth necromental has 
  immunity to poison, sleep effects, paralysis, and 
  stunning. It is not subject to critical hits or flanking. It 
  cannot be raised, reincarnated, or resurrected (though a 
  limited wish, wish, miracle or true resurrection spell can 
  restore life) 
   
  Energy Drain (Su): Living creatures hit by an earth 
  necromental’s natural weapon attack gain one negative 
  level. An earth necromental can use its energy drain 
  ability once per round. The save to remove the negative 
  level 24 hours later has a DC of 14. When an earth 
  necromental bestows a negative level on a victim it gains 
  5 temporary hit points (10 on a critical hit). These 
  temporary hit points last up to 1 hour. 
   
  Fast Healing (Ex): An earth necromental heals 3 
  points of damage each round as long as it has at least 1 hit 
  points and it within 5 feet of earth, stone, or metal.  
   
  Push (Ex): An earth necromental can start a bull 
  rush 
  maneuver 
  without 
  provoking 
  attacks 
  of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the necromental’s opposed 
  Strength checks.  
   
  Languages: Terran. 
   
  Possessions: None. 
   
  ENCOUNTER 5 
   
   
   
   
  Remble, Male Human Wizard 9 (Conjurer): medium 
  humanoid; CR 9; HD 9d4+27; hp 50; Init +5; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk/Grp: 
  +4/+4; Full Atk +4 staff (1d8) or spells; SA none; SQ none; 
  AL NG; SV Fort +7, Ref +4, Will +10; Str 10, Dex 12, Con 
  14, Int 20, Wis 14, Cha12.  
   
  Skills & Feats: Concentration +16, Craft (Alchemy) 
  +14, Knowledge (Arcana) +17, Knowledge (History) +16, 
  Listen +3, Search +6, Spellcraft +18, Spot +3; Improved 
  Initiative, Empower Spell, Spell Focus (Evocation), 
  Improved Counterspell, Improved Toughness, Quicken 
  Spell. 
   
  Languages: Common, Dwarven, Elven, Infernal. 
   
  Spells Prepared (4/7/6/5/4/3, save DC = 15 + spell 
  level +1 if Evocation school): 0 – Detect Magic x2, Read 
  Magic x2; 1st – Magic Missile x2, Tenser’s Floating Disk, Mage 
  Armor, Comprehend Languages, Detect Secret Doors; 2nd – 
  Glitterdust x2, Web x2, Gust of Wind, Scorching Ray; 3rd – 
  Fireball x2, Stinking Cloud, Sleet Storm, Dispel Magic; 4th – 
  Dimension Door, Enlarge Person, Mass Empowered Scorching 
  Ray, Evard’s Black Tentacles; 5th – Wall of Stone, Cone of Cold, 
  Quickened Magic Missile 
   
  Spellbook: Forbidden Schools: Illusion, Necromancy 
  0 – All; 1st – Magic Missile, Tenser’s Floating Disk, Identify, 
  Mage Armor, Mount, Unseen Servant, Comprehend Languages, 
  Detect Secret Doors; 2nd – Glitterdust, Web, Scorching Ray, Gust 
  of Wind, Shatter; 3rd – Fireball, Stinking Cloud, Sleet Storm, 
  Tongues, Dispel Magic; 4th – Dimension Door, Evard’s Black 
  Tentacles, Fire Shield, Otiluke’s Resilient Sphere, Mass Enlarge 
  Person; 5th – Wall of Stone, Cone of Cold, Sending;. 
   
  Possessions: Headband of Intellect +2, Cloak of 
  Resistance +2, Gloves of Arrow Snaring, Robes, 
  Quarterstaff, Spellbook, Spell Components. 
   
  Description: Remble is a tall and balding man who 
  appears to be in his mid-thirties. His skin is leathery and 
  dark, appearing rough to the touch. His eyes are so blue 
  as to be almost white. The lower half of his left ear is 
  missing. He wears dark robes that are finely stitched with 
  arcane symbols on the hems. He smiles almost constantly 
  and it appears to not be a forced smile. 
  Marrusaults (3), Erebus, Khekpen and Kemli the 
  Lesser: Large Monstrous Humanoid; CR 5; HD 6d8+18; 
  hp 45; Init +1; Spd 20 ft (Full Plate) 30 ft base.; AC 23, 
  touch 10, flat-footed 22 (+5 natural, +8 armor, +1 Dex, -1 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 28 
  size); Base Atk/Grp: +6/+15; Atk Great Falchion +11 
  melee (1d12+7/18-20) or Bite +10 melee (1d8+5); Full Atk 
  Great Falchion +11/+6 melee (1d12+7/18-20) and bite +5 
  melee  (1d8+2); SA Howl of defiance, pounce; SQ 
  Ferocity, Marruspawn Traits; AL N; SV Fort +7, Ref +6, 
  Will +5; Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14.  
  Marrusault - Sandstorm, page 171. 
   
  Skills & Feats: Listen + 7, Search +1, Spot +3; Cleave, 
  Exotic Weapon Proficiency (Great Falchion), Great 
  Fortitude, Power Attack, Weapon Focus (Great Falchion).  
   
  Howl of Defiance (Su): Once per day, a marrsault 
  can loose a terrifying howl as a free action. All creatures 
  except other marrusaults within 30 feet must succeed on 
  a DC15 Will save or become fatigued. Those within 10 
  feet who fail their save become exhausted. The save DC is 
  Charisma-based 
   
  Pounce (Ex): If a marrusault charges, it can make a 
  full attack, including its bite attack 
   
  Ferocity (Ex): A marrusault is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination 
   
  Languages: Marru. 
   
  Possessions: Full Plate, Great Falchion.  SS Great 
  Falchion – Sandstorm page 96-97 
   
  Description: Jacketed in coal-black full plate and 
  clutching a prodigious scimitar, this jackal-headed 
  humanoid looks like a juggernaut of death. 
  Marrutact, Kemli the Greater: Medium Monstrous 
  Humanoid; CR 5; HD 7d8+7; hp 38; Init +5; Spd 30 ft.; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +4 natural, +4 
  mage armor); Base Atk/Grp: +7/+7; Full Atk staff +8 melee 
  (1d6); SA Howl of healing, Spells; SQ Marruspawn traits, 
  spell resistance 16; AL N; SV Fort +3, Ref +6, Will +9; Str 
  11, Dex 13, Con 13, Int 18, Wis 18, Cha 16.  Marrutact - 
  Sandstorm, page 171. 
   
  Skills & Feats: Concentration +11, Hide +11, 
  Knowledge (arcana) +14, Knowledge (history) +14, 
  Knowledge (geography) +14, Listen +8, Spellcraft +16, 
  Survival +4(+6 to avoid getting lost or avoid hazards); 
  Combat Expertise, Dodge, Improved Initiative.  
   
  Howl of Healing (Su): Once per day, a marrutact 
  can loose a regenerative howl as a free action. All 
  marruspawn pledged to the howling marrutact within 30 
  feet heal 3d8+5 points of damage. Those within 10 feet 
  heal and extra 1d8+1 points of damage. 
   
  Spells: A marrutact casts spells as a 5th level wizard 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 29 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination. 
   
  Languages: Marru, Common. 
   
  Spells Prepared (Caster level 5th) (X/X/X, save DC = 14 
  + spell level): 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd 
  – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, 
  Dispel Magic 
   
  Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd 
  – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, 
  Dispel Magic 
   
  Possessions: Staff, robes.  
   
  Description: This tall, gaunt humanoid wears sand-
  brown robes and a voluminous hood that fails to hide its 
  jackallike visage. Wielding a staff intricately carved to 
  resemble a slender double helix, the creature commands 
  respect with its mere presence. 
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 30 
  APPENDIX 2 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Advanced, 
  Evolved 
  (2) 
  Bodak: 
  Large 
  Undead 
  (Extraplanar); CR 13; HD 17d12+17; hp 127; Init +5; Spd 
  20 ft.; AC 22, touch 11, flat-footed 22 (+1 Dex, +12 natural, 
  -1 size; Base Atk/Grp: +15/+19; Full Atk +16 slam 
  (2d6+12); SA Death Gaze, Spell-like abilities; SQ 
  DR10/cold iron, darkvision 60’, immunity to electricity, 
  resistance to acid 10 and fire 10, undead traits, 
  vulnerability to sunlight, fast healing; AL CE; SV Fort +5, 
  Ref +6, Will +10; Str 26, Dex 13, Con -, Int 6, Wis 12, Cha 
  17.  Evolved Template) Libris Mortis, page 99-100. 
   
  Skills & Feats: Listen + 19, Move Silently +18, Spot 
  +19; Alertness, Dodge, Improved Initiative, Weapon 
  Focus (Slam), Ability Focus (Death Gaze), Improved 
  Toughness 
   
  Death Gaze (Su): Death, range 30 feet, Fortitude DC 
  23 negates. Humanoids who die from this attack are 
  transformed into bodaks 24 hours later. The save DC is 
  Charisma-based. 
   
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at least 1 hit 
  point. 
   
  Spell-Like Abilities: 2/day – cone of cold (DC 15) 
   
  Languages: Common. 
   
  Possessions:  
  ENCOUNTER 4A 
   
   
   
   
  Advanced Stone Golem: Large Construct; CR 12; HD 
  18d10 +30 ; hp 129; init -1; Spd 20 ft.; AC 26, touch 8, flat-
  footed 26 (-1 size, -1 Dex, +18 natural) Base Atk/Grp: 
  +13/+27; Atk +22 slam (2d10+10) Full Atk 2 +21 slam 
  (2d10+10) SA Slow; SQ Construct traits, damage 
  reduction 10/adamantine, darkvision 60’, immunity to 
  magic, low-light vision AL N; SV Fort +6, Ref +5, Will +6; 
  Str 30, Dex 9, Con -, Int -, Wis 11, Cha 1. 
   
  Skills & Feats: None. 
   
  Slow (Su): A stone golem can use a slow effect, as the 
  spell, as a free action once every 2 rounds. The effect has a 
  range of 10 feet and a duration of 7 rounds, requiring a 
  DC 17 Will save to negate. The save DC is Constitution-
  based.  
   
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted below.  
   
  A transmute rock to mud spell slows a stone golem (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit points.  
   
  A stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round. 
   
  ENCOUNTER 4B 
   
   
   
   
  Advanced Spellstitched Cinderspawn: Huge Undead 
  (Fire); CR 10; HD 18d12+18; hp 135; Init +3; Spd 50 ft.; 
  AC 18, touch 14, flat-footed 16 (-2 size, +4 Dex, +6 
  natural); Base Atk/Grp: +9/+20; Atk touch +12 melee (2d6 
  cold plus 1d6 Cha drain); Full Atk touch +12 melee (2d6 
  cold plus 1d6 Cha drain) SA Charisma drain, Spell-like 
  abilities; SQ Damage Reduction 5/magic, Spell resistance 
  18, Turn resistance +2, elemental turning vulnerability, 
  frostfire shield, immunity to fire, inescapable craving, 
  undead traits, vulnerability to cold; AL CE; SV Fort +9, 
  Ref +14, Will +12; Str 20, Dex 19, Con -, Int 11, Wis 13, 
  Cha 17.  Cinderspawn: Libris Mortis page 91, Spellstitched: 
  Monster Manual II page 215 
   
  Skills & Feats: Jump +30, Listen +17, Move Silently 
  +22, Spot +17; Dodge, Mobility, Spring Attack, Weapon 
  Finesse, Improved Toughness Ability Focus (Charisma 
  Drain).  
   
  Charisma Drain (Su): Living Creatures hit by a 
  cinderspawn’s touch attack must make a DC 24 Fortitude 
  save or take 1d6 points of Charisma drain. (Creatures 
  with the fire subtype take a -4 penalty on this save.) 
  When a cinderspawn drains a victim’s Charisma, it gains 
  5 temporary hit points, no matter how many points it 
  drains. These temporary hit points last for up to 1 hour. 
  The save DC is Charisma based. 
   
  Elemental 
  Turning 
  Vulnerability 
  (Ex): 
  A 
  character who can turn undead and also turn fire 
  creatures gains a +2 bonus on turning checks to turn a 
  cinderspawn. A character who can rebuke undead and 
  also rebuke fire creatures gets a +2 bonus on turning 
  checks to rebuke a cinderspawn. 
   
  Frostfire Shield (Su): Any creature striking a 
  cinderspawn with a natural or melee weapon (except for 
  reach weapons) takes 1d6 points of cold damage as the 
  cinderspawn drains its body heat. 
   
  Inescapable Craving: A cinderspawn has an 
  inescapable craving for Charisma, which it satisfies by 
  using is Charisma drain ability. 
   
  Turn Resistance (Ex): A spellstitched creature has 
  +2 turn resistance. This value is added to the base 
  creature’s turn resistance (if any) 
   
  Spell Resistance: A spellstitched creature has spell 
  resistance equal to 15 + base creature’s Charisma bonus.  
   
  Languages: Ignan. 
   
  Spells Known/Prepared (2/2, save DC = 10 + spell 
  level); 1st – Ray of Enfeeblement (2/day), Magic Missile 
  (2/day); 2nd – Web (2/day), Ghoul Touch (2/day)  
   
  Possessions: None 
   
  Huge Earth Necromental: Huge Undead (Augmented 
  Elemental, Earth, Extraplanar); CR 8; HD 16d12; hp 104; 
  Init -1; Spd 30 ft.; AC 18, touch 7, flat-footed 18 (+11 
  natural, -2 size, -1 Dex); Base Atk/Grp: +12/+29; Atk slam 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 31 
  +19 melee (2d10 +9 plus energy drain); Full Atk 2 slams 
  +19 melee (2d10 +9 plus energy drain); SA Create spawn, 
  earth mastery, energy drain, push; SQ Damage reduction 
  5/-, darkvision 60 ft, earth glide, elemental traits, fast 
  healing 3, undead traits; SV Fort +15, Ref +4, Will +7; Str 
  29, Dex 8, Con -, Int 1, Wis 12, Cha 1.  Necromental, Libris 
  Mortis, page 113. 
   
  Skills & Feats: Listen +10, Spot +9; Cleave, Great 
  Cleave, Great Fortitude, Power Attack, Awesome Blow, 
  Iron Will, Improved Bull Rush 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack (see below) rises as a 
  necromental 1d4 days after death 
   
  Earth Glide (Ex): An earth necromental can glide 
  through stone, dirt or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence A move 
  earth spell cast on an area containing a burrowing earth 
  necromental flings the creature back 30 feet, stunning for 
  one round unless it makes a DC 15 fortitude save. 
   
  Earth Mastery (Ex): An earth necromental gains a 
  +1 bonus on attack rolls and damage rolls if both it and its 
  opponent are touching the ground. If an opponent is 
  airborne or waterborne, the necromental takes a -4 
  penalty on attack rolls and damage rolls. (These modifiers 
  are not already calculated into the statistics above) 
   
  Elemental Traits: An earth necromental has 
  immunity to poison, sleep effects, paralysis, and 
  stunning. It is not subject to critical hits or flanking. It 
  cannot be raised, reincarnated, or resurrected (though a 
  limited wish, wish, miracle or true resurrection spell can 
  restore life) 
   
  Energy Drain (Su): Living creatures hit by an earth 
  necromental’s natural weapon attack gain one negative 
  level. An earth necromental can use its energy drain 
  ability once per round. The save to remove the negative 
  level 24 hours later has a DC of 14. When an earth 
  necromental bestows a negative level on a victim it gains 
  5 temporary hit points (10 on a critical hit). These 
  temporary hit points last up to 1 hour. 
   
  Fast Healing (Ex): An earth necromental heals 3 
  points of damage each round as long as it has at least 1 hit 
  points and it within 5 feet of earth, stone, or metal.  
   
  Push (Ex): An earth necromental can start a bull 
  rush 
  maneuver 
  without 
  provoking 
  attacks 
  of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the necromental’s opposed 
  Strength checks.  
   
  Languages: Terran. 
   
  Possessions: None. 
  ENCOUNTER 5 
   
   
   
   
  Remble, Male Human Wizard 11 (Conjurer): medium 
  humanoid; CR 11; HD 11d4+33; hp 61; Init +5; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk/Grp: 
  +5/+5; Full Atk +5 staff (1d6) or spells; SA none; SQ none; 
  AL NG; SV Fort +7, Ref +4, Will +11; Str 10, Dex 12, Con 
  14, Int 20, Wis 14, Cha12.  
   
  Skills & Feats: Concentration +18, Craft (Alchemy) 
  +16, Knowledge (Arcana) +19, Knowledge (History) +18, 
  Listen +4, Search +7, Spellcraft +20, Spot +5; Improved 
  Initiative, Empower Spell, Spell Focus (Evocation), 
  Improved Counterspell, Improved Toughness, Quicken 
  Spell, Silent Spell. 
   
  Languages: Common, Dwarven, Elven, Infernal. 
   
  Spells Prepared (4/7/6/6/5/4/2, save DC = 15 + spell 
  level +1 if Evocation school): 0 – Detect Magic x2, Read 
  Magic x2; 1st – Magic Missile x2, Tenser’s Floating Disk, Mage 
  Armor, Comprehend Languages, Detect Secret Doors; 2nd – 
  Glitterdust x2, Web x2, Gust of Wind, Scorching Ray; 3rd – 
  Fireball x2, Stinking Cloud, Sleet Storm, Dispel Magic x2; 4th – 
  Dimension Door, Enlarge Person, Mass, Empowered Scorching 
  Ray, Evard’s Black Tentacles, Otiluke’s Resilient Sphere; 5th – 
  Wall of Stone, Cone of Cold, Quickened Magic Missile, 
  Feeblemind; 6th – Acid Fog, Chain Lightning 
   
  Spellbook: Forbidden Schools: Illusion, Necromancy 
  0 – All; 1st – Magic Missile, Tenser’s Floating Disk, Identify, 
  Mage Armor, Mount, Unseen Servant, Comprehend Languages, 
  Detect Secret Doors; 2nd – Glitterdust, Web, Scorching Ray, Gust 
  of Wind, Shatter; 3rd – Fireball, Stinking Cloud, Sleet Storm, 
  Tongues, Dispel Magic; 4th – Dimension Door, Evard’s Black 
  Tentacles, Fire Shield, Otiluke’s Resilient Sphere, Enlarge 
  Person, Mass; 5th – Wall of Stone, Cone of Cold, Sending, 
  Feeblemind, Telekinesis; 6th – Acid Fog, Chain Lightning 
   
  Possessions: Headband of Intellect +2, Cloak of 
  Resistance +2, Gloves of Arrow Snaring, Cape of the 
  Mountebank, Robes, Quarterstaff, Spellbook, Spell 
  Components. 
   
  Description: Remble is a tall and balding man who 
  appears to be in his mid-thirties. His skin is leathery and 
  dark, appearing rough to the touch. His eyes are so blue 
  as to be almost white. The lower half of his left ear is 
  missing. He wears dark robes that are finely stitched with 
  arcane symbols on the hems. He smiles almost constantly 
  and it appears to not be a forced smile. 
  Marrusaults (3), Erebus, Khekpen and Kemli the 
  Lesser, Fighter 2: Large Monstrous Humanoid; CR 7; 
  HD 6d8+2d10+24; hp 62; Init +1; Spd 20 ft (Full Plate) 30 
  ft base.; AC 23, touch 10, flat-footed 22 (+5 natural, +8 
  armor, +1 Dex, -1 size); Base Atk/Grp: +8/+18; Atk Great 
  Falchion +15 melee (1d12+10/15-20) or Bite +13 melee 
  (1d8+5); Full Atk Great Falchion +15/+10 melee 
  (1d12+10/15-20) and bite +7 melee  (1d8+3); SA Howl of 
  defiance, pounce; SQ Ferocity, Marruspawn Traits; AL N; 
  SV Fort +7, Ref +6, Will +5; Str 23, Dex 12, Con 16, Int 7, 
  Wis 10, Cha 14.  Marrusault - Sandstorm, page 171. 
   
  Skills & Feats: Listen + 7, Search +1, Spot +3, Climb 
  +1; Cleave, Exotic Weapon Proficiency (Great Falchion), 
  Great Fortitude, Power Attack, Weapon Focus (Great 
  Falchion) Improved Critical (Great Falchion).  
   
  Howl of Defiance (Su): Once per day, a marrsault 
  can loose a terrifying howl as a free action. All creatures 
  except other marrusaults within 30 feet must succeed on 
  a DC15 Will save or become fatigued. Those within 10 
  feet who fail their save become exhausted. The save DC is 
  Charisma-based 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 32 
   
  Pounce (Ex): If a marrusault charges, it can make a 
  full attack, including its bite attack 
   
  Ferocity (Ex): A marrusault is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination 
   
  Languages: Marru. 
   
  Possessions: Full Plate, Great Falchion +1, Gauntlets of 
  Ogre Power.  SS Great Falchion – Sandstorm page 96-97 
   
  Description: Jacketed in coal-black full plate and 
  clutching a prodigious scimitar, this jackal-headed 
  humanoid looks like a juggernaut of death. 
  Marrutact, Kemli the Greater, Wizard 2: Medium 
  Monstrous Humanoid; CR 7; HD 7d8+2d4+18; hp 58; Init 
  +5; Spd 30 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, +4 
  natural, +4 mage armor); Base Atk/Grp: +8/+8; Full Atk 
  staff +8 melee (1d6); SA Howl of healing, Spells; SQ 
  Marruspawn traits, spell resistance 16; AL N; SV Fort +3, 
  Ref +6, Will +12; Str 11, Dex 13, Con 13, Int 18, Wis 20, 
  Cha 16.  Marrutact - Sandstorm, page 171. 
   
  Skills & Feats: Concentration +13, Hide +13, 
  Knowledge (arcana) +16, Knowledge (history) +16, 
  Knowledge (geography) +16, Listen +10, Spellcraft +118, 
  Survival +6(+8 to avoid getting lost or avoid hazards); 
  Combat Expertise, Dodge, Improved Initiative, Scribe 
  Scroll, Improved Toughness.  
   
  Howl of Healing (Su): Once per day, a marrutact 
  can loose a regenerative howl as a free action. All 
  marruspawn pledged to the howling marrutact within 30 
  feet heal 3d8+5 points of damage. Those within 10 feet 
  heal and extra 1d8+1 points of damage. 
   
  Spells: A marrutact casts spells as a 5th level wizard 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination. 
   
  Languages: Marru, Common. 
   
  Spells Prepared (Caster level 7th) (4/6/4/3/2, save DC = 
  15 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x4, True Strike; 2nd 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 33 
  – See Invisibility, Mirror Image, Scorching Ray x2; 3rd – 
  Fireball x2, Dispel Magic. 4th – Wall of Ice, Enervation 
   
  Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd 
  – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, 
  Dispel Magic, Lightning Bolt. Major Image 4th – Wall of Ice, 
  Enervation 
   
  Possessions: Staff, robes, Headband of Intellect +2.  
   
  Description: This tall, gaunt humanoid wears sand-
  brown robes and a voluminous hood that fails to hide its 
  jackallike visage. Wielding a staff intricately carved to 
  resemble a slender double helix, the creature commands 
  respect with its mere presence. 
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 34 
  APPENDIX 3 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  Advanced, 
  Evolved 
  (3) 
  Bodak: 
  Large 
  Undead 
  (Extraplanar); CR 15; HD 25d12+25; hp 187; Init +5; Spd 
  20 ft.; AC 22, touch 11, flat-footed 22 (+1 Dex, +12 natural, 
  -1 size; Base Atk/Grp: +20/+24; Full Atk +21 slam 
  (3d6+12); SA Death Gaze, Spell-like abilities; SQ 
  DR10/cold iron, darkvision 60’, immunity to electricity, 
  resistance to acid 10 and fire 10, undead traits, 
  vulnerability to sunlight, fast healing; AL CE; SV Fort +7, 
  Ref +8, Will +17; Str 26, Dex 13, Con -, Int 6, Wis 12, Cha 
  17.  Evolved Template) Libris Mortis, page 99-100. 
   
  Skills & Feats: Listen + 27, Move Silently +26, Spot 
  +27; Alertness, Dodge, Improved Initiative, Weapon 
  Focus (Slam), Ability Focus (Death Gaze), Improved 
  Toughness, Improved Natural Attack (Slam), Quicken 
  Spell-Like Ability (Cone of Cold), Empower Spell-Like 
  Ability (Cone of Cold). 
   
  Death Gaze (Su): Death, range 30 feet, Fortitude DC 
  27 negates. Humanoids who die from this attack are 
  transformed into bodaks 24 hours later. The save DC is 
  Charisma-based. 
   
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at least 1 hit 
  point. 
   
  Spell-Like Abilities: 2/day – cone of cold (DC 15) 
   
  Languages: Common. 
   
  Possessions: None. 
  ENCOUNTER 4A 
   
   
   
   
  Advanced Clay Golem: huge construct; CR 14; HD 
  23d10+30; hp 157; Init -2; Spd 20 ft.; AC 23, touch 7, flat-
  footed 23 (+17 natural, -2 size, -2 Dex); Base Atk/Grp: 
  +15/+36; Atk +28 slam (4d8+13 plus cursed wound); Full 
  Atk 2 +14 slams (4d8+13 plus cursed wound) SA Berserk, 
  cursed wound; SQ Construct Traits, damage reduction 
  10/adamantine and bludgeoning, darkvision 60 ft, haste, 
  immunity to magic, low-light vision; AL N; SV Fort +9, 
  Ref +8, Will +9; Str 36, Dex 7, Con -, Int -, Wis 11, Cha 1. 
   
  Skills & Feats: None.  
   
  Berserk (Ex): When a clay golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes berserk. 
  The uncontrolled golem goes on a rampage, attacking the 
  nearest living creature or smashing some object smaller 
  than itself if no creature is within reach, then moving on 
  to spread more destruction. Once a clay golem goes 
  berserk, no known method can reestablish control. 
   
  Cursed Wound (Ex): The damage a clay golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay golem must succeed on a 
  DC 26 caster level check, or the spell has no effect on the 
  injured character.  
   
  Immunity to Magic (Ex): A clay golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted below.  
   
  A move earth spell drives the golem back 120 feet and 
  deals 3d12 points of damage to it.  
   
  A disintegrate spell slows the golem (as the slow spell) 
  for 1d6 rounds and deals 1d12 points of damage.  
   
  An earthquake spell cast directly at a clay golem stops 
  it from moving on its next turn and deals 5d10 points of 
  damage. The golem gets no saving throw against any of 
  these effects.  
   
  Any magical attack against a clay golem that deals 
  acid damage heals 1 point of damage for every 3 points of 
  damage it would otherwise deal. If the amount of healing 
  would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points. For 
  example, a clay golem hit by the breath weapon of a black 
  dragon heals 7 points of damage if the attack would have 
  dealt 22 points of damage. A clay golem gets no saving 
  throw against magical attacks that deal acid damage.  
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay golem can haste itself once per day as a 
  free action. The effect lasts 3 rounds and is otherwise the 
  same as the spell. 
   
  Languages: Understands Dwarven 
  ENCOUNTER 4B 
   
   
   
   
  Advanced Spellstitched Cinderspawn: Huge Undead 
  (Fire); CR 10; HD 18d12+18; hp 135; Init +3; Spd 50 ft.; 
  AC 18, touch 14, flat-footed 16 (-2 size, +4 Dex, +6 
  natural); Base Atk/Grp: +9/+20; Atk touch +12 melee (2d6 
  cold plus 1d6 Cha drain); Full Atk touch +12 melee (2d6 
  cold plus 1d6 Cha drain) SA Charisma drain, Spell-like 
  abilities; SQ Damage Reduction 5/magic, Spell resistance 
  18, Turn resistance +2, elemental turning vulnerability, 
  frostfire shield, immunity to fire, inescapable craving, 
  undead traits, vulnerability to cold; AL CE; SV Fort +9, 
  Ref +14, Will +12; Str 20, Dex 19, Con -, Int 11, Wis 13, 
  Cha 17.  Cinderspawn: Libris Mortis page 91, Spellstitched: 
  Monster Manual II page 215 
   
  Skills & Feats: Jump +30, Listen +17, Move Silently 
  +22, Spot +17; Dodge, Mobility, Spring Attack, Weapon 
  Finesse, Improved Toughness Ability Focus (Charisma 
  Drain).  
   
  Charisma Drain (Su): Living Creatures hit by a 
  cinderspawn’s touch attack must make a DC 24 Fortitude 
  save or take 1d6 points of Charisma drain. (Creatures 
  with the fire subtype take a -4 penalty on this save.) 
  When a cinderspawn drains a victim’s Charisma, it gains 
  5 temporary hit points, no matter how many points it 
  drains. These temporary hit points last for up to 1 hour. 
  The save DC is Charisma based. 
   
  Elemental 
  Turning 
  Vulnerability 
  (Ex): 
  A 
  character who can turn undead and also turn fire 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 35 
  creatures gains a +2 bonus on turning checks to turn a 
  cinderspawn. A character who can rebuke undead and 
  also rebuke fire creatures gets a +2 bonus on turning 
  checks to rebuke a cinderspawn. 
   
  Frostfire Shield (Su): Any creature striking a 
  cinderspawn with a natural or melee weapon (except for 
  reach weapons) takes 1d6 points of cold damage as the 
  cinderspawn drains its body heat. 
   
  Inescapable Craving: A cinderspawn has an 
  inescapable craving for Charisma, which it satisfies by 
  using is Charisma drain ability. 
   
  Turn Resistance (Ex): A spellstitched creature has 
  +2 turn resistance. This value is added to the base 
  creature’s turn resistance (if any) 
   
  Spell Resistance: A spellstitched creature has spell 
  resistance equal to 15 + base creature’s Charisma bonus.  
   
  Languages: Ignan. 
   
  Spells Known/Prepared (2/2, save DC = 10 + spell 
  level); 1st – Ray of Enfeeblement (2/day), Magic Missile 
  (2/day); 2nd – Web (2/day), Ghoul Touch (2/day)  
   
  Possessions: None 
   
  Greater Huge Evolved (1) Spellstitched Earth 
  Necromental: Huge Undead (Augmented Elemental, 
  Earth, Extraplanar); CR 12; HD 21d12; hp 137; Init -2; 
  Spd 30 ft.; AC 21, touch 7, flat-footed 21 (+14 natural, -2 
  size, -1 Dex); Base Atk/Grp: +15/+33; Atk slam +23 melee 
  (2d10 +10 plus energy drain); Full Atk 2 slams +23 melee 
  (2d10+10 plus energy drain); SA Create spawn, earth 
  mastery, energy drain, push, spell-like ability; SQ Damage 
  reduction 10/-, darkvision 60 ft, earth glide, elemental 
  traits, fast healing 3, undead traits, spell resistance 15. 
  Turn resistance +2; SV Fort +17, Ref +6, Will +9; Str 31, 
  Dex 8, Con -, Int 1, Wis 13, Cha 1.  Necromental, Libris 
  Mortis, page 113, Spellstitched: Monster Manual II page 215. 
   
  Skills & Feats: Listen +14, Spot +14; Alertness Cleave, 
  Great Cleave, Great Fortitude, Power Attack, Awesome 
  Blow, Iron Will, Improved Bull Rush, Improved Sunder 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack (see below) rises as a 
  necromental 1d4 days after death 
   
  Earth Glide (Ex): An earth necromental can glide 
  through stone, dirt or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence A move 
  earth spell cast on an area containing a burrowing earth 
  necromental flings the creature back 30 feet, stunning for 
  one round unless it makes a DC 15 fortitude save. 
   
  Earth Mastery (Ex): An earth necromental gains a 
  +1 bonus on attack rolls and damage rolls if both it and its 
  opponent are touching the ground. If an opponent is 
  airborne or waterborne, the necromental takes a -4 
  penalty on attack rolls and damage rolls. (These modifiers 
  are not already calculated into the statistics above) 
   
  Elemental Traits: An earth necromental has 
  immunity to poison, sleep effects, paralysis, and 
  stunning. It is not subject to critical hits or flanking. It 
  cannot be raised, reincarnated, or resurrected (though a 
  limited wish, wish, miracle or true resurrection spell can 
  restore life) 
   
  Energy Drain (Su): Living creatures hit by an earth 
  necromental’s natural weapon attack gain one negative 
  level. An earth necromental can use its energy drain 
  ability once per round. The save to remove the negative 
  level 24 hours later has a DC of 14. When an earth 
  necromental bestows a negative level on a victim it gains 
  5 temporary hit points (10 on a critical hit). These 
  temporary hit points last up to 1 hour. 
   
  Fast Healing (Ex): An earth necromental heals 3 
  points of damage each round as long as it has at least 1 hit 
  points and it within 5 feet of earth, stone, or metal.  
   
  Push (Ex): An earth necromental can start a bull 
  rush 
  maneuver 
  without 
  provoking 
  attacks 
  of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the necromental’s opposed 
  Strength checks.  
   
  Turn Resistance (Ex): A spellstitched creature has 
  +2 turn resistance. This value is added to the base 
  creature’s turn resistance (if any) 
   
  Spell-Like Ability: 1/day- Cone of Cold (DC 15) 
   
  Languages: Terran. 
  Spells Known/Prepared (2/2, save DC = 10 + spell level); 1st 
  – Ray of Enfeeblement (2/day), Magic Missile (2/day); 2nd – 
  Web (2/day), Ghoul Touch (2/day) 
   
  Possessions: None 
  ENCOUNTER 5 
   
   
   
   
  Remble, Male Human Wizard 13 (Conjurer): medium 
  humanoid; CR 13; HD 13d4+39; hp 72; Init +5; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk/Grp: 
  +6/+6; Full Atk +6/+1 staff (1d6) or spells; SA none; SQ 
  none; AL NG; SV Fort +7, Ref +4, Will +11; Str 10, Dex 12, 
  Con 14, Int 21, Wis 14, Cha12.  
   
  Skills & Feats: Concentration +20, Craft (Alchemy) 
  +18, Knowledge (Arcana) +21, Knowledge (History) +20, 
  Listen +6, Search +9, Spellcraft +22, Spot +7; Improved 
  Initiative, Empower Spell, Spell Focus (Evocation), 
  Improved Counterspell, Improved Toughness, Quicken 
  Spell, Silent Spell, Widen Spell. 
   
  Languages: Common, Dwarven, Elven, Infernal. 
   
  Spells Prepared (4/7/6/6/6/5/3/2, save DC = 15 + spell 
  level +1 if Evocation school): 0 – Detect Magic x2, Read 
  Magic x2; 1st – Magic Missile x2, Tenser’s Floating Disk, Mage 
  Armor, Comprehend Languages, Detect Secret Doors; 2nd – 
  Glitterdust x2, Web x2, Gust of Wind, Scorching Ray; 3rd – 
  Fireball x2, Stinking Cloud, Sleet Storm, Dispel Magic x2; 4th – 
  Dimension Door x2, Mass Enlarge Person, Empowered 
  Scorching Ray, Evard’s Black Tentacles, Otiluke’s Resilient 
  Sphere; 5th – Wall of Stone, Cone of Cold, Quickened Magic 
  Missile x2, Feeblemind; 6th – Acid Fog, Chain Lightning, Dispel 
  Magic, Greater; 7th – Summon Monster VII, Widened Evard’s 
  Black Tentacles 
   
  Spellbook: Forbidden Schools: Illusion, Necromancy 
  0 – All; 1st – Magic Missile, Tenser’s Floating Disk, Identify, 
  Mage Armor, Mount, Unseen Servant, Comprehend Languages, 
  Detect Secret Doors; 2nd – Glitterdust, Web, Scorching Ray, Gust 
  of Wind, Shatter; 3rd – Fireball, Stinking Cloud, Sleet Storm, 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 36 
  Tongues, Dispel Magic; 4th – Dimension Door, Evard’s Black 
  Tentacles, Fire Shield, Otiluke’s Resilient Sphere, Mass Enlarge 
  Person; 5th – Wall of Stone, Cone of Cold, Sending, Feeblemind, 
  Telekinesis; 6th – Acid Fog, Chain Lightning, True Seeing, 
  Greater Dispel Magic; 7th – Summon Monster VII, Delayed 
  Blast Fireball, Forcecage 
   
  Possessions: Headband of Intellect +2, Cloak of 
  Resistance +2, Gloves of Arrow Snaring, Cape of the 
  Mountebank, Staff of Fire (31 Charges) Robes, 
  Quarterstaff, Spellbook, Spell Components. 
   
  Description: Remble is a tall and balding man who 
  appears to be in his mid-thirties. His skin is leathery and 
  dark, appearing rough to the touch. His eyes are so blue 
  as to be almost white. The lower half of his left ear is 
  missing. He wears dark robes that are finely stitched with 
  arcane symbols on the hems. He smiles almost constantly 
  and it appears to not be a forced smile. 
  Marrusaults (3), Erebus, Khekpen and Kemli the 
  Lesser Fighter 4: Large Monstrous Humanoid; CR 9; 
  HD 6d8+4d10+36; hp 85; Init +1; Spd 20 ft (Full Plate) 30 
  ft base.; AC 24, touch 10, flat-footed 22 (+5 natural, +9 
  armor, +1 Dex, -1 size); Base Atk/Grp: +10/+21; Atk Great 
  Falchion +18 melee (1d12+13/15-20) or Bite +16 melee 
  (1d8+6); Full Atk Great Falchion +18/+13 melee 
  (1d12+13/15-20) and bite +11 melee  (1d8+6); SA Howl of 
  defiance, pounce; SQ Ferocity, Marruspawn Traits; AL N; 
  SV Fort +7, Ref +6, Will +5; Str 24, Dex 12, Con 16, Int 7, 
  Wis 10, Cha 14.  Marrusault - Sandstorm, page 171. 
   
  Skills & Feats: Listen + 7, Search +1, Spot +3, Climb 
  +3; Cleave, Exotic Weapon Proficiency (Great Falchion), 
  Great Fortitude, Power Attack, Weapon Focus (Great 
  Falchion) Improved Critical (Great Falchion) Weapon 
  Specialization (Great Falchion).  
   
  Howl of Defiance (Su): Once per day, a marrsault 
  can loose a terrifying howl as a free action. All creatures 
  except other marrusaults within 30 feet must succeed on 
  a DC15 Will save or become fatigued. Those within 10 
  feet who fail their save become exhausted. The save DC is 
  Charisma-based 
   
  Pounce (Ex): If a marrusault charges, it can make a 
  full attack, including its bite attack 
   
  Ferocity (Ex): A marrusault is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination 
   
  Languages: Marru. 
   
  Possessions: Full Plate +1, Great Falchion +1, Gauntlets 
  of Ogre Power.  SS Great Falchion – Sandstorm page 96-97 
   
  Description: Jacketed in coal-black full plate and 
  clutching a prodigious scimitar, this jackal-headed 
  humanoid looks like a juggernaut of death. 
  Marrutact, Kemli the Greater, Wizard 4: Medium 
  Monstrous Humanoid; CR 9; HD 7d8+4d4+31; hp 80; Init 
  +5; Spd 30 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, +4 
  natural, +4 mage armor); Base Atk/Grp: +9/+9; Full Atk 
  staff +9/+4 melee (1d6); SA Howl of healing, Spells; SQ 
  Marruspawn traits, spell resistance 16; AL N; SV Fort +4, 
  Ref +7, Will +13; Str 11, Dex 13, Con 14, Int 20, Wis 18, 
  Cha 16.  Marrutact - Sandstorm, page 171. 
   
  Skills & Feats: Concentration +15, Hide +15, 
  Knowledge (arcana) +18, Knowledge (history) +18, 
  Knowledge (geography) +18, Listen +10, Spellcraft +20, 
  Survival +8(+10 to avoid getting lost or avoid hazards); 
  Combat Expertise, Dodge, Improved Initiative, Scribe 
  Scroll, Improved Toughness.  
   
  Howl of Healing (Su): Once per day, a marrutact 
  can loose a regenerative howl as a free action. All 
  marruspawn pledged to the howling marrutact within 30 
  feet heal 3d8+5 points of damage. Those within 10 feet 
  heal and extra 1d8+1 points of damage. 
   
  Spells: A marrutact casts spells as a 5th level wizard 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can 
  hear across great distances with ease, gaining a +4 racial 
  bonus on Listen checks. A marruspawn’s hearing is so 
  sensitive that it can sense the presence of most creatures 
  merely by the sound of their breathing, their heartbeat, 
  or their movement if they are within 30 feet. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 37 
   
  When a marruspawn detects a noise, the exact 
  location of the source is not revealed – only it’s presence 
  somewhere within that range. A marruspawn can take a 
  move action to note the direction of the sound. 
  Whenever a marruspawn comes within 5 feet of the 
  source, it can pinpoint the sound’s location. Undead, 
  constructs and other creatures that have no metabolism 
  are not subject to being detected by discriminating 
  hearing unless they move – in any round when they 
  move, they are detected by the sound they make while 
  moving through the air or shuffling along the ground. 
  Only incorporeal creatures are completely undetectable, 
  unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in 
  the waste afford marruspawn the ability to cope with 
  thirst and reduced fluid intake. A marruspawn thus gains 
  resistance to desiccation damage 10. Whenever a 
  marruspawn is subject to magical desiccation damage, 
  that damage is reduced by 10 before being applied to the 
  marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal 
  damage from failing Constitution checks to avoid 
  becoming dehydrated, although it still might become 
  fatigued if it fails a check. If a marruspawn ever becomes 
  dehydrated, whether due to natural causes or another 
  effect (such as a spell), it needs to drink only a mouthful 
  of water to lose that condition. A marruspawn also 
  requires only half as much water in a day as is normally 
  required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic 
  artillery, a marruspawn enjoys an inborn resistance to fire 
  5. 
   
  Low-Light Vision (Ex): A marruspawn can see 
  twice as far as humans in conditions of poor illumination. 
   
  Languages: Marru, Common. 
   
  Spells Prepared (Caster level 9th) (4/6/4/4/3/2, save 
  DC = 15 + spell level): 0 – Daze, Disrupt Undead, Mage 
  Hand, Resistance; 1st – Mage Armor, Magic Missile x4, True 
  Strike; 2nd – See Invisibility, Mirror Image, Scorching Ray x2; 
  3rd – Fireball x2, Dispel Magic. 4th – Wall of Ice, Enervation, Ice 
  Storm 5th – Transmute Rock to Mud, Cone of Cold 
   
  Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd 
  – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, 
  Dispel Magic, Lightning Bolt. Major Image 4th – Wall of Ice, 
  Enervation, Ice Storm; 5th – Transmute Rock to Mud, Cone of 
  Cold 
   
  Possessions: Staff, robes, Headband of Intellect +2, 
  Stone Salve.  
   
  Description: This tall, gaunt humanoid wears sand-
  brown robes and a voluminous hood that fails to hide its 
  jackallike visage. Wielding a staff intricately carved to 
  resemble a slender double helix, the creature commands 
  respect 
  with 
  its 
  mere 
  presence.
    
   
  
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  APPENDIX 4 – ALL APLS 
   
  ENCOUNTER 3 
   
   
   
   
  Brenida, Female half-elf fighter 5: medium humanoid; 
  CR 5; HD 5d10+15; hp 47; Init +6; Spd 20 ft.; AC 21, 
  touch 11, flat-footed 20; SV Fort +8, Ref +4, Will +3; Str 
  16, Dex 15, Con 16, Int +10, Wis 12, Cha 8.  
   
  Possessions: Full Plate, heavy steel shield, masterwork 
  longsword.   
   
  Description: Frail and blonde, this woman remains 
  speechless as her eyes wander lazily. 
   
   
  
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  DM AID: MAP #1 – ULTHOLME PROPER 
  This map details the center of aboveground Ultholme. The town stretches out far beyond these borders. 
  
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  DM AID: MAP #2 – GRAVEYARD 
  
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  Page 41 
  DM AID: MAP #3 – ANVILFIRE 
   
   
   
   
  
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  Page 42 
  DM AID: MAP #4 -- SHELTERED STORM/RAINING BLOOD 
   
  
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  DM AID: MAP #5 -- CHURCH OF PELOR 
   
   
   
  
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  Page 44 
  DM AID: MAP #6 -- MARKHAM MONEYCHANGER 
   
   
  
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  Page 45 
  DM AID: MAP #7 – ENCOUNTER 4A: THE AVENUE 
   
   
  
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  DM AID: MAP #8 – ENCOUNTER 4B: THE FOUNDRY 
   
   
  
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  DM AID: MAP #9 – ENCOUNTER 5: TERMINUS 
   
   
  
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  DM AID: NEW RULES 
  NEW TEMPLATES 
  Evolved Undead (Libris Mortis page 99) 
   
  An evolved undead is an undead whose body s flushed with more negative energy due to an exceptionally long 
  lifetime. Any undead may gain this template, and in doing so, it retains all its previous abilities, but becomes more 
  powerful than before. 
   
  “Evolved undead” is an acquired template that can be added to any undead with an Intelligence score (referred to 
  hereafter as the base creature). An evolved undead uses all the base creature’s statistics and special abilities except as 
  noted here. This template does not alter the creature’s type. 
   
  Note: Unlike most templates, an evolved undead can potentially acquire this template more than once, evolving 
  more with each application 
   
  Armor Class: The base creature’s natural armor bonus improves by 1. If the creature is incorporeal, its deflection 
  bonus to AC improves by 1. 
   
  Special Attacks: An evolved undead retains all the special attacks of the base creature and gains one spell-like 
  ability from the following list. You can choose this ability from the list below, or roll randomly. The spell-like ability 
  gained herein can be used once per day. If the undead already has the indicated ability, it gains another use; if it already 
  has the ability as an at-will ability, choose another ability. The spell-like ability has a caster level equal to the evolved 
  undead’s HD (if the caster level is too low to cast the spell in question, choose another). The save DCs are Charisma-
  based. 
  1 
  Circle of death 
  2 
  Cloudkill 
  3 
  Cone of cold 
  4 
  Confusion 
  5 
  Contagion 
  6 
  Creeping doom 
  7 
  Greater dispel magic 
  8 
  Greater invisibility 
  9 
  Haste 
  10 
  Hold monster 
  11 
  See invisibility 
  12 
  Unholy blight 
   
   
  Special Qualities: An evolved undead retains all the special qualities of the base creature and gains the one 
  described below. 
   
  Fast Healing (Ex): An evolved undead gains heals 3 points of damage each round so long as it has at least 1 hit point. 
   
  Abilities: An evolved corporeal undead gains +2 Strength and +2 Charisma. An evolved incorporeal creature gains 
  only +2 charisma 
   
  Organization: An evolved undead usually becomes a leader among those of its kind 
   
  Challenge Rating: Same as Base Creature +1 
   
  Level Adjustment: Same as Base creature +1 
  
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  Necromental (Libris Mortis page 113) 
  A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the 
  elemental had in life, but it becomes twisted and evil. 
  “Necromental” is an acquired template that can be added to any elemental (referred to hereafter as the base creature) A 
  necromental uses the base creature’s statistics, attacks and special abilities except as noted here. 
   
  Size and Type:  The base creature’s type changes to undead, and it gains the augmented subtype. It retains any 
  other subtypes as well, except for alignment subtypes (such as good). Do not recalculate base attack bonus, saves, or skill 
  points. Size is unchanged. 
   
  Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), and raise remaining Hit Dice to d12s. 
   
  Armor Class: The base creature’s natural armor bonus improves by 2. 
   
  Special Attacks: A necromental retains all the special attacks of the base creature and gains those described below. 
   
  Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after 
  its death. 
   
  Energy Drain (Su):Living creatures hit by a necromental’s natural weapon attack gain one negative level. A 
  necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks the 
  necromental possesses. The save DC to remove the negative level 24 hours later is 10 +1/2 the necromental’s HD. When 
  a necromental bestows a negative level on a victim, it gains 5 temporary hit points (10 on a critical hit) These temporary 
  hit points last for up to one hour. 
   
  Special Qualities: A necromental retains all the special qualities of the base creature and gains those described 
  below. 
   
  Fast Healing (Ex): A necromental heals 3 points of damage each round so long as it has at least 1 hit point and is 
  within 5 feet of some form of its element. 
   
  Abilities: A necromental has no Constitution score. Its Intelligence changes to 1, its Wisdom changes to 10 and its 
  Charisma changes to 1. 
   
  Feats: A necromental gains Great Fortitude as a bonus feat. 
   
  Environment: Any, usually the same as the base creature 
   
  Challenge Rating: Same as the base creature +1 
   
  Alignment: always neutral evil. 
   
  Advancement: Same as the base creature (or – if the base creature advances by character class). 
   
  Level Adjustment: --. 
  Spellstitched  (Monster Manual II page 215) 
   
  “Spellstitched” is a template that can be added to any corporeal undead (referred to hereafter as the base creature). 
  The template uses all the base creature’s statistics and special abilities except as noted here. 
   
  Special Attacks: A spellstitched creature with a Wisdom score of 10 or higher can be imbued with spell-like 
  abilities. All spells selected must be from the schools of Conjuration, Evocation or Necromancy. These abilities are used 
  as if the spells were cast by a sorcerer of the same level as the number of Hit Dice the spellstitched creature possesses. 
  Wisdom 
   
   
  Example 
   
  Spells Known 
   
  Times/Day 
  10 
  Skeleton, Zombie 
  2 1st level 
  4 
  11-12 
  Bodak 
  Plus 2 2nd level 
  4/4 
  13-14 
  Ghast, Ghoul, Wight 
  Plus 2 3rd level 
  4/4/2 
  15-16 
  Devourer 
  Plus 2 4th level 
  4/4/2/2 
  17-18 
  Lich 
  Plus 2 5th level 
  4/4/2/2/2 
  19+ 
  Nightshade 
  Plus 1 6th level 
  4/4/2/2/2/1 
  
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  Spells Known is the number of different spells the creature has access to as spell-like abilities. A creature with a Wisdom 
  score higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the spells from 
  all the rows above that row.  
  Times/Day is the number of times per day that the creature can use spell-like abilities of a given level. The creator of the 
  creature must decide how to allocate the spells known. Once this determination has been made for a particular ability, it 
  cannot be changed. 
   
  Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the 
  following special qualities. 
   
  Spell Resistance: A spellstitched creature has spell resistance equal to 15 + base creature’s charisma bonus. 
   
  Turn Resistance (Ex): A spellstitched creature has +2 turn resistance. This value is added to the base creature 
  NEW MONSTERS 
  Cinderspawn (Libris Mortis, page 91) 
  Large Undead (Fire) 
  Hit Dice: 10d12 (65hp) 
  Initiative: +5 
  Speed: 50ft 
  Armor Class: 17 (-1 size, +5 Dex, +3 natural), touch 14, flat-footed 12 
  Base Attack/Grapple: +5/+10 
  Attack: Touch +9 melee (2d6 cold plus 1d6 Cha drain) 
  Full Attack: touch +9 Melee (2d6 cold plus 1d6 Cha drain) 
  Space/Reach: 10ft/10ft 
  Special Attacks: Charisma Drain 
  Special Qualities: Darkvision 60 ft, elemental turning vulnerability, frostfire shield, immunity to fire, inescapable 
  craving, undead traits, vulnerability to cold 
  Saves: Fort +3, Ref +8, Will +7 
  Abilities: Str 12, Dex 21, Con --, Int 11, Wis 11, Cha 17 
  Skills: Jump +26, Listen +13, Move Silently +18, Spot +13 
  Feats: Dodge, Mobility, Spring Attack, Weapon Finesse 
  Environment: Any 
  Organization: Solitary, pair, or gang (3-5) 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Always Chaotic Evil 
  Advancement: 11-20 HD (Large); 16-30 HD (Huge) 
  Level Adjustment: +4 
  Cinderspawn are the burnt-out undead remains of creatures of elemental fire. They hate living creatures for their 
  warmth and seek to destroy all such beings. Like a fire elemental, a cinderspawn cannot enter water or any other 
  nonflammable liquid. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump 
  over it. A cinderspawn stands 12 feet tall and weighs 200 pounds. Cinderspawn speak Ignan. 
   
  A cinderspawn chooses targets carefully, using its Mobility and Sprint Attack feats to reach vulnerable opponents that 
  might otherwise be protected by comrades. 
   
   
  Charisma Drain (Su): Living Creatures hit by a cinderspawn’s touch attack must make a DC 24 Fortitude save or 
  take 1d6 points of Charisma drain. (Creatures with the fire subtype take a -4 penalty on this save.) When a cinderspawn 
  drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains. These temporary hit 
  points last for up to 1 hour. The save DC is Charisma based. 
   
  Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn fire creatures gains a +2 
  bonus on turning checks to turn a cinderspawn. A character who can rebuke undead and also rebuke fire creatures gets 
  a +2 bonus on turning checks to rebuke a cinderspawn. 
   
  Frostfire Shield (Su): Any creature striking a cinderspawn with a natural or melee weapon (except for reach 
  weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat. 
  
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  Page 51 
   
  Inescapable Craving: A cinderspawn has an inescapable craving for Charisma, which it satisfies by using is 
  Charisma drain ability. 
   
  Marrusault (Sandstorm, page 171) 
  Large Monstrous Humanoid  
  Hit Dice: 6d8+18; hp 45 
  Speed: 20 ft (Full Plate) 30 ft base. 
  Armor Class 23, touch 10, flat-footed 22 (+5 natural, +8 armor, +1 Dex, -1 size) 
  Base Attack/Grapple: +6/+15 
  Attack: Great Falchion +11 melee (1d12+7/18-20) or Bite +10 melee (1d8+5) 
  Full Attack: Great Falchion +11/+6 melee (1d12+7/18-20) and bite +5 melee  (1d8+2) 
  Space/Reach: 10ft./10ft. 
  Special Attacks: Howl of Defiance, pounce 
  Special Qualities: Ferocity, Marruspawn traits 
  Saves: Fort +7, Ref +6, Will +5 
  Abilities: Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14 
  Skills: Listen +7, Search +1, Spot +3 
  Feats: Cleave, Exotic Weapon Proficiency (great falchion), Great Fortitude, Power Attack, Weapon Focus (great 
  falchion)  
  Environment: Warm Deserts 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually Neutral 
  Advancement: By character class 
  Level Adjustment: +2 
   
  In ancient days, armies of marrusaults darkened the once-green plains, fighting for the will of the marru. Bred for 
  fighting, each marrusault knows its worth in any conflict. Hardy survivors, marrusaults eked out existence where many 
  of the weaker or more specialized spawncrafted creations of the marru perished with heir masters. Still, a marrusault 
  depends on the equipment and other resources it gains from swearing service to a marrutact. Sometimes a marrusault 
  goes rogue – these creatures often find death in the waste, their bones posing a mystery to travelers who come upon 
  them. 
  Individually, marrusaults are known for the ability to withstand wounds that would drop a lesser creature. Of course, 
  such fortitude is another gift of spawncraft. 
   
  Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a 
  marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear 
   
   
  Howl of Defiance (Su): Once per day, a marrsault can loose a terrifying howl as a free action. All creatures except 
  other marrusaults within 30 feet must succeed on a DC15 Will save or become fatigued. Those within 10 feet who fail 
  their save become exhausted. The save DC is Charisma-based 
   
  Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack. 
   
  Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while 
  disabled or dying. 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus 
  on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the 
  sound of their breathing, their heartbeat, or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere 
  within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn 
  comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have 
  no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they 
  move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only 
  incorporeal creatures are completely undetectable, unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst 
  and reduced fluid intake. A marruspawn thus gains resistance to desiccation damage 10. Whenever a marruspawn is 
  subject to magical desiccation damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming 
  dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 52 
  whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that 
  condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 
   
  Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination 
   
  Marrutact (Sandstorm, page 171) 
  Medium Monstrous Humanoid  
  Hit Dice: 7d8+7; hp 38 
  Speed: 30 ft. 
  Armor Class 19, touch 11, flat-footed 18 (+4 natural, +4 mage armor, +1 Dex, -1 size) 
  Base Attack/Grapple: +7/+7 
  Attack: Masterwork Staff +8 melee (1d6) 
  Full Attack: Masterwork Staff +8/+3 melee (1d6) 
  Space/Reach: 5ft./5ft. 
  Special Attacks: Howl of Healing, spells 
  Special Qualities: Marruspawn traits, spell resistance 16 
  Saves: Fort +3, Ref +6, Will +9 
  Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 18, Cha 16 
  Skills: Concentration +11, Hide +11, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (geography) +14, 
  Listen +8, Spellcraft +16, Survival +4(+6 to avoid getting lost or avoid hazards) 
  Feats: Combat Expertise, Dodge, Improved Initiative.  
  Environment: Warm Deserts 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually Neutral 
  Advancement: By character class 
  Level Adjustment: +3 
   
  Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn 
  pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal and extra 1d8+1 
  points of damage. 
   
  Spells: A marrutact casts spells as a 5th level wizard 
   
  Marruspawn Traits 
   
  Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus 
  on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the 
  sound of their breathing, their heartbeat, or their movement if they are within 30 feet. 
   
  When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere 
  within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn 
  comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have 
  no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they 
  move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only 
  incorporeal creatures are completely undetectable, unless they wish to be detected. 
   
  Resistance to Desiccation (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst 
  and reduced fluid intake. A marruspawn thus gains resistance to desiccation damage 10. Whenever a marruspawn is 
  subject to magical desiccation damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points 
   
  A marruspawn also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming 
  dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, 
  whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that 
  condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. 
   
  Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 
   
  Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination. 
   
  Languages: Marru, Common. 
   
  Typical Spells Prepared (Caster level 5th) (X/X/X, save DC = 14 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, 
  Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel 
  Magic 
   
  Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See 
  Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic 
   
  
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  Page 53 
  NEW WEAPON 
  Great Falchion (Sandstorm, page 97) 
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Great Falchion 
  100gp 
  1d8 
  1d12 
  18-20/x2 
  -- 
  12 
  Slashing 
   
  This heavy executioner’s sword has the same basic profile as a falchion, albeit with a much greater blade surface. Because 
  it is an executioner’s weapon, it is often crafted as a masterwork weapon, marked with a royal seal, and created with one 
  or more gems in the hilt. 
  
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  Page 54 
  PLAYER HANDOUT #1  
   
   
   
  Adventurers- 
   
  Consider yourselves summoned into the regal presence of 
  High Herald Thaddeus Pliq. Bring yourselves to the Lion’s 
  Tooth in at eight bells this evening, and do not be late. My 
  displeasure is merely the third worst event that could 
  befall you from ignoring this missive. 
   
  -In service to my lord, 
  High Herald Thaddeus Pliq 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 55 
  PLAYER HANDOUT #2 
   
  This missive is handed to you by a man in the street when you are separated from your companions. You can see 
  that his mouth is stitched closed. 
   
  Acknowledged brother- 
  You either have been or shortly will be given an 
  assignment by Herad Pliq. It is your duty to follow Master 
  Pliq’s assignment to the fullest. Although he is a buffoon, 
  his master is not. He intends you to locate a lost city within 
  the Barony of Dylwich, a city called Ultholme. The city is 
  dark beyond measure, figuratively and literally. Should 
  you prove able to locate the city, we may still have an 
  agent present. You will know him through the usual 
  manner. 
  You are assigned to recover any and all heretical 
  materials. Should any of these materials be in danger of 
  escaping Ultholme, you are tasked with their destruction. 
   
  -The first virtue is silence 
  W 
   
  
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  Page 56 
  PLAYER HANDOUT #3 
   
  By Baronial order, the bearer of this letter is remanded into the 
  service of Lord High Baron Draconis Eternal, Malweig I. They 
  are commanded into service for a period of no longer than three 
  months, and no less than one week. He to whom this letter is 
  delivered shall have a period of one day from receipt to order his 
  affairs such that his untimely departure from this world shall 
  not cause undue strain upon his next of kin. Furthermore, This 
  letter of marque requires the bearer return to Lord High Baron 
  Draconis Eternal, Malweig I with a full and detailed accounting 
  of the time in service. Failure to do any of the above may result 
  in being brought before the courts of the land. 
  The bearer of this letter is required to travel to the town of 
  Ultholme and recover the jewel of Ultholme. Upon recovery, the 
  jewel shall be brought to Lord High Baron Draconis Eternal, 
  Malweig I for safekeeping. Lord High Baron Draconis Eternal, 
  Malweig I bears no responsibility for property loss, death, 
  insanity, fiscal crisis, loss of limb or other detrimental side effect 
  that may occur as part of following these instructions. Should the 
  bearer find success, a reward shall be given by the direct hand 
  of Lord High Baron Draconis Eternal, Malweig I. 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 57 
  PLAYER HANDOUT #4 
  (This collection of pages is a mundane journal. The only thing contained within of interest is the last page.) 
   
  Fourth Wealsun- 
  Yesterday we arrived in Ultholme and have spent much of the intervening time meeting with local dignitaries. We are 
  settled into a quite comfortable inn, at no expense to ourselves. The community of this town is quite lively once you are 
  introduced to them properly. Perhaps a bit standoffish, but what can you expect from a collection of peoples who have been 
  hunted for sport? 
  All in all, they seem to be a friendly people and I was surprised to find that the Duke of Dorlin has sent his daughter to 
  be raised here. I am not one to question a noble mind, though I do wonder at what brought him to that decision. Perhaps 
  it will serve a good purpose, to make the nobles of the Duchy understand these people whom Tavish has allowed to settle 
  here. 
  Jereck has been given a suite to himself, as befitting a king’s Herald. I have not spoken of him much during these travels 
  mostly because he is rather mundane. I suppose being able to blend in everywhere makes a valuable asset to spying on the 
  king’s enemies.  He has spent much time with the town’s officials and today told us that the ceremony we will witness is 
  tomorrow. It cannot come soon enough. Though these folk seem nice enough, I am still uneasy about them. I shall be glad 
  to leave Ultholme behind the hooves of my horse, Longstrider. 
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 58 
  PLAYER HANDOUT #6 
   
  By the orders of those who rule in Silence, I approach thee. 
  By the light and the darkness, I see thee. 
  By the smell and the taste, I recognize thee. 
  By sound of I tongue, I call thee. 
  By my blood, I bind myself to thee. 
  Maimed Lord, we ask to serve thee as most favored.  
  Whispered One, We offer thee this sacrifice. 
  Consummated in blood and silence, we are your sword. 
   
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 59 
  PLAYER HANDOUT #7 
  (The following sheaf of paper is sealed with a wax sign that looks like a black obelisk) 
   
  It is time, for secrets to come to light. As an order, long have the 
  Silent Ones watched over the Sheldomar. We watched as our Keoish 
  kings spread their influence and expanded our borders. We watched 
  as terrible events befell at Baltron’s Beacon, and again at the Night 
  of Long Lances. We watched as Castle Dorglast became a haven for 
  unruled evil, and as it was cleansed. We watched as followers of a 
  dark and heathen god slew a paladin for their summonings, and 
  watched as their trickery was unmasked. We watched as a King was 
  slain, and as a pretender aspired to a toppled throne. 
  Finally, we have watched our peers in power, the Knighthoods. We 
  found one in particular who we felt needed a watchful eye, the 
  philosophical founder of the knights of the Watch, Azmarender. 
  Although the knighthood labored to keep his prophecies a secret, 
  there are few things the Silent Ones cannot have access to. Using 
  resources beyond the scope of any squabbling Knighthood, we delved 
  into Azmarender’s secrets, and we discovered a horrible truth. 
  The truth, my friends and crowned heads, is that Azmarender’s 
  prophecy, as the Knighthood knew it, was incomplete. Azmarender 
  was allowed to receive the prophecy from an agent of weal, but in 
  order to preserve the balance; an agent of woe obscured the second 
  verse. It took many years before our Order was able to recover the 
  entire prophecy, and at that point the decision was made: the 
  Knighthood would remain unaware of the remainder of the 
  prophecy, that we may better watch them and if necessary, control 
  their movements. An order as powerful as they needed outside 
  control, lest they run rampant in their own glory. 
  It appears, now, as though we erred. We were unable to control all 
  the pieces at critical moments, and we were unable to prevent the 
  murder of our most sovereign lord. It appears as though the same 
  agent of woe who had originally obscured the prophecy had agents 
  within our ranks, ensuring we could not act swiftly in crisis.  
  Though you may deem it too late, we do not believe it is so. The best 
  way to combat this agent of woe is directly; its agents wither away 
  
  KEO6-04 Old Sins Cast Long Shadows 
   
  Page 60 
  under direct scrutiny. To this effect, I share now with you the second 
  stanza of what is commonly referred to as “The Prophecy of 
  Azmarender”.  
  We stand ready to aid when you call 
   
  The Wyrd 
  Master of the Silent Tower 
   
  When the king becomes common, 
  Ruled by the desires of his lesser, 
  An ancient foe returns to master the land. 
  And end to all beginnings, and a beginning to the end, 
  A bright-scaled horror unearths all secrets. 
  The reborn lion rules with iron,  
  forged into a great and terrible sword. 
  A great disappearance heralds the final act 
  The curtain falls on king and country,  
  The end of days sees the walls raised  
  Failure of the will leads always to slavery. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/596/Normal Scenarios/KEO6-04 - Old Sins Cast Long Shadows (APL 8-12)/KEO6-04 - Old Sins Cast Long Shadows.pdf